Cheers Abound.jpg

Overview

Downtime following the Autumn Equinox is now open, allowing players to process their character's downtime choices. There are a number of significant events happening in the wake of the Autumn Equinox that may affect some players' Downtime choices. Not all resources allow a player to make a choice about how they operate between events, but we've provided information about new opportunities for fleet and military unit owners in particular as well as a reminder about existing opportunities created at earlier events.

On this page we'll be outlining, and offering some context for, various effects and events. As always, these include quick summaries, mostly out of character, to explain effects such as large-scale enchantments and curses. In some cases, there may be further developments around these vents in the Winter Solstice winds of fortune, or they may be handled with a Resolution entry on the appropriate Wind.

We've also created a new page - 386YE Autumn Equinox Military Council orders - which we plan to make a permanent part of the Recent history roundup going forward. It starts with a mini-wind of war presenting a summary of the campaign as described in this season's winds of war. It also details all the orders given by the generals, in the same way we present the declarations of the Imperial Conclave, the judgements of the Imperial Synod, and the motions of the Imperial Senate.

The deadline for Downtime submissions is Midnight on Sunday October 13th.

Choices

  • During the Autumn Equinox, there were a number of Senate motions, Conclave declarations, Synod judgements, and Military council orders

Each summit the Imperial Senate raises and votes on motions, the Imperial Conclave debates declarations, the assemblies of the Imperial Synod discuss judgements, and the generals of the Imperial Military Council issue orders to their armies. You can find details of these many decisions here:

The Civil Service is responsible for ensuring that these motions, judgements, declarations, and orders are public knowledge. Not everything is widely distributed across the Empire, but any character who attends Anvil can easily find out details of what went on in the houses of power during the event.

Military Units

  • Players who control military units can choose from a number of downtime options
  • Left to their own devices a military unit defaults to the paid work option

Any player whose character controls a military unit can choose from a number of downtime options by logging into the downtime system. They may choose to support an army, defend a fortification, or assign to a special project such as a spy network or an adventure. Left to their own devices, a military unit defaults to paid work guaranteeing an income of herbs, ingots or measures, money, or mana crystals.

Players who want to support one of the Imperial armies can also read the orders issued by each general before making their decision. These orders are a matter of public record within the Empire and also available on the 386YE Autumn Equinox Military Council orders page. This new page makes it easier for players to read all the orders before making a decision; previously the only way to do this was to painstakingly click every army in turn. It's also possible for players without military units to see the orders, without waiting for the Winds of War (assuming the orders even related to an area that produced a full write-up).

As always, the guidelines around discussing military matters online can be found here.

In the Barrens

Archavion9408.jpg
Archavion Wolfborne (centre), General of the Gryphon's Pride
  • The general of the Gryphon's Pride has sent his army to the Barrens to attack the Rahvin and seize the Fangs
  • There is an opportunity for characters with military units to try and save the Rahvin sept from destruction by supporting the Save the Rahvin adventure

During the Autumn Equinox, the General of the Gryphon's Pride, Archavion Wolfborne, instructed their army to go to the Barrens, claim the Fangs mithril mine from the Rahvin sept that occupy it. The Rahvin have been declared foreigners by the Imperial Senate, so this is an illegal order. However, as detailed, a general can always choose to give their army an order that is illegal, and the NPC soldiers that make up the army will follow those instructions regardless of their personal opinions.

The Civil Service publicize the orders submitted by the generals following each summit. This is what allows the independent PC captains to decide where to deploy their military unit. As such, the fact the Gryphon's Pride is heading to the Barrens to attack the Rahvin and claim the mine is known to those citizens who visit Anvil.

Any player with a military unit might choose to support the Gryphon's Pride, just as they would any other Imperial army. If they do so however they will also face trial for murder, a crime that carries the death penalty. It is not possible to support the Gryphon's Pride without killing Rahvin warriors - foreigners - and the Imperial Roll of Honour will list anyone who supports the army.

The option for the Gryphon's Pride to attempt to claim the Fangs was outlined in last year's Not to conquer wind of fortune. The situation has developed since then, so the outcome is in doubt, but they will succeed unless the army encounter significant military opposition. The Rahvin have repeatedly said they will fight to the death to keep the mine, so this attack will mean the involvement of the Rahvin in the Barrens would be permanently ended. Regardless of the outcome, this action will send shockwaves through Imperial diplomacy, especially with relation to future chances of cooperating with the slaves of the Druj; attacking the Rahvin while they are foreigners - under the protection of Imperial law - may fundamentally undermine trust in the Senate among outsiders.

GryphonPride Colour.png

It is not possible for Imperial military units to prevent the attack or stop the Gryphon's Pride from claiming the mine, but we've presented an opportunity to allow Imperial military units to try to save as many of the Rahvin sept from the advancing Imperial army as possible. The adventure Save the Rahvin can be found under the independent action dropdown, and enchantments that help independent action will apply. Any Imperial citizen who takes the action will be fighting, injuring, and killing Dawnish soldiers to attempt to help the Rahvin escape - but the magistrates have indicated they won't seek to prosecute in this situation where citizens are acting to prevent a crime.

There is no reward for taking this action, but if military units with a combined strength of at least 2,000 are assigned to the action it will enable the Rahvin sept to survive the attack. They will be forced to give up the Fangs, but the show of support will mean they do not make the final stand that would result in the destruction of the sept.

The results and repercussions of this attack by the Gryphon's Pride, and any attempt to save the Rahvin, will be covered in the winds of war and winds of fortune at the Winter Solstice.

As always when discussing contentious topics, bear our conduct rules in mind. It is fine to be outraged in-character, but not out-of-character, with other participants.

OOC Design Note
The general's orders are completely unprecedented in the game, so there are no existing rules to cover some elements of what has taken place. We've spent the week since the event attempting to consider every possible ramification of this action.

One of the first issues to consider was what role the Barrens' fortifications would play in this attack. A fortification exists to protect an area and the occupants from an attack by enemies of the Empire - the rules as written simply don't say whether a fortification would act to stop an illegal action or not. We don't want to be in a position of deciding if a novel action like this succeeds or fails when issuing a new ruling on that, therefore the Houndsgate fortification won't act to oppose this attack. However, at the Winter Solstice, the Civil Service will present an administrative motion to the Senate to decide if they want Imperial fortifications to automatically protect Imperial citizens and foreigners from any attacks by Imperial armies in future.

For the same reason, we've ruled that the enchanted fortification that was summoned in the Untrod Groves this summit won't act to stop this attack. However, in future, any fortification that is summoned from the realm of an eternal (which is all magical fortifications) will choose whether to oppose an attack on Imperial territory by an Imperial general based on the whims of the eternal who gifts it. We'll update the rituals on the wiki to note that.

We appreciate that a lot of characters might want to try and stop this action, so we've explored all the possible avenues by which that might be possible and ruled them out. It is not possible to alter the military outcome in this situation, now that the die is cast. The Gryphon's Pride will have to overcome the Rahvin's defences and their actions may be affected if other armies are revealed to have entered the Barrens, but the attack can't be stopped by military units or other means.

However we have created an option this downtime for military units to go to the aid of the Rahvin - to try to help them escape from the oncoming army. If enough military units are sent to rescue the beleaguered orcs then this will alter the narrative outcome and change their fate. Currently the Gryphon's Pride is set to end the Rahvin who have sworn that they will fight to the last to keep the mine, but again there are no rules to determine whether such an action succeeds or not. The rules determine which armies win and lose when armies clash, they don't say what happens to those caught up in the fighting in an area. Rather than have PD decide what happens in this circumstance, we've created an opportunity to let player actions decide that outcome.

This approach is in line with the principles we've employed recently when the Cold Sun attacked and we created an opportunity for military units to help protect the civilian people of the Empire. Without a fortification or an army to support, military units cannot change the strategic outcome of a campaign, but they can influence the narrative events that surrounds that campaign. Generals' orders are very much a fait accompli at the point where they are submitted, but Empire is designed to be a game that supports PCs taking actions to thwart each other. In situations, like this, where the actions are incredibly important, we want to ensure that as many PCs are possible are able to respond. For that reason, we would be likely to offer a similar option in the future - military units are not likely to be able to change the strategic outcome, but we will give them a chance to influence narrative outcomes that aren't constrained by the Empire war rules.

Other Adventures

  • Military units can be assigned to support adventures, created as the result of opportunities, that offer unique rewards
  • Not every military unit is eligible to participate in every adventure
  • Some adventures are ongoing, while others exist only for a limited amount of time
  • Adventures are found under the appropriate action that best matches what the military unit is doing

In addition to the normal actions a military unit can take, there are also adventures. These are downtime actions that have arisen through player action, often as the result of a wind of fortune. Most are accessible through the independent action dropdown, and count as such for purposes of rituals. Instead of providing random rewards, they provide specific benefits. Each adventure lists the rewards a standard military unit will receive, and an upgraded or enchanted military unit will gain proportionately more.

Some adventures are permanent; they are listed under adventures on the military unit page. Others are temporary; they are listed on the interlude page for as long as they are available.

Explore the Southern Reaches

  • Imperial military units can take part in an exploration of the transformed southern Madruga
  • The adventure is also available after the Winter Solstice 386YE
  • If sufficient force is assigned, it will produce a new map of Madruga

As described in the Where the river rises wind of fortune, the flooding of the Scorrero has created a vast new marsh in Madruga, large swathes of the southern regions of that territory have been reshaped. Following the Autumn Equinox, a new adventure is available to Imperial military units. Explore the Southern Reaches is found in the spy network dropdown, and enchantments that support spy networks will help warbands who choose to take it. A standard military unit that takes this adventure will receive 6 random herbs and 2 pawns of Adversity Vis (representing a random combination of vital honey, crystal fire, and even heart's blood) instead of their usual production. Upgraded or enchanted military units will gain more rewards, including a variety of peculiar flowers and plants found in the transformed marshes. The adventure will be available until the end of the year (until the start of the Spring Equinox 387YE).

If at least 5,000 strength is assigned to the adventure in the same season, then the Empire will be able to update its maps of Madruga. They will know the new layout of regions, and be able to use scrying rituals that need intact maps again.

Explore the Untrod Groves

  • Questing knights and knights-errant can send their military units to explore the Untrod Groves in the Barrens
  • If sufficient force is assigned, it will produce a report for those who took the action

As described in the Unspoken words wind of fortune, and following negotiations between Aramis du Froste and the Karass, the knights of Dawn are able to venture into the Untrod Groves to uncover wealth. It is impossible to say what the outcome might be - who knows what adventure lurks in the Untrod Groves? But if the Empire manages to send a force with a military strength of at least a thousand then that would be enough to get a short report of something there, and if it was double that then it would have a more meaningful impact.

Fleets

  • Players who control fleets can choose from a number of downtime options
  • Left to their own devices a fleet defaults to the independent action option

Any player whose character controls a fleet can choose from a number of downtime options by logging into the downtime system. They may choose to trade with a foreign port, engage in independent action, or assign to a special project such as a smugglers cove or an adventure. Left to their own devices, a fleet defaults to privateering guaranteeing an income of herbs, ingots or measures, money, or mana crystals. The Empire does not currently have any navies so it is not possible to support a naval campaign, but if it was details would be included on the Military orders page.

Trade

  • A fleet can select a foreign port to trade with, and each port provides different benefits
  • The production of a port is heavily influenced by the diplomatic relationship between the foreign nation and the Empire

A fleet may trade at any foreign port that is open to Imperial shipping. Each port provides different commodities for the fleet owner, and is increased by upgrades and enchantments. Production can also vary from season to season based on the diplomatic relationship between the foreign country and the Empire. Several ports are currently unavailable - for example both the Asavean Archipelago and Principalities of Jarm have closed their ports to Imperial traders.

The table of the Winds of Fortune page summarizes the current effects created by diplomacy.

Suranni Trade

  • Fleets that trade with Robec in the Iron Confederacy receive fewer luxuries, but instead gain two doses of Kobol's Vigour
  • Following the Autumn Equinox the Iron Confederacy relaxed sanctions against Imperial traders visiting Robec

Following diplomatic developments, as detailed in the A victory for diplomacy wind of fortune, the Duke of Veroigne has removed a prohibition against trading Kobol's Vigour to Imperial merchants visiting the port of Robec. As such any fleet that trades with that port will receive 30 fewer rings in luxuries, instead receiving 2 doses of the unique consumable. This metallic elixir apparently bolsters the imbibers battlefield prowess, and provides a measure of protection from the insidious effects of Dumon's servants. From the description, the Civil Service believe it is a tonic that can help remove the effects of weakness, in a way that sounds a little like the effect an Abraxus Stone has on venom. Exactly what it does, however, is not clear - unsurprising given it has been illegal for Suranni merchants to trade it to Imperial traders since Robec opened.

The civil service believe the Suranni will be evaluating how many Imperial fleets visit Robec in the coming seasons and that will determine whether the port continues to offer the peculiar Suranni preparation. There is also speculation as to what other unique preparations the Suranni might be able to brew - given they eschew magic in all its forms, and even with the supposed miracles of their priests, it is likely they have fallen back on drugs and potions to make up for the lack of ritual enchantments and incantations.

News from Anvil also notes that the Iron Dukes have chosen to remove their sanctions against Imperial merchants visiting Robec, presumably in recognition of the thaw in relations between the two nations. There are still some delays when trading in Vergoigne, and merchants are still subject to additional suspicious scrutiny, but the Iron Confederacy now accords Imperial merchants the mercantilist status.

Demand for Imperial Goods

  • Every fleet in the Empire benefits from a one rank bonus when trading with ports in the Commonwealth, the Sarcophan Delves, and the Sumaah Republic

The Asavean Plenum has funded privateers to target Imperial fleets and those who trade with the Empire. Perversely this means that there is a spike in demand for Imperial goods. More information can be found in the Drumbeat of war.

Fleet Adventures

  • Fleets can be assigned to support adventures, created as the result of opportunities, that offer unique rewards
  • Not every fleet is eligible to participate in every adventure
  • Some fleets are ongoing, while others exist only for a limited amount of time
  • Adventures are found under the appropriate action that best matches what the fleet is doing

Just as with military units, fleets can take part in adventures. These are downtime actions that have arisen through player action, often as the result of a wind of fortune. Most are accessible through the independent action dropdown, and count as such for purposes of rituals. Instead of providing random rewards, they provide specific benefits, however. Each adventure lists the rewards a standard fleet will receive, and an upgraded or enchanted fleet will gain proportionately more.

Some adventures are permanent; they are listed under adventures on the military unit page. Others are temporary; they are listed on the interlude page for as long as they are available.

Great Race of Rhianos

  • Participants continuing in the Great Race of Rhianos must choose one of three destinations
  • Now that the race has begun, it is not possible for other participants to join

The "Great Race" sponsored by the eternal Rhianos started in Summer and continued in Autumn. for the second leg of the race, participants were challenged to pick one of three "directions" to proceed - to choose whether to pursue riches, mystery, or glory. Every character who started the race last season will find three unique options for adventure in the trade dropdown menu - Widdershins by Riches, Deosil to Mystery, and Straight on to Glory. Only the Riches option offers significant wealth; each character who chooses this option will also receive a ribbon for a particular treasure they have picked up along the way. The other two options provide different benefits; mysteries or a prize relevant to the choice made. All three are described in the Roaring plenty wind of fortune.

Miscellaneous Effects

  • After every event there will be a range of special effects that have an impact on downtime
  • Each effect is automatically applied to the appropriate personal resources; this provides details of what has caused each effect

Every season sees large-scale effects impact individuals and nations. Some arise as the result of Synod judgements, Senate motions or Conclave declarations. Others are the results of winds of fortune or war, or magical effects such as enchantments or curses. Each such effect is mentioned in your downtime if it affects your personal resource, along with a brief summary of what is going on. This list provides more detail, and is also useful for knowing what is going on in the wider Empire.

Farmers Abroad

  • Congregations in the Brass Coast, and in the Marcher territories of Mitwold and Upwold, receive one fewer liao and two fewer votes at the Winter Solstice

Inspired by their national assemblies, virtuous farmers from both the Brass Coast and the Marches are making a long trek around the Bay of Catazar to Mareave. Mandates enacted by Annalaya del-Toro and by Grey Stone have urged them to find ways to help the Imperial Orcs deal with the problems presented by the arid conditions in their new territory. These farmers are followers of the Way who are part of congregations in the two nations, and their absence means that the affected characters will receive one fewer liao and two fewer votes in the Synod at the Winter Solstice as they make their assessment. See the We all stand wind of fortune for more details.

Rats and Bishops

  • Temeschwari priests who preach Vigilance or Loyalty after the Autumn Equinox receive one fewer liao, but two additional Synod votes at the Winter Solstice

While the rat-plague in Temeschwar is broadly under control (as detailed in the Graveyard rats wind of fortune among other places), the poorest parts of the city are still struggling. Inspired by the words of Emil Radana von Temeschwar, the bishops and priests of the northern League city have opened the doors of their shrines, temples, and churches to those in need of sanctuary. Following the Autumn Equinox, any priest in Temeschwar who preaches Vigilance or Loyalty will find their congregation swollen by dozens of additional congregants eager to both hear words of vigilance and mutual support, and take advantage of the open doors. They will gain two additional votes, but lose one dose of liao – the lost liao is used to create consecrations and provide anointings and hallows to people seeking spiritual succour in the face of the rat problem.

Unblinking Eyes

  • Priests with congregations who preach Vigilance receive an additional dose of liao and 2 additional Synod votes until the start of the Winter Solstice 386YE

Following the Winter Solstice last year, Irada van Temeschwar used true liao to consecrate the damaged basilica of Berechiah in Bastion as an inspirational location. The basilica is still dangerous to visit, but the wider impact of the consecration is still being felt; the recent crisis sparked by the dissemination of Life of Vardas has diminished it slightly but it is still palpable. As a result, any priest who preaches Vigilance following the Autumn Equinox will receive an additional dose of liao and two additional Synod votes. The effects of the consecration are discussed in the Winter 385YE Knocking on every door wind of fortune.

Dho'uala's Tithe

  • The Custodian of the Ivarsgard Docks and the Harbourmaster of the Semmerlak have had some of the prices for their ministries increased
  • Fleets crossing the Semmerlak from Varushka, Dawn, and Holberg no longer experience a penalty to production

The sovereign Dho'uala still stirs in the depths of the Semmerlak, but with the construction of journeymage towers in Lacre, Korotny, and Kostjyas Respite, her impact on ships trading across the Semmerlak has been greatly diminished. As such the penalty experienced by fleets crossing the lake has been removed. While the price for cerulean mazzarine from the Sarcophan captains dealing with the Custodian of Ivarsgard Docks is still increased by a fifth, it is expected to fall back to its pre-Dho'uala levels by the Winter Solstice once news of the changes in the north reach the merchants of the Delves.

The watchers of the Semmerlak cannot, however, do anything about the problems experienced by Imperial titles related to ports on the Semmerlak. It's still illegal to take things out of the Semmerlak, including ilium and fish, are still in place. The Harbourmaster of the Semmerlak continues to be unable to purchase ilium but they are still able to purchase wains of weirwood, albeit at increased prices. These complications, and how they might be mitigated, are laid out in the Less welcome tenants wind of fortune.

Cull Back the Weak

  • A boon of the eternal Sorin offers two additional drams of each herb to herb gardens in Hahnmark
  • Herbal sinecures in Hahnmark also receive additional bladeroot

Following the Autumn Equinox, several heralds of the Tomb King appear in Hahnmark. They are apparently there to deliver a boon, invoked during the summit, a gift offered over forty years ago to a Wintermark coven. They visit herb gardens across the territory, laying their master's fell power over every herb garden they can find. The magic ruthlessly culls any weak or less-then-useful plants and allowing those that remain to grow stronger. Every herb garden in Hahnmark receives two extra drams of each of the five herbs, and the Guardian of Dunfrith, Gatekeeper of Falling Snow, Herbalist of the Hearth, and Master Apothecary each receive six drams of bladeroot in addition to the normal production of their sinecure.

Everyone in the territory, whether they are herbalists or not, experiences a roleplaying effect as a result of the eternal's interest: You find it easy to become jealously protective and possessive towards your family and friends, and it is all-too-easy to see strangers as potential rivals and competitors who must be excluded or driven off. Anyone running or attending a sanctioned event in Hahnmark, or who is normally a resident of Hahnmark, should bear this effect in mind.

What price the Master of Wolves might exact for the invocation of this boon is not clear; it might in theory be nothing at all. Or it might not.

Cold Winters

  • Every personal resource in Sermersuaq will produce an extra 22 rings until the start of the Winter Solstice 386YE

Across the territory of Sermersuaq, the people have come together in defiance of the harsh winter and the machinations of Agramant. As the first signs of Spring emerge from the ice, people are more enthused than ever to work together and ensure that everyone in Sermersuaq is helped and defended. What has kept the wolf from the door during the harsh seasons of winter, is now more than enough to provide for all, and heralds a bounty to come.

Foam and Fertility

  • Fleets based in Redoubt experience a 2 rank penalty to production over the coming season

During the Autumn Equinox the Spring ritual curse Foam and Spittle of the Furious Sea was laid on the Urizen territory of Redoubt. Terrible Autumn storms give way to violent Winter tempests, pounding the coast with treacherous waves, gale-force winds, and torrential rain. At the same time destructive energies drawn from the Spring realm itself are unleashed to attack ships moving through the area. The ritual has several effects, some of them entirely unpredictable (especially given the growing influence of the eternal Siakha over the Bay of Catazar), but one effect is that any fleet based in the territory has its production reduced by two ranks for the coming season.

In addition, Redoubt has also been affected by Rivers of Life - a Spring curse that preserves life across the territory. The ritual has no immediate effect on individual characters, but it's not clear what effect raising potent storms and then infusing them with additional Spring magic may have, especially given the two rituals have oppositional resonances (Ruin and Savagery on one hand, Healing and Vitality on the other).

The full impacts and side-effects of the two curses will be discussed in the Winter Solstice Winds.

Golden Magician's Fayre

  • The entire nation of Dawn has been enchanted with potent Summer magic

The entire nation of Dawn has been enchanted with powerful Summer magic. Following the Autumn Equinox, the realm of the Summer realm may will find it easier to enter the mortal realm in Dawn. The ritual does not compel the eternals to respond, but they will immediately become aware of the effect and likely respond. Only the heralds of the eternal Meraud are conspicuously absent.

Furthermore, everyone present in Dawn during the season experiences a roleplaying effect: you find magic fascinating and appealing, and when performing magic you feel an urge to enhance the showmanship and performative aspects of your arts.

Players creating or attending sanctioned events set in Dawn should bear this effect in mind, especially when it comes to designing a plot event. Further details will be presented in the Winds of Fortune for the Winter Solstice.

Regrowing the Lands Heart

  • Upwold and Feroz have been enchanted with the Regrow the Lands Heart ritual

Both Upwold and Feroz have been targeted by the Spring magic enchantment Regrow the Land's Heart. Following the Autumn Equinox, soft rain falls on these territories and new life flourishes. The magic particularly focuses on areas scarred by war or natural disaster, causing new plants to grow wildly. It primarily affects the landscape, but people living in the territory find it easier to let go of pain caused by war or calamity. As new plants grow, old scars fade. While the enchantment is in place, animals and people find it easier to conceive, and plants grow more healthily. Children born or conceived in the territory under the enchantment are more likely to express the briar lineage. Players running or attending sanctioned events in either of these territories should bear these effects in mind.

If the ritual has any additional effects in one or both of these territories, they will be discussed in the Winter Winds of Fortune.

A Grand Penumbral Veil

The Tower of Shadow and Light.png
  • The Penumbral Veil has been drawn over almost the entirety of the Empire
  • Only those territories currently in the hands of barbarians, and the territory of Casinea, have been exempt

And finally... the ritual Drawing the Penumbral Veil creates a potent shroud of Night magic that conceals people, places, and events in a territory from the prying eyes of scryers and seers. During the Autumn Equinox, the veil was laid across a significant portion of the Empire.

The penumbral veil has been drawn over almost the entire Empire. All five League cities (Sarvos, Tassato, Temeschwar, Holberg, and Spiral). The entirety of Urizen (Redoubt, Zenith, Morrow). The whole Brass Coast (Kahraman, Segura, and the reclaimed Feroz). All of Dawn (Astolat, Weirwater, Semmerholm, and the Barrens). Most of Highguard except Casinea (Bastion, Necropolis, Reikos). Both Imperial Orcs territories (Mareave and Skarsind). The Marches where the Jotun are not in control (Bregasland, Mitwold, Upwold). Both the Navarr territories still in control of the nation (Miaren and Hercynia). Varushka (Karov, Karsk, Miekarova, Ossium, Volodmartz). The whole of Wintermark (Kallavesa, Hahnmark, and Sermersuaq). Indeed, the only Imperial territory that could be shrouded with the Imperial regio that has not been affected is Casinea itself. Given the specificity of the effect, it seems likely this represents dozens of castings of the ritual rather than a specially designed Arcane projection (which would be unlikely to effect every territory except Casinea). It's also notable that the shroud over Sarvos is more than three times as powerful as that raised in the other territories.

The shrouds do not appear to be particularly difficult to pierce, but the effect is noticeable in every territory once the sun sets and the skies over the Empire appear strange and unfamiliar. The effects are relatively low-key, as the shrouds have not been performed at particularly high magnitude, but occasionally they can be dramatic and exciting. Effects include stars not being where they are expected to be; the moon seeming closer, further away, strangely coloured, absent, or in the wrong phase; odd prismatic lights glittering in or moving across the celestial vault. Very occasionally even stranger effects might be seen such as vast coloured banks of sparkling light, strange translucent birds and fish of immense size that swoop or skim lazily through the clouds, and similar phantasmagoric images of all kinds.

Obviously it is beyond the special-effects budget of most Sanctioned events to effect the appearance of the night sky, but anyone attending such events should bear the effects in mind. Most of the time being aware that the moon is in the wrong phase, or some of the stars are in odd places, will be sufficient to bring this effect to life. The ritual may sometimes cause consternation in people living in affected territories; any details in this regard will be included in the winds of fortune.

Magical Lore

  • Every summit it is possible that new rituals, magic items, or potions may become available to Imperial citizens
  • Some of these options are only available to characters from certain nations, such as those entered into Urizen Lore or Runesmith's Law

During the Autumn Equinox, one ritual was put forward for inclusion in Imperial Lore:

No new rituals became part of Urizen lore, and no new magic items were added to Runesmiths Law.

Further Reading