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The Empire's military captains can tread many paths, and find many things at the end. Why do you fight? For glory, for duty, for riches, for acclaim, for the pleasure of a job well done?

Overview

In addition to the normal actions a military unit can take, there are also ventures. These are downtime actions that have arisen through player action, often as the result of an opportunity. They are classified into one of five categories campaigning, guarding, raiding, questing, or scouting. This gives an idea as to the kind of activity the military unit is engaging in, as well as defining which ritual enchantments provide bonuses. Each venture also lists the rewards a standard military unit will receive, with an upgraded or enchanted military unit getting proportionately more.

Unlike the default actions, such as supporting an Imperial army, not every venture is available to every character equally - some are much less productive for some nations, or may be available only to characters that meet a specific criteria. Many ventures are also temporary, and only available for a set period of time. Others are permanent - or will last until a certain condition is met. For example venture in the Sarangrave remained available as long as the Feverwater Docks were in Imperial hands, and whilst the Sarangrave was hostile territory.

In each case, you're encouraged to make up stories about your downtime actions in keeping with the details here. Profound Decisions won't provide any additional information to someone whose military unit engages in one of these ventures, but there may be updates in the Winds of Fortune depending on the nature of the venture and what is going on in the wider campaign.

The Wider Campaign
By default a venture has no impact on the wider, ongoing campaign unless it is explicitly called out as doing so. These actions do not impact barbarian nations or Imperial armies, influence strategies, or create opportunities by themselves. No matter how many players choose to raid the Jotun, it will not affect the forces or campaign actions of the western orcs unless that has been specifically called out, usually in a wind of fortune or wind of war.

Campaigning Ventures

Campaigning ventures are quite rare. They always represent disciplined support for military goals and strategies. By far the most common form of campaigning is supporting an Imperial army, fighting at the direction of an Imperial general.

There are currently no campaigning ventures available. Examples of past campaigning ventures have included opportunities to support foreign armies, or to become involved in the short-lived Asavean civil war.

Guarding Ventures

Guarding ventures involve protecting someone, something, or somewhere. It might represent protecting caravans from bandits or raiders, defending settlements threatened by sinister forces, supporting a city watch or local law enforcement, or engaging in mercenary work. The default guarding venture is either mercenary work, or supporting a fortification, both of which are always available to any character. The opportunities to support the beacons in Kallavesa and Hahnmark, or to beat the bounds in the Marches, are also guarding actions but they are available only to Winterfolk and Marcher beaters respectively.

Previous guarding ventures included an opportunity to hunt monstrous rats in Temeschwar. The following ventures are available to Imperial military captains at this time.

Mercenary Work

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There is always opportunity in the Empire for mercenaries to make a living doing jobs for wealthy patrons.
  • This venture is always available, and can be undertaken by any Imperial character

A military unit can always find work in the Empire. Common tasks undertaken by those pursuing mercenary work are guarding merchant caravans; escorting pilgrims; protecting settlements threatened by barbarian raiders, unnatural forces, or wild beasts; providing security to a business endeavour; helping patrol the borders or roads; discouraging bandits and brigands from preying on travellers; or doing all sorts of "work for hire".

Rewards: A standard military unit undertaking this venture receives 108 rings, and four random resources. This represents a combination of payment received, bonus rewards, or loot taken from defeated raiders or criminals.

Kahraman Caravan Guards

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The Freeborn in Kahraman face the threat of a Jotun invasion, and the depredations of bandits and raiders.
  • This venture is only available to Freeborn and League characters.
  • Introduced in the Time and time again wind of fortune.
  • Remains available while the Senate continues to pay the upkeep cost.

The Freeborn territory of Kahraman has been beset by bandits as long as anyone can remember, and the prosperous dhomiro and parador masters are always in the market for mercenaries prepared to help defend their interests. Most of the raiders are Jotun or Lasambrian, emerging down from the western hills to launch lightning-fast attacks against the rich upland mines and the wealthy lowland farms. Things came to a head in early 385YE, with the Imperial Senate choosing to pay for guards and mercenaries to protect the people of the Cinnabar Hills from raiders, smugglers, bandits, and accidents.

Rewards: A standard military unit undertaking this venture earns 90 rings and five random metal ingots.

Protect the Vales of Varushka

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The Wolves of Varushka have grown bold, and the defenders of that wild nation must do likewise.
  • This venture is only available to Varushkan and Dawnish characters.
  • Introduced in the Mime each lonely word wind of fortune.
  • Remains available until the rising threat of Varushkan horrors subsides; perhaps longer.

The beasts of Varushka stir, and the boyars are keen to retain schlacta, warden fellowships, and sell-swords to protect their vales. Travelers traversing the dark hills and darker woods know to bring sharp swords, and strong arms to wield them. Of course, where there is need, there is potential for profit. Undertaking this venture likely means facing the Wolves of Varushka in battle - ambulatory cadavers, hungry ghouls, insidious mora, unnatural dubik, vicious rusalka, and maybe even a lesser plaguewulf and its damned entourage. Those who do so can expect to be reasonably well paid by the boyars, merchant-boyars, and wise ones for their services.

Rewards: A standard military unit that undertakes this venture receives 90 rings, and five random measures or ingots from their venture.

Roadwardens

  • This venture is only available to Navarr characters.
  • Introduced in the Road out of nowhere wind of fortune
  • Remains available as long as the Navarr remain committed to protecting Imperial roads.
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Roads and trods are the lifeblood of Imperial commerce and communication and must be protected.

One of the problems with roads, even roads as well built and maintained as those of the Empire, is the increase in banditry they cause. While the roads make it easier for merchants and pilgrims, they also make it easier for two-legged predators to find people to prey on. Inspired by the kamkrag built in Kahraman, and by their tradition of establishing wayhouses, the Navarr have stepped up their efforts to patrol the Empire's roads. Many wayhouse keepers have traditionally set aside areas for “roadwardens” to rest and resupply. A recent appraisal, and the support of the Navarr National Assembly, encouraged people to formalise this relationship.

Those undertaking this venture are likely to be involved in escorting individuals and caravans along Imperial roads, hunting out bandits and natural threats, protecting roadbuilding engineers, delivering messages, occasionally popping up to Varushka to fight wolves, and otherwise being active on the Empire's roads.

Rewards: A standard military unit undertaking this venture receives 120 rings and four random resources.

Questing Ventures

Questing ventures cover all kinds of opportunities to head out into the wild places and explore them, engaging with the threats that are found there, and seeking loot and rewards. The default questing action is to seek glory - to undertake the kinds of actions that would be familiar to anyone who has played a tabletop roleplaying game.

Seek Glory

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Whatever one's motivation there are ample opportunities to find glory or perform heroic deeds within the Empire and in nearby lands.
  • This venture is always available, and can be undertaken by any Imperial character

Some warbands relish the opportunity to venture into dangerous areas looking for opportunities to face challenges and struggle against dangerous creatures or even nature itself. For these folk, the experience is a reward all by itself, but that doesn't mean they pass up an opportunity to pick up any loot they find lying around. Haring off into jeopardy can be a costly endeavour, and one always needs more healing potions, ritual enchantents, and ten-foot poles. Sometimes these dangerous situations are found within Imperial borders delving into the wild places of Varushka or Dawn, seeking challenges in the mountains of Urizen or Wintermark, persuading a bunch of boggarts who have taken up residence in an old mine to either come to an arrangement with nearby villagers or be driven out. Sometimes it involves travelling further afield - looking for trouble and wonder in barbarian lands or howling wilderness. It is distinct from raiding because the focus is on challenge, excitement, and risk rather than the brute-force slaying of enemy combatants. Players who take their military unit questing are encouraged to create dramatic stories about what they did and found, appropriate to the world of Empire. Whether hiding from angry gryphons after a misunderstanding, wrestling an ogre in the foothills of Hahnmark, or helping an exorcist lay to rest the angry spectres on a haunted battlefield, all are represented by the seek glory venture.

Rewards: A standard military unit that undertakes this venture receives ten random resources. The nature of the rewards can help inform the story you create to explain what you have been up to, representing either loot gained from defeated opponents, wrenched from the treasure chest of an unliving boyar, or given as a reward by grateful citizens freed from the threat of night-time terrors.

Explore the Depths

  • This venture is available to characters from Dawn, Wintermark, Navarr, the League, and the Marches.
  • First introduced in the Brightness long ago wind of fortune.
  • Remains available as long as Lorenzo's Deep Pockets remains open and accessible.

After the Summer Solstice 384YE, the Master of the Koboldi arranged an expedition to the depths to secure the magical Red Iron Door in the monster-haunted depths below Lorenzo's Deep Pockets (a great sinkhole with many names located in the north-west of the Empire). They contained the worst of the subterranean horrors, but the winding passages and galleries extend for miles and miles and there are still all kinds of threats both mundane and magical to be found deep beneath the earth. The sinkhole's depths have been explored but they still represent an ideal place for the adventurous to seek personal glory and treasure. Delvers from the nations surrounding the sinkhole sometimes descent into the deep, dark tunnels to explore the ruins, fight the monsters, and seek out treasure - and given the place is a deadly maze full of pitfalls and alien beasts keeping the Dawnish away would be next to impossible.

Rewards: A standard military unit that undertakes this venture receives 3 ingots of weltsilver, 3 ingots of tempest jade, and 3 mana crystals.

Hunt the Suaq Wastes

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There are terrible beasts in northern Sermersuaq and, unless they are thwarted, they will raven and despoil until there is nobody left.
  • This venture is only available to Wintermark and Dawnish characters.
  • First introduced in the Watching my mistakes wind of fortune.
  • Remains available while the Hall of Hunters stands, and creatures of the realms continue to threaten Sermersuaq.

When the Jotun conquered Sermersuaq, the ability of the Imperial Conclave to protect the territory from the wicked influence of the eternal Agramant faltered. The Howler released all manner of beasts and monsters into the wilds of the north-western territory, alongside a few of his twisted heralds. This would be bad enough but to complicate matters when the Jotun were driven out by an alliance between the Thule and the Empire, the eternal lord Hayaak unleashed his vengeance on the warlocks gathered at Tanikipari. After the Thule were dealt with, Hayaak's monsters did not return to the Summer realm. Instead, they scattered across the land. And like Agramant's twisted offspring, the instruments of Hayaak's bloody vengeance seem only too eager to prey on unwary travellers.

Fortunately such threats are meat and drink to the heroes of Wintermark. The Hall of the Hunters was established to serve as a haven for bands of heroes venturing into Sermersuaq to hunt down the beasts of Icesnap and the Griffon Prince. Inevitably some Dawnish glory hounds turned up as well - drawn by the promise of desperate battles against terrible monsters - but the general consensus is the more heroes that come to protect Sermersuaq the better.

Rewards: A standard military unit will receive 100 rings, 1 golden apple, and 1 vial of heart's blood from their venture.

Quest Against the Vallorn

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Much glory can be gained from journeying into the unknown depths of fecund Brocéliande.
  • This venture is only available to Dawnish characters.
  • First introduced in the Between wind and water wind of fortune
  • Remains available as long as the Knight of the Greenwood and the Reeve of Greenforest Fayre remain in good standing and committed to supporting Dawnish venturers.

The Manor of the Greenwood at Elvette in Semmerholm serves as a sanctuary for Dawnish knights and yeofolk to seek glory in the depths of vallorn-infested Brocéliande, facing vallornspawn, orcs, and perhaps even stranger things (such as monsters from the Spring realm), as well as visiting ancient Terunael ruins. They may even find themselves following the call of glorious venture into the western Barrens or the edges of the Great Forest of Peytaht. This venture requires both the Knight of the Greenwood and the Reeve of Greenforest Fair to both be in good standing (with a noble and a yeofolk holding them), but will otherwise persist so long as the Manor and the Fayre still stand and remain committed to supporting the Dawnish venturers.

Rewards: A standard military unit will receive 48 rings (representing treasure and rare finds), 6 random herbs, and 4 measures of random forest measures from their venture.

Raiding Ventures

Raiding ventures involve small-scale attacks against the Empire's enemies. It may involve attacking Jotun outposts in the west, skirmishing with the Druj in the east, or launching daring assaults against Grendel interests in the south. It might also represent bringing organised criminals to justice, hunting dangerous beasts, or frustrating the schemes of cults and criminal organisations within the Empire's borders. Regardless of the details, they always involve visiting violence directly on people who are actively trying to kill you. This action is particularly appropriate for wagon raiders.

Raid the Druj

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The Druj are without mercy, exulting in the slaughter of Imperial citizens.
  • This venture is available to any Imperial character
  • Remains available while the Empire is at war with the Druj

Raids against the barbarians of the Mallum involve crossing the eastern borders of the Empire or hunting Druj in those Imperial territories they threaten. It is dangerous work - the Druj are experts at setting traps and laying ambushes, and are eager to make examples of any Imperial warriors that fall into their hands. Raids into the Mallum are as much about locating a suitable target, and then getting safely back to Imperial lands, as they are about actually attacking the eastern orcs. Stories about raiding the Druj are likely to be brutal, violent, and fraught with danger.

Rewards: A standard military unit that undertakes this venture receives nine random herbs and four random resources. These rewards represent the valuables seized from the Druj. A military unit that is enchanted or upgraded receives more, and may also acquire some Druj Apothecary as part of their loot, usually representing a captured potion or two useful to warriors.

Raid the Grendel

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More than any nearby barbarian nation the Grendel engage in trade - and their caravans are ripe for the plucking.
  • This venture is available to any Imperial character
  • Remains available while the Empire is at war with the Grendel

The southern barbarian nation is tricky to reach by land; the only easy route to raiding the Grendel involves travelling down through Mareave. The lands of the Broken Shore are hostile - arid, rocky, inhospitable - and the orcs are alert for signs of trespassers. For all its outward appearance of unity, though, there are many factions in the Grendel nation and a wise raider knows how to take advantage of that to reduce the number of people they need to fight at any given time. Raids into the Broken Shore involve assaulting outlying settlements or mining camps, or waylaying merchant caravans. The raider must know when to cut and run however - if they are too successful the local Grendel will dispatch mercenaries or soldiers to bring their attacks to a premature end.

Rewards: A standard military unit that undertakes this venture receives 72 rings and six random resources representing goods seized from the Grendel. Money is usually in the form of valuables and exotic trade goods that can be sold for a profit when crossing back into the Empire as often as actual coinage. A military unit that is enchanted or upgraded may receive some Grendel Luxuries as part of their loot, usually in the form of a rip-on-use consumable representing a rare substance or drug.

Raid the Jotun

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The Jotun are keen raiders themselves, and relish the chance to clash with their Imperial opposites.
  • This venture is available to any Imperial character
  • Remains available while the Empire is at war with the Jotun

The lands of the Jotun lie west of the Empire, bordering the Marches, Wintermark, and the Brass Coast. They are perhaps the most enthusiastic about raiding the Empire, and relish the opportunity to match their strength against that of their Imperial counterparts. They take a very dim view, however, of attacks against their thralls and a fair portion of the wealth in their lands is extracted by those at the bottom of the social structure.

Rewards: A standard military unit that undertakes this venture receives four ingots of random metals, and six random resources. These rewards represent the valuables seized from the Jotun or their thralls. A military unit that is enchanted or upgraded might receive a Jotun Trinket as part of their loot (generally a magic item from the talismans category that can be represented by a piece of appropriate jewellery).

Wagon Raiding

You don't send anyone to get it.
When opportunity knocks...
  • This venture is only available to Varushkan characters with the wagon raider archetype
  • Remains available while the Empire remains at war with at least one of its neighbours

The Varushkan tradition of the wagon raider sees hard-bitten, reckless bands of warriors launch forays into barbarian lands to grab the riches that can be found there. Sometimes this takes the same form as the raids launched by warriors of other nations, the wagon raiders also make a habit of seizing temporary control of a mine or forest and extracting as much wealth as possible. A successful wagon raider treads a fine line between greed, and being wise enough to read the signs and get out before the barbarians rally to exact vengeance. The latter approach has become more common recently in part due to the ruthless, ambitious inspiration of Ratibor of Temeschwar. This venture focuses on that approach - smash and grab missions into enemy territory to claim ingots and measures as often by physically gathering them themselves as taking them from miners or foresters.

Rewards: A standard military unit who undertakes this venture receives 12 random ingots or measures.

Scouting Ventures

Scouting ventures require a degree of subtlety. They often involve stealth, subterfuge, sabotage, espionage, and information gathering. By default any character can support an Imperial spy network, but there are also ventures that require infiltration or seeking out threats within the Empire. They often require the unit to minimize their engagement with enemy forces, sneaking around them until the right moment to make a surgical strike, or avoiding them entirely and getting out of the area with none the wiser.

Bounty Hunting

  • This venture is available to any Imperial character

This venture may involve tracking down and capturing wanted criminals in return for a reward, but it might also entail supporting magistrates and local law-enforcement efforts within Imperial boundaries such as working with town or city guards to maintain the peace and deter criminality. Whatever else is involved, bounty hunting represents actions that rely on discretion, subtlety, and a certain degree of cunning or stealth. This action has become more prominent in recent years in part due to the influence of the Imperial Synod, especially following the creation of inspirational sites dedicated to Berechiah, Major Benson, and Ratibor of Temeschwar (and the death blow struck to the vyig criminal syndicate which followed).

Rewards: A standard military unit that undertakes this action receives 72 rings, three doses of liao, and four random resources. This represents rewards for captured criminals, goods recovered from outlaws, and gifts from grateful citizens or priests of Vigilance.

War of Whispers

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The agents and servants of the Whisper Gallery are wily, and subtle. To catch them, you must be wilier and more cunning.
  • This venture is available to any Imperial character.
  • First introduced in the A long December wind of fortune.
  • Remains available while the Whisper Gallery remain under enmity.

The eternals of the Whisper Gallery have been a thorn in the side of Imperial scholarship for some time. They and their servants bedevil attempts to uncover and share secrets and hidden knowledge, sometimes resorting to murder. They have been a particular threat to the Department of Historical Research as well as to several Imperial titles associated with knowledge.

The War of Whispers involves directly opposing the Whisper Gallery; either by defending the scholars they threaten from assassination, or actively working to expose and unravel the schemes of their mortal allies and twisted heralds. Success relies on stealth, insight, subtlety, and cunning as much as it does bodyguarding acumen; the same skills that make one an effective scout make it easier to spot the machinations of the Whisper Gallery and stop them before they can bear fruit.

Reward: A standard military unit that undertakes this venture receives 120 rings and 2 mana crystals, representing a combination of bounties, donations from grateful citizens, and magic taken from agents of the Night eternals.

Explore the ruins of Terunael

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The vallorn represents a threat to the entire Empire - quiescent for now, but for how long will it slumber?
  • This venture is only available to Navarr characters.
  • First introduced in the The bones of what you believe wind of fortune.
  • Remains available as long as the Hall of the Seven stands and the Spear of the Seven remains committed to supporting exploration of the vallorn.

The Navarr have always sought the ruins of ancient Terunael lost within the coils of the vallorn, but the practice has recently seen a resurgence in popularity. In late 384YE, inspired by Dawnish efforts in Brocéliande, the Navarr undertook the creation of the Hall of the Seven in Miaren. Overseen by the Spear of the Seven, the Hall encourages Navarr exploration of the relatively accessible ruins of Therunin and Hercynia, the harder to reach ruins of Liathaven and Brocéliande, and the ruins outside Imperial borders in Otkodov, Sarangrave, and Axos. Courageous Navarr warriors and scouts press into the depths of the vallorn, relying on stealth and cunning to avoid the dreadful abominations and unnatural threats the throng in such a place, seeking out not only relics of Terunael but also valuable substances harvested from the vallornspawn themselves.

Rewards: A standard military unit receives three random measures of forest resources, four random herbs, 38 rings (representing relics and other oddities), and a single vial of vital honey.

The Bone Pilgrimage

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There are orc bones across the Empire that would rest more easily in the great sepulchre ossuary of the Irarawm
  • This venture is available to Imperial Orc and Highborn characters
  • First introduced in the Standing in the sun wind of fortune
  • Remains available while the Synod supports the pilgrimage and there are still orc remains to be recovered

Completion of the Ossuary Temple of the Illarawm sept ignited interest in recovering and interring the bones of those Imperial Orcs ancestors whose remains might otherwise be forever lost to history. With the support of the Imperial Synod, the Bone Pilgrimage now travels across the Empire and beyond to recover the bones of Imperial Orc ancestors and return them to the temple in Skarsind. The Imperial Orcs are supported in their efforts by Highborn allies, who have a particular affinity for ensuring the dead are treated with the utmost respect.

As well as visiting places across the Empire where the ancestors of the Sunstorm orcs may be found, it also includes dangerous trips into the Mallum seeking ancestors of the Ethengraw, Illarawm, and Yerende, as well as stealthy trips to Axos or the Broken Shore in pursuit of bones left behind by the Tamazi and the Sannite. The mandate that created this venture did not extend to Varushka, but the Varushkan assembly upheld a mandate of their own encouraging their priests to support the Bone Pilgrimage. The only Imperial nation not covered by the Bone Pilgrimage is thus Urizen.

Rewards: A standard military unit that undertakes this venture receives 90 rings, 7 random herbs, and a dose of liao.

Production Table

OptionAdventureMaterial1234567891011121314151617181920
GuardingMercenary WorkRandom resource022444668810101212141416161818
Money (rings)36367272108144144180180216216252252288288324324360360396
Kahraman Caravan GuardsRandom ingots1234567891011121314151617181920
Money (rings)1836547290108126144162180198216234252270288306324342360
Protect the Vales of VarushkaRandom materials1234567891011121314151617181920
Money (rings)4254667890108126144162180198216234252270288306324342360
RoadwardensRandom resource123344556677889910101111
Money (rings)124866102120156174210228264282318336372390426444480498534
QuestingSeek GloryRandom resource246810121416182022242628303234363840
Explore the DepthsTempest jade11233445566778899101011
Weltsilver12223445566778899101011
Mana crystals0122334455667788991010
Money (rings)0000001212242436364848606072728484
Hunt the Suaq WastesHeart's blood01111222233334444555
Golden apples00111122223333444455
Money (rings)36323264100100100128164164164192228228228256292292292320
Quest against the VallornRandom herbs244669912121515181821212424272730
Random measures023344556677889910101111
Money (rings)24243636484866668484102102120120138138156156174174
RaidingRaid the DrujRandom herbs3366991212151518182121242427273030
Random resource02246688101012121414161618182020
Raid the GrendelMoney (rings)036367272108108144144180180216216252252288288324324360
Random resource22446688101012121414161618182020
Raid the JotunRandom ingots0224466881010121214141616181820
Random resource22446688101012121414161618182020
Wagon RaidingRandom materials4681012141618202224262830323436384042
ScoutingBounty HuntingLiao03333666999121212151515181818
Random resource2224446668881010101212121414
Money (rings)003636727272108108108144144144180180180216216216252
War of WhispersMana crystals11122233445566778899
Money (rings)12487284120156168204216252264300312348360396408444456492
Explore the ruins of TerunaelRandom herbs23444666888101010121212141414
Random measures0113335557779991111111313
Money (rings)1218383838505050585858666666747474828282
Vital honey00001112223334445556
The Bone PilgrimageRandom herbs235678910111213141516171819202122
Liao00011122233344455566
Money (rings)1842546690114126150174186210234246270294306330354366390


Further Reading