Advanced Master MedicinalSpecialist medicinal potions that restore groups of people or provide multiple healing benefits in one swallow. In addition, as a master of the medical potions you can also brew a powerful restorative tea using a dram of realms root, a dram of Imperial Roseweald, and a dram of true vervain. The tea is like tranquil nostrum but restores all lost mana and hit points when drunk.
Apothecary PotionsEvery apothecary knows how to mix these five preparations; they provide valuable medical aid.
Assassin's GateLethal ingested poisons that cause swift, painful death - and their antidotes.
Balms of the FountainheadOintments that increase the power of ritualists to wield Spring lore.
Decoctions of HoarfrostPreparations that increase the power of Winter ritualists.
Double-sided BladeThese potions are used by the Druj to empower their warriors. While they grant significant increase to fighting prowess, then also bring with them a negative effect that seems intrinsic to their power.
Infusions of FeathersMysterious infusions that grant supernatural insight to those who breath their mystic fumes.
Lambent EssencesMethodical elixirs that increase the power of ritualists to wield Day magic.
Legacy of ThornsToxic preparations that weaken and envenom, used on weapons or to poison the unwary.
Magnum OpusMysterious preparations that increase the power of ritualists to wield Night magic.
Master MedicinalSpecialist medicinal potions that restore groups of people or provide multiple healing benefits in one swallow.
NarcoticsA catch-all set for drugs and narcotics.
Philtres of the High PeaksPotions that restore the personal mana of magicians, or drain it completely.
Philtres of WarPotions that restore hero points and bolster a character's fighting spirit - or remove it.
The Last ResortAllows you to create a number of virulent sicknesses including Reikos Flux and the cure.
Tinctures of True EminenceHeady elixirs that increase the power of ritualists to wield Summer magic.
Tisanes of the LabyrinthLiao-based preparations that empower religious ceremonies with extra strength.
Tonics of the Deep ForestPotions that enhance a character's ability to take damage, allowing them to shrug off wounds that might otherwise incapacitate them.
Tonics of the Open SkyPotions that give enhanced fortitude; the extra time they grant mortally wounded characters has saved many lives.
Unguents of Falling LeavesExotic preparations that increase the power of ritualists to wield Autumn magic.
Unshackled GiftThese potions create a sense of communion with the ancestors. They are only usable by orcs. You can create Butcher's Gate using two Imperial Roseweald, one True Vervain; Tukai's Heaven using three imperial roseweal, one each true vervain and marrowort; Pakad's Path using three imperial roseweald, two each of true vervain and marrowort, one each of cerulean mazzarine and bladeroot; and Chikad's Scream using two marrowort, two true vervain, one imperial roseweald.
Winter MoonLethal ingested poisons that cause madness and lingering death - and their antidotes.


  • Check data of Commission Explanation in Commission table
  • check data for new titles and commissions
  • Add documentation to work flow
  • * Move stored procedures to page system
  • Sort Roll of Honour shit.
  • Update commission list to include follies
  • Add nationality to recent election table for Imperial titles
  • More all data pages to archive
  • add title holder to sinecure, ministry and army
  • Add commission output - "additional small donations"
  • Create Election schedule page
  • Edit election system to mandate character ID and default description
  • Complete Table for Category:Title page
  • Need to update Election Results code - for this page 383YE_Autumn_Equinox_Imperial_elections
  • Add voting scores into Archive:All election results

Accessibility – Possible Spoiler

Combat Unlikely or Contained May use the non-contact gesture as needed. Comes with same risk as if in Anvil; any combat will be in a contained area that is easily avoided both IC and OOC.
Walking You will need to travel a couple of hundred yards to the start of the encounter, but once started it is designed to take place in a reasonably contained area.
Light Encounter takes place late at night and will be poorly illuminated.
Smoke Encounter will include significant use of smoke as an essential component of the encounter.
Mobility Encounter takes place in the woods which can be difficult underfoot with rough terrain and other obstacles.
Accomodations Possible If you wish to partake in the encounter but the combination of poor light, distance and mobility will make that a challenge, please talk to us well beforehand. We will try to arrange for you to travel earlier than the other players, by a separate route with better illumination.