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Herbalists Guild

The herbalism guild used to be a branch of the Alchemist comunity. However they remained closer to nature and less attached to the lab. The great droughts made them very valuable and the managed to survive although they lost a lot of the characteristics they had in the old times. Now they live in large cities maintaing the fauna. Some of them are wondering in the plains hoping to find a spicies that will seem able to survive the climate.   Some of them, the more abitius ones though kept looking for knowledge and truth and eventualy had the alfhemist fate, eyther fleing, diying ungrateull deaths or turning to dark purposes.

Structure

The herbalists guild is not a relay lively one. However it is usufull when in need of ingredients that gowr rearely or elsewear. For that reason almost everyone who knows the trade has a membership even if they do not use it very often. They have spesific finacial deals with every large city and pharmacy and as a principle they make sure that a member of the guild will travel around to more lone viladges and towns both for profit and to make sure they have the nececary provisions. Important members are:
  • Elder Vicus (a very reluctant meber) : He is the last source of some very unique ingredients. He is of ousheid accent and his magic comes both from nature and the divine.
  • Bard Sidney : Very famus as an entertainer lieks however to visit small towns and deliver medicine in times of need. He doesen't know the trade but is in it for the adventure.
  • Wandering Members: As tomes become harder the wandering members decrease in numbers. However they are still a bounch traveling the mainland from town to town. They know how to defend themselves agains badits but are not as good in crating complex recipies.
  • Doctor Mantis: The chief Herbalist of falcrest is a very educated high elf. He is the only member who can claim that he can craft all known recipies. He is however very expencive but sometimes an only solution.
  • Brother Lyros: A monk at the Bear monastery he does not require payment for his service unless one is ccapable of paying.
  • Ambasador Deana: She is a member adder the alias Nocturne. As an ambassador in Travaar she uses the craft to her advantage while n difficult political situations. She usualy spaks for the people and when she is not busy she spends her time using herbalism to keep the coty safe from illness and plague.
  •  

Assets

They are the howners of the Naradea botanical gardens but not the Luania greenhouse. They maintain assets as phapmacies and hospitals which the guild has piched in for a member to accuire or buid.

Grow and you shal never die.

Products

Antitoxin

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.   Ingredients. Rowan Berries,  

Potion of Healing

Hoever drings it regains some hit points similarly to the cure light wounds spell. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.   Ingredients. Red Amanita Mushroom,  

Soothing Salve *

A sticky, sour smelling salve that can be applied to wounds. When you expend hit dice to recover hit points while using this salve, you recover an additional 3 hit points for each hit die expended. This effect lasts for 1 hour after applied.   Ingredients. Sourgrass   Uncommon Recipes Creation of these items costs 3-4 days work both for the herbalist and the buyer.  

Pomander of Warding *

This ball of aromatic spices and perfumes fills an area with a 15 foot radius with a strong scent for 24 hours after being unwrapped. Undead creatures of CR 2 or lower that enter this area must make a Wisdom saving throw (DC 15) or be turned, as detailed in the Turn Undead cleric feature.   Ingredients. Hagfinger,  

Potion of Greater Healing

You regain 2d8+ 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.   Ingredients. Red Amanita Mushroom,   Rare Recipes (DC 20) Creation of these items cost aproximately 10 workdays.  

Elixir of Health

When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. It confers no benefit to undead or constructs.    

Potion of Superior Healing

You regain 4d8 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.   Ingredients. Red Amanita Mushroom,  

Tea of Refreshment *

This warm drink removes one level of exhaustion from whoever drinks it.   Ingredients. Morning Dew,  

Tincture of Werewolf's Bane *

Any lycanthrope that drinks this tincture must make a Constitution saving throw. On a failed save, the lycanthrope takes 3d10 necrotic damage and must change to its humanoid form if it was not already in that form, after which the lycanthrope cannot change form for 24 hours. On a success, the lycanthrope takes half that damage and is not under any additional effects.   Ingredients. Wolfsbane, Silverthorn   Creation of these items can be done once every month since ingredients are very rare and and need a lot of time to produce the quantities needed.  

Potion of Supreme Healing

You regain 5d8 + 10 hit points when you drink this potion. The potion's red liquid glimmers when agitated. It confers no benefit to undead or constructs.   Ingredients. Red Amanita Mushroom,  

Potion of Vitality

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Type
Educational, Society
Head of State
Economic System
Traditional

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