Medicine in Velitrium
the Priests of Mitra and the Healing Druids care for many of their
followers, and almost all of the really serious medical issues, there
just aren't enough of them to go around. Many small villages and
rely on the local Healer for their medical needs.
are generally trained by other healers, there is no formal school or
program, though several Mitraen Monasteries do teach the art to their
non spell casting monks.
The following skills are
required of a Healer
Skill = IQ
Skill = IQ (see below)
Skill = IQ
Since many Herbalists will
maintain their own Herb Gardens, Agronomy is a valued skill but is not
Defaults to Naturalist -6 or Alchemist -4 (Page 150 CI)
Herbalist in Velitrium has a thorough knowledge of local plants, their
medicinal properties, as well as some non-medicinal ones, and their
preparation and application. He or she is also skilled at locating and
identifying these plants in the wild.
skill is used both to locate herbs and to prepare them (if needed)
according to known formulas and techniques. The following rules
notes are used to determine search results and preparations.
The part is chewed or eaten in it's natural state. This one requires no
roll. Drying the herb for future use, if possible, does require a roll.
Dried: Dried for 4d+1
days. It is burnt as incense, often done when used for children, or
smoked in a pipe.
The herbs is cooked with water for a predetermined period of
Excess water is then boiled away and the concentrated syrup is saved.
This is the most concentrated form of remedy. It's main advantage is
the small size of the dose which makes it easy to administer. However
it tends to exaggerate any nasty side effects and flavors.
The herb is crushed, and heated in spirits or water. This is then mixed
with lard, butter, fat, grease or mud. The ointment must ferment for 2
days before reaching full potency.
The herbs must be at least partially dried (minimum 1d6 days) and then
boiled in water. There is no skill in making tea. The Herbalist skill
is used to determine how much of the ingredient is needed and also to
store or preserve the tea against future use.
The herb must be thoroughly dried (4d-1 days) and then crushed to
powder. This powder may be eaten straight, or mixed with food or wine.
If the powder is taken dry, it must be washed down with some type
The herbs are prepared as for an ointment, but are smeared on a hot,
damp cloth. This cloth is then applied directly to skin. The whole
process takes about 1 hour. A poultice must remain on the affected area
for at least three days. It must be dampened regularly, every 6 hours,
to keep the contents working.
for some fruits, maybe allowed to ferment like a wine.
Known Herbal Remedies and
is a list of the common herbs, fruits, mushrooms etc. that are found
and used in Velitrium. Not everything here is beneficial!
price is for the raw herb. The price in ( ) is the completed
Description: A water
flower with a palm shaped leaf and wide pink blooms
Found: Still water in
shallows not more then 3' deep.
Uses: Stems, ointment
Boiled down to a gummy consistency, it is combined with lard and
applied to burns or abraded skin (not open wounds.) The ointment
soothes the injury, healing 1 point at first application and, with
daily applications, will double the natural healing rate for the
injury. Applying it to open wounds will cause a stinging and
result in one day of regular healing being lost.
Price: $10 per pound
($25 per dose, enough to cover one limb)
Description: A low
growing, thorny plant that produces a dark red berry in the fall.
Found: Edges of woods,
slightly shaded areas.
Uses: Berries, extract
In low doses it is a mild pain reliever. In large doses it can be
poisonous. Roll Vs HT or fall into a coma for 2d days. If in a
for more than 3 days roll Vs HT at -1 for each day. Any failure means
death. Used properly Bodis can render the imbiber unconscious and
senseless for surgical procedures and allow him or her to wake normally
in 4d hours from taking the dose.
Price: $5 per pound ($50
Chalis Root (Snake Root)
Description: A carrot
like tuber with tiny white flowers
Found: Sunny meadows
Uses: Root, poultice
Used on insect bites, snake bites and insinuative poisons. Draws the
venom out and reduces the effects of the poison by half (if applied
within 1 minute per point of HT of the victim)
Price: $50/$150 per
poultice (usable once)
Druid Grass (Healing
Description: A dark green,
broad leafed grass that does not grow well in direct sunlight or deep
Though uncommon, in can be found throughout the Valley in areas with
the right conditions, it is cultivated in the Druid Groves for use by
Uses: Leaves, Tea, raw,
Tea made from the grass will cure 1d+1 hits from wounds once per day.
The tea must be made from grass picked within the hour.
make the tea. Once made the tea can be bottled and preserved, this
requires a Skill roll or Alchemy roll.
freshly picked grass and spitting out the blades while swallowing the
juice will heal 1d hits once per day. This does not require any
grass can be dried and smoked for 1d-1 healing once per day. This
requires either a Skill roll or a Naturalist or Agronomy roll.
A pint of tea or 1 ounce of
dried grass, sells for $100
inner lining of the bark of a water loving tree found primarily along
Lake Aldin and the Varsol River.
Found: Along the edges of
any water body that does not regularly freeze.
Uses: Bark, tea
reducer, mild analgesic.
Price: $5 ($10 per dose)
Description: Large, waxy
green leaves that grow on woody shrubs. The Jhodal bush remains green
Found: Deep woods, heavy,
Uses: Leaves, raw
Chewing even one leaf, and swallowing it, will result in almost
immediately vomiting the entire stomach contents. Summer leaves
the most effective, winter leaves will require twice as much to achieve
the same effect.
Price: $1 each leaf
Description: A pale
blue flower that blossoms on a ground cover vine. Harvested in late
summer after it goes to seed.
Found: Open meadows, sunny
Uses: Seeds, powder
Used for a sleep aid. In small doses will allow user to
doze off even
in a noisy or uncomfortable environment. A conscious effort will allow
the individual to resist. In a large dose it will send the user
deep sleep for 3d+3 hours. Roll Vs HT to resist.
Price: $5 ($25 per dose)
Description: A small,
sweet smelling red flower that grows to a height of about a foot.
Found: Curiously it is
often found in graveyards and it is believed that only those harvested
from a graveyard has potency.
Uses: Root, extract
Ingestive poison. This is a nasty one that causes intense pain
convulsions so severe as to be unable to communicate or act. These will
continue for 2D hours and require a roll Vs HT every hour or suffer 1d
damage. Roll Vs HT-4 or suffer full effect. A successful roll
in severe cramps, tremors and 1d damage. Cramps and tremors will last 1
Price: This is
illegal to use so it is expensive to buy. $25 ($200 per dose)
Dark leafed woody shrub, found in dense woods and shady areas.
green all year but only summer harvesting is effective.
Found: Woodlands, summer
Uses: Green leaves, tincture
Effect: Foul tasting
draught that will, if kept down (roll Vs HT+1) cure the effects of a
hangover within minutes.
Price: $5 ($15 per dose)
Delicate, mint smelling, pale white flowers with silvery leaves.
Found: Sady areas,
sometimes near cemetaries and mortuaries, summer time
Uses: Flower petals, dried
Deterrent to non corpereal spirits and specters. Such creatures find
its presence repugnent. A pouch of petals will stay fresh for
months. Powdered it has Alchemical uses as well.
Price: $250 per bloom
is a mixture of spearmint, willow bark and walnut root. It is smoked in
a pipe as a tobacco substitute. It has no medicinal properties
many herbalist make it for personal use or as a �cash crop� to sell
when things are slow. It retails for about $2 per 8 ounces.
raised by Velitar farmers it is found wild and can be raised in home
gardens. It has no medicinal value but herbalist often collect or raise
it for personal use. It retails for $5 per 8 ounces.
is a mushroom and it's spores that grows at higher elevations. When
eaten, or inhaled, Mali causes hallucinations. Mali is used extensively
by Jhensari shamans as part of their religious rituals and, reportedly,
by some Cults of the Dark Lore. It is highly addictive, hallucinogenic,
illegal and a dose costs $50. (25 point disadvantage)
close relative of Mali is Das-Mali. This mushroom is virtually
identical to regular Mali, only an expert can tell them apart (roll Vs
Naturalist or Herbalist skill). Das- Mali is highly poisonous.)
plant that grows around certain oasis in the Desert of Nygg. It can be
dried and smoked or distilled and laced into wine. It is mildly
addictive and provides the user with a blissful and relaxing couple of
hours. Relatively cheap, $10 for an ounce or $20 for a pint. Both
quantities will produce about ten `highs.' (This is a 15 point
disadvantage.) Possession and sale is illegal.
Healer's Traveling Bag
This is what a Healer
will carry with him when visiting farmsteads etc
will replace the Doctor�s Black Bag. It should be considered a shoulder
slung satchel with a total of 2 cubic feet and a capacity of 20 pounds.
The value is with contents $1850
The following Contents
are in it: $ amount reflects total value
Bandages sufficent for
1 arm and 1 leg splint
Surgical kit $400
knives, sm, md, lg
Irons sm, md, lg
sm, md, lg
1 Bone Saw
6 Doses of
Andorra�s Hand Burn Ointment $150
4 Doses Bodis
Extract Pain Reliever $200
2 Chalis Root
(Snake Root) Poultices $300
6 Doses of Druid
Grass Healing Tea $600
4 Doses Jhensari
Bark Fever Reducer $60
12 Jhodal Leaves
Vomit Induver $12
4 Doses Pallis
Seed Powder, sleep inducer $25
4 Doses Rhondac
Extract, hang over cure $60
1 pint strong whiskey
1 small Lanthern with