TEXT: In the Kingdom of Tursh
  Herbalism
  
  Author: Paul Caughell 
  Additional Material: Jason Yarnell 
  Editing:   Alec Rosenblit 
  Layout:  Jason Yarnell 
  Cover Illustration: Adam Schmidt 
  Cover Border: Pawel Dobosz 
  Interior Illustrations: Adam Schmidt, Maciej Zagorski, Pawet Dobosz 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  HERO SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. 
  HERO System Copyright © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. 
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  Copyright © 2008-2013 by D3 Adventures, Inc. All rights reserved. No reproductions without permission. 
  Produced and distributed by D3 Adventures, Inc., 5706 Fort Sumter Lane, Houston, TX, 77084. 
  For further information about D3 Adventures, visit www.d3adventures.com. 
   
  
  CONTENTS 
  Introduction ............................................................................. 2 
  Herbalists in the Kingdom of Tursh .......................................... 3 
  Gathering, Growing and Preparing Herbs ............................ 3 
  Growing Herbs ................................................................. 3 
  Gathering Herbs ............................................................... 4 
  Purchasing Herbs ............................................................. 4 
  Preparing Herbs ............................................................... 4 
  Chirurgy and Medical Science .............................................. 4 
  Anatomy and Healing ....................................................... 5 
  Tools and Environment .................................................... 5 
  Attuned Herbalists ............................................................... 5 
  Attuned Herbalist Talent .................................................. 6 
  Attuned Herbalist Power ................................................. 6 
  Healing Herbs and Antidotes ................................................... 7 
  healing herbs ........................................................................ 8 
  Balstan ............................................................................. 8 
  Bloodroot ......................................................................... 8 
  Catha ................................................................................ 8 
  Finevan ............................................................................. 9 
  Kelin ................................................................................. 9 
  Kilanie............................................................................... 9 
  Min ................................................................................. 10 
  Toria ............................................................................... 10 
  Trine ............................................................................... 11 
  Valeltan .......................................................................... 11 
  Virsty .............................................................................. 11 
  General Purpose Herbs ...................................................... 12 
  Aitiu ................................................................................ 12 
  Girmark .......................................................................... 12 
  Nean ............................................................................... 13 
  Queensfoil ...................................................................... 13 
  Surina ............................................................................. 13 
  Antidotes ............................................................................ 14 
  Braes .............................................................................. 14 
  Chrilas ............................................................................ 14 
  Lisomon .......................................................................... 14 
  Umir ............................................................................... 15 
  Curatives ............................................................................ 15 
  Atin ................................................................................. 15 
  Bethron .......................................................................... 15 
  Folloy ............................................................................. 15 
  Seonllum ........................................................................ 16 
  Tihya .............................................................................. 16 
  Yarrow ........................................................................... 16 
  Yokupa ........................................................................... 17 
  Poisons ................................................................................... 18 
  Creating, Acquiring and Using Poisons .............................. 18 
  Delivery Methods .......................................................... 18 
  Applying a Poison .......................................................... 19 
  Poison details ..................................................................... 19 
  Alip ................................................................................. 19 
  Bloodroot ....................................................................... 20 
  Ciomy ............................................................................. 20 
  Ghali-Ghali ..................................................................... 20 
  Noirdre ........................................................................... 21 
  Waruc ............................................................................ 21 
  Yultsic ............................................................................. 21 
  Diseases ................................................................................. 23 
  Infection mechanics ........................................................... 23 
  Catching a Disease ......................................................... 23 
  Disease details ................................................................... 24 
  Black Shakes................................................................... 24 
  Bloody Flux .................................................................... 24 
  Nagzin Fever .................................................................. 24 
  Scarlet Pox ..................................................................... 25 
  Wet-lung ........................................................................ 25 
  Package Deals ........................................................................ 26 
  Herbalist ............................................................................ 26 
  Midwife .............................................................................. 26 
  Chirurgeon ......................................................................... 27 
  Common Chirurgeon ..................................................... 27 
  Academy Chirurgeon ..................................................... 27 
  Field Medic Extension Package .......................................... 27 
  Poisoner Extension Package .............................................. 28 
  New Equipment ..................................................................... 29 
  Equipment ......................................................................... 29 
  Building New Herbs and Cost Calculations ........................ 30 
   
   
   
   
   
  
  INTRODUCTION 
  Within Kamarathin there is an art to taking materials from the 
  natural world and working them into a form that will benefit 
  those who would use them. This art ranges from mining raw 
  ore, smelting it into steel and then forming it into tools and 
  weapons to taking plants and berries and mixing them into 
  tinctures, powders and salves to mend wounds or cure 
  diseases. Regardless of the art employed, they all operate 
  from the same basic premise. 
   
  In all things there are those who are trained and skilled in 
  what they do, many a woodsman or chirurgeon can take an 
  herb and mix it in the proper doses to take advantage of its 
  inherent properties, but these people only see the herb as a 
  tool. They do not and cannot see the spirit within, they do not 
  speak with this spirit, and they do not make any attempt to 
  work with the spirit to let the spirit increase the efficacy of 
  the ointment or balm. 
   
  Those that do are known as Attuned Herbalists or 
  Apothecaries. These rare men and women have an innate 
  talent that cannot be learned, it is one that must be born into 
  the soul. All of the herbs, berries and plants that contain 
  medicinal properties will work in the hands of the 
  traditionally trained herbalist or chirurgeon, but when mixed 
  and worked by an Attuned Herbalist or Apothecary the full 
  potential is drawn from the mixture. 
   
  Within the pages of this tome, we shall discuss the methods 
  of acquiring and preparing herbs for both healing and more 
  nefarious uses, as well as the identification and treatment of 
  common diseases that can be found in the Kingdom of Tursh.  
  I shall be your guide into the world of chirurgy and herbalism. 
  
  HERBALISTS IN THE KINGDOM OF TURSH  
  Brinia struggled slowly to her feet from where she crouched next to the small pond, her knees protesting loudly.  “Shame there isn’t 
  an herb for old age,” she thought as she cleaned the dirt off of the bloodroot she had just harvested.  The bushes behind her snapped 
  loudly as someone stumbled through them, cursing.  Brinia turned to look at the stranger, seeing a young man barely old enough to 
  grow a proper beard wearing shabby leather armor and clutching a battered short sword in his left hand while his right clutched his 
  side where his lifeblood was dripping slowly.  The man eyed her warily and she stared back, calm and unconcerned.   
   
  “You the herb-witch from Gerry?” he asked.   
   
  Brinia didn’t really care for the title, no matter how true it was, but she gave the lad a gap-toothed smile and replied “That’s right, 
  and you look like you might be one of those bandits been waylaying travelers on the road to Viel.  Run afoul of some trouble, have 
  you?”  She cackled as the lad scowled at her.  His face was growing quite pale now, she noticed.  “Oh sit down, boy, before you fall 
  over dead.  I’ll be no use to you then.” 
   
  The young bandit glared at her and answered, “No, I’ll stay on my feet, Witch.  If you try to poison me or be-spell me, I’ll…” he weakly 
  waved his sword in her general direction.  She snorted and said, “Fine then, be a damn fool.  You’ll be sitting in a short moment 
  anyway, or lying on your face.”  
   
  Brinia waited, watching the boy sway unsteadily until he passed out and crumpled to the ground.  Shaking her head and muttering to 
  herself about the follies of youth, she worked her old body down onto the ground next to him, rolling the lad over on his back.  Setting 
  aside the bloodroot, she pulled knife from her belt and cut away the armor around the injury.  “Ghastly business, fighting and killing,” 
  she said out loud.  “Don’t rightly know why anyone does it.”   Her mind ran over the remedies she had in her many pouches before 
  settling on the one easiest at hand; the bloodroot she had just harvested.  “The spirits must favor foolish boys with swords,” she said, 
  and then she started singing.   
   
  Holding the root above the boy she slowly cut furrows in it with her knife, letting the blood-colored sap drip onto the open wound 
  before smearing it around with the flat of her knife.  Her song rose and fell in a natural rhythm, calling to the spirit of the plant, 
  praying for it to awaken and empower the healing effect of the sap.  The bleeding slowed and finally stopped, and the boy’s chest 
  continued to rise and fall.  Satisfied, Brinia cut the single broad leaf off the plant and spread it over the wound, her song now 
  thanking the spirit for its help.  She slowly struggled back to her feet and gathered a small amount of firewood, building a fire and 
  unpacking her teapot from her backpack.  While the boy slept, she sang another song over a tiny twist of paper containing a 
  measured amount of herbs that would help the boy recover from losing so much of his lifeblood. 
   
  GATHERING, GROWING AND PREPARING HERBS 
  Herbalist characters can obtain the herbs they use in several 
  different manners.  Most herbalists in Kamarathin are 
  stationary and maintain a garden containing their most 
  commonly used herbs.  This is not an option for adventuring 
  characters.  Adventurers must either forage for their herbs, 
  or they may purchase them from another herbalist or 
  merchant. 
   
  GROWING HERBS 
  Growing herbs is accomplished through the use of the PS: 
  Herbalist skill.  The herbalist must devote at least 2 hours a 
  day to their garden during the growing season.  One roll is 
  made per growing season; a successful roll indicates a good 
  crop, while a failed roll indicates a smaller harvest than 
  expected.  A critical success indicates a bumper crop.  A 
  critical 
  failure 
  indicates 
  that 
  the 
  combination 
  of 
  environmental factors and ineptitude has destroyed the crop 
  and nothing can be salvaged. 
   
   
  
  GATHERING HERBS 
  To successfully forage for herbs, the herbalist must be in the 
  correct environment, and the herb she seeks must be in 
  season.  A PS: Herbalist roll is made for every 4 hours of time 
  the character spends foraging, KS: Herb Lore can be used as a 
  complementary skill for this roll.  Success indicates the 
  herbalist has found 1d6 batches of the herb she sought.  
  Failure indicates that she was unable to find anything.  With a 
  critical success, she finds double the amount rolled.  A critical 
  failure indicates that something untoward happened and the 
  character was injured, taking 1d6 BODY damage.  This 
  damage cannot be resisted. 
   
  Foraging Modifiers 
   
  +1 Per step up the Time Chart spent searching 
   
  -1 Per step down the Time Chart spent searching 
   
  +1 Per 2 points of success on KS: Herb Lore roll, 
  maximum +3 
   
  +6 Critical success on KS: Herb Lore 
   
  Once an herb has been harvested, it will only retain potency 
  for a limited amount of time.  Some herbs retain their 
  potency for years, others only for days.  Preparing an herb for 
  use as a remedy may extend the life of the herb, or drastically 
  shorten it.  The details regarding lifespan of individual herbs 
  as well as what is done to prepare the herbs are covered in 
  chapter 3 and 4. 
   
  PURCHASING HERBS 
  Purchasing herbs is by far the easiest method of acquisition, if 
  the character has coin to pay for the herbs.  The herbalist is 
  still at the whims of the merchant as far as what herbs are 
  stocked and in what quantities, and some herbs will simply 
  not be available for sale due to rarity, season or loss of 
  potency.  An unmodified Trading roll is made to locate a 
  merchant that carries legal herbs.  Streetwise is used to 
  locate merchants that are willing to sell more dangerous 
  herbs or prepared poisons.  KS: Black Marketeering can be 
  used as a complementary skill for this roll.  It is up to the GM 
  what herbs the merchant has available and how fresh the 
  herbs are. 
   
  PREPARING HERBS 
  Processing herbs from their natural form to make them more 
  easily stored is done by drying the herb and then chopping or 
  grinding it with a mortar and pestle.  Ground herbs may then 
  be stored in leather bags, paper envelopes or twists, vials or 
  jars.  Oils are distilled from herbs using a glass retort and 
  steady flame.  Herbs may also be mixed with a lotion or salve 
  base created by mixing beeswax and olive oil, or simply 
  mixing the herbs in with rendered animal fat.  Poultices are 
  created by soaking dried or fresh herbs in hot water and 
  packing them onto the body and tightly wrapping the area.  
  Dried herbs are also used to create decoctions by boiling 
  them for a period of time and administering the resulting 
  liquid as a dose.  Sticky pastes are created by mixing dried 
  herbs or pulp with honey, which can then be spread over the 
  body or eaten. 
   
  All of these preparations require a successful PS: Herbalist 
  roll, with KS: Herb Lore as a complementary skill.  PS: Cook 
  may also be used as a complimentary skill where applicable, 
  but the maximum modifier is still +3.  In many cases, the 
  herbalist may take extra care and time to ensure the 
  preparation is done correctly, but some herbal preparations 
  have a very short lifespan and the herbalist cannot take extra 
  time on any herb with a prepared life of less than an hour.  
  The herbalist may also rush the preparation and take 
  shortcuts, at risk of spoiling the herb.  If the herbalist does 
  not have a proper mortar and pestle, improvised tools may 
  be used.  These modifiers are cumulative.  A successful roll 
  indicates the preparation was successful.  Failure indicates 
  the dose was spoiled.  Critical success increases the potency 
  of the dose by adding 1d6 AP to the herb’s power.  Critical 
  failure indicates that the dose was spoiled but the herbalist 
  was unaware of the problem, causing 1d6 BODY damage to 
  the patient.  This damage cannot be resisted. 
   
  Preparation Modifiers 
   
  +1 Per step up the Time Chart spent preparing herb, 
  maximum +3 
   
  -1 Per step down the Time Chart in preparation time 
   
  -1 Improvised tools 
   
  +1 Per 2 points of success on KS: Herb Lore or PS: 
  Cook if applicable, maximum +3 
   
  +6 Critical Success on KS: Herb Lore or PS: Cook if 
  applicable 
  CHIRURGY AND MEDICAL SCIENCE 
  Herbs are often used in conjunction with other, more direct 
  methods of healing.  The practitioners of medical science, 
  such as it is, are known as Chirurgeons.  The science of 
  medicine in Kamarathin is not well defined; it is a mixture of 
  anatomical knowledge, herb lore, superstition and outright 
  misunderstanding.  The prevailing theory of medicine is based 
  on the concept of bodily humors, the imbalance of which 
  cause illness.   Common treatments for imbalance of humors 
  include sweating, purging, vomiting and bloodletting.  Also 
  common is the belief that illness and disease are caused by 
  spirits (a belief that is often proven factual), which can be 
  treated performing the proper rituals or offering the right 
  prayers.  In the absence of a trained chirurgeon, folk medicine 
  is even more dominated by superstition. 
   
  The tools of the medical trade are numerous, and in some 
  cases improvised by necessity.  The bleeding lancet and 
  leeches are used for bloodletting.  Finely crafted steel knives 
  are used for surgical procedures, supplemented by bronze 
  scissors for larger work.  Sets of steel or bronze hooks are 
  used to reach and raise blood vessels, or for seizing small 
  pieces of tissue and fixing or retracting the edges of wounds, 
  and cleaning debris from an open wound.  Bronze probes are 
  used to mix, measure and apply medicines, or lever broken 
  bones into position.  Cautery is used for closing major 
  wounds, curved suturing needles and thread made of plant 
  
  fibers or dried animal gut for smaller wounds.  For major 
  head wounds that caused internal bleeding, a drill would be 
  used to relieve pressure inside the skull. When all else failed, 
  saws were used to amputate gangrenous limbs in the hopes 
  of saving the patient. 
   
  ANATOMY AND HEALING 
  The primary skill for treating injuries is Healing, with PS: 
  Chirurgeon as a complementary skill.  A successful chirurgeon 
  must have some knowledge of the anatomy of his patient to 
  properly treat injuries.  Basic knowledge of at least one 
  species anatomy is helpful, but when dealing with other 
  species, the chirurgeon is hampered by misunderstandings 
  and invalid assumptions as to the location and nature of 
  organs. 
   
  Before making a healing attempt, the character should roll a 
  skill check against their SS: Species Anatomy skill.  If they 
  succeed on the check, the healing attempt proceeds without 
  any modifiers for anatomical difference.  If the check fails, the 
  healing attempt proceeds with a modifier based on the table 
  above, comparing the patient’s species to the healer’s 
  anatomical knowledge.  
   
  Trained or experienced healers are better equipped to deal 
  with a patient’s injuries.  This is reflected by a complementary 
  skill roll with PS: Chirurgeon, which provides +1 to the healing 
  roll for every 2 points that the roll succeeds by, up to a 
  maximum of +3.  Failing this roll has no negative effect.   
   
  Diagnosing the injury is assumed to be part of the treatment 
  process and does not require a separate roll. 
   
  TOOLS AND ENVIRONMENT 
  Using the correct tools can greatly enhance the healing check.  
  For every tool that the character has available applicable to 
  the wound that is being treated, the healing check is modified 
  by +1, up to a total modifier of +3.  Linen bandages or splints 
  (depending on the nature of the injury) are considered the 
  minimum applicable tools and do not provide a modifier.  If 
  no tools are used at all, the healing check suffers a -3 
  modifier. 
   
  Severely injured patients are much harder to treat.  For every 
  2 BODY damage below the patient’s starting total, a -1 
  modifier is applied to the roll. 
   
  Finally, the environment the healer is working in can also 
  impact the healing roll.  If there is combat, or other 
  distractions (e.g. Working on a moving surface such as a 
  wagon or a ship in a storm), or the healer is attempting to 
  rush the process, the roll is modified by -2. 
   
  Healing Skill Modifiers 
   
  -1 per 2 BODY below starting total 
   
  -2 combat or other distractions, or rushed healing 
   
  -4 to -1 unfamiliar anatomy 
   
  -5 no anatomical knowledge, or critically failed roll 
   
  -3 to +2 equipment bonus 
   
  +1 per 2 points of success with PS: Chirurgeon 
  Complementary skill roll, maximum +3 
   
  +6 
  Critical 
  Success 
  on 
  PS: 
  Chirurgeon 
  Complementary skill roll  
   
  A Healing skill roll must be made for 
  each discrete wound, as defined (6E2, 
  p.122).  A successful healing roll will 
  immediately stop any bleeding (6E2, 
  p.113) and restore 1 BODY.  Treatment 
  of impairing wounds (6E2, p.111) halves 
  the 
  duration 
  of 
  the 
  impairment.  
  Treatment of disabling wounds (6E2, 
  p.111) halves the total effect of the 
  disability.    A character that is treated 
  by a healer daily doubles his REC for recovering BODY. 
   
  Critically failing a Healing skill roll indicates that the healer 
  has made his patient’s injury worse in some way.  This may 
  reopen wounds to increase bleeding, or simply cause 
  additional ½d6 BODY damage.  This damage cannot be 
  protected against. 
  ATTUNED HERBALISTS 
  While any herbalist or woodsman can take an herb and use it 
  to good effect, no matter how well trained they are, their 
  skills pale in comparison to Attuned Herbalists.  An attuned 
  herbalist is born with the gift to awaken the spirit of the 
  plants they use to heal and empower them to greater effect.  
  This gift cannot be taught, though many have tried and the 
  prayers and rituals that Attuned Herbalists use have become 
  part of the rituals and prayers that more mundane healers 
  use.  To represent an Attuned Herbalist, the character must 
  have the Attuned Herbalist Talent and Power. 
   
  The Attuned Herbalist Talent and Power is similar to being 
  attuned to an Atharian Seal, in that it must be purchased 
  during character creation and cannot be acquired afterwards.   
   
  Those who are attuned to the Atharian Seal of Aegia are well 
  known as healers and the Attuned Herbalist Talent is the 
  reason for this.  The Attuned Herbalist Talent and Power 
  replaces the optional Trained Herbalist Talent in the Aegia 
  Seal. 
   
   
   
  Anatomical Knowledge 
   
   
  Human Halfling Dwarf Goblin Canid 
  Dragon-Folk 
  Patient Species 
  Human 
  -1 
  -2 
  -2 
  -3 
  -4 
  -4 
  Halfling 
  -2 
  -1 
  -2 
  -3 
  -4 
  -4 
  Dwarf 
  -2 
  -2 
  -1 
  -3 
  -4 
  -4 
  Goblin 
  -3 
  -3 
  -3 
  -1 
  -4 
  -4 
  Canid 
  -4 
  -4 
  -4 
  -4 
  -1 
  -4 
  Dragon-Folk 
  -4 
  -4 
  -4 
  -4 
  -4 
  -1 
  
  ATTUNED HERBALIST TALENT 
  Character Points: 5 
   
  The Attuned Herbalist Talent allows the character to 
  purchase the Attuned Herbalist Power. 
   
  ATTUNED HERBALIST POWER 
  Active Points: 27 
  Real Cost: 11 
   
  Aid  Herbal Effects 3d6, Reduced Endurance (0 END; +1/2) (27 
  Active Points); Extra Time (5 Minutes, Only to Activate, 
  Character May Take No Other Actions, -1 1/4), Concentration 
  (1/2 DCV; -1/4) 
   
   
   
  
  HEALING HERBS AND ANTIDOTES  
  Joslacy stepped into the dim environs of the house, her arms cupped protectively over the small swell of her belly.  The air was full of 
  a hundred different earthy scents coming from the herbs hanging from beams of the roof.  Nearly every flat surface in the building 
  was covered with bottles and vials, carefully sorted and tied with colored braids of thread with intricate knots.  Mother Rayl looked 
  up from her seat near the fire and smiled.   
   
  “I see the Goddess and her consort have finally blessed you, child,” Mother Rayl said happily.   
   
  Joslacy blushed and shuffled her feet as she came further into the house.  “Yes, Mother.  The tonic you gave me worked, I guess.  My 
  Kerry and I, we’ll be in your debt for a-“ 
   
  The old woman waved her hand quickly through the air and interrupted the girl, “Pssh, that don’t matter girl.  Did you just come by to 
  visit or is there something you need?” 
   
  “Well…Kerry hasn’t been himself last tenday.  His skin’s been pale and clammy and just this morning he took up with the ague.” 
   
  While the girl was talking, Mother Rayl stood and drifted over to one of the tables, nodding her head and asking leading questions.  
  She sorted through the vials, picking them up one after another and examining the knotted thread closely.  Finally satisfied with her 
  selection, she turned to the girl and held out the bottle.  “Have your man drink this, child.  If the fever does not break by dawn 
  tomorrow, get your brother and father to help you carry him to my house.”  
   
   Joslacy accepted the vial with a grateful look and sputtered something about payment, but Mother Rayl waved her hand again and 
  pointed at the door.  As the girl left, Mother Rayl whispered to herself, “Pray to the goddess the fever breaks, child.  The other options 
  won’t be near as easy.” 
   
  She was back the next morning, her brother and father toting Kerry into the house as the man complained and argued, shouting that 
  he would be right as rain soon.  Mother Rayl pointed the men to a table near the back, telling them to set the man down gently.  
  Kerry was pale and sweating, she observed silently as she wandered the room lighting rushlights with a twig from the fire.  
   
  “Hush now, boy,” the matronly woman said to Kerry as he struggled to get off the table.  “You fight me and your child is gonna want 
  for a father.”  Kerry quieted down.  “Thank you for carrying him here, Achel and Sayn.  You boys take Joslacy and help her boil up 
  some water.”  
   
  The room emptied quickly and Mother Rayl set to work, her hands pressing on Kerry’s skin in various places as she calmly asked 
  where it hurt.  Although Kerry was dripping with sweat, his skin was cold.  She found hard, painful lumps under his jaw and armpits.  
  Turning away from her patient, Mother Rayl kept up a meaningless patter in her calm voice while inside she dredged through her 
  memories.  His symptoms were so confusing, outwardly he seemed to have an imbalance of phlegmatic humors, but he wasn’t 
  coughing or having any trouble breathing.  The remedy she sent home should have balanced his bile and phlegm.   
   
  With little left to try, she gathered materials for a poultice of herbs with fire properties that she hoped would balance the cold in him.  
  When Joslacy and the men returned with hot water, she measured out a bowl full and soaked the herbs for the poultice, singing the 
  ritual songs while she soaked a yard of linen in the rest of the water.  She packed the poultice on Kerry’s chest and started wrapping 
  the hot cloth around him while he complained.  Just to be sure, she had him drink the water the herbs had soaked in.  “Fire on the 
  outside, fire on the inside,” she thought. 
   
  She kept Joslacy and the boys running throughout the day, fetching hot water while she changed the poultices hourly.  By nightfall, 
  her throat was raw from the songs, but the swelling under Kerry’s armpits and jaw had gone down and his color was back to normal.
   
   
  
  HEALING HERBS 
  Healing herbs are the stable of the herbalist’s pouch.  
  Without them, she cannot adequately do her job. Several of 
  these herbs, specifically ones meant to treat disabling 
  injuries, must be applied within a limited time frame from the 
  point of injury.  These herbs should be carried in prepared 
  form if possible. 
   
  BALSTAN 
  Balstan is the Beileanean name for a reed that is frequently 
  found growing in the spring and summer along river banks.  
  Balstan dies back during early autumn.  The reed has a thick, 
  barky stalk that grows up to an inch in diameter, and can 
  grow up to six feet in height.  The top of the reed has a three 
  inch round ball of fluff, several inches above which the reed 
  grows to a point.  The roots of balstan form a loose weave 
  that helps it hold in place against river currents.  Under the 
  barky exterior of the stalk is found a loose and fibrous pulp, 
  which can be brewed into a tea that will aid in the healing of 
  limbs that might otherwise be disabled by injury.  
  Mechanically, this power increases the character’s CON and 
  allows a re-roll for disabling injuries. 
   
  Balstan Reed 
  Cost: 9 farthings per reed 
  Each purchase of reed is enough to create 10 ounces of tea. 
   
  Raw Efficacy: ~35 days 
  Dried Efficacy: ~5 years 
   
  Balstan Tea 
  Cost: 1.8 farthings per ounce 
  Prepared Efficacy: ~35 days 
   
  +6 CON; 1 Charge which Never Recovers (-4), Limited Power 
  (Only To Resist Impairing or Disabling Results In The Limbs; -
  2), Extra Time (20 Minutes, Only to Activate, Brew; -1 1/4), 
  IAF Expendable (Difficult to obtain new Focus; Reed; -3/4), 
  Limited Power (Cannot Be Used To Heal Severed Limbs; -0), 
  Conditional Power (Must Be Applied Within 5 Minutes Of 
  Injury; -0) 
   
  BLOODROOT 
  Bloodroot grows in temperate zones, always near water.  The 
  stalk of the plant is seven to fifteen inches in height with one 
  large sheath-like multi-lobed leaf up to six inches across.  It 
  flowers in early spring, producing a single twelve-petaled 
  white flower with a pronounced red stamen.  These stalks 
  often grow close together, as each root will send up multiple 
  shoots.  The root is red and bulbous, usually six inches to a 
  foot around depending on how many stalks it produced.  
  When the root is cut it 'bleeds' a thin red sap.  The sap of the 
  bloodroot is used to aid the healing of cuts and punctures.  It 
  can be used fresh by spreading the sap across the wound and 
  then wrapping it with the leaf from the stalk, or as processed 
  syrup applied directly to the wound and wrapped with a 
  bandage.  Bloodroot sap should never be taken internally.  
  Although it is sweet and pleasant to the taste, it causes 
  debilitating stomach cramps.  Bloodroot sap can be dried into 
  a resin that will keep for up to two years, and can be 
  reconstituted by mixing it with warm water.  Bloodroot can 
  be harvested year round. 
   
  Bloodroot Plant 
  Each plant can provide enough sap for 3 ounces of syrup 
   
  Cost: 4.5 farthings per plant 
  Raw Efficacy: ~7 days 
  Dried Efficacy: ~1 year 
   
  Bloodroot Syrup 
  One ounce of syrup or raw sap can treat up to three wounds. 
   
  Cost: 3 farthings per ounce 
  Prepared Efficacy: ~60 days 
   
  Healing BODY 1d6; 3 Charges which Never Recover (-3 1/4), 
  Gestures, Requires Gestures throughout (Requires both 
  hands; -1), Extra Time (1 Minute, Only to Activate, apply to 
  wounds; -3/4), IAF Expendable (Difficult to obtain new Focus; 
  -3/4) 
   
  CATHA 
  Catha nectar comes from a carnivorous plant common to  
  Beilean.  The plant is found mostly in temperate forests, 
  growing near deciduous trees. It grows up to five inches tall, 
  with a one inch thick stalk that has three wide ovular leaves 
  with serrated edges growing out from the base.  The leaves 
  each grow up to three inches long.  The stalk of the plant has 
  an upside-down bell-shaped green flower with a large white 
  stamen.  When insects land on the stamen, it retracts into the 
  bell and the mouth of the bell tightens, trapping the insect 
  
  inside.  Catha nectar is harvested from inside the bell.  The 
  growing season of Catha is from early spring through to 
  autumn; it dies rapidly when the weather turns cold.  Catha 
  will continue producing nectar for four days after harvest if 
  kept watered. 
   
  Catha Plant 
  Each plant can provide enough nectar to make one ounce of 
  syrup 
   
  Cost: 24 farthings per plant 
  Raw Efficacy: ~4 days 
  Dried Efficacy: Not Available 
   
  Catha Syrup 
  Cost: 48 farthings per ounce 
  Prepared Efficacy: ~30 days 
   
  Healing BODY 1d6, Damage Over Time (2 damage increments, 
  damage occurs every three Segments, +2 1/4); 1 Charge 
  which Never Recovers (-4), IAF Expendable (Difficult to obtain 
  new Focus; Nectar; -3/4), Extra Time (Full Phase, Only to 
  Activate, -1/4) 
   
  FINEVAN 
  Finevan is a nut that grows on a small bush commonly found 
  in hilly regions of Beilean.  Finevan bushes tend to grow 
  together in large clumps, making a solid hedge row.  The bush 
  grows up to 3 feet tall and has deep green leaves with sharp 
  prickers along the edge, similar to holly bushes.  Small 
  clusters of acorn-like nuts grow on the central branch of each 
  bush.  These nuts, when ground into a paste and applied to a 
  wound, help resist disabling wounds to the head and torso.  
  The nut does not keep very well when raw, but once ground 
  into paste it can keep for years in a proper container.  Finevan 
  bushes produce nuts in late summer through early fall. 
   
  Finevan Nut Cluster 
  Each cluster can produce 5 ounces of paste 
   
  Cost: 4.5 farthings per cluster 
  Raw Efficacy: ~2 hours 
  Dried Efficacy: ~6 years 
   
  Finevan Paste 
  Cost: 1.8 farthings per ounce 
  Prepared Efficacy: ~6 years 
   
  +6 CON; 1 Charge which Never Recovers (-4), Limited Power 
  (Only To Resist Impairing or Disabling Results In The 
  Head/Torso; -2), Extra Time (5 Minutes, Only to Activate, 
  Character May Take No Other Actions, Paste; -1 1/4), IAF 
  Expendable (Difficult to obtain new Focus; Nut; -3/4) 
   
   
   
   
   
  KELIN 
  Kelin is a soft green fruit that grows on a vine found in the 
  swamps of Tursh.  Kelin vine is extremely vigorous, growing 
  quickly and strangling any trees it encounters.  During the 
  cool spring and autumn seasons, the vine produces a tear-
  drop shaped soft fruit that is one inch wide at the top and 
  three inches wide at the bottom.  The fruit is very soft and 
  bruises easily.  It should be harvested and juiced.  The juice is 
  applied directly to broken or severely damaged limbs and aids 
  in recovery. 
   
  Kelin Fruit 
  Each purchase produces 4 ounces of juice 
   
  Cost: 84 farthings per pound 
  Raw Efficacy: ~3 days 
  Dried Efficacy: Not available 
   
  Kelin Juice 
  Cost: 42 farthings per ounce 
  Prepared Efficacy: ~2 years 
   
  Healing BODY 3d6, Can Heal Limbs; 1 Charge which Never 
  Recovers (-4), Extra Time (20 Minutes, Only to Activate, 
  Character May Take No Other Actions, Liquid; -1 1/2), IAF 
  Expendable (Difficult to obtain new Focus; Fruit; -3/4), 
  Gestures (Requires both hands; Must Be Applied To Wounds; 
  -1/2), Limited Power (can only repair limbs that are still 
  attached; -1/2), Limited Power (Can Only Be Used To Heal 
  Impaired or Disabled "Bone" Damaged Limbs; -1/4) 
   
  KILANIE 
  Kilanie can be found growing on still water inside the swamps 
  and wetlands of Tursh.  This pale green algae is harvested and 
  made into a paste, which is applied to wounds to speed 
  healing.  Kilanie is usually collected in one ounce jars and 
  tightly sealed to keep it moist.  Once mixed into a paste, its 
  effectiveness is rapidly lost. 
   
  Kilanie 
  Each purchase produces 2 ounces of paste 
   
  Cost: 36 farthings per pint 
  Raw Efficacy: ~42 days 
  Dried Efficacy: Not Available 
   
  Kilanie Paste 
  Cost: 36 farthings per ounce 
  Prepared Efficacy: ~2 days 
   
  Healing BODY 3d6; 1 Charge which Never Recovers (-4), Extra 
  Time (5 Minutes, Only to Activate, Character May Take No 
  Other Actions, Paste; -1 1/4), IAF Expendable (Difficult to 
  obtain new Focus; Algae; -3/4), Gestures (Requires both 
  hands; Must Be Applied To Wounds; -1/2) 
   
   
   
  
  MIN 
  Min is a hearty evergreen groundcover plant that grows in 
  the mountainous regions of Tursh.  Min is often found 
  spreading down steep hills, where it helps prevent erosion.  
  During spring, min produces small clusters of quarter-inch 
  indigo buds that bloom just before summer.  After 30 days 
  the blooms fall off and small black berries grow in their place.  
  Min berries grow from early autumn through to late winter.  
  Min cloves must be harvested before they bloom and ground 
  into a paste.  When applied to wounds, it speeds healing.  
  Min berries are also medicinal, they can be dried and ground 
  into a powder which is brewed into a tea and drank to speed 
  recovery from blood loss. 
   
  Min Cloves 
  Each purchase produces 6 ounces of paste 
   
  Cost: 27 farthings per pound 
  Raw Efficacy: ~6 days 
  Dried Efficacy: ~60 days 
   
  Min Paste 
  Cost: 9 farthings per ounce 
  Prepared Efficacy: ~4 days 
   
  Healing BODY 1d6, Reduced Endurance (0 END; +1/2); 1 
  Charge which Never Recovers (-4), Extra Time (5 Minutes, 
  Only to Activate, Character May Take No Other Actions, 
  Paste; -1 1/4), IAF Expendable (Difficult to obtain new Focus; 
  Clove; -3/4), Gestures (Requires both hands; Must Be Applied 
  To Wounds; -1/2) 
   
   
   
   
  Min Berries 
  Each purchase produces 5 ounces or powder 
   
  Cost: 15 farthings per pound 
  Raw Efficacy: ~30 days 
  Dried Efficacy: ~60 days 
   
  Min Powder 
  Cost: 6 farthings per ounce 
  Prepared Efficacy: ~7 days 
   
  +10 REC; 1 Continuing Charge lasting 5 Minutes which Never 
  Recovers (-2 3/4), Extra Time (5 Minutes, Only to Activate, 
  brew; -1), IAF Expendable (Difficult to obtain new Focus; 
  berries; -3/4), Limited Power Only to recover from blood loss 
  (-0) 
   
  TORIA 
  Toria is a fern that grows in all temperate regions of Tursh.  It 
  stands between six inches and two feet in height and grows in 
  large patches.   Each fern stem has leaves that jut out 
  perpendicular to the stem, and each successive leaf gets 
  shorter and thinner from ground to tip.  The leaves are 
  stripped from the fern and dried.  When ground into a 
  powder and applied to wounds, toria greatly speeds recovery.  
  Toria grows most of the year, only dying back during winter. 
   
  Toria Leaves 
  Each purchase makes one ounce of powder 
   
  Cost: 30 farthings per 2 ounces 
  Raw Efficacy: ~5 days 
  Dried Efficacy: ~35 days 
   
   
  
  Toria Powder 
  Cost: 60 farthings per ounce 
  Prepared Efficacy:  ~2 days 
   
  Healing BODY 4d6; 1 Charge which Never Recovers (-4), Extra 
  Time (20 Minutes, Only to Activate, Character May Take No 
  Other Actions, Powder; -1 1/2), IAF Expendable (Difficult to 
  obtain new Focus; Leaf; -3/4), Gestures (Requires both hands; 
  Must Be Applied To Wounds; -1/2) 
   
  TRINE 
  Trine is a rare cousin of the common oak tree.  Trine wood 
  has a very distinctive grain that is highly sought after by 
  woodcrafters, making it hard to find unless one searches in 
  the depths of forests.  The inner bark of the tree can greatly 
  increase the chance of recovery from severe wounds to the 
  limbs.  The bark can be harvested year round, and if properly 
  ground will keep for years.  The powder is mixed with water 
  and the prepared concoction must be administered to the 
  patient within 5 minutes of the injury.   
   
  Trine Bark 
  Each purchase of bark is enough to create 4 ounces of 
  powder 
   
  Cost: 3.6 farthings each 
  Raw Efficacy: ~6 days 
  Dried Efficacy: ~6 years 
   
  Trine Powder 
  Cost: 1.8 farthings per ounce 
  Prepared Efficacy: ~90 days 
   
  +6 CON; 1 Charge which Never Recovers (-4), Limited Power 
  (Only To Resist Impairing or Disabling Results In The Limbs; -
  2), Extra Time (20 Minutes, Only to Activate, Character May 
  Take No Other Actions, Powder; -1 1/2), IAF Expendable 
  (Difficult to obtain new Focus; Bark; -3/4), Limited Power 
  (Cannot Be Used To Heal Severed Limbs; -0), Conditional 
  Power (Must Be Applied Within 5 Minutes Of Injury; -0) 
   
  VALELTAN 
  Valeltan is a rare cactus found in the desert regions of 
  Beilean.  The cactus is normally found growing at the base of 
  other, larger cacti.  Valeltan grows in a small, four inch ball.  It 
  is pale green and covered with short spines that can cause an 
  irritating rash if they break the skin.  During the wet season, 
  valeltan cacti produce a single purple flower which quickly 
  falls off.  The cactus must be harvested and juiced.  The juice 
  is applied directly to wounds to speed healing.  A single 
  valeltan will produce one ounce of juice, which may be stored 
  for years in a proper container.  Valeltan grows year round. 
   
   
   
   
   
   
  Valeltan Cactus 
  Each purchase produces one ounce of juice 
   
  Cost: 18 farthings per pound 
  Raw Efficacy: ~4 days 
  Dried Efficacy: Not Available 
   
  Valeltan Juice 
  Cost: 36 farthings per ounce 
  Prepared Efficacy: ~5 years 
   
  Healing BODY 3d6; 1 Charge which Never Recovers (-4), Extra 
  Time (20 Minutes, Only to Activate, Character May Take No 
  Other Actions, Liquid; -1 1/2), IAF Expendable (Difficult to 
  obtain new Focus; Cactus; -3/4), Gestures (Requires both 
  hands; Must Be Applied To Wounds; -1/2) 
   
  VIRSTY 
  Virsty is a medicinal reed that can be found growing in 
  brackish water near river deltas.  The reed is a plain hollow 
  stalk which is three inches around and up to four feet in 
  height.  At regular intervals of six inches, thin branches grow 
  out of the stalk, extending for six to eight inches and ending 
  in clusters of eight inch long leaves.  Virsty grows in large 
  stands and can be found growing year round.  The medicinal 
  portion of virsty is the inner layer of the hollow central tube.  
  The reed is harvested and cut open, and then the inner layer 
  is carefully scraped out and dried in a kiln.  Once properly 
  dried, virsty is ground into a powder that is applied directly to 
  wounds and greatly enhances healing of muscular damage.  
  Virsty can also be used fresh from the reed. 
   
  Virsty Reed 
  Each reed produces 2 ounces of powder 
   
  Cost: 42 farthings per reed 
  Raw Efficacy: ~6 hours 
  Dried Efficacy: ~4 years 
   
  Virsty Powder 
  Cost: 42 farthings per ounce 
  Prepared Efficacy: ~4 years 
   
  Healing BODY 3d6, Can Heal Limbs; 1 Charge which Never 
  Recovers (-4), Extra Time (20 Minutes, Only to Activate, 
  Character May Take No Other Actions, Powder; -1 1/2), IAF 
  Expendable (Difficult to obtain new Focus; Reed; -3/4), 
  Gestures (Requires both hands; Must Be Applied To Wounds; 
  -1/2), Limited Power (can only repair limbs that are still 
  attached; -1/2), Limited Power (Can Only Be Used To Heal 
  Impaired or Disabled "Muscle" Damage; -1/4) 
   
   
   
   
   
   
  
  GENERAL PURPOSE HERBS 
  General purpose herbs may be used for nutrition, defense, or 
  temporarily improving a character’s abilities. These herbs are 
  not used in life-threatening situations and can generally be 
  carried in dried form. 
   
  AITIU 
  Aitiu is the Beileanean name for a nut that grows on an odd 
  vine that is commonly found climbing oak trees.  The nut is 
  three-quarters of an inch long and half an inch around, ovular 
  with a triangular cross-section.  The shell is a rich brown 
  color, and the meat inside is pale greenish-white when ripe.  
  The nut must be ground into a paste and eaten to take effect.  
  Aitiu is rarely sold; the nuts go sour very quickly after harvest.  
  The aitiu vine produces nuts in the late fall. 
   
  Aitiu Nut 
  Each nut makes one ounce of paste 
   
  Cost: .15 farthings per nut 
  Raw Efficacy: ~4 days 
  Dried Efficacy: Unavailable 
   
   
   
   
   
   
   
   
  Aitiu Paste 
  Cost:  .3 farthings per ounce 
  Prepared Efficacy: ~1 day 
   
  Life Support  (Eating: Character only has to eat once per 
  week); 1 Continuing Charge lasting 1 Week which Never 
  Recovers (-1 1/2), Extra Time (5 Minutes, Only to Activate, 
  Character May Take No Other Actions, Paste; -1 1/4), 
  Gestures, Requires Gestures throughout (Requires both 
  hands; -1), IAF Expendable (Difficult to obtain new Focus; 
  Nut; -3/4) 
   
  GIRMARK 
  Girmark is the common name for dried buds of the stevin 
  tree, which can be found in the forests of Tursh.  The stevin 
  tree is an evergreen that grows from twenty to thirty feet in 
  height, having large square leaves and red flowers in groups 
  of clusters at the end of its branches.  The flower buds are 
  first pale white and gradually turn green, after which they 
  develop into a bright red color just prior to opening in late 
  summer.  Each bud is half an inch to an inch long.  The buds 
  must be harvested when they are bright red, but before they 
  flower out.  The buds are then dried and will retain potency 
  for up to three years.  The dried buds are powdered and 
  mixed with water and then drank to take effect. 
   
  Girmark Buds 
  Each purchase produces 6 ounces of powder 
   
  Cost: 4.5 for 1 pound 
  Raw Efficacy: ~21 days 
  Dried Efficacy: ~3 years 
  
  Girmark Powder 
  Cost: 1.5 farthings per ounce 
  Prepared Efficacy: ~3 days 
   
  Power Defense (5 points); 1 Continuing Charge lasting 1 Week 
  which Never Recovers (-1 1/2), Extra Time (20 Minutes, Only 
  to Activate, Character May Take No Other Actions, Powder; -1 
  1/2), Limited Power (Only Vs. Fire; -1 1/2), IAF Expendable 
  (Difficult to obtain new Focus; Clove; -3/4) 
   
  NEAN 
  Nean salve is the Tursh answer to the swarms of insects that 
  plague the Water Wood.  This salve is a combination of 
  rendered animal fat and oil of lemongrass that wards off 
  insects for up to six hours.  The salve does not perform as 
  well when exposed to water, which can cause it to wash off 
  the person's skin, shortening the duration of effect.  Although 
  the salve has a citrusy scent, it's often overwhelmed by the 
  rendered fat, which very quickly goes rancid.  Lemongrass oil 
  is made by pulping dried or fresh lemongrass and boiling it in 
  a retort with alcohol, collecting the liquid that is produced.  
  Lemongrass grows in warmer climates and can be harvested 
  year round. 
   
  Lemongrass 
  Each purchase produces 4 ounces of salve 
   
  Cost: 3.6 farthings per pound 
  Raw Efficacy: ~21 days 
  Dried Efficacy: ~120 days 
   
  Nean Salve 
  Cost: 1.8 farthings per ounce 
  Prepared Efficacy: ~30 days 
   
  Change Environment (+1 Points of Telekinetic STR), Area Of 
  Effect (2m Surface; +1/4); 1 Continuing Charge lasting 6 Hours 
  which Never Recovers (-2), Gestures, Requires Gestures 
  throughout (Requires both hands; -1), IAF Expendable 
  (Difficult to obtain new Focus; salve; -3/4), Extra Time (1 
  Minute, Only to Activate, apply salve; -3/4), Limited Power 
  Shortened by exposure to water or excessive sweat (-1/4), 
  Side Effects (-2 to Social Interactions while under effect; -1/4) 
   
  QUEENSFOIL 
  Queensfoil grows in the swamps of Kamarathin.  The plant 
  has a thick barky stalk standing three feet high with deep 
  green leaves that have veins the color of blood. The leaves 
  are wide and flat, and grow only at the top of the stalk in a 
  group of seven. The root of the queensfoil plant is highly 
  poisonous.  To use it safely, the plant must be harvested in 
  early summer before it bolts and hung root up to dry in a 
  cool, dark place for a 7 days.  The root is then ground and 
  boiled in two pints of water until the water is reduced to one 
  ounce.  Once the pulp is strained out, the remaining liquid 
  represents one dose of the prepared drug, and is good for 14 
  days.  Dried queensfoil root can be stored for up to a year 
  before losing potency. 
   
  Within five minutes of being dosed with queensfoil, the 
  subject will fall into a deep, deathlike sleep.  Breath and 
  heartbeat slow to the point where it seems the spirit has fled 
  the body.  The subject will remain in this sleep for at least a 
  day.   Giving a subject more than one dose will cause their 
  spirit to actually flee the body. 
   
  This herb acquired the name "queensfoil" during the reign of 
  the Blood Queen, when it was often used to escape a more 
  gruesome death. 
   
  Queensfoil Root 
  Each purchase produces 1 ounce of extract 
   
  Cost: 4.2 farthings per root 
  Raw Efficacy: ~14 days 
  Dried Efficacy: ~1 year 
   
  Queensfoil Extract 
  Cost: 8.4 farthings per ounce 
  Prepared Efficacy: ~14 days 
   
  Simulate Death (+2 to roll), Uncontrolled (+1/2), Usable As 
  Attack (+1 1/4); 1 Continuing Charge lasting 1 Day which 
  Never Recovers (-1 3/4), Side Effects, Side Effect occurs 
  automatically whenever Power is used (Side Effect always 
  occurs whenever the character does some specific act; User 
  dies if more than one dose is given.; -1 1/2), Extra Time (5 
  Minutes, Only to Activate, -1), IIF Expendable (Very Difficult 
  to obtain new Focus; -3/4) 
   
  SURINA 
  Surina is a lichen commonly found growing near spruce trees 
  in the mountainous regions of Tursh.  Surina can only be 
  harvested from spring to fall, as it dies back during the 
  winter.  The lichen is mottled yellow and green and grows 
  along the roots and lower trunk of spruce trees.  When 
  harvested and dried, it will retain its potency for years.  Dried 
  surina is brewed into a tea which sharpens the drinker’s 
  vision for an hour. 
   
  Surina Lichen 
  Each purchase produces 8 ounce of tea 
   
  Cost: 28.8 farthings per 4 ounces 
  Raw Efficacy: ~42 days 
  Dried Efficacy: ~6 years 
   
  Surina Tea 
  Cost: 7.2 farthings per 1 ounce dose 
  Prepared Efficacy: ~150 days 
   
  +8 versus Range Modifier for Sight Group; 1 Continuing 
  Charge lasting 1 Hour which Never Recovers (-2 1/4), Extra 
  Time (20 Minutes, Only to Activate, Brew; -1 1/4), IAF 
  Expendable (Difficult to obtain new Focus; Lichen; -3/4) 
  
  ANTIDOTES 
  Antidotes are used to cure poisons or prevent them from 
  affecting the user.  They are usually only effective against one 
  type of poison. Many of these herbs are intended to be used 
  multiple times in order to overcome the poison afflicting the 
  patient, and generally should be kept on-hand in prepared 
  form if possible. 
   
  BRAES 
  Braes tea is brewed from an assortment of herbs known for 
  their purgative and restorative powers, commonly carried by 
  Aigulf herbalists.  The herbs are gathered in fall from the 
  bushes and flowers native to the temperate regions that the 
  Aigulf wander through, and each herbalist has her own 
  particular recipe which changes due to availability of 
  individual herbs.   Braes must be freshly brewed to be of any 
  effect.  One pot of tea makes six doses, which should be 
  administered to the patient over the course of an hour.  An 
  ounce of braes can make three pots of tea.  Braes has the 
  unfortunate side effect of causing nausea, vomiting and 
  blurred vision.  Braes is only effective against ingested 
  poisons. 
   
  Braes Herbs 
  Each purchase produces one quart of tea 
   
  Cost: 36 farthings per 1 ounce  
  Raw Efficacy: ~7 days 
  Dried Efficacy: ~120 days 
   
  Braes Tea 
  Cost: 72 farthings per quart 
  Prepared Efficacy: ~1 hour 
   
  Major Transform 1d6 (Poisoned person into non-poisoned 
  person); 18 Charges which Never Recover (-2), Extra Time (5 
  Minutes, Only to Activate, brew; -1), Limited Power Only 
  effective against ingested poisons (-1), IAF Expendable 
  (Difficult to obtain new Focus; Braes tea; -3/4), Side Effects 
  (Nausea and vomiting; -1/4) 
   
  CHRILAS 
  Chrilas grows wild in the high hills of Tursh.  This bluish-green 
  grass can grow up to two feet in height and tends to grow in 
  clumps that look like horse-tails.  Chrilas grows year round 
  and can be harvested anytime.  The grass is ground into a 
  pulp which is squeezed to collect juice, which makes the 
  patient proof against plant-based poisons for five years. 
   
  Chrilas grass 
  Each purchase produces 5 ounces of juice 
   
   
  Cost: 15 farthings per pound 
  Raw Efficacy: ~7 days 
  Dried Efficacy: Not available 
   
   
  Chrilas juice 
  Cost: 6 farthings per ounce 
  Prepared Efficacy: ~60 days 
   
  Life Support  (Immunity Phytotoxins; Immunity: All terrestrial 
  diseases); Extra Time (5 Minutes, Only to Activate, Character 
  May Take No Other Actions, Liquid; -1 1/4), Gestures, 
  Requires Gestures throughout (Requires both hands; -1), IAF 
  Expendable (Difficult to obtain new Focus; Grass; -3/4), 1 
  Continuing Charge lasting 5 Years which Never Recovers (-
  1/2) 
   
  LISOMON 
  Lisomon is a small flowering plant often found growing at the 
  base of oak trees from mid-spring to fall.  The mature plant is 
  four inches tall with wide, fleshy dark green leaves that have 
  a furry texture, and three deep golden bell-shaped flowers 
  sprouting from the center.  Lisomon is a perennial, and is 
  often called Hanging Bell.  The medicinal portion of the plant 
  is the fleshy leaves, which can be harvested at any time.  The 
  leaves should be dried and ground, and retain potency for 90 
  days.   
   
  Lisomon is used to treat poisons that affect the lungs.  The 
  prepared leaves are steeped in hot water until the water 
  takes on a deep brownish-green color and begins to smell of 
  cinnamon, roughly five minutes after steeping.  The tea must 
  be drunk while hot to have any effect.  It is recommended 
  that the patient be sitting while drinking the tea, as lisomon 
  has a strong soporific effect.  One ounce of dried lisomon will 
  make enough tea for twenty doses. 
   
  Lisomon Leaves 
  Each purchase makes 1 quart of tea 
   
  Cost: 6.75 farthings per ounce 
  Raw Efficacy: ~21 days 
  Dried Efficacy: ~90 days  
   
  Lisomon Tea 
  Cost: 13.5 farthings per quart 
  Prepared Efficacy: ~10 minutes 
   
  Dispel Respiratory poison 2d6, Cumulative (192 points; +1 
  1/2); 20 Charges which Never Recover (-2), Extra Time (5 
  Minutes, Only to Activate, brew; -1), Side Effects, Side Effect 
  occurs automatically whenever Power is used (Soporific, Ego 
  roll to remain conscious ; -1), IAF Expendable (Difficult to 
  obtain new Focus; -3/4) 
   
   
   
   
   
   
   
   
   
  
  UMIR 
  Umir root is common in the Water Wood, but almost 
  unknown outside of it.  The Bezzi use umir as a universal 
  antidote, it has been shown effective against animal venoms, 
  botanical poisons and even alchemical concoctions.  Umir is a 
  waterplant that grows year round mostly submerged.  The 
  visible portion of the plant looks similar to a lily-pad, with a 
  bright orange flower similar to a tulip in the center.  Beneath 
  the water a thin stalk holds the pad in place, anchored by the 
  widespread roots.  The harvested root is 6 inches long and a 
  half inch in diameter, soft and crooked with a number of 
  smaller offshoots. To administer, a portion of the root the 
  size of a Bezzi's thumb must be chewed and all the juices 
  swallowed.  The root can be dried but only retains potency 
  for 60 days.   
   
  Umir Root 
  Each root produces 6 portions 
   
  Cost: 96 farthings per root 
  Raw Efficacy: ~30 days 
  Dried Efficacy: ~180 days 
   
  Major Transform 4d6 (Poisoned person into non-poisoned 
  person); 6 Charges which Never Recover (-2 3/4), Extra Time 
  (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF 
  Expendable (Difficult to obtain new Focus; Umir root; -3/4) 
  CURATIVES 
  Curative herbs are used to treat disease and illness, or 
  prevent infection.  In most cases, they are only effective 
  against a specific class of disease.  These herbs are best kept 
  in dried form, as diseases are usually not immediately life-
  threatening.  They may need to be used multiple times to 
  overcome the illness afflicting the patient. 
   
  ATIN 
  Atin is a grass found growing in low-lying areas of Tursh 
  plains.  Atin tends to seed itself among other grasses that 
  look similar, but do not have the same medical effects.  The 
  grass is pale green during spring and fades to golden yellow 
  during autumn.  It must be harvested while still green and 
  ground fresh into a pulp.  The pulp is then squeezed to collect 
  all the liquid, which contains the active medicine.  Atin will 
  make the user proof against all diseases for a season and is 
  highly sought after by herbalists and chirurgeons. 
   
  Atin Grass 
  Each purchase produces 6 ounces of juice 
   
  Cost: 4.5 farthings per pound 
  Raw Efficacy: ~3 days 
  Dried Efficacy: Not available 
   
  Atin Juice 
  Cost: 1.50 farthings per ounce 
  Prepared Efficacy: ~60 days 
   
  Life Support  (Immunity: All terrestrial diseases); Extra Time (5 
  Minutes, Only to Activate, Character May Take No Other 
  Actions, Liquid; -1 1/4), IAF Expendable (Very Difficult to 
  obtain new Focus; Grass; -1), 1 Continuing Charge lasting 1 
  Season (Tursh Month) which Never Recovers (-1), Gestures, 
  Requires Gestures throughout (Requires both hands; -1) 
   
  BETHRON 
  Bethron is a large shelf mushroom that grows in temperate 
  forests.  It can often be found on oak or sycamore trees.  
  Bethron can grow up to six inches out from the trunk and 
  over a foot long.  The fungus has a brownish-orange surface 
  with dark brown rills underneath.  Bethron grows year round, 
  but is most common in the wet seasons and least common in 
  the winter.  The fungus should be harvested and dried, then 
  ground and added to a salve.  This salve is used to dry out 
  boils, pox and pustules. 
   
  Bethron Fungus 
  Each purchase produces 4 ounces of salve 
   
  Cost: 90 farthings per pound 
  Raw Efficacy: ~30 days 
  Dried Efficacy: ~1 year 
   
  Bethron Salve 
  Cost: 45 farthings per ounce 
  Prepared Efficacy: ~90 days 
   
  Dispel Flesh diseases 5d6, Area Of Effect (2m Surface; +1/4), 
  Cumulative (60 points; +3/4); 6 Charges which Never Recover 
  (-2 3/4), Gestures, Requires Gestures throughout (Requires 
  both hands; Apply salve; -1), IAF Expendable (Difficult to 
  obtain new Focus; Salve; -3/4), Extra Time (1 Minute, Only to 
  Activate, -3/4) 
   
  FOLLOY 
  Folloy is commonly found in open plains in Beilean.  The herb 
  grows from spring through late summer and is three inches in 
  height with a thick stalk that sprouts from a group of eight 
  four inch long leaves that are one inch wide and serrated, 
  with thick yellow veins.  The top of the stalk is crowned with a 
  small ball of yellow fluff.  The leaves, root and bulb are 
  stripped from the plant when harvested and it is dried for no 
  more than 7 days before being ground.  Ground folloy is 
  made into a paste and fed to patients as a universal cure for 
  diseases.  Folloy can also be used fresh in the same manner, 
  grinding it into a pulp in a mortar then feeding it to the 
  patient. 
   
  Folloy Stems 
  Each purchase makes 2 ounces of paste 
   
  Cost: 36 farthings per pound 
  Raw Efficacy: ~14 days 
  Dried Efficacy: ~120 days 
   
  
  Folloy Paste 
  Cost: 36 farthings per ounce 
  Prepared Efficacy: ~60 days 
   
  Dispel Disease 10d6; 1 Charge which Never Recovers (-4), 
  Extra Time (5 Minutes, Only to Activate, Paste; -1), Gestures, 
  Requires Gestures throughout (Requires both hands; -1), IAF 
  Expendable (Difficult to obtain new Focus; Stem; -3/4) 
   
  SEONLLUM 
  Seonllum is a bush that grows in the hills and mountains of 
  Tursh.  The bush grows from three to four feet in height and 
  diameter, with straight branches with spirally arranged two 
  inch long reddish-brown leaves that form pointed ovals.  
  These leaves grow year round and are often used as fodder 
  for animals during the winter.  Each branch of the bush has a 
  small cluster of three to seven small green berries, which are 
  edible and grow year round.  When dried, seonllum leaves 
  can be burnt to create a smoke that is effective in treating 
  nervous illnesses.  Packets of dried and ground leaves are 
  sold in four ounce doses that are sufficient to saturate a room 
  with smoke, but the leaves can also be collected from the 
  ground around the bush and used immediately or collected 
  from the bush itself and dried prior to use. 
   
  Seonllum Leaves 
  Each purchase created one pound of ground seonllum 
   
  Cost: 18 farthings per pound 
  Raw Efficacy: ~21 days 
  Dried Efficacy: ~90 days 
   
  Ground Seonllum 
  Cost: 9 farthings for 4 ounces 
  Prepared Efficacy: ~90 days 
   
  +6 CON; 1 Charge which Never Recovers (-4), Extra Time (1 
  Hour, Only to Activate, burn; -1 1/2), IAF Expendable (Difficult 
  to obtain new Focus; Seonllum; -3/4), Limited Power Only to 
  treat nervous diseases (-0) 
   
  TIHYA 
  Tihya is the fruit of a vine that grows in the Water Wood 
  swamp.  The tihya vine often grows rampant, climbing up 
  trees and slowly constricting them and blocking out sunlight.  
  The vine itself is rough and barky, ranging from half an inch to 
  two inches in diameter with broad, tripartite leaves that are 
  dark green with yellow stripes down the central vein.  Tihya 
  fruits grow almost year-round, only dying back during the 
  deepest part of winter.  The fruit is roughly three inches in 
  diameter and oblong with a thin purple skin and a multitude 
  of small seeds.  The flesh of the fruit smells rank and musty 
  but tastes similar to grapes. 
   
  The Bezzi use the seeds of the tihya to treat nagzin fever, an 
  illness that is spread by the insects in the swamp, and is 
  characterized by high fever, delirium, jaundice and 
  hemophilia.  The seeds only retain potency while fresh, and 
  are useless when dried.  Thankfully, the insects that spread 
  this sickness also die back in the depths of winter. The seeds 
  of two tihya are prepared by grinding them into a course 
  powder and mixing the powder with a small bit of honey to 
  create a sticky paste.  The paste is fed to the patient several 
  times a day until the fever breaks.  The paste makes 
  approximately five doses. 
   
  Tihya seeds may be effective against other diseases of the 
  blood.  Chewing the seeds creates a mild sense of euphoria, 
  which could be addictive. 
   
  Tihya Fruit 
  Each purchase produces 2 ounces of paste 
   
  Cost: 18 farthings per pound 
  Raw Efficacy: ~7 days 
  Dried Efficacy: Not available 
   
  Tihya Paste 
  Cost: 9 farthings per ounce 
  Prepared Efficacy: ~7 days 
   
  Dispel Blood diseases 2d6, Cumulative (192 points; +1 1/2); 5 
  Charges which Never Recover (-3), Extra Time (5 Minutes, 
  Only to Activate, -1), IIF Expendable (Very Difficult to obtain 
  new 
  Focus; 
  -3/4), 
  Side 
  Effects, 
  Side 
  Effect 
  occurs 
  automatically whenever Power is used (Creates a sense of 
  euphoria, mildly addictive.  Roll Ego +2 to resist addiction.; -
  1/2) 
   
  YARROW 
  Yarrow is an herb with many applications.  The herb grows 
  readily in open grasslands and forests.  It is an erect perennial 
  plant that produces one to several stems up to three feet in 
  height with evenly distributed leaves along the stem.  The 
  leaves have varying degrees of hairiness, and range from one 
  to seven inches in length with a feathery appearance.  It 
  flowers at the top of the stem with three to eight white or 
  pink ray flowers in a flat cluster.  The plant actively grows in 
  the spring and flowers in the early summer, dying back over 
  the winter.  Yarrow can be dried and stored for up to a year 
  without losing potency. 
   
  Yarrow extract is created by boiling large amounts of the herb 
  and capturing the steam with a retort as a distillate.  One 
  dose of extract is roughly an ounce.  The dose is applied 
  topically to the skin of the chest to aid in fighting respiratory 
  illnesses.  A similar effect can be achieved by creating a 
  poultice of fresh or dried yarrow and packing it on the chest, 
  changing the dressing hourly. 
   
  Yarrow  
  Each purchase produces 8 ounces of extract 
   
  Cost: 3.6 farthings per pound 
  Raw Efficacy: ~30 days 
  Dried Efficacy: ~1 year 
  
   
  Yarrow Extract 
  Cost: 3.6 farthings per 4 ounce 
  Prepared Efficacy: ~90 days 
   
  Aid  Con 2d6; 1 Charge which Never Recovers (-4), Extra Time 
  (1 Hour, Only to Activate, -1 1/2), Limited Power Only to 
  resist Respiratory Illness (-1), IAF Expendable (Difficult to 
  obtain new Focus; -3/4) 
   
  YOKUPA 
  Yokupa is a wildflower that grows in the plains and hills of 
  Kamarathin.  The flower stem grows two inches long 
  sprouting from a cluster of fleshy trefoil leaves at ground 
  level.  The stem ends in a dense ball of soft spikes, usually a 
  pale blue or white.  At the center of the ball is a tiny seed 
  pod.  Yokupa blooms in the early spring and the seed pod 
  drops in late summer.  The pods must be harvested prior to 
  dropping to retain potency.  The seed pods are ground into a 
  course powder, which is boiled into a tea and administered to 
  treat digestive diseases.     
   
  Yokupa Pods 
  Each purchase produces 10 ounces of ground yokupa 
   
  Cost: 9 farthings per pound 
  Raw Efficacy: ~1 year 
  Dried Efficacy: ~2 years 
   
  Ground Yokupa 
  One once of ground yokupa will make six doses of tea. 
   
  Cost: 1.8 farthings per ounce 
  Prepared Efficacy: ~60 days 
   
  +6 CON; 6 Charges which Never Recover (-2 3/4), Extra Time 
  (5 Minutes, Only to Activate, brew; -1), IAF Expendable 
  (Difficult to obtain new Focus; Yokupa; -3/4), Limited Power 
  Only to treat digestive diseases (-0) 
   
   
   
  
  POISONS 
  Alinda bustled around the kitchen under the watchful eyes of the head cook, as she had for the long tendays since she had taken this 
  job.  Her nameless benefactor was offering her a handsome sum of gold crowns to discretely remove House Mirgel from the political 
  landscape.   
   
  The first step in her plan was making an opening in the scullery staff of the manor.  A discrete knife in the back of one of the young 
  ladies that worked in the house, and then a tenday later she came bowing and scraping at the door looking for a job. 
   
  She picked up another pile of pots and bustled them into the scullery.  The other maids were sick today, upset stomachs all of them.  
  Alinda smiled to herself, setting the pots down and pulling a small pouch out of a pocket sewed into her sleeve, emptying the fine 
  white powder into her hand and slipping the pouch back in its pocket before heading back into the kitchen.  As she passed by the pots 
  on the cook fire, she discretely passed her hand over the cream sauce, allowing the powder to sift down into it.  
   
  Lord Livin and his pregnant Lady wife were dining on river trout in a heavy cream sauce tonight.  Sadly, this meal would be their last, 
  and tomorrow Alinda would be gone. 
   
  CREATING, ACQUIRING AND USING POISONS 
  The primary skill for creating and using poisons is PS: 
  Poisoner.  This skill is used to search for raw ingredients when 
  in the correct environment, properly process the raw 
  ingredients and apply the poison without risk to the poisoner. 
   
  If the poisoner does not have the time to acquire and process 
  the raw ingredients, she can use the Streetwise skill to search 
  for a merchant that is willing to sell the prepared poison.  
  Such merchants are often closely linked to the underworld 
  and very distrustful of unknowns.  If the character is not a 
  local, the GM may apply a modifier of -1 to -3 to the 
  Streetwise roll to reflect this.  KS: Black Marketeering may be 
  used as a complementary skill for this roll. 
   
  DELIVERY METHODS 
  A poisoner has several choices for methods to deliver death 
  to his target; the tip of the blade, a powder in the drink, even 
  blowing a powder in the face.  Below we will discuss the 
  mechanics of each delivery method. 
  INJURY POISONS 
  Injury poisons are applied to weapons and require a 
  successful hit in combat to administer the poison.  Injury 
  poisons come in several forms; pastes, oils and syrups.  Each 
  form has its own advantages and disadvantages. 
   
  Pastes are the most effective delivery method for injury 
  poisons and are usually kept in wide mouthed pottery jars or 
  vials which are kept tightly sealed.  They readily stick to the 
  tip or edge of a weapon and do not slide off easily.  Pastes 
  take two combat turns (2 Minutes) to apply safely and will 
  remain on the weapon for up to 10 minutes before drying out 
  and flaking off, but the weapon cannot be sheathed while 
  envenomed.  In combat conditions, weapons will remain 
  envenomed for one combat turn of continuous use before it 
  is considered to be scraped off by contact with other 
  weapons or armor.  A successful hit with the weapon is 
  considered to remove the poison completely, transferring it 
  to the target.  The envenomed weapon must do at least 1 
  body in order to actually inject the poison. 
   
  Syrups are thick and sticky liquids that are easier to apply 
  than pastes and do not dry out as readily.  Syrup can be 
  stored in a less airtight container than a paste without risk of 
  it drying out.  Applying syrup to a weapon safely takes two 
  combat phases.  If the weapon is handled carefully, it will stay 
  envenomed for several days before hardening, but the 
  weapon cannot be sheathed while envenomed.  During 
  combat, the weapon will remain envenomed for one combat 
  turn of continuous use before it is considered to be scraped 
  off by contact with other weapons or armor.  A successful hit 
  
  with the weapon is considered to remove the poison 
  completely, transferring it to the target.  The envenomed 
  weapon must do at least 1 body in order to actually inject the 
  poison. 
   
  Oils are the most volatile delivery method for poisons, but 
  the quickest to apply.  Oil is kept in a glass, tin or pottery 
  container that must be kept tightly sealed to prevent it from 
  spilling out.  These containers often contain several doses of 
  the poison and are sealed with wax.  Unlike pastes and 
  syrups, oil will not dry out in contact with air.  Oil can be 
  applied to a weapon as a full phase action.  Once applied, the 
  oil will begin to run off and the weapon will only remain 
  envenomed for one combat turn, using the weapon in 
  combat, whether a hit is achieved or not, removes the 
  poison.  The envenomed weapon must do at least 1 body in 
  order to actually inject the poison. 
  CONTACT POISONS 
  Contact poisons are applied to surfaces and require contact 
  with bare skin to administer the poison.  Contact poisons are 
  often syrups or oils.  These poisons can be detected with a 
  successful PER check.  Some contact poisons are available as 
  powders, the use of which is detailed under Inhaled poisons. 
  INHALED POISONS 
  Inhaled poisons are blown into the face or general area of the 
  target and rely on being inhaled to administer the poison.  
  Inhaled poisons are always powders.  These poisons are 
  delivered by throwing a large handful of powder in the 
  direction of the target, or a smaller amount blown directly 
  into the target’s face.  If the attack is successful, the target is 
  assumed to have inhaled the poison.  If the attack roll fails, 
  another roll at 8- is made to determine if the powder blows 
  back on the poisoner, affecting her instead. 
  INGESTED POISONS 
   Ingested poisons are applied to food or drink and must be 
  eaten to administer the poison.  Ingested poisons are 
  powders, oils or syrups.  These poisons are very hard to 
  detect.  The target receives a PER check at -3 for the specific 
  sense that would be able to detect the poison as detailed in 
  the poison description. 
   
  APPLYING A POISON 
  To apply a poison, a character rolls against her PS: Poisoner 
  skill.  Success indicates that she successfully envenomed the 
  item without exposing herself to the poison.  Failure indicates 
  a chance that the character has poisoned herself.  A second 
  roll is made at 8-; if this roll succeeds the poisoner has 
  inflicted her poison on herself.  The following cumulative 
  modifiers apply to the PS: Poisoner roll. 
   
   
   
   
   
  Situational Modifiers 
   
  Decrease time to apply 
   
   
  -1 
  per 
  step down the Time Chart, minimum half-phase 
   
  Increase time to apply 
   
   
  +1 
  per 
  step up the Time Chart 
   
  In Combat 
   
   
   
  -1 
   
  Under attack 
   
   
   
  -3 
   
  Weapon larger than a dagger 
   
  -1 
   
  Poisoner Injured  
   
   
  -1 
   
  Poisoner not wearing gloves 
   
  -1 
  POISON DETAILS 
  The delivery method of the poison is only half of the fun.  The 
  rest comes from the actual effect it has on the poisoner’s 
  victim.  Some poisons disable, some sicken, and some kill 
  their targets, often in a brutal and painful manner.  Poisons 
  may take effect immediately after application, or there may 
  be a delay that the poisoner can use to her advantage to 
  leave the scene before risking discovery. 
   
  ALIP 
  Alip powder is made from the bile glands of a particularly 
  noxious fish called Laun which is abundant year round in the 
  Nirian Sea. The bile glands are harvested and boiled in a 
  retort with a solution of wood alcohol until they break down, 
  while the steam from the boiling mixture is collected and 
  condensed.  The resulting distillate is allowed to dry, leaving 
  behind a fine powder.  Bile glands can be kept fresh in an 
  alcohol solution for 30 days.  One dose of this powder is said 
  to be able to kill any but the strongest of men.   Alip powder 
  dissolves readily into liquids, but leaves a faint fishy after-
  taste.  Alip is favored by Tursh assassins, as it seldom affects 
  the target before the poisoner is already away.  Once the 
  poison begins to act, the afflicted will feel intense heartburn 
  and cramps in her stomach.  The cramps continue to intensify 
  until the target expires or her body overcomes the poison.  
  The target of the poison receives a taste PER roll to detect the 
  poison before ingesting sufficient quantity.  Proper planning 
  can lower this by -3, if the poison is used on seafood dishes. 
   
   
   
   
  
  Alip Bile Glands 
  Each purchase produces 2 ounces of powder 
   
  Cost: 22.5 farthings per pound 
  Raw Efficacy: ~30 days 
  Dried Efficacy: ~90 days 
   
  Alip Powder 
  Cost: 22.5 farthings per ounce 
  Prepared Efficacy: ~30 days 
   
  Killing Attack - Hand-To-Hand 1 point, Attack Versus Alternate 
  Defense (Life Support (Immunity to Zootoxins); All Or 
  Nothing; +1), Does BODY (+1), Damage Over Time (17 
  damage increments, damage occurs every 5 Minutes, can be 
  negated by BODY roll; +2); 1 Charge which Never Recovers (-
  4), Extra Time (1 Hour, Only to Activate, -1 1/2), IAF 
  Expendable (Difficult to obtain new Focus; Alip powder; -3/4), 
  No STR Bonus (-1/2) 
   
  BLOODROOT 
  Although it is usually used to treat bleeding wounds, 
  bloodroot sap can also be a debilitating poison when 
  ingested.  The sap is pleasantly flavored and sweet, making it 
  easy to blend into a sweet dessert or wine. 
   
  Bloodroot Plant 
  Each plant can provide enough sap for 3 ounces of syrup 
   
  Cost: 4.5 farthings per plant 
  Raw Efficacy: ~7 days 
  Dried Efficacy: ~1 year 
   
  Bloodroot Syrup 
  Cost: 3 farthings per ounce 
  Prepared Efficacy: ~60 days 
   
  Drain CON 1d6, Delayed Return Rate (points return at the 
  rate of 5 per 6 Hours; +2); 1 Charge which Never Recovers (-
  4), Extra Time (1 Hour, Only to Activate, -1 1/2), IAF 
  Expendable (Difficult to obtain new Focus; Bloodroot sap; -
  3/4), Side Effects (Nausea and stomach cramps; -1/4) 
   
  CIOMY 
  The ciomy is a poisonous snake native to the forests of 
  Kamarathin.  Ciomy grow up to three feet in length.  Their 
  scales are dark brown with a thin light brown double-line 
  down the center of their back.  Ciomy tend to live in the 
  hollows of trees or under fallen logs and strike without 
  warning when disturbed.  Ciomy hibernate during the cold 
  seasons and are most active during the summer.  A trained 
  snake handler can milk enough venom for one dose of poison 
  every three days.  To facilitate adhesion to a blade, Ciomy 
  venom is often mixed with honey to create a syrup, but it can 
  also be used in pure form as an oil.  One ounce of Ciomy 
  venom can coat the tip of 6 weapons.  Ciomy venom causes 
  excruciating pain, the site of the injury burns as if it were 
  being touched by a hot iron and the burning sensation will 
  rapidly travel to the target’s heart. Ciomy is also usable as an 
  ingestion posion, but it has a foul taste that makes it more 
  easily detected, giving the target a +3 to taste PER. It is often 
  fatal within twelve seconds.   
   
  Ciomy Venom 
  Each purchase makes 1 ounce of paste 
   
  Cost: 38.85 farthings per ounce 
  Raw Efficacy: ~7 days 
  Dried Efficacy: Not available 
   
  Ciomy Paste 
  Cost: 77.7 per ounce 
  Prepared Efficacy: ~7 days 
   
  Killing Attack - Hand-To-Hand 1/2d6, Damage Over Time (4 
  damage increments, damage occurs every 5 Minutes, can be 
  negated by CON roll; +3/4), Attack Versus Alternate Defense 
  (Life Support (Immunity to Zootoxins); All Or Nothing; +1), 
  Does BODY (+1); 6 Charges which Never Recover (-2 3/4), IAF 
  Expendable (Difficult to obtain new Focus; Ciomy venom; -
  3/4), No STR Bonus (-1/2), Extra Time (Full Phase, Only to 
  Activate, -1/4) 
   
  GHALI-GHALI 
  Ghali-ghali is a poison of Bezzi origin made from the root of a 
  tidmas bush, and juice from zefun berries.  Tidmas grows in 
  the Waterwood and other swamps of Kamarathin.  It is a 
  thorny bush that grows year round from a thick root ball.  
  Zefun berries are harvested from a waterplant that grows 
  completely submerged in still water, which produces berries 
  twice a year, in spring and fall.  The base components of the 
  poison are harmless; tidmas root is often chewed to relieve 
  tooth pain.  When the pulp from the chewed root is mixed 
  with honey and zefun juice, it makes a thick black paste which 
  is often used to coat blowgun needles.  The paste causes 
  major cramps when injected into the bloodstream, leaving 
  those afflicted with the poison barely able to move.  An 
  ounce of ghali-ghali is enough to coat the tips of sixteen 
  blowgun darts, four daggers, or one sword.  It is usually used 
  on blowgun darts. 
   
  Tidmas Root 
  Each purchase makes enough pulp for one ounce of Ghali-
  ghali 
   
  Cost: 37.8 farthings per root 
  Raw Efficacy: ~120 dayss 
  Dried Efficacy: ~1 year 
   
  Zefun Berry 
  Each purchase makes enough juice for one ounce of Ghali-
  Ghali 
   
  Cost: 18.9 farthings per pound 
  Raw Efficacy: ~3 days 
  Dried Efficacy: Not available 
  
   
  Ghali-Ghali 
  Cost: 113.4 farthings per ounce 
  Prepared Efficacy: ~90 days 
   
  Drain SPD 1d6, Expanded Effect (Running) (+1/2), Delayed 
  Return Rate (points return at the rate of 5 per Minute; +1), 
  Damage Over Time, Lock out (cannot be applied multiple 
  times) (4 damage increments, damage occurs every three 
  Segments, can be negated by CON roll; +1 3/4); 16 Charges 
  which Never Recover (-2), IAF Expendable (Difficult to obtain 
  new Focus; Ghali-ghali paste; -3/4), Limited Power Effect is 
  broken if Target succeeds on a CON roll (-1/2), Extra Time 
  (Full Phase, Only to Activate, -1/4) 
   
  NOIRDRE 
  Noirdre is made from the nectar of a flowering stairle tree.  
  The stairle are common in the forests of Tursh and Beilean.  
  The mature tree stands ten to fifty feet in height, with a two 
  to four foot base.  Branches start at least four feet above 
  ground and can grow up to ten feet long.  The tree’s leaves 
  are wide and flat, with a lobed margin and spirally arranged 
  on the branch.  The tip of each branch flowers out once per 
  year, in the middle of autumn, with a single flower that has 
  twelve petals that gradate from brown at the center to white 
  on the tip, with a deep well in the center that produces 
  nectar.  While in bloom the air in a grove of stairle smells of 
  jasmine and lemons.  The nectar of the stairle is collected and 
  processed until it is rendered down to a thick syrup which is 
  used to coat an object.  Skin contact with the poison is all that 
  is needed to afflict the target with paralysis.  The target is 
  totally aware of everything that happens around her but 
  unable to do anything.  Noirdre can also be used as an injury 
  poison. 
   
  Stairle Flowers 
  Each purchase produces one ounce of syrup 
   
  Cost: 123.75 per ½ pound 
  Raw Efficacy: ~7 days 
  Dried Efficacy: Not available 
   
  Noirdre Syrup 
  Cost: 247.5 farthings per ounce 
  Prepared Efficacy: ~90 days 
   
  Mind Control 6d6 (Human class of minds), Constant (+1/2), 
  Uncontrolled (+1/2), Cumulative (+1/2); 1 Continuing Charge 
  lasting 1 Hour which Never Recovers (-2 1/4), IAF Expendable 
  (Very Difficult to obtain new Focus; Noirdre; -1), Skin Contact 
  Required (-1), Attack Versus Alternate Defense (Successful 
  CON check at -3; All Or Nothing; -1/2), Limited Power Target 
  gets additional CON saves every 10 minutes to break the 
  effect (-1/2), Only to paralyze target (-1/2), Extra Time (Full 
  Phase, Only to Activate, -1/4) 
   
   
   
  WARUC 
  Waruc is a poisonous powder of Bezzi design.  Waruc is made 
  from the bark of a tree of the same name.  The waruc tree 
  grows year round in the Water Wood, and has also been 
  found in other swamps in Tursh.  The tree grows stunted and 
  twisted, never taller than six feet.  It has black bark and pale 
  white leaves that grow in whips like a willow, hanging down 
  from the branches till they touch land or water.  The base of 
  the tree is three feet in diameter and it splits into separate 
  trunks and branches after two feet.  The inner layer of bark is 
  scraped to collect the raw material for the poison, which is 
  then dried and crushed to make a powder.  Waruc is used to 
  blind an opponent; the dust is thrown in the direction of the 
  target and affects anything within the area.  Waruc is very 
  dangerous to the user; if the wind shifts at the wrong time, 
  she may end up blinding herself.  Waruc causes the eyes to 
  tear up and blur continuously, while causing an intense 
  itching sensation under the eyelids. 
   
  Waruc Bark 
  Each purchase produces 2 ounces of powder 
   
  Cost: 148.5 farthings per piece 
  Raw Efficacy: ~7 days 
  Dried Efficacy: ~30 days 
   
  Waruc Powder 
  Cost: 148.5 farthings per ounce 
  Prepared Efficacy: ~30 days 
   
  Sight Group Flash 2d6, Area Of Effect (1m Cone; +1/4), Attack 
  Versus Alternate Defense (Flash Defense (Sight); All Or 
  Nothing; +1), Damage Over Time (4 damage increments, 
  damage occurs every other Segment, can be negated by 
  spending 1 phase flushing eyes with clean water; +3 1/4); 1 
  Charge which Never Recovers (-4), IAF Expendable (Difficult 
  to obtain new Focus; -3/4), Limited Range (-1/4) 
   
  YULTSIC 
  An inhaled poison of Kvonite origin, yultsic is made from the 
  crushed flowers of the peigano, a low-lying shrub common in 
  temperate plains that blooms during the summer. The 
  peigano stands around six inches in height and often spreads 
  to cover five square feet of area.  It is covered with clusters of 
  short, prickly spines similar to pine needles; in the center of 
  each cluster is a small blue star-like flower with five pointed 
  petals surrounding a pale green center. The flowers are 
  collected and the petals are plucked from the stem, which is 
  discarded.  The petals are then boiled down with clean water 
  until they form a paste, which is then spread out on a sheet 
  of leather and allowed to dry in the sun.  Once dry, the yultsic 
  is scraped off and ground in a mortar until it is a fine powder.  
  This powder is blown into the face of the target.  A pinch of 
  yultsic acts as a soporific, knocking the target unconscious for 
  up to an hour.  It must be administered up close and inhaled, 
  and can backfire on the user.  An ounce of yultsic contains 
  enough powder for three doses.  The powder loses its 
  effectiveness after 60 days. 
  
   
  Peigano Flowers 
  Each purchase produces 4 ounces of powder 
   
  Cost: 144 farthings per pound 
  Raw Efficacy: ~7 days 
  Dried Efficacy: ~60 days 
   
  Yultsic Powder 
  Cost: 72 farthings per ounce 
  Prepared Efficacy: ~60 days 
   
  Major Transform 4d6 (Awake person into Unconscious 
  person, 1 hour passing, Healing Magic, Antidote); 3 Charges 
  which Never Recover (-3 1/4), IAF Expendable (Difficult to 
  obtain new Focus; Yultsic paste; -3/4), All Or Nothing (-1/2), 
  No Range (-1/2), Extra Time (Full Phase, Only to Activate, -
  1/4) 
   
   
   
  
  DISEASES 
  Muras of Clan Cionas slashed his way through another hanging vine, cursing the plan that had brought them to this blasted swamp.  
  His human friends were looking very poorly; Amon’s skin had a decidedly unhealthy cast to it, and Keil was moaning and muttering to 
  himself as he staggered along in their wake.  The treasure map they were following was lost four days ago when Glanor wandered 
  into a sinkhole.  Keil fell sick shortly after that, but Amon insisted they were close to the treasure so they continued on. 
   
  Muras waved his free hand in front of his face, scattering the ever-present cloud of midges that plagued the swamp.  He heard a 
  thump behind him and turned to find Keil laying face down in the disgusting water.  Cursing loudly at Amon, who simply stared at the 
  man, Muras struggled forward as the mud pulled at his feet and grabbed Keil by his shirt, pulling him out of the water.  Keil’s face 
  was slack and his eyes rolled back into his head.   
   
  “You friend die soon, Uniba,” a voice called out in broken rivertongue.  Muras turned again, holding up Keil’s dead weight.  A Bezzi 
  appeared to melt out of the trees, clad in a loincloth and bones, his face painted in a fierce mask.  “Other man follow soon after.  You 
  want them to living, you make trade with Berwal.” 
   
  Muras’s lips curled back from his fangs and his hand gripped the hilt of his short sword tighter.  “Curse your trading, savage!  What’s 
  to keep you from taking what I offer and leaving us to die here?” 
   
  Berwal paused, considering.  “No can think of reason,” he answered simply.  “Trade, no trade, all same to Berwal.  You friends die, 
  they feed swamp.  Maybe make spirits happy, maybe make spirits angry.  You friends live, you leave.  Spirits happy.” 
  INFECTION MECHANICS 
  The black shakes.  Nagzin fever.  Wet-lung.  A multitude of 
  others.  The names alone strike fear into the people of 
  Kamarathin.  Disease is the great equalizer, old and young, 
  rich and poor, all are meat for the great plagues.  For most of 
  the peasantry, there is no known cure for these diseases, only 
  folk remedies that may or may not work, and even the 
  Nobility may be left with only folk remedies if a true herbalist 
  cannot be found.  We rare herbalists, attuned to the seal of 
  Aegia, work tirelessly searching for cures and sharing their 
  knowledge, but the Kingdom is vast and we are few. 
   
  In my travels, I have seen many sick people of all races trying 
  what folk remedies they have.  Leeches to draw off a fever, 
  coating boils with bull dung, wrapping a child sick with the 
  Wet-lung up in a pig’s skin and placing her in a closed room 
  with a smoking fire.  Some people believe that the Black 
  Shakes can be averted by carrying a dried frog with a penny in 
  its mouth in your left pocket; others believe that it can be 
  treated by chewing on pine bark. 
   
  Though these remedies fail time and again, the occasional 
  odd success attributed to them lends them legs.  It is my hope 
  that this treatise will help spread the knowledge of what 
  works and what doesn't. 
   
  Categories 
   
  Blood: Diseases that affect the blood or cause 
  bleeding 
   
  Flesh: Diseases that cause sores, spots, or rotting 
  flesh 
   
  Respiratory: Diseases that affect the lungs 
   
  Digestive: Diseases that affect the stomach, 
  intestines and bowels 
   
  Nervous: Diseases that cause shakes, delirium, fits or 
  other mental issues 
   
  CATCHING A DISEASE 
  When a character is exposed to a disease by her actions, 
  environment or GM fiat, the GM makes a secret CON roll 
  (with a number of situational modifiers detailed below).  If 
  the character fails the CON roll, she is considered infected by 
  the disease and will begin starting to show symptoms 
  according to the disease's individual timeline.  Many diseases 
  have multiple defined stages; the character gets an additional 
  CON roll (modified) to attempt to shake off the disease 
  naturally before it moves into the next stage.  This makes 
  diseases that affect CON particularly nasty.  The character 
  also gets a CON roll every 7 days while the disease runs its 
  course. 
   
   
   
   
   
   
  
  Modifiers 
   
  Unhealthy Environment   
  -2 
  (dirty city, swamp, sewer, pit of decaying bodies) 
   
  Bad weather (variable)  
  -1 to -3 
   
  Malnourished or poor hygiene 
  -2 
   
  No shelter 
   
   
  -1 
   
  Clean environment 
   
  +2 
   
  Medical aid Complementary to roll 
   
  Survival 
  skills 
  appropriate 
  to 
  environment 
  Complementary to roll 
   
  Good Personal Hygiene  
  +2 
   
  Exposure to infected person 
  -4 
   
  Certain herbs may provide a bonus to CON to help fight off 
  the infection, or fight the infection directly.   Diseases and 
  their treatments may affect other species differently, or not 
  at all. 
  DISEASE DETAILS 
  Below you will find a sample of the diseases that commonly 
  affect the people of Kamarathin, with details on how they are 
  spread and how many stages each disease takes as it runs its 
  course.  This list is by no means exhaustive, and the GM 
  should feel free to create other diseases to brighten up their 
  world, using these as a guideline. 
   
  BLACK SHAKES 
  The black shakes is a nervous disease that spreads via 
  exposure to bodily fluids; such as blood, saliva or sexual 
  excretions.  The disease is characterized by tremors in the 
  extremities of the victim.  These tremors start small but if the 
  disease 
  remains 
  untreated 
  they 
  can 
  become 
  quite 
  pronounced, eventually making the entire body quake 
  uncontrollably.  The disease’s effect reoccurs every 30 days 
  until cured. 
   
  Drain DEX 2d6, Attack Versus Alternate Defense (Life Support 
  (Immunity: Disease); All Or Nothing; +1), Delayed Return Rate 
  (points return at the rate of 5 per Month; +2 3/4) (95 Active 
  Points); Extra Time (1 Week after infection, Only to Activate, -
  2 1/4), 1 Charge (-2), Side Effects, Side Effect occurs 
  automatically whenever Power is used (Tremors in 
  extremities ; -1) 
   
  BLOODY FLUX 
  Bane of nearly all armies in the field, dysentery has laid low 
  more soldiers than sword, axe and arrow combined.  
  Commonly known as Bloody Flux, this is a digestive plague 
  which causes weakness and diarrhea, which can also cause 
  dehydration and death if not treated properly.  Infection is 
  spread by polluted water.  The second stage of Bloody Flux 
  reoccurs every 7 days until cured or the patient dies. 
   
   
   
   
   
  Stage One 
   
  Drain CON 2d6, Attack Versus Alternate Defense (Life Support 
  (Immunity: Disease); All Or Nothing; +1), Delayed Return Rate 
  (points return at the rate of 5 per Week; +2 1/2) (90 Active 
  Points); Extra Time (1d6 days after infection, Only to Activate, 
  -2 1/4), 1 Charge (-2), Side Effects, Side Effect occurs 
  automatically whenever Power is used (Dehydration, 
  diarrhea; -1) 
   
  Stage Two 
  Stage 2 takes place exactly 7 days after stage 1. 
   
  Drain CON 3d6, Attack Versus Alternate Defense (Life Support 
  (Immunity: Disease); All Or Nothing; +1), Delayed Return Rate 
  (points return at the rate of 5 per Week; +2 1/2) (135 Active 
  Points); Extra Time (1 Week after first effect, Only to Activate, 
  -2 1/4), 1 Charge (-2), Side Effects, Side Effect occurs 
  automatically whenever Power is used (Dehydration, 
  diarrhea; -1)  
  plus Drain STUN 3d6, Attack Versus Alternate Defense (Life 
  Support (Immunity: Disease); All Or Nothing; +1), Delayed 
  Return Rate (points return at the rate of 5 per Month; +2 3/4) 
  (142 Active Points); Extra Time (1 Week after first effect, Only 
  to Activate, -2 1/4), 1 Charge (-2), Side Effects, Side Effect 
  occurs automatically whenever Power is used (Dehydration, 
  diarrhea; -1) 
  plus Drain Body 1d6, Attack Versus Alternate Defense (Life 
  Support (Immunity: Disease); All Or Nothing; +1), Delayed 
  Return Rate (points return at the rate of 5 per Month; +2 3/4) 
  (47 Active Points); Extra Time (1 Week after first effect, Only 
  to Activate, -2 1/4), 1 Charge (-2), Side Effects, Side Effect 
  occurs automatically whenever Power is used (Dehydration, 
  diarrhea; -1) 
   
  NAGZIN FEVER 
  Nagzin Fever is a particularly virulent blood disease that is 
  prevalent in the Water Wood.  The Bezzi believe that the 
  disease is spread by insect spirits, in which they are correct.  
  Nagzin is passed by bites from the myriad insect species that 
  thrive in the swamp.  The disease presents itself a day after 
  infection, when the patient’s skin takes on a jaundiced tone 
  and she begins feeling weak.  A day after the initial effect, the 
  patient becomes delirious with fever.  At this stage, many 
  visitors to the Water Wood die of misadventure, wandering in 
  a delirium into the jaws of dragon-snakes or quicksand.  Once 
  the second stage starts, the patient’s body is very weak and 
  most likely unable to shake the disease on its own.  Assuming 
  she survives, 7 days after initial infection, the body begins to 
  break down.  The slightest bump will cause deep bruising and 
  the body loses its ability to stop bleeding.  Very few men are 
  strong enough to survive the entire course of Nagzin fever, 
  those that do take at least 30 days to recuperate.  Oddly, 
  Canids appear to be immune to Nagzin fever.  The final stage 
  of Nagzin reoccurs every 7 days until cured or the patient 
  dies. 
   
   
  
  Stage One 
   
  Drain STR 1d6, Attack Versus Alternate Defense (Life Support 
  (Immunity: Disease); All Or Nothing; +1), Delayed Return Rate 
  (points return at the rate of 5 per Week; +2 1/2) (45 Active 
  Points); Extra Time (1 Day, Only to Activate, -2), 1 Charge (-2), 
  Limited Power Does not affect Canids (-1), Side Effects, Side 
  Effect occurs automatically whenever Power is used 
  (Jaundiced appearance; -1/2) 
   
  Stage Two 
  Stage 2 takes place exactly 1 day after stage 1. 
   
  Drain CON 2d6, Attack Versus Alternate Defense (Life Support 
  (Immunity: Disease); All Or Nothing; +1), Delayed Return Rate 
  (points return at the rate of 5 per Week; +2 1/2) (90 Active 
  Points); Extra Time (Occurs one day after First Effect, Only to 
  Activate, -2), 1 Charge (-2), Limited Power Does not affect 
  Canids (-1), Side Effects, Side Effect occurs automatically 
  whenever Power is used (High fever and delirium; -1) 
   
  Stage Three 
  Stage 3 takes place exactly 7 days after stage 1. 
   
  Nagzin Fever, Final stage:  Drain BODY 2d6, Attack Versus 
  Alternate Defense (Life Support (Immunity: Disease); All Or 
  Nothing; +1), Delayed Return Rate (points return at the rate 
  of 5 per Week; +2 1/2) (90 Active Points); Extra Time (1 Week 
  after first effect, Only to Activate, -2 1/4), 1 Charge (-2), Side 
  Effects, Side Effect occurs automatically whenever Power is 
  used (Hemophilia; -2), Limited Power Does not affect Canids 
  (-1) 
   
  SCARLET POX 
  Scarlet Pox is a painful and often deadly disease that only 
  afflicts humans.  The disease initially presents itself as rash in 
  the armpit, which spreads rapidly across the chest and back 
  before breaking out into pox.  Once the pox appears the 
  disease progresses more slowly.  The pox spreads over the 
  body, making the skin appear to be covered in red pebbles a 
  quarter-inch in diameter.  After 30 days, the pox begins to 
  itch and seep thick yellow pus.   At this stage, the disease is 
  highly contagious, spread via skin contact.  Once the pox start 
  bleeding, there is little hope of cure.  The disease progresses 
  rapidly, eating away at the flesh of the victim and causing 
  excruciating pain.  Survival for more than 7 days after the pox 
  begin to bleed is very rare, and many chirurgeons believe it is 
  better to ease the victim’s suffering than try to save them at 
  risk of infecting themselves.  The disease is particularly 
  insidious in that it can sometimes take a whole season to 
  present after infection.  Scarlet Pox was one of the three 
  plagues that became prominent during the Time of Plagues.   
   
  First Stage 
   
  Cosmetic Transform 5d6 (Normal Human into Pox-Ridden 
  human, Flesh disease treatments, Successful CON check), 
  Attack Versus Alternate Defense (Life Support (Immunity to 
  Disease); All Or Nothing; +1) (30 Active Points); 1 Charge 
  which Never Recovers (-4), Extra Time (1 Month, Only to 
  Activate, -2 1/2), Limited Power Only Affects Humans (-1) 
   
  Second Stage 
  Stage 2 takes place exactly 28 days after stage 1. 
   
  Killing Attack - Hand-To-Hand 1 1/2d6, Difficult To Dispel (x4 
  Active Points; +1/2), Attack Versus Alternate Defense (Life 
  Support (Immunity to Disease); All Or Nothing; +1), Does 
  BODY (+1); 1 Charge which Never Recovers (-4), Extra Time (1 
  Month after first effect, Only to Activate, -2 1/2), Damage 
  Over Time (10 damage increments, damage occurs every 1 
  Day, -1/2), No STR Bonus (-1/2) 
   
  WET-LUNG 
  Wet-lung is a respiratory disease that affects all species 
  equally.  It is spread by close proximity to those already 
  infected, or the sputum that they cough up.  Wet-lung is 
  characterized by a feeling of weakness and a deep, hacking 
  cough that produces large amounts of phlegm.  It is not 
  infectious during the 7 day-long incubation period that 
  follows initial exposure.  Wet-lung is especially prevalent 
  during the winter.  Characters infected with wet-lung grow 
  weaker and weaker as time passes, finding it harder and 
  harder to catch their breath until they can no longer walk or 
  do anything unassisted.  The effect of this disease reoccurs 
  every 30 days until cured. 
   
  Wet-lung:  Drain CON 2d6, Attack Versus Alternate Defense 
  (Life Support (Immunity: Disease); All Or Nothing; +1), 
  Delayed Return Rate (points return at the rate of 5 per 
  Month; +2 3/4); 1 Charge which Never Recovers (-4), Extra 
  Time (1 Week after infection, Only to Activate, -2 1/4), Side 
  Effects, Side Effect occurs automatically whenever Power is 
  used (Deep hacking cough, excessive phlegm production; -
  1/2) 
   
   
   
  
  PACKAGE DEALS 
  With the expansion of herblism and medical care rules presented in this book also come a number of new package deals for players 
  who want to use them.  Represented below are packages for Herbalists, Midwives, Chirurgeons, Field Medics, and Poisoners. 
  HERBALIST 
  The herbalist is a healer who focuses on providing remedies 
  that are found in nature.  She usually grows or forages for the 
  herbs she uses to heal, and often accepts favors instead of 
  money for her services.  She is well-versed in the appropriate 
  rituals or prayers to supplement her herbs with spiritual 
  entreaty.  Many herbalists believe that no one in need should 
  ever be turned aside 
   
  Skills 
   
  AK: [Home Region] 12- 
   
  CuK: [Own Religion] Healing Rituals 12- 
   
  Healing 11- 
   
  KS: Herb Lore 12- 
   
  PS: Herbalist 12- 
   
  PS: Cook 11- 
   
  Trading 11- 
  Optional Perks 
   
  5 Pts Worth of Favors 
   
  Contact:  Herb Merchant (Contact has useful Skills 
  or resources, Good relationship with Contact) 8- 
   
  Contact:  Herbalist (Contact has useful Skills or 
  resources, Good relationship with Contact) 8- 
  Optional Complications 
   
  Psychological 
  Complication: 
   
  Kind-hearted 
  (Common; Strong) 
  Notes: The character falls easily for any sob-story.  
  She must make an EGO roll to resist leaping to aid 
  anyone in need, especially if they are obviously 
  injured. This also makes it difficult for the 
  character to discern whether or not someone is 
  lying about their actual situation, giving a -2 
  modifier to any such rolls. 
   
  MIDWIFE 
  Childbirth in Kamarathin is a dangerous and often life-
  threatening process.  Midwives are healers who specialize in 
  providing care to women during pregnancy, labor and birth.  
  They are trained in dealing with common problems that occur 
  during birth, such as breeched births and excessive bleeding.  
  They also care for the baby and assist the mother with 
  breastfeeding.  The term “midwife” is used in reference to 
  both men and women, but the majority of midwives are 
  female.  They are well versed in the anatomy of their own 
  race, and trained with herbs, rituals and prayers to ease birth.  
  Midwives also provide common medical care when 
  necessary.  Midwives usually start out as apprentices to older, 
  more experienced midwives, or may learn from fathers or 
  mothers who went to a medical academy or university. 
   
  Skills 
   
  Conversation 11- 
   
  Healing 12- 
   
  KS: Midwifery 11- 
   
  CuK: [Own Religion] Birthing Rituals 11- 
   
  KS: Herb Lore 11- 
   
  KS: Chirurgy 8- 
   
  PS: Herbalist 11- 
   
  PS: Midwife 11- 
   
  PS: Chirurgeon 8- 
   
  Science Skill:  [Own Race] Anatomy 11- 
   
   
  
  Optional Perks 
   
  Contact:  Midwife Mentor (Contact has useful 
  Skills or resources, Good relationship with 
  Contact) 8- 
  CHIRURGEON 
  Not all chirurgeons are created equal, for our purposes we 
  will split them into two categories; Common Chirurgeons and 
  Academy Chirurgeons.  Common chirugeons are untrained 
  laymen, usually ill-equipped and more used to working with 
  animals than people.  Common chirurgeons frequently have 
  only a vague familiarity with the anatomy of their own race, 
  and no knowledge at all of other races. 
   
  Academy Chirurgeons spend years training at either the Royal 
  Academy of Tursh, or one of the newly formed Universities in 
  the Kingdom of Beilean.  While studying under Master 
  Physickers, they are exposed to the anatomy of their own and 
  other races by means of dissection, and are encouraged to 
  publicly debate medical practices with the Masters and other 
  students and to challenge the accepted ideas of medicine.  
  There is never a shortage of patients seeking cures at these 
  schools, and failed attempts often provide more cadavers for 
  dissection classes.  Students are judged yearly on their 
  progress by a panel of Masters and those who are judged 
  capable are granted the rank of Journeyman Chirurgeon.  To 
  progress to Master, a Journeyman must, through word or 
  deed, advance the state of medical art sufficiently to be 
  judged Master by a panel of her peers. 
   
  COMMON CHIRURGEON 
  This package replaces the one found in (Kamarathin 6th 
  Edition Conversion Document p.67)  
   
  Skills 
   
  Conversation 11- 
   
  Deduction 11- 
   
  Healing 11- 
   
  KS: Chirurgy 11- 
   
  KS: Herb Lore 11- 
   
  PS: Chirurgeon 11- 
   
  Science Skill:  [Own Race] Anatomy 8- 
   
  ACADEMY CHIRURGEON 
  The Academy Chirurgeon package represents professionally 
  trained chirurgeons from highly civilized cultures.   
   
  Skills 
   
  Conversation 11- 
   
  Deduction 11- 
   
  Healing 12- 
   
  KS: Chirurgy 11- 
   
  KS: Diseases 11- 
   
  KS: Herb Lore 11- 
   
  KS: [Own Culture] Medical Textbooks 11- 
   
  KS: [choose culture] Medical practices 8- 
   
  Literacy with Native Language 
   
  PS: Chirurgeon 11- 
   
  PS: Herbalist 11- 
   
  PS: Researcher 11- 
   
  Scientist 
   
  Science Skill:  [Choose Race] Anatomy 12-  
   
  Science Skill:  [Choose Race] Anatomy 12- 
   
  Science Skill:  [Choose Race] Anatomy 12- 
   
  Science Skill:  [Own Race] Anatomy 12- 
  Perks 
   
  Money:  Well Off; Limited Power (Only To 
  Determine Starting Wealth; -1) 
  ROYAL ACADEMY CHIRURGEON EXTENSION 
  Those coming from Tursh must also select the Royal Academy 
  Chirurgeon extension package. 
   
  Skills 
   
  Language:  Bluetongue (idiomatic; literate) 
  Perks 
   
  Contact:  Academy Trainer/Mentor (Contact has 
  access to major institutions, Contact has useful 
  Skills or resources) 8- 
   
  Positive Reputation:  Graduate of the Royal 
  Academy (A small to medium sized group) 8-, 
  +1/+1d6 
  Complications 
   
  Social Complication:  Duty to the Royal Academy 
  Infrequently, Minor 
  FIELD MEDIC EXTENSION PACKAGE  
  Where medicine and the battlefield meet, there you will find 
  the Field Medic.  Field medics serve as mercenaries or militia 
  men who have the skills and knowledge, if not actual training, 
  to treat battlefield injuries.  Field medics are more used to 
  working in hostile conditions than other chirurgeons. 
   
  Skills 
   
  Hostile Medic:  +1 vs. Healing Skill Modifiers due 
  to Combat 
   
  Armor Familiarity (Light Armor, Shield) 
   
  Armorsmith (Repair only, all armor types) 11- 
   
  Healing 11- 
   
  KS: Chirurgey 8- 
   
  KS: Herb Lore 8- 
   
  PS: Chirurgeon 8- 
   
  PS: Herbalist 8- 
   
  PS: Soldier 11- 
   
  Science Skill:  [Own Race] Anatomy 8- 
   
  Teamwork 8- 
   
   
   
   
   
   
  
  POISONER EXTENSION PACKAGE 
  When nobles find themselves locked into a political battle 
  that they cannot afford to resolve through war, they turn to 
  assassination.  The knife in the dark and poison in all its many 
  forms are the weapons of a poisoner.  Poisoners work from 
  the shadows, using subterfuge, lies and trickery to put 
  themselves in position to strike at their victim.  When in need 
  of a poisoner, a noble will either cultivate one from a loyal 
  servant, or reach out to the criminal underworld in search of 
  a suitable candidate, using several cut-outs to conceal the 
  source of the request.  Poisoning is, of course, frowned upon 
  heavily by the nobility and common people.  Once the 
  poisoner has completed her contract, she has no guarantee 
  that the payment agreed upon will be rendered in good faith, 
  or if her benefactor may instead opt to make sure that word 
  of the actual nature of the target’s death never gets out. 
   
  Skills 
   
  KS: Black Marketeering 11- 
   
  KS: Poison Lore 11- 
   
  PS: Poisoner 12- 
   
  Language:  Gutterspeak (fluent conversation) 
   
  Streetwise 11- 
  Optional Complications 
   
  Psychological Complication: Amoral (Common; 
  Total) 
   
   
   
  
  NEW EQUIPMENT 
  Herbalists and Chirurgeons are very equipment intensive characters.  Included below are some new tools for these characters to 
  use. 
  EQUIPMENT 
  Item 
   
   
   
  Cost 
  Weight 
  Beeswax, ½ pound block  
  2.00fg 
  0.23kg  
   
   
  Rendered Animal Fat, 1 gallon 
  .08fg 
   
   
   
  Chirurgeon Tool Roll, Leather 
  2.00fg 
  0.50kg 
  Chirurgeon Tool Roll, Canvas 
  5.00fg 
  0.34kg 
  The Chirurgeon Tool Roll is used to organize and 
  protect the expensive tools that a chirurgeon needs 
  to properly administer medical care.  Rolled out flat, 
  it is 3 feet by 2 feet with numerous deep pockets. 
  Chirurgeon Tool Kit, Journeyman 
  132.2fg 1.68kg 
  This kit consists of a basic set of tools required to 
  make a successful healing roll without negatives.  
  The kit contains: a leather chirurgeon tool roll, one 
  bronze hook, one flat bronze probe, one surgical 
  knife, a curved suturing needle and 50 yards of 
  thread, as well as a set of linen bandages. 
  Chirurgeon Tool Kit, Master 
  371.28f 2.2kg 
  This kit consists of a more diverse set of tools than 
  the Journeyman kit, allowing the Chirurgeon to make 
  healing rolls at +1.  The kit contains: a canvas 
  chirurgeon tool roll, two bronze hooks, one flat 
  bronze probe, two surgicial knives, a bleeding lancet 
  and basin, surgical bronze scissors, a curved suturing 
  needle and 50 yards of thread, as well as a set of 
  linen bandages. 
   
  Herb Pouch, Leather 
   
  0.02fg 
  Holds 4 ounces of dried herb 
  Herb Pouch, Large Leather  
  2.00fg 
  0.50kg 
  Holds up to 24 ounces of dried herbs in 6 separate 
  pockets.  
  Herbalist Kit, Journeyman  
  64.05fg 1.79kg 
  This kit consists of a selection of basic herbs for a 
  Journeyman Herbalist that should meet most basic 
  needs.  The kit consists of a large leather herb pouch, 
  a tin vial containing 3 ounces of bloodroot syrup, a 
  tin vial containing 1 ounce of folloy paste, a tin vial 
  containing 3 ounces of finevan paste, 4 ounces of 
  dried min berries, 2 ounces of trine powder, 1 ounce 
  of braes herbs, and a mortar and pestle. 
  Herbalist Kit, Master 
   
  220.95 2.3kg 
  This kit contains a larger selection of herbs than the 
  Journeyman kit.  The kit consists of a large leather 
  herb pouch, a tin vial containing 4 ounces of 
  bloodroot syrup, a tin vial containing 2 ounces of 
  folloy paste, a tin vial containing 4 ounces of finevan 
  paste, a tin vial containing 4 ounces of atin juice, a 
  tin vial containing 1 ounce of kelin juice, 4 ounces of 
  dried bethron fungus, 4 ounces of dried min berries, 
  4 ounces of trine powder, 1 ounce of braes herbs, 4 
  ounces of dried lisomon leaves, and a mortar and 
  pestle. 
  Glass Retort 
   
   
  750fg 
  Used to create extracts and oils from raw herbs 
  Splint 
   
   
   
  .10fg 
  0.20kg 
  
  BUILDING NEW HERBS AND COST CALCULATIONS 
  The herbs included in this book are by no means exhaustive.  
  GMs or players that wish to create new herbs should use the 
  following guidelines: 
   
  All herbs should be created with IAF Expendable 
  (Difficult to obtain New Focus; -3/4).  Difficultly may 
  be increased to reflect rarity of ingredients.    
   
  All herbs should be created with a set number of 
  Charges which never recover.   
   
  The Gestures limitation should be used to show that 
  the herb must be applied by hand. 
   
  Extra Time should be used to reflect how long the 
  herb takes to administer or take effect. 
   
  Costs of new herbs in farthings are calculated using the 
  following formula: 
   
  ((Active Points) * (Real Cost) * 30) / 100 
   
  
SOURCE: textdata/thevault/Hero System/3rd Party/D3 Adventures - Herbalism (Hero System).pdf