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The Herbs
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FALSIFAL (Druann Pagliasotti)
Available: Spring 30%
Climatic Zone: Temperate
Locale: Swamp
Preparation: 1 hour or less
Cost: 3 gp/ 3 gp
Uses: 2
Ability Check: Intelligence -2
A wide-leafed plant with large pink flowers and thick roots containing a slimy gel. When the root is pulped, mixed with water and used as a poultice, it is effective against fresh burns, aiding rapid healing. The root-gel can also be thinned and drunk as a thick tea to counter the effects of blood loss. (On burns, add 2 hp/day for each of the first 3 days of rest the character takes. Used to counter blood loss, victim regains 1d3 hp/day instead of 1.)

FEBFENDU (Shaun Hately from ICEs “MERP” RPG)
Available: Winter 5%
Climatic Zone: Cold
Locale: Coastal, Rivers
Preparation: 1 week
Cost: 90 gp/ 900 gp
Uses: 1
Ability Check: Intelligence
The roots of this plant must be brewed over a low fire for one week, and the resulting distillation drunk. If used successfully, hearing will be restored to the recipient.

FELMATHER (Shaun Hately from ICEs “MERP” RPG)
Available: Spring 30%
Climatic Zone: Temperate
Locale: Coastal
Preparation: none
Cost: 10 gp/ 10 gp
Uses: 3
Ability Check: Intelligence -7
The leaves of this plant should be placed under the tongue of a person in a coma. If successful, the person will awake in 1d6 hours. If a roll of 20 is made, the persons mind will be destroyed.

 FENNEL (Shaun Hately)
Available: Autumn 20%
Climatic Zone: Temperate
Locale: Rural
Preparation: 2 weeks
Cost: 5 sp/ 1 gp
Uses: 1
Ability Check: Intelligence
Fennel has thick stems, and bright green, lacy leaves and routinely grows to about five feet in height. (There is a rare form which has a bronze stem. In terms of its use, it is identical to the common fennel). In summer it has golden, yellow flowers. These flowers turn to seed in early Autumn. The seed heads must be harvested and left until the seeds separate from them. The seeds may then be mixed with boiling water to make a tea. This tea has the effect of relieving hunger pains in the recipient for 2d8 hours, However it does not in anyway act as a substitute for food, and any damage due to starvation will still occur.

FETHERFEW (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Summer 65%
Climatic Zone: Temperate, Subtropical
Locale: Forest
Preparation: 3 weeks
Cost: 2 gp/ 4 gp
Uses: 3
Ability Check: Intelligence +3
This herb grows to about 18 inches in height. It has many small white flowers. The flowers must be dried and then boiled in white wine. The resulting mixture must be drunk. This herb will remove the effects of vertigo from a person for up to twelve hours. It does this by stabilising the persons inner ear.

FIRE-FLOWER (Shaun Hately from C.S. Lewis’ ‘Chronicles of Narnia’)
Available: Summer 1%
Climatic Zone: Subtropical, Tropical
Locale: Mountains
Preparation: 10 years
Cost: 1000 gp/ 100000 gp
Uses: 100
Ability Check: -
It is suggested that this herb be found in one location on an entire world, ideally in a Mountain range in a tropical or subtropical region (The Mountains of the Sun). This is a small bush which has one pale golden flower and small red berries with the appearance of a live coal. The flowers of the bush must be taken and crushed into a diamond vial, and left to cure for ten years. This is also the amount of time needed for a single flower to bloom. A single drop of this elixir will heal any illness or injury, but will not allow limbs or other appendages to grow back. This is an incredibly powerful herb, and is likely to only exist in the hands of powerful lords and kings.

 FLOURE-DE-LUCE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Always 60%
Climatic Zone: Temperate
Locale: Grassland
Preparation: 3 weeks
Cost: 3 gp/ 10 gp
Uses: 2
Ability Check: Intelligence
The Floure-De-Luce is also known as the Blue Flag. It has broad and flat leaves shaped rather like a sword. The flowers are purplish blue and the roots which tend to stretch themselves along the surface of the ground are reddish brown on the outside. The root must be mashed and boiled in water and left to stand for at least twenty days before drinking. This herb removes bruises from a body very quickly (within 1d4 hours).

FOOTLEAF (Maya Kniese)
Available: Spring, Summer, Autumn 10%
Climatic Zone: Temperate
Locale: Rural
Preparation: None
Cost: 10 sp/ 10 sp
Uses: 1
Ability Check: Intelligence -4
This 30 cm high plant has 3 thick, fleshy leaves, dark green and covered with soft hairs. The leaves form a rosette, lying on the ground, and form the actual plant. The light green blades that account for its hight are actually sheathes from which flower stalks grow during the summer. From each of the sheathes (there can be as many as 30 to a plant), a single flower stalk grows with tiny purple flowers. The thick leaves, which can become as large as 20 cm across, can be torn loose and put inside your boots (One leaf to a boot), enabling you to walk all day without tiring or even getting footsore.

FUMITORE (Shaun Hately from Alexander Scott’s “Maelstrom” RPG)
Available: Spring, Summer 80%
Climatic Zone: Cold, Temperate
Locale: Coastal
Preparation: 2 weeks
Cost: 3 gp/ 6 gp
Uses: 1
Ability Check: Intelligence
The stems of fumitore are angular and branching, and grow to a height of about 1 foot. It has grey-green divided leaves, and small pinkish-white flowers with purple tips. This herb prevents hair growing on a characters eyelids. (SEE: MOUNTAIN SETWALL)