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It is totally up to you, as a GM, as to how you use these herbs in your own RPG campaign. Many people use them as just another form of healing. This is fine, but I feel that this means missing out on a lot of potential adventure ideas, and opportunities.
In Europe, herbalism was a major science of the Middle Ages, and the Renaissance, and like many such sciences was not well understood. Many people ascribed the efficacy of herbal remedies to all sorts of magical influences. Certain herbs could only be cut by moonlight, others were associated with all sorts of traditions. Many herbs had their uses dictated by their appearance. As an example, Lungwort was held to be good for the lungs simply because the herb looks vaguely lung like. Sometimes through sheer fluke, this `Doctrine of Signatures' was accurate, which only served to increase the mystical connections in the yes of the general populace.
The middle ages, where most fantasy campaigns are set, were a time of great diseases, like the Black Death, and a time where many died young. A man or woman who could heal these diseases was revered. Some were seen as holy men, others as servants of evil. As an example, Nostradamus, the famous French seer, was a medical doctor, who first came to the attention of prominent people because of his success in treating the plague. This same success also brought him to the attention of the Inquisition, who investigated him as a witch. According to some legends, he was saved from the stake because he treated and saved the Chief Inquisitor. A more mundane example is that many of the unfortunate women burned or hanged for witchcraft were nothing more than herbalists, albeit sometimes very mystical ones.
This leads to interesting role-playing opportunities for PCs. Perhaps the local lords daughter lies dying of the plague, and they must save her or suffer the consequences of their `witchcraft'. It may be dangerous to be a herbalist in some communities. A PC herbalist is also likely to have an interest in the other pseudo-sciences of Medieval times, like astrology, or later, phrenology, which is likely to increase this prejudice.
Herbs were incredibly prized in Medieval times, normally for their food value, rather than their medicinal uses. Many of the great journey's of the middle ages and renaissance, many of the great Voyages of Discovery were undertaken in order to find new routes to Asia, and its vast resources of herbs and spices. Marco Polo's journeys, the Voyages of Columbus, the discovery by Europeans of both the Americas and Australia, were all inspired, at least in part by herbs. When Columbus reached the Carribean, he observed the Arawak Indians smoking tobacco. When Captain James Cook explored the east coast of Australia, he brought with him a botanist, Joseph Banks, for the purpose of identifying plants and their uses. In a fantasy campaign, these reasons are just as likely to be valid. Great journeys, great Voyages of Exploration, the stuff of adventures, can all occur if the GM wishes.
For much of history, herbs were incredibly valuable. According to Christian tradition, the three kings brought Gold, Frankincense, and Myrrh to honour the new king, Jesus. Frankincense and Myrrh are both gum resins of trees. These `herbs' were so valuable as to be considered kingly gifts. Herbs were so valuable that wars were fought for their control.
Aloe was so prized by the Ancient Greeks, that Alexander the Great is reported to have been asked by Aristotle, to conquer the island of Socotra, the only known source of the plant in order to ensure a constant supply.
India was occupied by the British East India Company, and later by Britain itself, partly because of its vast supplies of herbs. Colonial America built much of its industry around the propagation and transport of herbs from place to place. Tea was so prized, that it served as the spark that ignited the United States War of Independence, when a tax was placed upon its import - the Boston Tea Party.
So herbs were, in several ways, responsible for the rise and fall of great nations. Great trade routes operated between Europe and Asia, for the purpose of transporting herbs and spices, and these trade routes became the basis of much piracy, and also of much travel. The need for fast transport of herbs and spices lead to ever faster ships, being built, like the Great Tea Clippers. Great companies were formed, which helped contribute to the rise of the merchant class, and the fall of the feudal system. Governments sought to control the import of herbs and spices, by creating monopolies and by heavy taxes. Smuggling was rampant as people tried to avoid these duties.
These are just a few examples of the use of herbs in our world, and their effects on history. They may help GMs to come up with adventures or even campaign ideas. If you do use herbalism as a source for adventures or campaign ideas, I would love to hear about them.
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Guide written by Shaun Hately © 1997