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Herbalist's Garden

Herbalist's Garden
Posted 2020-12-23 20:45:58

I was thinking it would be cool if there was a system where herbalists could grow certain herbs, maybe it costs x amount of them and then you can harvest 1 per day? Maybe extra garden plots can be bought with gc

I feel like my herbalist needs more things to do, lol


Pronghorn
#4889

Posted 2020-12-24 00:31:08

This seems super cool, I think it'd be best if you sacrifice a herb in order to plant the plant, and maybe it has a certain number of harvests. This of course wouldn't work on charcoal sadly :/ (and I don't think "burning large logs" is a very wolf thing)


miaskia (Grulla Breeder)
#31918

Posted 2020-12-24 06:12:51

OOOOOO This could actually be really interesting, you could have planting seasons (so maybe spring herb wide to make things easier in the beginning) and a harvesting season (fall) and you have to buy plots of garden space. This could actually be a cool way to introduce Herbalist Apprentice, maybe they're "Tenders" or "Gardeners" and the wolf tending the garden gains a little bit of experience as they take care oft he plants!!


🧿 Cornix
#22219

Posted 2020-12-26 20:07:32

Yooooo, this is awesome! And each season, you'd have to replant the herb (just to keep it so older players are still invested in the herb market). IDK about charcoal. Maybe there's just a magic wolf charcoal plant now.


Xenopaxi
#547

Posted 2022-11-10 13:15:30
I love this idea as I'd enjoy growing a garden, but I'm going to vote against it just because I feel that would defeat the purpose of foraging for and trading herbs with the bear. Maybe you could only grow certain herbs that are easy or abundant native specifically to your home biome to not take away the effort required to get the "rare" herbs needed for more important cures for deadlier diseases.

Example:
In the mountains, herbs you can get via foraging are: Arnica, Bearberry, Buffaloberry, Carrionflower, Cedarbark, Feverfew, Garlic, Ginger, Mullein, Oregano, St. John's Wort, Tansy, Tobacco, and Winterfat. Of those, the most common are St. John's Wort, Arnica, and a few others. Since they're so abundant, they'd be easier to grow. You'd have to give up one herb to grow them, and you'd not be able to harvest them until a few says later.
Going with the other suggest of the 3 users above me, you'd have to plant in spring and harvest in fall. I have a few ideas for this: a) Receive 1-2 herbs per crop and it grows another 1-2 next season; b)Harvest the whole crop for 3 herbs and need to sacrifice one again next spring, c) Crop yields 1 herb per harvest season, but doesn't require replanting, d) Crop yields 3 herbs the first harvest, next harvest yields 2, and the third harvest and subsequent harvests yield only 1. If the player wants more herbs, it would need to replant either right after the first crop or second, or accept getting 1 herb per crop. All options require the sacrificing of one herb to plant.

The idea just feels too OP to me, and might make acquiring rare herbs too easy and take away the urgency and need for cures for deadlier diseases.

Sunny
#30082

Posted 2022-11-10 13:43:09
Support! However I think it would make sense to limit it to "native" herbs, I.e. ones that can already be found through foraging in your home biome.

I'd also love to have an Apprentice role for adult wolves that gives herbalist proficiency. Even if the % was capped so the apprentice couldn't get 100% it would still make the transition between herbalists that much smoother.

VagueShapes
#828

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