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The Herbs
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EBUR (Shaun Hately from ICEs “MERP” RPG)
Available: Spring 45%
Climatic Zone: Temperate
Locale: Coastal
Preparation: none
Cost: 22 gp/ 22 gp
Uses: 5
Ability Check: Intelligence -2
The flowers of Ebur must be eaten each day. If the treatment is successful the rate of healing for a sprain will be doubled for that day.

 EDRAM (Shaun Hately from ICEs “MERP” RPG)
Available: Winter 15%
Climatic Zone: Cold
Locale: Rivers
Preparation: none
Cost: 30 gp/ 30 gp
Uses: 4
Ability Check: Intelligence -10
Edram is a moss which when eaten will cause bones to heal at one and a half times their normal rate.

ELDAAS (Druann Pagliasotti)
Available: Spring, Summer 5%
Climatic Zone: Temperate
Locale: Coastal
Preparation: 2 days
Cost: 2 gp/ 4 gp
Uses: 1
Ability Check: Intelligence -1
This tall, blue-flowered plant with spike-shaped leaves is the base for medicines against nausea, usually taken in the form of a bitter-smelling and -tasting herbal tea. Eldaas is used to counteract the nausea associated with hangovers, motion sickness, morning sickness, and more
common illnesses. (Adds + 2 to saves versus Constitution for each level of potency the herb is brewed at, to a maximum of + 6 - however, at this strength eldaas can cause dry mouth and constipation. Lasts 1d6 hours regardless of potency level.)

ELECAMPANE (Shaun Hately)
Available: Winter, Spring 15%
Climatic Zone: Temperate
Locale: Rural
Preparation: none
Cost: 1 sp/ 1 sp
Uses: 1
Ability Check: Intelligence
This plant has a thick root, with leaves that are white on the bottom and green on top, as well as showy yellow flowers. The root may be eaten in which case it will cause the recipient to vomit. This effect, while useful in removing ingested poisons from the system, will leave the recipient weak (- 1d4 to Constitution for 2d6 hours). For this reason it may be used as a mildly debilitating poison.

ELVISH GALINGALE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Spring, Summer 35%
Temperate: Polar
Locale: Forest
Preparation: 1 week
Cost: 1 gp/ 2 gp
Uses: 5
Ability Check: Intelligence -4
Elvish Galingale grows to about four feet in height. It has a triangular stem on which grows a tuft of grass like flowers. The roots are boiled and left to stand for a week and the resulting decoction is then drunk. This herb increases the flow of blood. This is very useful when a person is cold. However if a person is bleeding, either internally or externally, or is wounded it will double the speed of loss of blood. Its effect lasts 1d6+1 hours.

ENTRISTE (Druann Pagliasotti)
Available: Summer 30%
Climatic Zone: Subtropical
Locale: Desert
Preparation: none
Cost: 25 gp/ 25 gp
Uses: 1
Ability Check: Intelligence -3
A small-leafed ivy that hugs the ground. Entriste's leaves absorb liquid and, when crushed, may be used to draw poison from a wound. (1 leaf absorbs a quarter-pint of liquid. Causes 1d4 damage but draws 100% of poison from a wound if applied within 5 rounds of insinuative poisoning, -25% for each round thereafter. Does not work against gases or “instant-death” poisons.  Most poison effects are weakened if the poison is at least partially removed.)