Editing Sage’s Grass

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It grows in clumps in some meadows and forest clearings. It's long leaves are red and green.<ref name="6.36E"/><ref name="6.39">[https://wanderinginn.com/2019/08/20/6-39/ Chapter 6.39]</ref>
It grows in clumps in some meadows and forest clearings. It's long leaves are red and green.<ref name="6.36E"/><ref name="6.39">[https://wanderinginn.com/2019/08/20/6-39/ Chapter 6.39]</ref>


Sage's Grass needs fertile lands to grow, but also ambient magic. It feeds on that [[Mana]] of its surroundings, which is then stored and amplified inside the plant.<ref name="6.36E"/> The older the Sage's Grass, the more magical it is; some ancient Sage's Grass will have more magic than a year-old stalk.<ref name=":0">[https://wanderinginn.com/2023/07/16/9-54-c/ Chapter 9.54 C]</ref>
Sage's Grass needs fertile lands to grow, but also ambient magic. It feeds on that [[Mana]] of its surroundings, which is then stored and amplified inside the plant.<ref name="6.36E"/> The older the Sage's Grass, the more magical it is, and a bit of anciant Sage's Grass will have more magic than a year-old stalk.<ref name=":0">[https://wanderinginn.com/2023/07/16/9-54-c/ Chapter 9.54 C]</ref>


While it is not the ''most'' magical stuff, large concentrations of Sage's Grass attract monsters, and it turns animals that feed on it into more monstrous versions. Thus, inattentive Farmers of Sage's Grass need to watch out for dangers: normal rats can turn into [[Magical Rats|monstrous rats]] and then turn into a plague that also infests other crops.<ref name="6.36E">[https://wanderinginn.com/2019/08/10/6-36-e/ Chapter 6.36 E]</ref> Some farmers use nullifiers so animals can't detect it.<ref>[https://wanderinginn.com/2022/08/27/9-11-w/ Chapter 9.11 W]</ref>
While it is not the ''most'' magical stuff, large concentrations of Sage's Grass attract monsters, and it turns animals that feed on it into more monstrous versions. Thus, inattentive Farmers of Sage's Grass need to watch out for dangers: normal rats can turn into [[Magical Rats|monstrous rats]] and then turn into a plague that also infests other crops.<ref name="6.36E">[https://wanderinginn.com/2019/08/10/6-36-e/ Chapter 6.36 E]</ref> Some farmers use nullifiers so animals can't detect it.<ref>[https://wanderinginn.com/2022/08/27/9-11-w/ Chapter 9.11 W]</ref>
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The [Sage] [[Velzimri]] created it by combining basic herbology with magical powers worthy of an [Archmage]. He held a monopoly on his creation, which attracted the unwanted attention of monsters and treasure seekers. He was ultimately murdered by an assassin in his hidden home, dispatched to end his monopoly.<ref>[https://wanderinginn.com/2021/05/11/8-22-he/ Chapter 8.22 HE]</ref>
The [Sage] [[Velzimri]] created it by combining basic herbology with magical powers worthy of an [Archmage]. He held a monopoly on his creation, which attracted the unwanted attention of monsters and treasure seekers. He was ultimately murdered by an assassin in his hidden home, dispatched to end his monopoly.<ref>[https://wanderinginn.com/2021/05/11/8-22-he/ Chapter 8.22 HE]</ref>


A long time ago, the ancient [Stitch Witch] [[Belavierr]] traded a perfect Cloth-Warrior to a [Sheik] for three seeds of the Grass, then hoarded that grass for its power.<ref name="6.45E" />
A long time ago, the ancient [Stitch Witch] [[Belavierr]] traded a perfect Cloth-Warrior to a [Sheik] for three seeds of the Grass, then hoarding that grass for its power.<ref name="6.45E" />


In contemporary times, collecting and selling wild Sage Grass pays in coppers per pound at the Celum Adventurer's Guild.<ref>[https://wanderinginn.com/2019/05/21/6-18-h/ Chapter 6.18 H]</ref>
In contemporary times, collecting and selling wild Sage Grass pays in coppers per pound at the Celum Adventurer's Guild.<ref>[https://wanderinginn.com/2019/05/21/6-18-h/ Chapter 6.18 H]</ref>
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