September 20, 2017 at 11:56 pm #8765
Here is how the herb entries will look. I’ve separated the description from the game info here because I can’t be arsed to do all the formatting. 🙂
One legend holds that Dargar sought to grant his followers greater powers. Unwilling to break the Compact, he picked a fight with Tiw. Although the contest was considered a draw, Dargar’s insidious plan worked—droplets of his blood fell to the mortal realm, where they sank into the soil and grew as frothroot. Another tells that the first frothroot grew from the spittle of Dargar in one of his many violent rages.
Appearance: Frothroot’s stem grows dark red near the base and grows lighter near the top; the flowers are white with red veins clearly apparent; the thick roots are blood red; Habitat: Western Low Winterlands; Season: Winter; Rarity: Rare; Prices: 6 gs per tuber; Availability: Village; Remedies: Berserk
Other Notes: Only the root can be used in herbal remedies.
Triple Ace Games Creative Director
firstname.lastname@example.orgSeptember 21, 2017 at 12:56 am #8766
Love the flavor!
Left is Death!September 21, 2017 at 1:48 am #8767
High Priest of Hoenir & Champion of QedeshetSeptember 21, 2017 at 1:50 am #8768
Every herb will have some sort of flavor text – I think it adds to the background. For instance…
Although the armies of the Liche-Priest enjoyed great success, they were eventually driven back into what is now the Liche Lands of Old. It is said that as their necromantically-empowered corpses fell on the soil of the Barrowdales, a great many evil spirits were awakened.
Grave weed grows only on barrows and cairns still containing sleeping dead, those who failed or refused to answer the Liche-Priest’s call to arms. It is thus of some comfort for explorers to find corpse blossom, for they know that whoever lies beneath their feet is not an undead.
Triple Ace Games Creative Director
email@example.comNovember 19, 2017 at 2:29 pm #8916
Well, I did not quickly find the post where you were thinking of doing an alchemy book so I will post it here. But I did have an idea to add. I was in RealmqWorks cleaning up some monster entries when I came across the Corrosive Rot. It would be pretty cool if monstrous Plants could be incorporated.
For monsters at large its impractical just due to the shear number (and maybe that is more Alchemy trappings anyway), but perhaps a simple system could be built. Something like you are able to select a Special Ability for a one-time use (but with heavy GM adjudication). For the Corrosive Rot for example, it might be get a bonus to Notice for a time from the Vibration Sense special ability.
Just spitballin a few ideas that came whilst toying around
Left is Death!December 7, 2017 at 9:22 am #8959
I’m really looking forward to this as well!
One of my players has a character who was head chef of a household in the Magocracy. We’ve been using herbalism as an ancnient art of semi-magical cooking only known by a secret cabal of master chefs.
So this treatment of herb and spice gathering is exactly what we need and the flavourtext makes gathering spices much more fun.January 6, 2018 at 1:37 pm #9067
Is this still in the works?January 6, 2018 at 2:15 pm #9068
The list of herbs was planned for a new version of the hedge magic rules. The GM Screen, the Resource Management Rules and other projects came up, so this baby was pushed into the back. And testing new rules may take some time.
As long as Wiggy doesn’t say otherwise, this project is simmering on a very low flame.
High Priest of Hoenir & Champion of QedeshetJanuary 7, 2018 at 12:39 am #9070
Understood. Thank you for the update.
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