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This is a short guide to herbs, ointment and other remedies found in the Lezhar Marshlands.
Cardemia: A mold with a surprisingly sweet taste. Someone ingesting this mold tends to feel more empathetic to those around them. Cardemia is often baked into cakes and offered to participants in diplomatic negotiations.
Grants a +2 bonus to Diplomacy skill checks made against someone who has consumed it.
Jevik: An exceptionally foul-tasting tuber. It is usually ground up and turned into a thick paste, which is smeared onto the gums, or held under the tongue. It boosts endurance, and is sometimes used by soldiers to prevent fatigue during cross-country marches or similar activities.
Provides a +2 bonus to Endurance skill checks.
Neevine: An uncommon herb which can be brewed into a tea. It aids in recuperation and healing. Unfortunately, the brewing process is tricky; unless the herb is left to steep for exactly the right length of time, the resulting tea can cause a serious outbreak of facial pox.
The drinker regains a healing surge.
Quickflower: A dangerous and highly addictive plant. Swallowing a whole quickflower causes a temporary increase in reactions and metabolism as well as enhancing the senses. Sneezing soon after the ingestion of a quickflower can be extremely dangerous and even fatal. Repeated use invariably leads to cranial embolisms and severe hemorrhaging.
Provides the user with one extra Action Point which must be used immediately.
Redroot: A common root which is ground into a powder and used to treat wounds. It assists with the clotting of blood and alleviates pain.
Provides a +2 bonus to Heal skill checks.
Tagit root: If consumed in the right dosage, tagit stimulates memory and recall. Higher quantities cause hallucinations and delirium.
Provides a +2 bonus to Intelligence checks used for recall.
Ullmisk: A dainty, perfumed blue flower. When swallowed, it provide uncanny nimbleness and stimulates muscle functioning. Unfortunately, ullmisk also tends to cause chronic diarrhoea. Ullmisk is sometimes used by circus acrobats, who are experienced in getting the timing of the positive and negative effects just right.
Provides a +2 bonus to Acrobatics skill checks.