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Herbalism

From Mizahar Lore

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(Prerequisites and Related Skills)
(Skill Progression)
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{{Skilltable
{{Skilltable
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| stage1 = Novice level  
+
| stage1 = Novice level
 +
At this level a person will be able to identify basic plants as poisonous or edible. They will be able to ascertain which plants are likely to cause itching, rashes, or other undesirable affects by the climate that they are grown in. They are likely able to identify common herbs by their leaves that they bear. They will not be able to identify less common plants or their uses. 
| stage2 = Competent level  
| stage2 = Competent level  
 +
At this level Herbalists are able to identify all the common plants found in Mizahar that are found in almost all places. Plants such as poison ivy, ginger, and berries. Competent herbalists are now focusing on less common plants that are not found in their general region, for example the uses for the quill of a cacti or hemlock and its uses. They are now beginning to be able to advice healers and doctors on which plants to use for pain management and which plant will help settle the stomach for vomiting. They will be able to help those who philter to identify which plants will make good dyes, which plants will produce more oil for extracts. They will most likely not be able to identify rare or very rare plants and their uses but high level of competency will find themselves beginning to be able to start.
| stage3 = Expert level
| stage3 = Expert level
-
 
+
Most plants on Mizahar will be identifiable by an Expert herbalist. There will be very few plants that a herbalist would not be able to find some use for. Expert herbalists will be able give advice on which plants will induce vomiting to prevent poisoning, and which plants would cure a poison. Sometimes expert herbalists can be mistaken for healers or doctors, but they can only treat symptoms and unless they have the medical skill to go with their herbalism they will not be able to treat root causes of illness.
| stage4 = Master level  
| stage4 = Master level  
 +
Master herbalists are forces of nature. The ability to walk outside and make use of every plant, tree, or bush in some way gives one power to be self-sufficient on a scale that is amazing. The master herbalist will not hesitate to treat a child with a seizure with just a tiny bit of hemlock root that would calm the muscle, but not too much that would cause paralysis and death.
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Revision as of 23:39, 16 December 2013


Herbalism is a traditional medicinal or folk medicine practice based on the use of plants and plant extracts.

Herbalism is a skill that uses knowledge of medicinal property and other non-cooking related uses for plant life in Mizahar. There are many such things that herbs and other plants can be used for, the most common is medicine. However there are many other uses that do not involve cooking that herbalism would help with. For example the sap of a sugar tree is often used as an adhesive for when it dries, it is clear and hard. This would be useful in crafting, not particularly medicine but it is in fact, herbalism.

It is highly useful to have gardening skills if you are planning on seeking out herbalism as a serious set of skills you want to master. However it would be possibly to simply buy your ingredients, if very expensive and counter-productive to making a living. Medicine often goes hand in hand with herbalism for the majority of uses for plants other then cooking is medical in nature. Some suggested ways that your character can learn herbalism is : Mentoring, books, and experimentation. The last is highly suggested that you either purchase a slave to experiment on or forgo all together for the results could be drastic.

Prerequisites and Related Skills

Skill Progression

Novice (1-25)
Novice level

At this level a person will be able to identify basic plants as poisonous or edible. They will be able to ascertain which plants are likely to cause itching, rashes, or other undesirable affects by the climate that they are grown in. They are likely able to identify common herbs by their leaves that they bear. They will not be able to identify less common plants or their uses.

Competent (26-50)
Competent level

At this level Herbalists are able to identify all the common plants found in Mizahar that are found in almost all places. Plants such as poison ivy, ginger, and berries. Competent herbalists are now focusing on less common plants that are not found in their general region, for example the uses for the quill of a cacti or hemlock and its uses. They are now beginning to be able to advice healers and doctors on which plants to use for pain management and which plant will help settle the stomach for vomiting. They will be able to help those who philter to identify which plants will make good dyes, which plants will produce more oil for extracts. They will most likely not be able to identify rare or very rare plants and their uses but high level of competency will find themselves beginning to be able to start.

Expert (51-75)
Expert level

Most plants on Mizahar will be identifiable by an Expert herbalist. There will be very few plants that a herbalist would not be able to find some use for. Expert herbalists will be able give advice on which plants will induce vomiting to prevent poisoning, and which plants would cure a poison. Sometimes expert herbalists can be mistaken for healers or doctors, but they can only treat symptoms and unless they have the medical skill to go with their herbalism they will not be able to treat root causes of illness.

Master (76-100)
Master level

Master herbalists are forces of nature. The ability to walk outside and make use of every plant, tree, or bush in some way gives one power to be self-sufficient on a scale that is amazing. The master herbalist will not hesitate to treat a child with a seizure with just a tiny bit of hemlock root that would calm the muscle, but not too much that would cause paralysis and death.