Siessgarraviskava's plotnotes

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This forum is an OOC forum for PCS and Organizations to work out plans in hardcopy. Each PC or Organization gets a single thread where their players can help work out plans for their PC. Quests, mini-sagas, and Trips can all be organized here as well working out timelines and points of travel and things PCs need to do along the way. Each PC however gets only one Plotnote for their individual PC. Groups get one as well. There is no limit on individuals posting saga or trip plotnote threads. Please denote [PC Plotnotes] or [Group Plotnotes] or [Quest/Trip/Saga Plotnotes] when titling your threads.

Siessgarraviskava's plotnotes

Postby Siessgarraviskava on July 13th, 2014, 3:38 pm

Plotnotes


It's important to have a general goal in mind so even if you don't have a specific plot in mind you still have an idea of where your character is heading. Often the goal comes first then the plot comes later, even if it leads you towards, away or brings you no closer to your actual goal in the end.

For this character my general goal is to become involved with the gangs of Sunberth, though not necessarily as member, leader or rival. I want my Dhani to get involved with posions, with the drug trade and even branch out into different businesses. But, I can't see a way in which someone just starts making drugs or whipping up poisons, so instead I want to use a more legitimate method - Herbalism. It's a more common, reliable way to generate income and become a "upstanding citizen" since in Sunberth there is only, rather scary doctor with a reputation and as far as I am aware - Zero healers so people would rely on herbal remedies and wife's tales for treatment in a place with no real education.

There is another side, a large number of poisons are obviously derived from plants (In fact he finds the use of serpent poison reprehensible, believing them to be a gift from Siku and for them to use alone), as soon as he can afford to invest in a poisoncrafting lab he will be shifting his focus to poisons, regardless of the dismay or approval of his investor.

Steps for setting up this character

-Finish character history.
-Iron out concept, appearance and housing.
-Write a gnosis story for Siku's mark - Venenum.
-Write up a business plan and location, obviously after getting approval from Twister and Gillar.
-After all that is finished, think up a few threads and poke around to see if anyone is interested.

User avatar
Siessgarraviskava
Player
 
Posts: 13
Words: 11769
Joined roleplay: July 12th, 2014, 4:19 pm
Race: Dhani
Character sheet

Siessgarraviskava's plotnotes

Postby Siessgarraviskava on July 15th, 2014, 9:49 pm

Plotnotes


This is just an attempt to get all the lore regarding poisons and herbalism in one place for my convenience. I've added nothing, it's all just the work of the wonderful developers on the site.

Poison

Terminology :
Antidote - Antidotes may be tailored to specific poison families or poisons of a particular strength. An antidote differs from antitoxin, which merely helps combat the effects of a poison.

Contact - A method of delivery that results in exposure when the target touches or is touched by the poison. A creature is exposed to contact poison if a poisoned item strikes the creature. A contact poison can take any form. Creatures without permeable skin are not susceptible to contact-delivered poisons.

Delivery Method - The method by which the target is exposed to a poison. There are four types of delivery methods: injury, ingestion, inhalation, or contact. Poisons can be crafted in different ways to have different methods of delivery; however, a particular dose of poison on hand must only have one delivery method.

Dose - A measurement of a single, functional unit of poison. The size of a dose depends on the type and nature of the poison. It may be one tablet, dram, ounce, nugget, pinch, etc. Generally, a dose of poison is a rather small amount.

Element - Each phase of a poison's damage may be composed of one or more elements. These are discrete components of damage. For example, in a poison that deals damage to one's physical health and agility as its initial damage, the health is one element of damage while the agility is another.

Existing Poison - A poison that currently exists, even if the particular character does not know how to craft it. For example, though someone may not know how to extract a poison from a black lotus, there are people in the realm who do, it is bought and sold on the black market, and it would not shock an experienced assassin to come across it in the course of his endeavors.

Ingestion - A method of delivery that results in exposure when the poison is metabolized by the target's digestion process. Typically, a poison can only be delivered by ingestion if it can be swallowed. Ingestion poisons are usually solids or liquids. Creatures that do not have digestive systems are not susceptible to ingestion-delivered poisons.

Inhalation - A method of delivery that results in exposure when the target inhales the poison. Accordingly, a poison can only be delivered by inhalation if it is itself gaseous, can be delivered by aeration, or gives off toxic fumes. Not all gaseous poisons are inhalation poisons; such a poison could also be a contact poison. A creature that holds its breath can avoid exposure to inhalation-delivered poisons. Creatures that do not breathe are not susceptible to inhalation-delivered poisons.

Initial Damage - The damage that a poison deals immediately upon exposure.

Injury - A method of delivery that results in exposure when the poison is introduced into the target's bloodstream or related anatomical system. Generally this is accomplished by attacking the target with a poisoned weapon. Accordingly, an injury poison must be capable of being applied to a weapon. Any attack that causes damage is considered to expose the defender to the poison. Creatures without discernible anatomies are not susceptible to injury-delivered poisons.

Intended Poison - The poison that the poisoner is trying to create. Once created, it becomes poison on hand.

Known Poison - A poison that a particular person knows how to craft.

Magical Poison - A poison that is infused with magical energy in some way. The term, magical poison, includes two types of poisons: magically imbued poisons and magically modified

Magically Imbued Poison - A poison that operates as a method of delivering a magical effect. In lieu of dealing typical poison-like damage, a magically imbued poison subjects the target to a particular magical effect. For example, someone skilled in both poison and magecraft may be able to brew a poison that arouses a strong emotion in the target.

Magically Modified Poison - A standard, nonmagical poison that has been altered by means of magic. For example, a dose of large scorpion poison may be enhanced to increase its toxicity.

Natural State - Each poison has a natural state of solid, liquid, or gas. Some poisons may take different states during different stages of their use. For example, a lump of toxic mineral (solid) may give off poisonous fumes (gas) when dropped in water. A poison's natural state has an effect on how the poison is stored, applied, and delivered. The method of delivery will also have some bearing on the poison's natural state.

New Poison - A poison that has never been crafted before, i.e., is not an existing poison. A skilled poisoner might be able to distill the bile from an giant sea-snake, where none before were successful.

Phase - Each period of time that the target is susceptible to being affected by the poison. Many poisons have two phases of damage: initial and secondary with the first affect listed being the initial and the second being, well, secondary.

Poison Family - A group of poisons of varying strengths and qualities that originate from a particular source material. For example, araneida, aquatic, and hedge root are all poison families. Poisons of the same family generally deal the same type of damage with varying degrees of strength. Often, the amount or duration of the damage increase as the size of the source material increases. For example, gargantuan spider poison deals the same type of damage as large spider poison but deals more of it. Some poisons are so unique that they do not belong to any poison family.

Poison on Hand - A specific dose of poison that has already been created.

Potency - The power of the damage dealt by the poison.

Secondary Damage - The subsequent damage dealt by a poison. Generally, a poison deals its secondary damage one minute after exposure unless otherwise noted.

Signature Poison - A poison that is tailored to a specific and unique target, i.e., a particular person. It is the product of extensive toxicological research and study of the target. Normally, the purpose of such a dark endeavor is nothing less than the assassination of the target.

Single-Phase Poison - A poison that lacks either initial or secondary damage, i.e., has only one phase.

Toxicity - The ability of the poison to affect the target as measured by the amount, type and duration of the damage and effects.

Venom - Poison produced naturally by a plant or animal and used by that organism. Many poisons can be crafted from the organs of animals, but that does not make them venoms. For example, the poison a scorpion delivers with its stinger is venom, but poison that may be crafted from a scorpion's liver is not. A venomous creature is one that has a poisonous natural attack or defense mechanism.Aquatic - Favored by water-based poisoners, these poisons are made from aquatic plants and creatures.

Poison Families :
Araneida - This family includes poisons brewed from typical species of mizaharan spiders. Most spider poisons negatively affect physical strength.

Arboreal - This family is comprised of toxins made from trees, generally fruit trees or conifers. Such poisons are characterized by grassy or earthly odors. Additionally, tree poisons last longer than other types of poison; they retain their toxicity for a number of months equal four times their level instead of three.

Bestial - Known among rangers and other hunters, these poisons are made from all manner of beasts; usually mammals.

Chilopoda - This family includes poisons brewed from typical species of mizaharan centipedes. Most centipede poisons negatively affect physical agility and overall speed of movement.

Fungus - Poisons in this family are brewed from mildews, molds, mushrooms, and many others. Most fungus poisons have low potency but high toxicity and are relatively easy to find.

Hymenoptera - This family includes poisons brewed from typical species of bees, hornets, wasps, and the like. They are noted for the speed of their exposure times. Most hymenoptera poisons cause damage to physical speed and agility.

Lumbricida - This family includes poisons brewed from typical species of worms. Most worm poisons cause negative effects to physical strength.

Mineral - Poisons in this family are processed from naturally occurring rocks and minerals. Their qualities are as varied as what they are made from. Due to the relatively lower amount of refining required to create them, mineral poisons are somewhat easier to craft than others.

Moss - Crafted from mosses, which are usually dried and turned into powder, poisons of this family are marked by their strong odors and are some of the more common to find ingredients for and craft.

Non-Ferrous Metal - This family is dominated by ingestion poisons that frequently affect the digestive system. Most poisons in this family cause negative affects to physical health or nausea.

Ooze - Poisons from this family are brewed from the remnants of jellies, oozes, and slimes most often found in subterranean environments. Harvesting raw materials from oozes is a relatively easy matter compared to other types.

Roots - As the name suggests, these poisons are made from plant roots. The poisons in this family are not as powerful as the poisons in other families. However, it is the largest of the poison families.

Scorpionida - This family includes poisons brewed from typical species of scorpions. Most scorpion poisons cause negative effects to physical strength.

Serpente - This family includes poisons brewed from typical species of snakes. Most snake poisons cause negative effects to physical health.

Undead - Poisons in this family are crafted from the remains of undead creatures. Even incorporeal undead creatures leave a faint residue upon their destruction. Undead poisons most often cause negative effects to physical health but effects can vary.

Vine - This family is comprised of poisons brewed from vines. It is important to note that these vines are often found in close proximity to roots which often makes for more productive harvesting. Poisons in the vine family are generally safer to handle than those of other families.


Herbalism

Harvest Type :
Annual - Herbs that live for only one season. They go from seedling to a thriving plant that produces flowers and then seeds in a single growing year. The length of that year, or growing season, varies by plant.

Perennials - Are plants that grow over a number of years.They may go dormant if temperatures are cold during the winter but they will resume growing in the spring. Perennial growth styles depend largely on the climate.

Biennial - Are plants that grow for one season and in the following season it will produce flowers and then seeds.

Tender perennial - Are perennial plants that can't take the cold; they will grow for years if they are in a warm climate but only for a season if the winters are harsh.

Harvestable :
These are herbs that exists in his local wilderness, these include no Rare herbs since most require L3/L4 Herbalism

Acson - Frequency: Uncommon, Locale: Temperate, Harvest Type: Perennial, Cost: 5 sm/palm-sized sprig or 1 oz of seeds, 1 gm for 1 oz of syrup decoction. The Acson plant is made up of erect green stems covered by glossy dark green leaves with white undersides and clusters of light blue to purple flowers shaped like a hood. Fresh leaves and stem are mildly poisonous to the touch resulting in a mild rash and are highly poisonous if infused into food or drink; causing extreme nausea and vomiting. Dried or fresh acson can be chewed to help combat a variety of animal-based poisons but the taste has been compared to chewing on rotten feces. A syrup decoction is often made to help lighten the taste. L1 herbalism and L1 poison to identify and harvest.

Batonal - Frequency: Common, Locale: Temperate, Harvest Type: Annual, Cost: 5 cm/oz of leaves dried or fresh. This is a very common herb found throughout Mizahar. Batonal has rounded leaves and an aromatic scent that is easily recognized. Batonal is used mostly as a cooking spice but works as a hot infusion as a medicine against internal discomfort. L1 herbalism to identify and harvest

Belltor - Frequency: Common, Locale: Temperate forests and wooded marshlands, Harvest Type: Perennial, Cost: 5 cm per ½ oz of leaves or flowers, 1 gm/ oz tincture. Belltor grows in a crawling maze of roots. It has erect stems that extend up to two feet in height covered with ragged-edged leaves along the vine and stalks. The stems end in a cluster of light pink to deep crimson flowers at the top. It is commonly used in infusions to relieve head congestion and headaches. A hot poultice may also be made from Belltor to prevent scarring and to aid in wound closure. Belltor should be harvested as a whole plant and dried hanging upside down in loose bunches. The roots should also be discarded after drying. Seeds and flowers should be stored in airtight containers separate from the leaves. Belltor is most commonly preserved as a tincture that helps against colds and diseases. L1 herbalism to identify and harvest.

Brinetooth - Frequency: Uncommon, Locale: Any Forest, Harvest Type: Annual, Cost: 5 sm/oz of berries (roughly 1 oz berry juice) or 2 oz dried bark, 1 gm/8’’ length of wood. Brinetooth is a tough woody bush that grows in tight thickets and hedges. It has ovular leaves with tiny white flowers that become blue berries in the summer. The berries can be mashed, decocted and preserved as pasted used to restore strength and vitality. The wood is often used in woodcarving and shaping. L1 herbalism to identify and harvest.

Boldt - Frequency: Uncommon, Locale: Forests and Seacoasts, Harvest Type: Perennial, Cost: 5 sm/oz of powdered bark or dried flowers. Boldt is a tough shrub found in soft, sandy soils. It produces strongg, straight fibrous to woody stalks and has bright yellow flowers and seed pods that pop when ripe. Boldt wood is used as thatch in areas where it grows in abundance. It is also useful in making brooms or woven into baskets. With careful preparation after a fresh harvest, the fibers can be pounded into paper or woven into ropes or cloth. Boldt must be worked within days of harvest unless one is drying flowers and bark for later use. L2 herbalism to identify and harvest.

Connal - Frequency: Common, Locale: Temperate Hills Plains and Forests, Harvest Type: Perennial, Cost: 5 cm/oz of dried flowers or dried roots. Connal is a short plant with a rosette of wrinkled leaves with a velvety underside. From the base of the rosette grows a slim leafless stem that produces a yellow blossom with a red center. The dried flowers or roots can be used in a hot bath for relief of aching joints and wounds. It can also be infused into tea to induce sleep. Another popular use is fermenting the herb into a mild white wine. All parts of Connal can be dried and stored together. L1 herbalism to identify and harvest. L1 brewing needed to make the wine.

Delaviv - Frequency: Uncommon, Locale: Any Temperate, Harvest Type: Annual, Cost: 5 sm/oz of dried flowers, buds or leaves and stalks. Delaviv grows only 8 inches high with square stalks and velvety round leaves. It has seed buds that bloom into tiny purple flowers in late summer. Delaviv is most often decocted into wine to ease and speed baby deliveries though the same medicines are used to aid in the flushing of poisons from the body. L1 herbalism to identify and harvest.

Doglo - Frequency: Uncommon, Locale: Any Temperate, Harvest Type: Annual, Cost: 5 sm/1lb of berries or 4 oz fresh leaves, 1 gm/bottle of wine. Doglo is a berry laden vine that climbs and clings with triangular waxy leaves and thick succulent stalks. It has tiny white flowers that turn to bright blue berries. The most common form of harvest of berries is to make jams and ferment them into wines as well as drying and boiling out the essential oils of the fresh leaves in autumn to make a rich blue dye. L1 herbalism to identify and harvest.

Emilvirute - Frequency: Uncommon, Locale: Temperate, Harvest Type: Biennial, Cost: 15 sm/1 oz of milk or 3 oz dried leaves. Emilvirute, most often known as Emil, grows on an erect hollow stem covered with lance-shaped leaves. Emil flowers in summer with clusters of two to six white blooms. The skin of the fleshy stems can be cut to collect the milky juice from the plant which is used to induce vomiting and as a poison. The oily leaves give rashes and blisters. Emil’s milky sap and the plant itself are used in numerous ointments and balms and polishes despite its mildly poisonous nature. The sap can be collected in roughly 1/20oz amounts per plant and stored in an airtight container out of the sun for up to nine months. The milk is highly useful after distillation in many poisons. Poisonous effects include nausea, rashes and weeping blisters. L2 herbalism and L2 poisons to identify and harvest.

Flametoe - Frequency: Uncommon, Locale: Temperate Forests, Harvest Type: Biennial, Cost: 3 gm/1 oz of dried root. Flametoe has a strong scent and spiraling roots that wrap around nearby objects. Small, brown, spade-shaped leaves cling along thin grasping. The root of flametoe is the only useful part of the plant. It is blood red and has a stronger scent than onions. Flametoe is kept dried in long pieces and used to help revive those who have fainted though the root has no effect on conscious individuals save for it really stinks. When dried, it’s usually done in eights and the root is large around as a potato. When dried and ground, flametoe root loses much of its smell and has little use. L1 herbalism to identify and harvest.

Halbriar - Frequency: Common, Locale: Temperate, Harvest Type: Perennial Deciduous Shrub/Tree, Cost: 5 cm/1 oz of dried blossoms or 3 oz of twigs/wood. Halbriar is a growing tree that can reach 30 feet in height. It can also be managed and trimmed to keep it as brambles and hedgerows. Halbriar is filled with strong smelling five-petaled white flowers with red pollen at the center. Halbriar is known to increase fertility. When fresh pollen is sprinkled in the eyes, one’s vision is altered causing them to see others as having heightened attractiveness. The wood is sometimes used in magecrafting items tied to fertility, attractiveness and lust. Although the tree is relatively common in temperate forests, collecting the pollen at the right time and in the right amounts requires a good amount of skill. L3 herbalism to identify and harvest.


Heldrog - Frequency: Uncommon, Locale: Temperate Forests and Marshlands, Harvest Type: Biennial, Cost: 15 sm/oz of juice or per 4 oz of dried leaves and roots. Heldrog has a rather distasteful smell similar to that of rotting fruit. Heldrog is an erect plant with a smooth woody stalk. Its leaves are feathery with tiny white flowers. Its juices are normally highly diluted and used by philterers in salves or mixed in wine to serve as a sedative. However, undiluted, full-strength juice is an intense poison that can bring about paralysis and stomach damage. It must be harvested at night and the whole plant; leaves, flowers or berries roots and stems must be mashed into pulp and crushed to drain the juice. If the juice is exposed to sunlight it will evaporate quickly so it is rarely used directly. Dried leaves and roots are usually crushed and smoked in waterpipes where it acts as a powerful, relaxing drug. L3 herbalism and L2 poisons to identify and harvest. L1 philtering also needed to make salves

Hommos - Frequency: Common, Locale: Temperate, Harvest Type: Perennial, Cost: 5 cm/4oz of leaves or 3 bunches of flowers. Hommos is a short, shrub-like herb with a strong woodsy stalk. It grows straight and tall and has lance-shaped leaves with blue flowers. The herb flowers in summer with a dozen or more blossoms. The flowers are often used in infusions of tea to help with stomach pain or as gargles to sooth sore throats. They can even be soaked in baths to help body aches and pains. An herb of many uses, theflowers and roots can be boiled to make deep blue dye or dried for incense. As far as preparation, hommos is tied in bunches and dried immediately after midsummer. The leaves are usually just dried through macerating them in oil. Its blossoms and leaves are often macerated into an oil to create a dark purple oil that can be burned as a lamp oil. L2 herbalism to identify and harvest.

Jile - Frequency: Common, Locale: Temperate Forests or Hills, Harvest Type: Perennial/Evergreen, Cost: 5 cm/oz of berry juice/20 berries or 3 oz bark or twigs. Jile is an aromatic evergreen tree or shrub with green nettles smelling of pine with tiny brown to black berries all over them. The berries take two years to ripen but there are always berries of varying age present. Five berries are often taken as a fast-acting poison antidote. When decocted, berries and bark may be turned into salves to soothe skin conditions or as a wound cleanser. L1 herbalism to identify and harvest plus L1 philtering to craft a salve

Midwife Miracle - Frequency: Common, Locale: Any Temperate, Harvest Type: Perennial, Cost: 5 cm/oz of dried or fresh leaves or flowers. Midwife Miracle is an aromatic plant that grows 3 to 4 feet high with angular yellow-colored stems with light green leaves that are smooth on their topsides and covered in white hairs underneath. It has small, button-like flowers that bloom dull gold in color. The plant gets its name from its ability, in many forms, to grant relief from many pregnancy-related ailments. L2 herbalism to identify and harvest.

Rhinedale - Frequency: Uncommon, Locale: Any Temperate, Harvest Type: Perennial, Cost: 5 sm/oz of leaves or 5 berries. Rhinedale is a small deciduous tree that grows up to 30 feet in height. It has saw- toothed lance-shaped leaves and bright blue to dark purple berries. The wood of this tree is very strong although it does not grow in great enough quantities to be of any real use in larger construction projects. It is however often used in small pieces of furniture and other wooden items. Rhinedale ash, when combined with water, forms a paste that is soothing to blisters and burns. L2 herbalism to identify and harvest.

Vyfox - Frequency: Common, Locale: Any Temperate Lowlands, Forests and Marshlands, Harvest Type: Perennial, Cost: 5 cm/ comb of flowers (roughly 1/10oz of flowers if crushed) or 1 oz dry leaf. Vyfox is an erect plant of slight stems with long, lance-shaped leaves formed of hundreds of tinier leaves. It has small white flowers that grow in flat combs and clusters atop the herb. Vyfox is known as a natural antiseptic and coagulant. It is placed over cuts or applied as a poultice to major wounds. The leaves can also be used to make tea to help increase overall healing of injuries. The flowers must be harvested in whole combs or clusters no smaller. L1 herbalism to identify and harvest.

Non-Harvestable :
These are herbs that exist outside his local wilderness, like moutains or deserts but are common enough that he could theoritaclly purchase them off a mercahnt in Sunberth

Aletrid - Frequency: Common, Locale: Temperate Hills, Harvest Type: Perennial, Cost: 5 cm/oz of dried leaves and flowers. Aletrid grows quickly with twisting roots that spread over low walls and other barriers. It has soft, serrated leaves sprouting all along its length. The leaves sometimes erupt in spikes covered with clusters of tiny five- pedaled gold flowers. Aletrid has a pleasing aroma and is often kept in tangles to mask bad odors. L1 herbalism to identify and harvest

Bon’mur - Frequency: Common, Locale: Plains and Marshlands, Harvest Type: Annual, Cost: 5 cm/10 fresh leaves or 1 oz of dried leaves. Bon’mur is among the more durable of annuals. It has hairy oval-shaped leaves with blue flowers. It grows up to 18 inches in height. The leaves and roots are often chewed when suffering colds or fevers. Made into infusions, it can help heal injured or sore/dry eyes. Bon’mur is only used as macerated oils made from fresh leaves or in dried leaves as teas. It can also be used wake unconscious victims. L2 herbalism to identify and harvest.

Didiatum - Frequency: Common, Locale: Temperate Wetlands and Swamps, Harvest Type: Perennial, Cost: 5 cm/oz of leaves and roots. Didiatum leaves grow in large clumps from a central stalk like very tall broad lettuce and are easily noticeable as waxy rounded leaves of deep green with white ribs. The central root and the inside of leaves contain an oily sap that can be used as an insect repellent or for waterproofing light leathers and canvas. The leaves and root can be pressed to remove sap and if reduced by heating , the sap becomes a brilliant blue ink. If the leaves are harvested and allowed to dry, flattened under a cloth, their fibers can be twisted together to make cords as strong as hemp or woven together to create cloths or rugs. L2 herbalism to identify and harvest.

Everlight - Frequency: Common, Locale: Hills and Plains, Harvest Type: Annual, Cost: 5 cm/oz of dried or fresh flowers or in macerated oil. Everlight never grows more than a foot and creeps along the ground. Its jagged, deep green leaves and purple veined lilac and white flowers help its stems stand out from grass around it. Everlight is useful in helping clear clouded eyes or helping washout injured eyes. Everlight tea infusion from flowers acts as a stimulant to help focus the mind and aid in meditation. In order to keep more than a few weeks, Everlight flowers need to be macerated to keep more than a few weeks. L2 herbalism to identify and harvest.

Tivcore - Frequency: Common, Locale: Temperate Lowland and Marshlands, Harvest Type: Perennial, Cost: 4 cm/8 whole stalks or 1 oz ground seeds for ink; 2 sm/sheet of paper. Tivcore reeds grow up to three feet tall and with tassels of seeds that sprout twice a year; in Summer and late Fall. The reeds are often used as kindling or thatch or animal bedding. The seeds can be ground down and the reeds boiled to create inks and paper. Once boiled to pulp the reeds can be flattened and spread out like papyrus forming strong papers and the seeds are ground and mixed with oils and water to make ink. L2 herbalism to identify and harvest.

Tolm - Frequency: Common, Frequency: Any Hills and Lower Mountains, Harvest Type: Perennial, Cost: 5 cm/1oz of dried root. Tom has a strong scent and grows on slim, erect stems with long hairy saw-toothed leaves topped in summer by light red flower combs and bunches. It is most often used in teas or tonics to ease pain, aid sleep and relax aching muscles. L1 herbalism to identify and harvest.


Last edited by Siessgarraviskava on July 16th, 2014, 10:38 am, edited 1 time in total.
User avatar
Siessgarraviskava
Player
 
Posts: 13
Words: 11769
Joined roleplay: July 12th, 2014, 4:19 pm
Race: Dhani
Character sheet

Siessgarraviskava's plotnotes

Postby Siessgarraviskava on July 16th, 2014, 10:38 am

Plotnotes


Location - Sunberth
Business Type - Herbalist

Items Sold

Herbs/Spices (Fresh, Dried and Powdered) - People frequently prefer to treat themselves to avoid visiting the notorious Dr Petricious, Raviskava know enough about the properties of these various herbs and even spices to recommend certain varieties.
Prices - See prices quote on the Price List

Oil Macerations - For various skin conditions or even supposed beauty treatments, Raviskava offer various oils which contain either entire herbs or extractions mixed in to be applied at home. These can be used in cooking to treat internal conditions as well though more frequently herbal teas are used.
Prices - 1 oz Jar : 5 sm, 1 gm, varies
3 oz Flask : 1 gm, 2.5 gm, varies
6 oz Flask : 2 gm, 4 gm, varies
(Common, Uncommon, Rare)

Various Salves/Tonics/Poultices - Raviska offers more reliable and medicinal treatments though due to the effort and time in producing these, especially with his novice skill in the area, they are significantly more expensive.
Prices - 1.5x the price quoted on the Price List

Assets

Shop (Simple), 400 sq.ft. - 600gm
-36 Umber Vials, 6oz - 18gm (36 x 0.5gm)
-54 Umber Vials, 3oz - 27gm (54 x 0.5gm)
-72 Umber Flask, 1oz - 7.2gm (72 x 0.1gm)
-32 Jars, 32oz - 6.4gm (32 x 0.2gm)
-24 Jar, 16oz - 2.4gm (24 x 0.1gm)
-Merchant's Scale - 2gm
-Initial Herbal Supplies - 217.48gm-Angelica, 32oz - 1.6gm (32 x 0.05gm)
-Anise, 32oz - 0.96gm (32 x 0.03gm)
-Basil, 16oz - 1.6gm (16 x 0.1gm)
-Borage, 32oz - 0.64gm (32 x 0.02gm)
-Caraway, 32oz - 0.64gm (32 x 0.02gm)
-Coriander, 32oz - 3.2gm (32 x 0.1gm)
-Costmary, 32oz - 0.96gm (32 x 0.03gm)
-Cumin, 16oz - 0.8gm (16 x 0.05gm)
-Fennel Seed, 32oz - 3.2gm (32 x 0.1gm)
-Garlic, 32oz - 1.28gm (32 x 0.04gm)
-Ginger, 32oz - 0.32gm (32 x 0.01gm)
-Hyssop, 16oz - 64gm (16 x 4gm)
-Laurel, 32oz - 12.8gm (32 x 0.4 gm)
-Lemon Balm, 32oz - 6.4gm (32 x 0.2gm)
-Lovage, 32oz - 3.2gm (32 x 0.1gm)
-Marjoram, 32oz - 1.28gm (32 x 0.04gm)
-Mint, 32oz - 0.96gm (32 x 0.03gm)
-Oregano, 16oz - 3.2gm (16 x 0.2gm)
-Poppy Seed, 5oz - 40gm (5 x 8gm)
-Rose Hips, 5oz - 25gm (5 x 5gm)
-Rosemary, 16oz - 6.4gm (16 x 0.4gm)
-Sage, 32oz - 3.2gm (32 x 0.1gm)
-Salt, 64oz - 0.64gm (64 x 0.01gm)
-Sweet Cicely, 32oz - 3.2gm (32 x 0.1gm)
-Thyme, 32oz - 3.2gm (32 x 0.1gm)
-Batonal, 32oz - 1.6gm (32 x 0.05gm)
-Brinetooth (Berries), 16oz - 8gm (16 x 0.5gm)
-Connal, 32oz - 1.6gm (32 x 0.05gm)
-Delaviv, 16oz - 8gm (16 x 0.5gm)
-Hommos, 48 bunches - 0.8gm (16 x 0.05gm)
-Jile, 48oz (Bark) - 0.8gm (16 x 0.05gm)
-Midwife Miracle, 32oz - 1.6gm (32 x 0.05gm)
-Vyfox, 16oz (Leaves) - 0.8gm (16 x 0.05gm)
-Vyfox, 16 (Comb of Flowers) - 0.8gm (16 x 0.05gm)
-Bon'mur, 16oz - 1.6gm (16 x 0.05gm x 2)
-Everlight, 16oz - 1.6gm (16 x 0.05gm x 2)
-Tolm, 16oz - 1.6gm (16 x 0.05gm x 2)

(This will be replaced with homegrown plants,
but initially Raviskava has imported a number
of herbs and spices)

1/4 Acres of Land, City - 250gm
-Landscaping - 50gm
-Herbalist's Toolkit - 20gm
-Spade - 2gm
-Hoe - 3gm
-Rake - 1gm
-Pitchfork - 1gm
-Full Grown Plants (Common) - 40gm (40 x 1gm)
-Full Grown Plants (Uncommon) - 150gm (30 x 5gm)
-Starter Plants (Common) - 28gm (40 x 0.7gm)
-Starter Plants (Uncommon) - 90gm (30 x 3gm)
-Plant Seeds (Common) - 4gm (8 x 0.5gm)
-Plant Seeds (Uncommon) - 4gm (4 x 1gm)

Philtering Lab (Simple), 400 sq.ft. - 700gm
-Desk, Fine - 12gm
-Chair, Fine - 5gm
-Book, Blank - 3gm
-Ink, 4oz - 4gm (4 x 1gm)
-Quill - 0.05gm

Cottage, One-Room (Simple), 400 sq.ft. - 500gm

Base Income: Herbalist: 6gm/day
Skill Bonus: Novice Herbalism Bonus - 0gm/Day
Sales Bonus: Ownership - 1gm/day
Total Income: 7gm/day

Total Cost & Debt - 2744.53gm (Acquired via a loan from Goldfinger's Loan Agency)
User avatar
Siessgarraviskava
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Posts: 13
Words: 11769
Joined roleplay: July 12th, 2014, 4:19 pm
Race: Dhani
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