The war makers
"..and the anvil song" Raelyn knew the chorus, but couldn't remember the verses for the life of her. She just kept hammering away as the rest of the group continued the song.
She was excited, truth be told. She'd only been at this for a few months, but the enthusiasm of the other artisans was infectious. She'd gotten to study with runesmiths! Soon she'd get to go on campaign and work her craft to killing barbarians and protecting Imperials. And eventually.. Eventually fight against Terunael's folly.
"And it's sparks.."
Overview
During the Spring Equinox 387YE, the Imperial Senate passed a motion to raise a third Navarr army in Hercynia. The motion was proposed by Rowyn of the Waystone Path, as the Senator for Hercynia, and seconded by Tristan du Lac, as the Senator for Weirwater. The army was raised around a core of artisans and runesmiths in Treji. The motion received the support of Dawn, the Marches, Varushka, and the Imperial Orcs through the backing of their artisans.
Funding was provided from across Navarr, with over eight hundred measures and ingots provided to the artisans of Treji.
Last season, Hercynia was enchanted with Hammers of Fury by Cabal Lyktan. Now, fifteen months after it was first raised, the army is almost ready to take the field against the enemies of the Empire, but the army's name and essential quality remain open questions. The hardened artisans of Treji stand ready, but how they will fight, and under what banner, is still to be answered.
Rowyn of the Waystone Path, as the raising senator, is responsible for choosing the new army's forte and name. They should inform one of the Speakers for the Senate of their decision during the summit.
A Name! A Name!
- The new army needs a name, and the task of determining what it will be falls to Rowyn of the Waystone Path
- The majority of the nation is keen for Isaella's Dance to be allowed time to become a legacy
The new army will need a name; one that will echo along the trods and beyond, and that will join the ranks of the Black Thorns, the Quiet Step, and the lamented Isaella's Dance. The final decision as to that name lies with the Senator for Hercynia, Rowyn of the Waystone Path, but they may wish to take advice from the rest of their nation to find something suitable for the new army.
With the loss of Isaella's Dance still fresh in the minds of many, there is a common view in the steadings and along the trods that the senator should not choose to name the new army after the lost. It is considered more appropriate to leave their legacy to be remembered and allow grief to take its course.
Elsewhere, is the conversation about the Dance of Blood. The army could be named after that historic army, but it would not change the training available - the army was raised utilising the expertise of the artisans and runesmiths of Treji. It would need an appraisal to raise an army that was able to utilise the same cruel tactics. That being made clear, there is also the consequences of naming an army after the Dance of Blood to consider.
Break the Walls Down
- The new army could have the Siege quality
- A Siege army can take the Storm the Walls order when attacking
The Valiant Pegasus were first raised as sappers, and when the Towerjacks were once again mustered they took the field as siege experts before they received extensive training to become engineers. The artisans of the new army could be put to use in constructing siege engines and trained with a focus towards conquering fortified regions. They could be encouraged to focus on strategies that lead to claiming bastions quickly, to avoid a lengthy and protracted siege.
- The army must be attacking a region containing a bastion or else the order defaults to cautious advance
- The ability of this army to capture the fortified region is increased by half
- The ability of this army to capture a region with a temporary fort created by Frozen Citadel of Cathan Canae, the Basalt Citadel, or an army with the engineer quality, is increased by half
- Casualties suffered by the army are increased by three tenths
The army unleashes hell against a region that has been fortified. While catapults and trebuchets pound the walls, siege towers and ladders are deployed to allow the soldiers to take the fight to the defenders. Meanwhile, engineers work to undermine the walls, and massive covered rams are deployed against the gates. The loss of life is likely to be severe, but the region will fall much more quickly than it might in a prolonged siege.
In addition to helping to capture a region containing a bastion, the Storm the Walls order is also effective against certain effects that fortify a region. This includes Frozen Citadel of Cathan Canae, the Basalt Citadel, and the temporary forts that can be created by an army with the engineer quality. It does not help to capture regions with other defences that are not forts or castles - it has no additional effect when attacking a region under the effect of Dripping Echoes of the Fen or Forge the Wooden Fastness, for example.Into Viridian Hell
- The new army could have the Resilient quality
- A Resilient army can take the Grinding Advance order when attack
The Golden Sun have long proven their worth as a glorious army. Indeed, the Golden Sun were there when Isaella's Dance fell. The new army could be inspired by the Golden Sun, and the artisans of Treji encouraged to focus on heavy armour, shields, and polearms. The officers of the army could be trained in the misdirections that allow the army to quickly take up defensive positions where necessary.
- Casualties suffered by this army are reduced by three-tenths
- Casualties inflicted by this army are reduced by a fifth
Repair and Reuse
- The new army could have the Resourceful quality
- A Resourceful army can benefit from emergency resupply regardless of what territory they are in or whether they are engaged by the enemy
- A Resourceful army can benefit from natural resupply regardless of what territory they are in as long as they are not engaged by the enemy, even if they are taking an attacking order
The benefits of the steadings and stridings of Navarr are readily apparent in the speed at which the Black Thorns can traverse the Empire. The new army could draw on the resurgence in wayhouses to ensure that it had a steady source of supplies and goods across Imperial territories. The artisans of Treji could be encouraged to work on keeping up with repairs on the go, with funds going towards a continual supply of Artisan's Oil.
Participation: Artisans
- Artisans of Navarr, and especially Hercynia, are encouraged to roleplay they have been helping the army muster over the last three months
Players whose Navarr characters have the artisan skill are encouraged to roleplay that they have been helping forge and craft items for the army over the past season, especially if they are based in Hercynia. Regardless of skill, or whether you have made items in downtime, it is possible that your character will have been able to help apprentices or simply be a spare pair of hands to help measure, cut, and smith where necessary.
There is a tacit agreement amongst the artisans who have helped muster the army and its officers that they will be able to bear the symbol of the army once it has been named and a symbol decided upon.
What Next?
- The third Navarr army has finished mustering
- The Navarr are expecting another Navarr army to begin raising soon
- If a motion to raise another Navarr army is not passed by the start of the Summer Solstice 389YE Navarr's supply will fall by one
Of course, this new army is only the first of those expected by the wider nation of Navarr. When the stridings were called home and preparations started, there was always an expectation that this would just be the start. The nation is ecstatic at this new army having been raised, but the question will always be "what next?"
Remnants of the Iron Labyrinth
- The Hammers of Fury ritual performed on Hercynia has had unexpected side effects
- The Chain is seen to be slightly brighter over Hercynia than other constellations
- Artisans from Hercynia gain access to a potent ability at the coming summit
As the forges of Hercynia begin to grow cold and the last effects of the Hammers of Fury start to fade, there is a subtle shift in the air. The Chain, high above, glows eerily in the night sky. Shining brightly and pulsing - almost as if fed by a heavenly bellows - the five stars can be seen across the twin cities. It only happens for one night, but all cambions and every artisan feels an energy in the air - as if some remnant of Autumn magic remains.
During the Summer Solstice, any artisan with a personal resource in Hercynia can use a potent ability tied to the lingering effects of the ritual. Once during the summit, they can effectively "refresh" a journeyman magic item bonded to them with thirty seconds of appropriate roleplay. All expended uses of that item are refreshed: if an Amberglass Chain had been used both times, it would replenish both uses, but if it had only been used once, then it would only replenish one use. This ability does nothing to magic items whose effect is passive, such Landskeeper's Oath, or where a resource is expended, such as Circlet of Falling Snow.
Cambions who live in Hercynia, or who have spent time there this past season, can gain a benefit once at the upcoming summit. They can regain, or gain a temporary, hero point if they feel they have achieved a goal in some manner. This can be as simple as managing to make a deal with someone or something as complicated as gathering funds for a ritual or a commission, or even passing a Senate motion. This hero point is always the first to be spent and cannot be regained once lost.
| Item | Power | Months | Green Iron | Orichalcum | Tempest Jade | Weltsilver | Ambergelt | Beggar's Lye | Dragonbone | Iridescent Gloaming | Total |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Acolyte's Mercy | You may cast, or swift cast, the heal spell as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Agramant's Bargain | You may cast the weakness spell as if you know it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Apprentice's Blade | You may spend a hero point to call CLEAVE with this one-handed weapon. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Banner of the Bold | While wielding this standard, you gain an additional hero point, and can treat it as a source of spiritual strength for purposes of overcoming roleplaying effects. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Butcher's Cleaver | You may spend a hero point to call IMPALE with this great weapon. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Circlet of Falling Snow | You may expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if you had spent a hero point). This expenditure of mana has the same restrictions as casting a spell. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Crystaltender's Vestment | Once per day you can consume a piece of crystal mana to restore three points of spent personal mana. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Dragonbone Symbol | Once per day, if you are Dedicated or Anointed, if you spend ten minutes of appropriate roleplaying an area consecrated to the same virtue, you recover all your hero points. You cannot use this ability if you are on a battlefield or in a similar stressful environment. You cannot use this ability if you are under an effect that prevents recovery of hero points overnight (such as Dreamscape of the Endless Hunt and similar curses). | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Farmer's Scythe | You can spend a hero point to call STRIKEDOWN with this pole-arm. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Forlorn Hope | You can cast, or swift cast, the heal spell as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Hero's Girdle | You gain one additional rank of endurance. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Icon of the Judge | While you are wielding this icon you can perform the excommunicate ceremony as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Icon of the Justicar | While you are wielding this icon you can perform the exorcism ceremony as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Icon of the Pilgrim | While you are wielding this icon you can perform the anointing ceremony as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Icon of the Seer | While you are wielding this icon you can perform the insight ceremony as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Icon of the Smith | While you are wielding this icon you can perform the hallow ceremony as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Icon of the Steward | While you are wielding this icon you can perform the consecrate ceremony as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Icon of the Witness | While you are wielding this icon you can perform the testimony ceremony as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Lamia's Whisper | You may cast the venom spell as if you know it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Landskeeper's Oath | You may cast the entangle spell as if you know it | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Litany of the Labyrinth | A member of the sect will never become a ghost, herald, eternal, or conscious unliving creature. If they are the target of Whispers through the Black Gate, Voice for the Dead, or a similar effect, they will appear calm and aware that they are dead. When any member of the sect is terminal or dying, they may roleplay stoic acceptance rather than roleplaying being in pain. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Marauder's Cote | You may spend a hero point to call CLEAVE with any melee weapon you can wield, except a pike. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Mazzarine Spindle | You may cast, or swift cast, the restore limb spell as if you know it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Mendicant Cassock | Once per day when you perform or cooperate in the performance of a religious skill you may do so without using a dose of liao. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Mountebank's Surprise | Once per day after casting the empower spell on a target you also gain the benefit of the empower spell. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Pilgrim's Shield | As long as you are dedicated or anointed, you gain an additional rank of endurance. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Pugilist's Shillelagh | You may cast the repel spell as if you know it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Razorleaf Hasta | You may spend a hero point to call CLEAVE with this weapon. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Runesmith's Gavel | You may cast, or swift cast, the mend spell as if you know it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Storm Sceptre | You may cast the repel spell as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Stoutheart Gambeson | You gain an additional rank in the fortitude skill. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Straw Mask | Gain 1 rank for the Blessing of New Spring, Strong Ox, Golden Sun, Gathering the Harvest, and Fallow Fields and Dried Meat rituals, subject to the normal rules for effective skill. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Swanfeather Schema | You may cast, or swift cast, the purify spell as if you know it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Tactician's Demand | You may cast the empower spell as if you knew it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Unseen Encasement | You may cast the paralysis spell as if you know it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Warrior's Plate | You gain one additional rank of the endurance skill. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Yeoman's Bounty | You may cast the weakness spell as if you know it. | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| Guided Path | When you perform or cooperate with the performance of a religious skill that targets a terminal character, you may do so without spending a dose of liao. If you have an ability to add additional strength to a ceremony you may use that ability in the normal way at the normal cost. | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 4 |
| Whelpmaster's Fang | Once per day you can cast the weakness spell as if you knew it and without spending any mana. | 1 | 0 | 0 | 0 | 0 | 0 | 4 | 0 | 0 | 4 |
| Windreaping Sickle | Once per day you can cast the repel spell as if you knew it and without spending any mana. | 1 | 0 | 0 | 4 | 0 | 0 | 0 | 0 | 0 | 4 |
| Sanguine Spear | You may use a hero point to call CLEAVE with this pole-arm. | 1 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 5 |
| Biting Blade | Once per day, you may call CLEAVE with this one-handed weapon. | 1 | 0 | 7 | 0 | 0 | 0 | 0 | 0 | 0 | 7 |
| Bloodamber Hauberk | Gain an additional rank of the endurance skill. | 1 | 0 | 3 | 0 | 0 | 4 | 0 | 0 | 0 | 7 |
| Bondring | This item allows the create bond spell to be cast to connect you to a single willing target; you can be bonded to only one person at a time, and if you stop being bonded to the bond ring, this additional bond breaks. Once per day you may use either stay with me or get it together on the other person that you have bonded the ring to, without spending a hero point. | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 7 | 0 | 7 |
| Enduring Breastplate | You may ignore the roleplaying effects of any single traumatic wound until the end of the battle. | 1 | 0 | 7 | 0 | 0 | 0 | 0 | 0 | 0 | 7 |
| Escharotic Cauldron | When you use the apothecary skill to create a potion you may substitute two drams of Marrowort for one dram of Cerulean Mazzarine, or two drams of Cerulean Mazzarine for one dram of Marrowort. You can only make this substitution once per preparation. | 1 | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 0 | 7 |
| Reaving Mattock | Once per day you may call IMPALE with this great weapon. | 1 | 0 | 0 | 7 | 0 | 0 | 0 | 0 | 0 | 7 |
| Shears of Winter | When wielding both the weapon and the implement, you may cast the shatter spell as if you knew it. | 1 | 0 | 0 | 4 | 0 | 0 | 0 | 3 | 0 | 7 |
| Witchwood Wand | You gain one additional point of personal mana. | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 7 | 7 |
| Wyrmstone Mortar | When you use the apothecary skill to create a potion you may substitute two drams of Imperial Roseweald for one dram of Bladeroot, or two drams of Bladeroot for one dram of Imperial Roseweald. You can only make this substitution once per preparation. | 1 | 0 | 0 | 0 | 0 | 0 | 7 | 0 | 0 | 7 |
| Bloodsilver Spike | Once per day you can swift cast the heal spell as if you knew it and without spending any mana. | 1 | 0 | 0 | 0 | 8 | 0 | 0 | 0 | 0 | 8 |
| Quiet Word | Once per day you can cast the paralysis spell as if you knew it and without spending any mana. | 1 | 0 | 0 | 0 | 0 | 8 | 0 | 0 | 0 | 8 |
| Shadowbound Donjon | Once per day when you cast the paralysis spell you can do so without spending any mana. You must be able to cast the paralysis spell to use this power. | 1 | 0 | 0 | 0 | 0 | 5 | 0 | 0 | 3 | 8 |
| Soldier's Harness | You gain one additional rank of the endurance skill. | 1 | 0 | 0 | 0 | 0 | 8 | 0 | 0 | 0 | 8 |
| Volhov's Robe | Requirement: You cannot be part of a coven while bonded to a Volhov's Robe. Twice per day you can take part in a ritual with a coven of the same nation. Two (or more) solo ritualists with Volhov's robes may use the robes to perform a coven ritual together. If you have contributed to a ritual as part of a coven, you cannot make use of a Volhov's Robe until the next day; likewise if you have made use of a Volhov's Robe, you cannot contribute to a ritual as part of a coven until the next day. | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 5 | 3 | 8 |
| Warden's Fists | Once per day you may either use the weapon to call CLEAVE or instead use the rod to cast repel without spending hero points or Mana. | 1 | 2 | 2 | 2 | 0 | 0 | 0 | 2 | 0 | 8 |
| Altruist's Recompense | Whenever you cast, or swift cast, the heal spell you regain one hit. | 1 | 0 | 0 | 0 | 5 | 0 | 0 | 0 | 4 | 9 |
| Amberglass Chain | Twice per day you may cast the entangle spell as if you knew it and without expending any mana. | 1 | 0 | 0 | 0 | 0 | 9 | 0 | 0 | 0 | 9 |
| Boarskin Vest | Gain two additional ranks of the Fortitude skill. | 1 | 0 | 0 | 0 | 6 | 3 | 0 | 0 | 0 | 9 |
| Death's Door | Twice per day you can cast the venom spell as if you knew it without expending any mana. | 1 | 0 | 0 | 0 | 0 | 0 | 6 | 0 | 3 | 9 |
| Enfeebling Echo | Twice per day you can cast the weakness spell as if you knew it without spending any mana. | 1 | 0 | 0 | 0 | 0 | 0 | 9 | 0 | 0 | 9 |
| Redsteel Chisel | Twice per day you can cast the mend spell as if you know it and without expending any mana. | 1 | 0 | 6 | 0 | 0 | 0 | 0 | 0 | 3 | 9 |
| Shackle of the Unvirtuous | While wearing this item your aura is concealed from the insight skill and similar effects. You cannot use any Liao ceremonies or use imperial liao while bonded to this item, and you either do not dream or do not remember your dreams. | 1 | 0 | 0 | 4 | 0 | 0 | 0 | 5 | 0 | 9 |
| Shimmergold Coat | You gain one additional rank of endurance. | 1 | 0 | 3 | 0 | 3 | 0 | 0 | 0 | 3 | 9 |
| Splintering Gorget | Twice per day when you cast the weakness spell, you may do so without spending any mana. You must be able to cast the weakness spell to use this power. | 1 | 0 | 0 | 3 | 0 | 0 | 3 | 0 | 3 | 9 |
| Stumbleroot Spear | You may spend a hero point to call STRIKEDOWN with this one-handed spear. | 1 | 6 | 0 | 0 | 0 | 3 | 0 | 0 | 0 | 9 |
| Tumultuous Gyre | Twice per day you can cast the repel spell as if you knew it and without spending any mana. | 1 | 0 | 0 | 6 | 0 | 0 | 0 | 0 | 3 | 9 |
| Wyvernsting Spaulders | Twice per day when you cast the venom spell, you may do so without spending any mana. You must be able to cast the venom spell to use this power. | 1 | 0 | 0 | 0 | 3 | 0 | 3 | 0 | 3 | 9 |
| Beneficent Sigil | When you use the exorcism skill you may remove the WEAKNESS condition from a target rather than exorcising a spiritual effect. | 1 | 0 | 0 | 0 | 0 | 0 | 5 | 5 | 0 | 10 |
| Phial of the Sun | Once per day when you use the physick skill you can decant some of the juice from this phial and use it as if it were a single dose of either Bladeroot, Cerulean Mazzarine, Imperial Roseweald, Marrowort, or True Vervain. An apothecary cannot use this juice when creating a potion. | 1 | 0 | 0 | 0 | 3 | 5 | 2 | 0 | 0 | 10 |
| Sungold Basin | When you use the dedication skill on a dying target you may restore them to 1 hit rather than having the normal effect. | 1 | 0 | 5 | 0 | 0 | 0 | 0 | 5 | 0 | 10 |
| Wayfarer's Pyx | When your sect cooperates in the use of a religious skills, the final strength of the ceremony is increased by one, provided one of the participants is wielding this item. | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 10 | 0 | 10 |
| Wayfarer's Robe | When you perform or cooperate in the performance of a religious skill, you may spend an additional dose of liao to increase the strength of the ceremony by one. | 1 | 0 | 0 | 0 | 0 | 0 | 3 | 4 | 3 | 10 |