A Druid's powers can only be limited to their knowledge of Nature and inspiration through the Awen. To reach beyond these boundaries and to experiment with simpler or sometimes more potent things, you would need a strong background in herbal lore. Herbalism is a careful and mystic craft. It requires great knowledge, patience, and practice before it ever becomes useful.
The knowledge of herbalism is something you must first become accustomed with. There is no point foraging a salve or potion when you have no idea what it is or isn't capable of. I suggest studying all types of flora around and becoming attuned with their magical along with physical properties.
Unlike Alchemy, Herbalism requires patience beyond expected. In Alchemy you can brew a potion in matters of hours. Herbalism requires a bit more of time. Cerridwen's potion to forge inspiration of Awen took years to focus enough inspiration to forge the great legend it was. In the study of this craft being patient with how certain herbs react with each other is imperative to be successful. Combined with enough practice, it becomes a key tool in the study of Druidry.
As what anything needs to improve, practice is always required in herbalism. Every leaf, bit of sap, and grain is different than the other. Experience will teach you how to measure and apply the knowledge you've gained. Once you receive a feel for it, and trust me, you know when you will, you can began your true study of the craft. And perfect it to finally become useful.
Once you get a fair grasp of it, Herbalism can be one of the most useful aspects in a Druids life. Once you begin your more stronger part of the practice, see what combinations you can bring together that may come to your aid when your own instincts and magick fail you.
The Legend
Diancecht, the god of medicine and healing, was intensely jealous of Miach, his son, for Miach had become more exalted then he for his great ability to heal. Diancecht, burning with envy, struck Miach once over the head with a sword, but Miach quickly recovered and healed himself. Diancecht struck Miach a second time, this time with greater force, but Miach healed himself again. The third blow was too much for Miach and wrought his death.
When Diancecht buried his son, three hundred sixty-five herbs sprang forth from the earth above Miach's body -- one herb offering cure for any maladies within each nerve of the body. Airmid, Miach's sister, gathered every herb from the earth and arranged them upon her cloak in the shape of a human body, denoting the properties and uses of each herb... but with one swift kick, Diancecht sent the array of herbs flying and the remnants were strewn, misplaced all about the ground.
The rash action of an envious father destroyed the powerful knowledge of the cure for every illness, thus the chance of immortality was lost forever.
However, in turn, whenever we pluck an herb from the earth, we are holding a bit of the Green Man, and when we apply these sacred herbs to someone who is ill, we are re-uniting the herbs with the god, so he and the entire world are again whole and balanced.
Druids know that there are certain times in which certain types of herbs should be collected. Tree leaves should be collected before Midsummer... Leaves and flowers are supposed to be gathered on dry days when flowers first begin to open and are always dried in the shade, so their colors don't fade. Roots are generally gathered in very early spring or in late fall after the plant has begun to die back. And tree barks are best in the soft inner layer (cambium) of the bark between the sapwood and the dead outer bark...
A Druid does not learn everything alone; from time to time he must consult old women, shamans, gypsies, magicians, wayfarers, and all manner of peasant folk and random people, and learn from them... Do not be arrogant when in fact you are helpless, and do not regard yourself as a master at the outset; for no one can achieve mastery without labor. Also, learn from those who are more experienced than you, for who can pretend to know everything? Who can be everywhere and know where all things lie? Therefore travel and explore everything, and whatever comes your way, take it without scorn and do not be ashamed to do so... For nature is so excellent in its gifts that... it better benefit a man to know one herb in the meadow, but to know it thoroughly, than to see the whole meadow without knowing what grows on it.
Magical Items
Below is a list of some items we may find in our kingdom and their most common magical uses:
- Amethyst - This is a very spiritual stone as it develops and evolves spirituality. It is said to produce visions and dreams
- Apple - For love and friendship
- Dark amber - Increases focus and provides opportunities to get out of mental ruts
- Diamond - This stone is an amplifier. It strengthens good qualities as well as selfish ones.
- Dragon's heart - Power amplifier, protection, love, banishing, potency
- Ginseng - For attracting love, luck and health
- Ginseng piece - Success, power, money, love
- Green amber - energizes, stills the mind and heart
- Honey - Money drawing, psychic awareness, memory, healing, power, honesty
- Limestone - This stone promotes prophetic dreams
- Obsidian - Absorbs negativity, aids in understanding, clears the subconscious and attracts adventurers.
- Quartz - This stone is best used for all Healing magick. It is also a gemstone of love.
- Topaz - Courage and warmth are primary reasons for the used of this stone, though it is also used to protect the wearer from greed.
- White amber - Creates pathways between the individual and the universal Spirit
- Yellow amber - Increases comprehension, group communication and dynamics
Potions
The art of creating potions has been passed down from generations to generations in the Druid family. We have finally decided to share our secrets with you. As you may know, flowers and herbs all have special properties and aroma's that create different effects. However if the herb is prepared incorrectly, the effects could be lethal and dangerous.
Picking your poison, as I may call it, is just a phrase referring to what outcome you wish to have. Below is a small list of herbs and their effects to the body and mind.
Daffodil: Hope, Chivalry
Dawn Tulip: Clear Vision, Divination
Golden Sunset: Courage, Strength, Justice, Respect
Greater Tulip: Protection
Heaven's Bell: Wisdom, Ancestral
Midnight's Reign: Truth
Old Poppy: Sleep, Peace, Serenity, Dreams
Pink Mugunghwa: Inner Strength and Inspiration
Rose: Love, Strength, Balance
Dusk Blossom: Death, Change, Closure
Fallen Star: Life, Remembrance
Yuri's Love: Purification, Sacred
Each of these herbs when prepared correctly gives the herbalist
the option to use the herbal effects to their advantage. The safest and most accurate of preparation methods is alchemy. To create a potion using these herbs, specific materials must be gathered and used.
First a base must be formed to support the mixing and creation of a fire. A fire must then be created within the base and brought to appropriate temperatures. With the ashes and coals of the fire a potion bottle that either contains water or alcohol of correct amounts must be brought to correct temperatures before adding the herb. Once the temperature is correct, the herb must be processed -- chopping, dicing, slicing, shredding, or even using the seeds and roots of the herb will do. Once added to the mixture, the juice of a mountainous root must be juiced in. For the finale, a substance that the lobsters seem to collect must be grinned into a fine dust to enhance the effect of the potion.
Unfortunately, potions do not store well for ages at a time, therefore the potion must be used within the next two moons for the maximum effect to take place. Be warned, the potions are created for what you intend to do. Think out what you intend to use the potion on, and if any other "unexpected" outcomes may arise.
There are many other ways to prepare herbs such as sniffing aromas, cooking seeds, or even placing them close to the heart. This is only one of the many many methods that herbs may be used.
The Quest
We would be happy to assist you towards obtaining Herbalism knowledgement. However, We must be certain first that you currently have the requirements needed to start the trials. ((please display your legend in nexus website so that we may see you do in fact have the requirements))
Requirements:
- Must have mastered the stars
- Must have Aided the Druids in the Mystic Garden, to show herbs are familiar to you
- Must be aligned with an element, to show you have studied the elements
- Must have no criminal or red brands (except Leviathan), to show you have honor
- Must possess certain qualities, such as Patience, Observation skills, respectful manners and a thirst for further knowledge. These are essential qualities for a Herbalist. This is not a process to be rushed - it will take time. Please be prepared for this.
To begin this quest, you must send a polite letter to one of the Druid Mystics (Guides).
((It must be in RP format. If it is not, your request will be denied )). Should you have further questions about this, please contact one of the Guides. Essentially we are looking for a Role-play story which tells us something of yourself and why you desire to learn about Herbalism.
In order to show that you deserve the mark of Herbalist, there are a number of trials that must be completed. Each trial represents a quality that a Druid Herbalist possess and that we feel those who bear our mark also ought to possess. The trials are as follows:
*thriail dar admhala - Knowledge
*thriail dar duthracht - Dedication
*thriail dar taisleach - Creation
Each trial must be taken seriously and given careful consideration. If the Guides feel that little effort has been put into these trials, then you may find yourself denied our mark. Please bear this in mind as you work through the trials.
Resources
The entire article was taken from the In-Game Scroll, "Totems of the Earth" which can be purchased for 1,000 coins at any library.