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<table class="wikitable"><tr><th>Potion</th><th>Description</th></tr>
<table class="wikitable sortable" style="table-layout:fixed;">
<tr><td>[[Advanced Master Medicinal]]</td><td>Specialist 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.</td></tr>
<tr><th colspan="2">Resource</th><th>Territory</th><th>Nation</th><th>Output</th></tr>
<tr><td>[[Apothecary Potions]]</td><td>Every apothecary knows how to mix these five preparations; they provide valuable medical aid.</td></tr>
<tr><td colspan="2">[[Brilliant_Star|Brilliant Star]]</td><td>Redoubt</td><td>Urizen</td><td>24 wains of mithril</td></tr>
<tr><td>[[Assassin's Gate]]</td><td>Lethal ingested poisons that cause swift, painful death - and their antidotes.</td></tr>
<tr><td colspan="2">[[Crawling_Depths|Crawling Depths]]</td><td>Ossium</td><td>Varushka</td><td>14 wains of mithril</td></tr>
<tr><td>[[Balms of the Fountainhead]]</td><td>Ointments that increase the power of ritualists to wield Spring lore.</td></tr>
<tr><td colspan="2">[[Fortress_of_Salt|The Fortress of Salt]]</td><td>Temeschwar</td><td>The League</td><td>25 wains of mithril</td></tr>
<tr><td>[[Decoctions of Hoarfrost]]</td><td>Preparations that increase the power of Winter ritualists.</td></tr>
<tr><td colspan="2">[[Great_Mine_of_Briante|The Great Mine of Briante]]</td><td>Kahraman</td><td>The Brass Coast</td><td>22 wains of mithril</td></tr>
<tr><td>[[Double-sided Blade]]</td><td>These 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.</td></tr>
<tr><td colspan="2">[[Great_Pits_of_Ennerlund|The Great Pits of Ennerlund]]</td><td>Holberg</td><td>The League</td><td>27 wains of mithril</td></tr>
<tr><td>[[Infusions of Feathers]]</td><td>Mysterious infusions that grant supernatural insight to those who breath their mystic fumes.</td></tr>
<tr><td>[[Lambent Essences]]</td><td>Methodical elixirs that increase the power of ritualists to wield Day magic.</td></tr>
<tr><td>[[Legacy of Thorns]]</td><td>Toxic preparations that weaken and envenom, used on weapons or to poison the unwary.</td></tr>
<tr><td>[[Magnum Opus]]</td><td>Mysterious preparations that increase the power of ritualists to wield Night magic.</td></tr>
<tr><td>[[Master Medicinal]]</td><td>Specialist medicinal potions that restore groups of people or provide multiple healing benefits in one swallow.</td></tr>
<tr><td>[[Narcotics]]</td><td>A catch-all set for drugs and narcotics.</td></tr>
<tr><td>[[Philtres of the High Peaks]]</td><td>Potions that restore the personal mana of magicians, or drain it completely.</td></tr>
<tr><td>[[Philtres of War]]</td><td>Potions that restore hero points and bolster a character's fighting spirit - or remove it.</td></tr>
<tr><td>[[The Last Resort]]</td><td>Allows you to create a number of virulent sicknesses including Reikos Flux and the cure.</td></tr>
<tr><td>[[Tinctures of True Eminence]]</td><td>Heady elixirs that increase the power of ritualists to wield Summer magic.</td></tr>
<tr><td>[[Tisanes of the Labyrinth]]</td><td>Liao-based preparations that empower religious ceremonies with extra strength.</td></tr>
<tr><td>[[Tonics of the Deep Forest]]</td><td>Potions that enhance a character's ability to take damage, allowing them to shrug off wounds that might otherwise incapacitate them.</td></tr>
<tr><td>[[Tonics of the Open Sky]]</td><td>Potions that give enhanced fortitude; the extra time they grant mortally wounded characters has saved many lives.</td></tr>
<tr><td>[[Unguents of Falling Leaves]]</td><td>Exotic preparations that increase the power of ritualists to wield Autumn magic.</td></tr>
<tr><td>[[Unshackled Gift]]</td><td>These 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.</td></tr>
<tr><td>[[Winter Moon]]</td><td>Lethal ingested poisons that cause madness and lingering death - and their antidotes.</td></tr>
</table>
</table>



Revision as of 15:07, 17 August 2020

ResourceTerritoryNationOutput
Brilliant StarRedoubtUrizen24 wains of mithril
Crawling DepthsOssiumVarushka14 wains of mithril
The Fortress of SaltTemeschwarThe League25 wains of mithril
The Great Mine of BrianteKahramanThe Brass Coast22 wains of mithril
The Great Pits of EnnerlundHolbergThe League27 wains of mithril


Plan

  • Check data of Commission Explanation in Commission table
  • check data for new titles and commissions
  • ADD OCCUPANT AND NATION TO BOURSE SEAT REPORT
  • 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

CategoryStatus
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.