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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=146312</id>
		<title>388YE Autumn Equinox winds of fortune</title>
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		<summary type="html">&lt;p&gt;Beeswax: /* Shadowed Boughs of Twilight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Lights in the Dark.jpg|align=left|caption=Change is the law of life. And those who look only to the past or present are certain to miss the future. |width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[The wolves tempt you]] || 1 || data-sort-value=&amp;quot;2026/08/15&amp;quot;| 15/08 || Imperial Address&lt;br /&gt;
|-&lt;br /&gt;
| [[Dream on]] || 2 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Seren&lt;br /&gt;
|-&lt;br /&gt;
| [[Come together]] || 3 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Apothecary college&lt;br /&gt;
|-&lt;br /&gt;
| [[Fair share of labour]] || 4 || data-sort-value=&amp;quot;2026/08/19&amp;quot;| 19/08 || Artisans Guild&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden inventory]] || 5 || data-sort-value=&amp;quot;2026/08/29&amp;quot;| 29/08 || Banner-bearers&lt;br /&gt;
|-&lt;br /&gt;
| [[A fork in the path]] || 6 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Mystics &lt;br /&gt;
|-&lt;br /&gt;
| [[Outreach across the marshes]] || 7 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Sand Fishers &amp;amp; League highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Stand proud, you&#039;re strong]] || 8 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Brass Coast highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Here you come again]] || 9 || data-sort-value=&amp;quot;2026/08/31&amp;quot;| 06/09 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
| [[Accomplices]] || 10 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Agramant is still in Therunin&lt;br /&gt;
|-&lt;br /&gt;
| [[Metamorphosis]] || 11 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Dealing with Kroll&lt;br /&gt;
|-&lt;br /&gt;
| [[Out of these convertites]] || 12 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || League visit to the Marches&lt;br /&gt;
|-&lt;br /&gt;
| [[Goodwill]] || 13 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Dawn, Navarr, Highguard, Vallornguard&lt;br /&gt;
|-&lt;br /&gt;
| [[Not from the benevolence]] || 14 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Offers from Ephisis&lt;br /&gt;
|-&lt;br /&gt;
| [[Wayfaring strangers]] || 15 || data-sort-value=&amp;quot;2026/09/10&amp;quot;| 07/09 || Visitors&lt;br /&gt;
|-&lt;br /&gt;
| [[Value beneath the mountain]] || 16 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Kespoena&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
| [[Domain expansion]] || 17 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Imperial Breadbasket&lt;br /&gt;
|-&lt;br /&gt;
| [[Islands in the dream]] || 18 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Imperial Orc Highest Calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Shadowed boughs of twilight]] || 19 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Ossium&lt;br /&gt;
|-&lt;br /&gt;
| [[When something is lost]] || 20 || data-sort-value=&amp;quot;2026/09/08&amp;quot;| 08/09 || Madruga&lt;br /&gt;
|-&lt;br /&gt;
| [[A friend like you]] || 21 || data-sort-value=&amp;quot;2026/09/10&amp;quot;| 10/09 || Eternal Winds of Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Spreading the Way]] || 22 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[This old house]] || 23 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Prosperity in Feroz&lt;br /&gt;
|-&lt;br /&gt;
| [[Rebellion&#039;s Ridge]] || 24 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Trouble in the Mournwold&lt;br /&gt;
|-&lt;br /&gt;
| [[A habit I can&#039;t break]] || 25 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Mortal Magic&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the sun]] || 26 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Meraud&lt;br /&gt;
|-&lt;br /&gt;
| [[Towers of the moon]] || 27 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from Sadogua&lt;br /&gt;
|-&lt;br /&gt;
| [[The bargain store]] || 28 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Offers from the Lictors&lt;br /&gt;
|-&lt;br /&gt;
| [[Loud and proud]] || 29 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || The Grand Inspiration&lt;br /&gt;
|-&lt;br /&gt;
| [[Roses in the snow]] || 30 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Adventures in Tsirku&lt;br /&gt;
|-&lt;br /&gt;
| [[There is hope]] || 31 || data-sort-value=&amp;quot;2026/09/09&amp;quot;| 09/09 || Astronomancy update&lt;br /&gt;
|-&lt;br /&gt;
| [[It&#039;s my time]] || 32 || data-sort-value=&amp;quot;2026/09/10&amp;quot;| 10/09 || Peerless kinship in Wintermark&lt;br /&gt;
|-&lt;br /&gt;
| [[Good as gold]] || 33 || data-sort-value=&amp;quot;2026/09/10&amp;quot;| 10/09 || Gelberg&#039;s Last Appraisal&lt;br /&gt;
|-&lt;br /&gt;
| [[In the presence of you]] || 34 || data-sort-value=&amp;quot;2026/09/10&amp;quot;| 10/09 || Paragons, Exemplars, and the Exalted&lt;br /&gt;
|-&lt;br /&gt;
| [[Twelfth of never]] || 35 || data-sort-value=&amp;quot;2026/09/10&amp;quot;| 10/09 || An unexpected message&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the winds of war that detail the Empire&#039;s military campaigns. They lay out situations and usually include things that characters can do to take advantage of [[opportunity|opportunities]] or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours, the assumption is that the reader will create their own context for that information or gossip if they want to use it in character. &lt;br /&gt;
&lt;br /&gt;
The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being &amp;quot;rumoured&amp;quot; or use a phrase like &amp;quot;some might say...&amp;quot; the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represent something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we&#039;re also being as thorough as possible. This information doesn&#039;t need further checking in-character. It&#039;s not an opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:350px; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Wind !! Briefing&lt;br /&gt;
|-&lt;br /&gt;
| General Diplomacy || [[So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Asavean Archipelago|Asavea]] || [[So_little_I_wanted,_so_little_I_got#Asavean_Archipelago|So little I wanted, so little I got]] || [[388YE Autumn Asavean ambassador briefing|Asavean Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Axos]] || [[Those_memories_of_you#Axos|Those memories of you]] || [[388YE Autumn Axos ambassador briefing|Axos Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[All I can do]] || [[388YE Autumn Beoraidh ambassador briefing|Beoraidh Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commonwealth]] || [[If_we_never_meet_again#Commonwealth|If we never meet again]] || [[388YE Autumn Commonwealth ambassador briefing|Commonwealth Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Madruga#Trajadoz|Marracossa]] || [[So_little_I_wanted,_so_little_I_got#Marracossa|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faraden]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Faraden|It&#039;s all wrong, but it&#039;s all right]] || [[388YE Autumn Faraden ambassador briefing|Faraden Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grendel]] || [[So_little_I_wanted,_so_little_I_got#Grendel|So little I wanted, so little I got]] || [[388YE Autumn Grendel ambassador briefing|Grendel Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Confederacy]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Iron Confederacy|It&#039;s all wrong, but it&#039;s all right]] || [[388YE Autumn Iron Confederacy ambassador briefing|Iron Confederacy Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Otkodov]] ||  [[The little things]] || [[388YE Autumn Thule ambassador briefing|Thule Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Principalities of Jarm|Jarm]] || [[If_we_never_meet_again#Principalities_of_Jarm|If we never meet again]] || [[388YE Autumn Jarmish ambassador briefing|Jarm Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarcophan Delves]] || [[Those_memories_of_you#Sarcophan Delves|Those memories of you]] || [[388YE Autumn Sarcophan ambassador briefing|Sarcophan Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumaah Republic]] || [[So_little_I_wanted,_so_little_I_got#Sumaah_Republic|So little I wanted, so little I got]] || [[388YE Autumn Sumaah ambassador briefing|Sumaah Ambassador briefing]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It&#039;s perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.&lt;br /&gt;
__TOC__&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations or political bodies to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place, and very little happens in isolation. We are also adding the dates that they were last updated (other than typos and correcting [[red links]]) in an attempt to make it easier to keep track of the newest releases.&lt;br /&gt;
&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===The Wolves Tempt You (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; Navarr;&#039;&#039;&#039;&lt;br /&gt;
[[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]] to present a personal reminder to all citizens that the road to salvation is hard, but everyone is walking it together.&lt;br /&gt;
&lt;br /&gt;
The message has been distributed across the Empire by the civil service, and you can read it in the &#039;&#039;&#039;[[The wolves tempt you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Navarr.png|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Dream On===&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
In [[Miaren]], [[Miaren#Seren|Seren]] is now become the &#039;&#039;City of Dreams&#039;&#039; in truth. People with hopes and aspirations, with the imagination to perceive what is needed to achieve them and the determination to try, have flocked to Miaren. With the completion of the Temple of the Waking Dream, the [[dreamspeaker]] calling has coalesced as a distinct [[archetype]] among the [[Navarr]] people, one dedicated to making dreams become reality. This has perhaps predictably amplified arguments about what exactly that means, and which dreams should be pursued, and how.&lt;br /&gt;
&lt;br /&gt;
You can learn about competing arguments, and the changes to the city of Seren, in the &#039;&#039;&#039;[[Dream on]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Come Together===&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=100}}&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Imperial Apothecaries Guild; Navarr; Benefactor of High Chalcis; Highguard, the League, Imperial Orcs, and Varushka; Senate&lt;br /&gt;
When [[Therunin]] fell to the [[Druj]] [[Thornsinger#Thornsong_House|Thornsong House]] was lost. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herb mastery could not be saved. While the house itself burned, many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
A proposal for a new college of the apothecary arts, and ways various nations may be involved, can be found in the &#039;&#039;&#039;[[Come together]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Fair Share of Labour===&lt;br /&gt;
* &#039;&#039;&#039;Artisan&#039;s Guild; Throne; Senate; Artisans of all kinds; Golden Pyramid; Pride Assembly; Navarr; Guildmaster of the Artisans, Dean of Runesmith&#039;s Caution, Keeper of the Runegrott, Seer of the Spiral Sword, and potentially several other titles associated with magic item crafting&#039;&#039;&#039;&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Imperial Guild of Artisans&#039;&#039;. The Artisans Guild has technically been in existence for some time, with the Senate [[Construct_Guildhouse_of_the_Artisans|ordering the construction of Guildhouse]] in 385YE, creating the position of [[Guildmaster of the Artisans]]. Now the Senate is in a position to consider the full implications of making the Guild into an official Imperial sodality.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the potential Imperial Sodality, as well as proposals from some people very excited by the opportunity it represents, in the &#039;&#039;&#039;[[Fair share of labour]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Hidden Inventory===&lt;br /&gt;
{{CaptionedImage|file=Cat&#039;s Graces Sodality.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBWintermark.jpg|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially banner bearers; Cat&#039;s Graces; Minister of Historical Research; Mediator of Hyljehal; Senate&lt;br /&gt;
When the tides of fate seem to turn against the Empire, to be able to look and see over the battle lines, the colours of your warband or your nation still [[Pride|Proudly]] flying can help to rally the [[Courage]] and turn the tide. In [[Wintermark]] the [[Wintermark_military_concerns#Banner-bearers|position of banner-bearer]] is seen as vital to the success of any battle. [[Empress Britta]] was a banner-bearer, and bore [[Three Tears|Foe-Slayer]], the legendary war-banner of [[Emperor Guntherm]] onto the field. The great flag was lost when Britta died and it has been near two decades since Wintermark could bear its equal into battle. The artisans and craftspeople of [[Hahnmark#Runegrott|Runegrott]] have a proposal to try to remedy this shortfall, involving the construction of a grand [[edifice]] to house banners and paintings of the great banners of the Empire as well as the creation of a new [[Magic_items#Artefacts|artefact]] [[:Category:Magic Standards|banner]] for Wintermark.&lt;br /&gt;
&lt;br /&gt;
You can read more about this plan, and learn a little of the mighty banner Foe-Slayer, in the &#039;&#039;&#039;[[Hidden inventory]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=200}}&lt;br /&gt;
===A Fork in the Path===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially the Mystics; Raven Seer of Ishal; would-be champions; Keeper of Oaths; friends of Sung&lt;br /&gt;
The [[mystic|Mystics]] of Ishal sought to work more closely with the wider nation of Wintermark. They have since decided [[Flight_of_birds#The_Witan|to approach the Witan]] directly, and do what they can to support the goals of the nation itself. The decision to help with the [[Warriors&#039; Gate|exploration of Tsirku]] has made it impossible for the Mystics of Ishal to offer their usual council and support to the [[Raven Seer]] and to that end they have made several changes to the Aviary, and to the support they offer the Raven Seer and the nation. At the same time, there has been a great deal of discussion of the [[Crown of Three Tears]] and the role of the &#039;&#039;Champion of Wintermark&#039;&#039; within the nation - the appointment of who has traditionally been the responsibility of the mystics. &lt;br /&gt;
&lt;br /&gt;
You can read about the changes at Ishal, and the situation of the Crown of Three Tears, in the &#039;&#039;&#039;[[A fork in the path]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Outreach Across the Marshes===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly League.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The League, especially the Bishops and Princes; Merchant Prince of Misericorde Market; Senate&lt;br /&gt;
[[The League]] Assembly [[388YE_Spring_Equinox_Synod_judgements#Judgement_57|has declared]] that their [[The_highest_calling#The_Highest_Calling|highest calling]] is to bring new peoples to join the Empire. A Virtuous endeavour to be sure, but even the League cannot move the whole world at once. To be effective the nation needs to [[Any_dream_will_do#Partners_within|focus their efforts]] on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the [[Holberg#Misericorde|Sand Fishers]] of [[Holberg#Misericorde|Misericorde]], the [[orc|orcs]] who once lived on the southern shores of [[Ossium]] as slaves of the [[Druj]] but who have found a new lease of life on the northern shores of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?&lt;br /&gt;
&lt;br /&gt;
You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the &#039;&#039;&#039;[[Outreach across the marshes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Stand Proud, You&#039;re Strong===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Freeborn.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially the Freeborn assembly;&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the [[the highest calling|highest calling]] of their people should be on defending their lands. The sentiment resonates with people across [[the Brass Coast]]. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?&lt;br /&gt;
&lt;br /&gt;
There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s highest calling, but that won&#039;t be enough time to pursue every possibility raised by a people as inventive as the Freeborn...&lt;br /&gt;
&lt;br /&gt;
You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the &#039;&#039;&#039;[[Stand proud, you&#039;re strong]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here You Come Again (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; &#039;&#039;Alazhar i Taziel i Erigo&#039;&#039;, &#039;&#039;Velasco i Guerra&#039;&#039;, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; &#039;&#039;Berilo i Erigo&#039;&#039;;  &#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039; and some dead generals&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 06/09/2026 to add some additional paragraphs to the end of the [[Here_you_come_again#End_of_Empire|End of Empire]] section&lt;br /&gt;
Each [[archmage]] is empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to a single [[eternal]] of their [[Realms|realm]] each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to [[archmage#Parley|parley]], but not all of them.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Here you come again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Arrows and Clay (Challenge)===&lt;br /&gt;
* &#039;&#039;&#039;Challengers of the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
Each season, the eternal &#039;&#039;[[Barien]]&#039;&#039; presents opportunities to those prepared to [[Challenge the Iron Duke]]. For the Autumn Equinox he offers two challenges: a game of speed and grace, and a game of creativity and imagination. As ever, the rules of the ritual apply. Each person who receives the ritual will be &#039;&#039;guaranteed&#039;&#039; entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
You can find details of the challenges issued by Barien this season in the &#039;&#039;&#039;[[Arrows and clay]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Accomplices===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Council; Military unit captains; &#039;&#039;Eskah Swift Hart, Vosjuli Cherenkov, Towlen Nighthaven&#039;&#039; and &#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Another season, another message from [[Agramant]], delivered by his heralds from the depths of [[Therunin]]. The eternal&#039;s efforts were roundly refuted last season, with the [[Golden Axe]] reclaiming Lower Tarn Valley. This season, Twigsnapper has a much more pointed offer to make to aid the reconquest of Therunin.&lt;br /&gt;
&lt;br /&gt;
You can find out what Agramant and his heralds are up to in the &#039;&#039;&#039;[[Accomplices]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:left; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Metamorphosis===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, particularly the captains of military units or residents of Sarangrave; Keeper of the Breadbasket and farm owners of the Marches; Imperial Consul; &#039;&#039;Frith, Ser Guy of the Twisted Rose, Fausta Ankarien,&#039;&#039; and people interested in the rebel septs; &#039;&#039;Solas of the Spire of the First Light&#039;&#039; and the Warmage&#039;&#039;&#039;&lt;br /&gt;
It has been a tumultuous time in the Sarangrave. First the Druj, then the vallorn, and now husks. All while the Empire has been endeavouring to make diplomatic inroads with the rebels of Nesustak Forest. Sadly, troubles abound; the eviction of so many from Thornfen by the Axou has raised the spectre of famine in the territory. And now the Druj scattered through the territory, alongside the rampaging husks, threaten to raise a third dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
You can find out what&#039;s happening in Sarangrave this season in the &#039;&#039;&#039;[[Metamorphosis]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Little at a Time===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Synod, especially Cardinals; Members of the Senate; Members of the Vallornguard and people interested in the fate of Pilgrim&#039;s Defiance&#039;&#039;&#039;&lt;br /&gt;
Last season, eight judgements of [[proscription]] were raised, and half of them were upheld by the General Assembly. Similar to their previous efforts, the [[Scrutiny#Constitutional_Court|Constitutional Court]] has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the three changes to religious law enacted by the Senate.&lt;br /&gt;
&lt;br /&gt;
You can find out the outcome of the Constitutional Court&#039;s meeting on the proscriptions and changes to religious law last season, in the &#039;&#039;&#039;[[A little at a time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Assembly League.png|align=right|width=150}}{{CaptionedImage|file=Assembly Marcher.png|align=right|width=150}}&lt;br /&gt;
===Out of These Convertites===&lt;br /&gt;
* &#039;&#039;&#039;The League, particularly orcs and members of the Synod; The Marches; People with an interest in foot-the-ball or duelling&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 07/09/2026 to change the time of the [[Out_of_these_convertites#And_So_Am_Come_Abroad|Am So Am Come Abroad]] encounter to 18:30 on Saturday&lt;br /&gt;
Last season, the [[The League|League]] and [[The Marches|Marcher]] Assemblies both passed statements of principle encouraging a pilgrimage of Apulian orcs and League members of the Synod to the [[Mournwold]]. Citizens from all five cities of the League have taken up the call to travel, and the orcs of the Mourn have welcomed them with open arms and farm tools. It&#039;s not just the harvest that&#039;s discussed, but ancestors and sports.&lt;br /&gt;
&lt;br /&gt;
You can find out what happened when the League visited the Marches this season in the &#039;&#039;&#039;[[Out of these convertites]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Goodwill===&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=100}}{{CaptionedImage|file=Assembly Dawn.png||align=right|width=180}}{{CaptionedImage|file=Assembly Highborn.png||align=right|width=150}}{{CaptionedImage|file=Assembly Navarr.png||align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr; Highguard; Vallornguard&#039;&#039;&#039;&lt;br /&gt;
Two nations have chosen to use their [[The highest calling|highest calling]] to focus their people on the coming final war against the [[vallorn]]. The [[Dawn|Dawnish]] are developing the skills and resources to prepare themselves, while [[Navarr]] are looking for ways to support the nascent [[Vallornguard]] by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to [[Love_and_monsters#Unicorns|throw open the doors of Greenwood Manor]] to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in [[Highguard]]. Even the denizens of the [[eternal]] [[realms]] have heard the call to war, and have been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the &#039;&#039;&#039;[[Goodwill]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ephisis.jpg|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not From the Benevolence===&lt;br /&gt;
* &#039;&#039;&#039;Entrepreneurs and traders; Members of the Senate, particularly the Senators for Reikos and Bastion; People interested in contracts available, particularly &#039;&#039;Dorys Delgorokov&#039;&#039;, &#039;&#039;Damiàn i Martàn i Erigo&#039;&#039; and &#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;; Citizens of Kallavesa, the Barrens, and Hercynia; and the &#039;&#039;Freeborn Flame Cartel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have returned with new offers for the coming summit. As always, the [[Inhabitants of the realms#Heralds|heralds]] will set up shop in the [[Hall of Worlds]] on the final day of the summit, where they will look to settle any sales offered to the City via the [[Ephisis&#039; Scale]] ritual. &lt;br /&gt;
&lt;br /&gt;
You can learn about the offer for a fortification, the contracts available from the City of Gold and Lead, and the counting houses requested by the Conclave, in the &#039;&#039;&#039;[[Not from the benevolence]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Wayfaring Strangers (Visitors)===&lt;br /&gt;
* &#039;&#039;&#039;Senators for Tassato and Holberg, and the League Assembly; Envoy to the Karass; Magpies; People that enjoy cursing others; Shadowed Torchbearer; Robert Von Holberg and whoever is appointed the Ambassador to Axos; the Magpies again&#039;&#039;&#039;&lt;br /&gt;
People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.&lt;br /&gt;
&lt;br /&gt;
You can find out more about some of the folk coming to Anvil this season in the &#039;&#039;&#039;[[Wayfaring strangers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Value Beneath the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;General of the Argent Sword; &#039;&#039;Kespoena Archsky&#039;&#039;; Members of the Senate and those able to announce commissions; people who like mithril; &#039;&#039;Herminius of the House of the Wanderer&#039;&#039;; Architect of Illumination; Gardener of Pallas; Arbiter of the Four Winds; Oblivion Sentinel; and people who like the idea of fighting in caves&#039;&#039;&#039;&lt;br /&gt;
Almost eighteen months ago, an arcane projection raised Kespoena&#039;s Reach (formerly known as Mount Polus) to be the highest mountain in the Empire. This, unexpectedly, led to a crevasse opening at the base of the mountain. Last season, the [[Argent Sword|General of the Argent Sword]], &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039;, ordered the heralds of her army to &amp;quot;&#039;&#039;sniff out the value beneath the mountain&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
You can find out what they found, and what lies beneath Kespoena&#039;s Reach, in the &#039;&#039;&#039;[[Value beneath the mountain]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Domain Expansion===&lt;br /&gt;
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;The Marches; Imperial Orcs; Senate and Military Council; Singing Caves seat; and Quartermaster of the Imperial Armies; Imperial diviners and cartographers; anyone with an interest in Liathaven/Ashvale&#039;&#039;&#039;&lt;br /&gt;
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assembly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There&#039;s no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone&#039;s feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don&#039;t own it unless you can defend it...&lt;br /&gt;
&lt;br /&gt;
You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the &#039;&#039;&#039;[[Domain expansion]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Islands in the Dream===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 150px; margin-left: 10px;&amp;quot;&amp;gt;[[File:Illarawm.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, Varushka, Highguard; Military Council&#039;&#039;&#039;&lt;br /&gt;
Bloodcrow Knott declared the [[the highest calling#Highest Calling|highest calling]] of the [[Imperial Orcs|Unshackled]] assembly to be [[Every_day_of_your_life#Spanning_the_Abyss|seeking the ancestors of other septs]], and at the Summer Solstice, Bloodcrow Meep was chosen to [[388YE_Summer_Solstice_Synod_judgements#Judgement_93|lead an approach]] to the [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Dreamers of the Dark Forest]] in eastern [[Ossium]]. This time the [[orc|orcs]] have additional support in the form of advisors from [[Varushka]] and [[Highguard]] familiar with the sept, who helped arm and train the orcs to fight the [[Druj]] a few years back. The delegation of [[shamans]] and [[Illarawm|mystagogues]] braves the haunted woods and finds a guarded welcome, some mystical beliefs about spirits, and another dilemma for the Empire...&lt;br /&gt;
&lt;br /&gt;
You can learn about the Dreamers of the Dark Forest, their spiritual beliefs, and their pressing concerns, in the &#039;&#039;&#039;[[Islands in the dream]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=300}}&lt;br /&gt;
===Shadowed Boughs of Twilight===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Ossium, Navarr and Varushkan alike; Ossium forest owners; Senate, Military Council; Varushkan and Dawnish military units; Grieftender of the Forgotten, Map to the City Below, Singer of Silence, Ceslev of the Circle of Zulgan Tash; People who like having a fortification in Ossium; Apothecary of Orieb; people angry about idolatry; Agramant watchers; Watcher of the Semmerlak; Guardian of the Maze of Zoria; Dedicates of Wisdom; Ambassador to Otkodov&#039;&#039;&#039;&lt;br /&gt;
[[Ossium]] has been part of [[Varushka]] for six years now, and what was once a wretched place clenched in the iron fist of the [[Druj]] is rapidly becoming one of the most prosperous territories in the Empire. Alongside the Varushkans live a few scattered septs of [[orc|orcs]], while the [[Thule]] control the northern forests in uneasy alliance. For the last few years it has also been home to families of Navarr drawn by Awstin&#039;s Rest. After the Summer Solstice, though, magic drawn from the [[Realms#Night|Wondrous Forest]] washes over the territory, bringing with it the unmistakable blessings of Night magic - blessings that have a regrettable tendency to be somewhat mixed. Especially given the presence of the monsters that have been here since well before the Empire drove the Druj out, who still lurk in the depths of the wild forests.&lt;br /&gt;
&lt;br /&gt;
You can learn about the effects the Night magic has had, on dreams and on the forest, as well as details about eternals and monsters, in the &#039;&#039;&#039;[[Shadowed boughs of twilight]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Drakes_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Star Forged colour.webp|align=right|width=200}}&lt;br /&gt;
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===When Something Is Lost===&lt;br /&gt;
* &#039;&#039;&#039;Inhabitants of Madruga; Generals of the Drakes and Star Forged; military units; Marcher folk; Conclave orders; Military Council; magicians interested in ill-advised experiments; Archmages of Night, Spring, and Winter; Stone Smith&#039;&#039;&#039;&lt;br /&gt;
Once [[Madruga]] was grassy plains, rich coastline, and prosperous islands. Now it is something else, thanks in part to the transfiguration of its southern coast by magically-infused river waters. This is [[the Brass Coast]] and there are plenty of Freeborn who welcome the excitement, unpredictability, and wonder each day promises. After the Summer Solstice, magic started to settle over Madruga, bringing with it vibrant dreams of vanished forests and heralds of the [[Realms#Night|Night realm]]. At first it seemed to be just a gentle piece of [[Night magic]]... but as the Autumn got closer it became clear it had done more than just evoke dreams. Two Imperial armies were also in Madruga, busy claiming the wild marshes of the Siroc Bayou and Crucible for the Empire. &#039;&#039;One&#039;&#039; of these two armies has come back out of the marshes and the other one... has not.&lt;br /&gt;
&lt;br /&gt;
You can learn about the gentle enchantment, and the disappearance of an entire Imperial army, in the &#039;&#039;&#039;[[When something is lost]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===A Friend Like You (Eternals)===&lt;br /&gt;
* &#039;&#039;&#039;Knight-protector of Summer; Captain of the Throne Guard; Dauntless Warrior; &#039;&#039;William Guildenstern&#039;&#039;; Architect of the Hammers; Arch of the Sky; Business owners in Zenith; Quartermaster of the Hanuri Garrison; General of the Burning Falcon; Maestro of the Cat&#039;s Graces; Azure Sutannir; Dawnish magicians; &#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;, &#039;&#039;Catena&#039;&#039;, and magicians who perform curses; &#039;&#039;Claudia Varkulova Remislav, Eevi of the Gadrai&#039;&#039;, and the Conclave; &#039;&#039;Artreus D&#039;Fauntine, Catrina Words The Unbelievably Magical, Leo the Rainbow Sage,&#039;&#039; the &amp;lt;s&amp;gt;Order of the&amp;lt;/s&amp;gt; Golden Chalice, the Tender of the Phoenix Flame, and the Churnspire Adjutor; those who met with Argent Preceptor; Night ritualists, and those who like the Whisper Gallery; Archmage of Day, Warcaster, Warmage, Polemarch of Highwatch, and those interested in strategy &#039;&#039;&#039;&lt;br /&gt;
Some magic comes from outside the Empire, from the creatures of the [[Realm|realms]], the [[eternal|eternals]] and their [[Inhabitants of the realms#Heralds|heralds]]. Sometimes they have boons to offer, sometimes they have demands to make. Here we learn of the doings of the realms, with something that could be relevant to any number of folk, including some meetings, some odd opportunities, and eerie happenings. &lt;br /&gt;
&lt;br /&gt;
You can learn about the doings of various eternals, and the repercussions of their former doings, in the &#039;&#039;&#039;[[A friend like you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Spreading the Way (Appraisal)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Labyrinth.jpg]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Senate; People interested in spreading the Way&#039;&#039;&#039;&lt;br /&gt;
Last season, the Senate called for an appraisal on how non-Wayist cultures and communities residing within the Empire can be brought into the [[The Way|Way of Virtue]]. Naomi of Virtue&#039;s Rest was assigned, and her [[appraisal]] of the situation has been submitted. Naomi has had to rely on a very broad-strokes approach to the question, but she is confident that it will leave the Empire as a whole better off with the understanding that it brings.&lt;br /&gt;
&lt;br /&gt;
You can learn about the results of Naomi&#039;s work in the &#039;&#039;&#039;[[Spreading the Way]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Assembly Prosperity.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===This Old House===&lt;br /&gt;
* &#039;&#039;&#039;Prosperity Assembly; Inhabitants of Feroz; General Assembly; Members of Senate; People interested in commissions&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Prosperity Assembly upheld a [[388YE_Spring_Equinox_Synod_judgements#Judgement 138|judgement]] that made clear their highest calling: to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. The first territory chosen by the assembly was [[Feroz]], still suffering from the ravages it suffered under Governor Rahab. The Prosperous have identified what they consider the best option for helping the people of Feroz, and one Freeborn architect has a pitch for how it might potentially help the rest of the Empire. &lt;br /&gt;
&lt;br /&gt;
You can learn about how the Prosperity Assembly might help the people of Feroz feel less [[Region_qualities#Abandoned|abandoned]] in the &#039;&#039;&#039;[[This old house]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Rebellion&#039;s Ridge===&lt;br /&gt;
* &#039;&#039;&#039;General Assembly; Inhabitants of the Mournwold, particularly farm and mine owners&#039;&#039;&#039;&lt;br /&gt;
During the Spring Equinox, the Pride Assembly upheld a [[388YE Spring Equinox Synod judgements#Judgement 13|writ of consecration]] to consecrate [[Mournwold#Rebellion&#039;s Ridge|Rebellion&#039;s Ridge]] as a memorial to the exemplars of Pride, the [[Known_exemplars#Leaders_of_the_Ore_Hills_Rebellion|Leaders of the Ore Hills Rebellion]]. The writ has brought things to a head in the Mourn, and now it comes down to the decision of the General Assembly.&lt;br /&gt;
&lt;br /&gt;
You can learn about the potential consecration of Rebellion&#039;s Ridge as a memorial to the Ore Hills Rebels in the &#039;&#039;&#039;[[Rebellion&#039;s Ridge]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===A Habit I Can&#039;t Break (Mortal Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Keeper of the Imperial Menagerie, Financier of Holberg&#039;s Phantasmagorical Mementoes, and Conclave; Freeborn ritualists; Navarr; Keeper of the Dour Fens, Raven Seer, and Remembrancer of Blood and Salt&#039;&#039;&#039;&lt;br /&gt;
Not all magic is performed by the denizens of the realms; mortals are just as, if not more, capable of causing all kinds of trouble when left alone with too much free time and mana crystals.&lt;br /&gt;
&lt;br /&gt;
You can read about goings-on across the Empire in the &#039;&#039;&#039;[[A habit I can&#039;t break]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;[[file:Meraud001a.png|align=right|width=200]]&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Towers of the Sun===&lt;br /&gt;
* &#039;&#039;&#039;Conclave, Senate; Imperial magicians; Churnspire Adjutor; Francisco i Alvera i Riqueza, Olivier, Ioseph of Summer&#039;s Apex, Carlos of Phoenix Reach, Mercurio Ankarien, Lord Tobias De Gauvain, Enchanter Vesper Lucentia, Kaapo Kingfishering, Lord Morgann de Vere, Beatrice Keeper, Ibiss Briarheart, Enchantress Areloe Larmallevés, Catrina Words The Unbelievably Magical&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Meraud|Summer Enchanter]]&#039;&#039; has been through some things recently, but it seems he is [[Ambassadors_of_death#Apples_and_Oranges_(Summer)|even more enthusiastic]] about helping out his friends in the Empire than usual. As Summer fades, his messengers are dispatched to various points around the Empire with boons and plans and proposals a plenty. Whether it is wizards towers, appreciation for the [[Churnspire Adjutor]], or final decisions regarding communication with the &#039;&#039;Lord of the Lake&#039;&#039;, they have been full of the fire of enthusiasm and relentlessly upbeat. Only when the &#039;&#039;[[Sadogua|Toad King]]&#039;&#039; is brought up in polite conversation does their eager demeanour slip a little and a few choice words of criticism get voiced.&lt;br /&gt;
&lt;br /&gt;
You can learn about offers from Meraud, and an opportunity to restore channels of communication, in the &#039;&#039;&#039;[[Towers of the sun]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
===Towers of the Moon===&lt;br /&gt;
* &#039;&#039;&#039;Conclave; People of Kallavesa; Brat Umbral Path; anyone who wants a stab at running the Well of Shadows; Vigilance Assembly; Arcane Architect, Dean of the Lyceum; Marcher magicians and wassailers; Varushkans who are not the Circle of Zulgan bloody Tash&#039;&#039;&#039;&lt;br /&gt;
The [[Sadogua|Brother of Wizards]] has become a little more active of late, after a period of somnolence. His heralds have enthusiastically accepted invitations to [[When something is lost|visit Madruga]] and while they deny it, they&#039;ve also been actively [[Shadowed boughs of twilight|fighting spider monsters in Ossium]]. Following an unexpected appearance in the [[Hall of Worlds]] during the Summer Solstice in which Imperial magicians apparently helped him &amp;quot;get a spider out of his ear&amp;quot; (whatever &#039;&#039;that&#039;&#039; means), he has also apparently made a concerted effort to [[Missive for Sadogua|answer all this mail]]. But it doesn&#039;t stop there! It seems someone has lit a fire under the backside of the perennially slothful &#039;&#039;Toad King&#039;&#039;, and he is busily trying to catch up on his obligations to his friends in the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about his meandering offers to assorted Imperial magicians, and what he &#039;&#039;really&#039;&#039; thinks of the Circle of Zulgan Tash, in the &#039;&#039;&#039;[[Towers of the moon]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===The Bargain Store===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Ephisis001.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Ephisis&#039; Scale practitioners&#039;&#039;&#039;&lt;br /&gt;
The [[Ephisis|City of Gold and Lead]] deals with the Empire through the use of a unique ritual - [[Ephisis&#039; Scale]] - that allows trade in all kinds of valuable items drawn from all over the world. As well as general deals for familiar goods, the [[Inhabitants of the realms#Heralds|heralds]] of the eternal market sometimes serve as go-betweens for specific offers. These often come from mortal magicians, but the &#039;&#039;Eternal Bazaar&#039;&#039; is equally happy to represent the other cities of the [[Realms#Autumn|Iron Labyrinth]]. This season there are four distinct sets of &amp;quot;bargains&amp;quot; offered to the Empire&#039;s traders - from the [[Lictors|City of Bar and Bond]]; from Prince Mila of [[Principalities of Jarm|Jarm]]; from the tailors of [[Faraden]]; and from a scholar with dangerous intersts the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
You can learn about the bargains offered, and how to claim any that interest you, in the &#039;&#039;&#039;[[The bargain store]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Loud and Proud===&lt;br /&gt;
* &#039;&#039;&#039;Highguard, particularly the National Assembly; Cat&#039;s Graces; Assembly of Ambition; Assembly of the Way; People interested in Zemress and people interested in the Sumaah&#039;s opinion on Zemress&#039;&#039;&#039;&lt;br /&gt;
The Highborn Assembly have made clear its stance on the Grand Inspiration of the Way. At the same time, the Assembly of Ambition has committed to the completion of the Grand Inspiration. The Assembly of the Way called on the Sumaash to answer their challenge on the recognised signs of [[Zemress]].  &lt;br /&gt;
&lt;br /&gt;
You can learn about the ramifications of all these things, and more, in the &#039;&#039;&#039;[[Loud and proud]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Roses in the Snow===&lt;br /&gt;
* &#039;&#039;&#039;People interested in scouting Tsirku; Wintermark; Varushkan Assembly; Dawnish military units; People interested in the fate of Wemba the Bloody; Vigilant Assembly; Friends of the Silent Bell; Enemies of the Whisper Gallery; ...people who might accept deals with Agramant&#039;&#039;&#039;&lt;br /&gt;
The heroes of Wintermark and their allies have pressed north, exploring the mysterious and uncharted wilderness of Tsirku. [[Warriors&#039; Gate|Last season]] they made several alarming discoveries, the worst of which was the presence of at least one of Agramant&#039;s followers in this frozen land. Long suspected, now confirmed, Wemba the Bloody is loose in Tsirku... but not for long. However, just as everyone is finding their feet, they discover that these lands hold more surprises than just &#039;&#039;the Howler&#039;&#039; and his followers.&lt;br /&gt;
&lt;br /&gt;
You can learn about how scouting Tsirku went last season, in the &#039;&#039;&#039;[[Roses in the snow]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===There is Hope (Astronomancy)===&lt;br /&gt;
* &#039;&#039;&#039;Magicians; Ritualists; Practicioners of Astronomancy&#039;&#039;&#039;&lt;br /&gt;
The magical chaos that began shortly before the Winter Solstice, and continued through the Spring Equinox, has finally abated. The last of its power seems to have been expended at the Summer Solstice and it is notable that while odd things have happened - the disappearance of the Drakes for example - those are explainable by perfectly normal magical strangeness that has nothing to do with the stars. There is, however, one final little inexplicable sparkle. In the days and nights following the Summer Solstice, an odd awareness ripples outward from Casinea, from Anvil. From the Imperial regio in fact. It concerns something absolutely unprecedented. There is a new star in the sky.&lt;br /&gt;
&lt;br /&gt;
You can find out about this means in the &#039;&#039;&#039;[[There is hope]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s My Time===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark; Highguard, specifically the Highborn Assembly&#039;&#039;&#039;&lt;br /&gt;
As is now their custom, the Highborn have expressed their peerless kinship, this time under the leadership of &#039;&#039;&#039;Jared of the Suns of Couros&#039;&#039;&#039; to their cousins in Wintermark. The statement responds to the judgement of the Wintermark Assembly, one submitted by &#039;&#039;&#039;Yrkja Riansson Sigeing&#039;&#039;&#039; that looks to inspire Wintermark for the future.&lt;br /&gt;
&lt;br /&gt;
You can read the results of the peerless kinship to Wintermark in the &#039;&#039;&#039;[[It&#039;s my time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Good as Gold===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;; People in Bastion, Morrow, Necropolis, or Redoubt with congregations; People interested in the fate and wellbeing of Professor Gelberg&#039;&#039;&#039;&lt;br /&gt;
The delayed appraisal of &#039;&#039;Professor Immanuel Gelberg&#039;&#039; is complete (with a tiny little asterisk). Find out what Gelberg&#039;s team were working on and managed to develop on using the River Couros to strengthen the bonds and uplift Prosperity.&lt;br /&gt;
&lt;br /&gt;
You can find the results of Professor Gelberg&#039;s work (and what that tiny little asterisk might mean) in the &#039;&#039;&#039;[[Good as gold]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===In the Presence of You===&lt;br /&gt;
* &#039;&#039;&#039;Synod; People with an interest in exemplars; &#039;&#039;Skywise Rykana&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The General Assembly of the Imperial [[Synod]] elected to uphold a [[388YE_Summer_Solstice_Synod_judgements#Judgement_27|single statement of principle]] this past season. It was submitted for judgement by &#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;&#039;, and elevated for consideration by the General Assembly by &#039;&#039;&#039;Dagon Barossa&#039;&#039;&#039;, the [[Cardinal of Loyalty]]. &lt;br /&gt;
&lt;br /&gt;
You can read the results of &#039;&#039;&#039;Nekoda of the Shattered Tower&#039;s&#039;&#039;&#039; judgement in the &#039;&#039;&#039;[[In the presence of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Twelfth of Never===&lt;br /&gt;
* &#039;&#039;&#039;The Empire&#039;&#039;&#039;&lt;br /&gt;
A last-minute message from an unexpected source is delivered just before the start of the summit. &lt;br /&gt;
&lt;br /&gt;
You can read the message, and what it might mean for the Empire, in the &#039;&#039;&#039;[[Twelfth of never]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations. This is usually based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the [[Senate]] and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===All I Can Do (Beoraidh)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Beoraidh; Cat&#039;s Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier&#039;&#039;&#039;&lt;br /&gt;
[[Mareave#Beoraidh|Beoraidh]] was once the stronghold of the [[Grendel]] &#039;&#039;Salt-Lord Ehsan&#039;&#039; and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]] are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful [[Sarcophan Delves]]. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the &#039;&#039;&#039;[[All I can do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s All Wrong, But It&#039;s All Right===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Ambassador to the Iron Confederacy; Synod, Senate; fleet captains; Alder of Meade, Mediator of Fisk, Azure Sutannir, Cat&#039;s Graces; military unit commanders, especially mercenaries&#039;&#039;&#039;&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - to the west and south of [[the Brass Coast]] more specifically. Relations with the two nations have been tumultuous in the past but in the last year or two there has been a slow sanding-off of harsh edges. A feeling that lasting détente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the &#039;&#039;&#039;[[It&#039;s all wrong, but it&#039;s all right]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===So Little I Wanted, So Little I Got===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Asavea; Ambassador to Sumaah; Ambassador to the Grendel; Marracossa Sendito; Members of the Senate; fleet captains; Ambassadors in general; Loyalty Assembly, particularly &#039;&#039;Dagon Barossa&#039;&#039;; Senator for Mareave, Imperial Consul, and Advisor on Orc Affairs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This wind of fortune was updated on 10/09 to add the [[So_little_I_wanted,_so_little_I_got#On_the_Subject_of_Turtles|On the Subject of Turtles]] and [[So_little_I_wanted,_so_little_I_got#Morajasse|Morajasse]] sections&#039;&#039;&#039;&lt;br /&gt;
The orthodox [[Sumaah Republic]] and the declining [[Asavean Archipelago]] lie far to the west of the Empire. The two great nations remain locked in war. Closer to home, the [[Grendel]] compete with the Empire for dominance of the Bay of Catazar. Even closer to home, the Marracossan exiles live in their town of [[Madruga#Trajadoz|Trajadoz]], Madruga. The [[ambassador|ambassadors]], the [[Imperial Consul]], and other individuals invested in diplomacy have their work cut out keeping abreast of what is happening, as each nation has agendas no less complex than those of the nations that make up the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about the ongoing diplomatic situation with the Asavean Archipelago, the Sumaah Republic, the Marracossans of Trajadoz, and the Grendel in &#039;&#039;&#039;[[So little I wanted, so little I got]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Those Memories of You===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sarcophan Delves; Ambassador to Axos; Senate; Wintermark farmers, herb garden owners, and apothecaries; Imperial Apothecaries Guild; collectors of vallorn relics; fleet captains trading with Issyk; Navarr traders&#039;&#039;&#039;&lt;br /&gt;
The [[Sarcophan Delves]] are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. [[Axos]] is tiny nation on the outskirts of the Empire, controlling a little over two territories. For all their differences they have similarities, though. Both are a people of cities, and both have an uneasy relationship to death. The Axou &#039;&#039;necromantia&#039;&#039; are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the &#039;&#039;ongelukkig&#039;&#039; living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.&lt;br /&gt;
&lt;br /&gt;
You can learn about Sarcophan and Axou diplomacy, and some trade opportunities, in the &#039;&#039;&#039;[[Those memories of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===If We Never Meet Again===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Jarm; Ambassador to the Commonwealth; Senate; Imperial mercenary soldiers (especially the League, Dawn, Urizen, and Highguard); Imperial fleet captains; Celestial Arch and Sevenfold Path; Rod and Shield and Golden Pyramid; Granite Pillar; friends of Professor Emmanuel Gelberg&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] had been at war, fighting for control of the borderlands between their two great nations. When the tiny country of Lantir was annihilated by [[Cold Sun]], a major incursion began that saw armies of [[Cold_Sun#Heralds|scions]] pouring through a breach in what remained of the capital city. Now they have a common enemy, but it has given them little &#039;&#039;else&#039;&#039; in common. Revelations as to the cause of the incursion have set the balance of power in the east swinging wildly - and not just between the two nations. The Empire is in the middle of a war of words and recriminations, and a long-term friendship seems to be on the verge of collapse while the attitude of bitter rivals appear to be improving.&lt;br /&gt;
&lt;br /&gt;
You can learn about the chaos in the east, and its significant to Imperial citizens, in the &#039;&#039;&#039;[[If we never meet again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Little Things===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Otkodov; Senate; Military Council; Folk of Ossium&#039;&#039;&#039;&lt;br /&gt;
The [[Thule]] of [[Otkodov]] share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|the Unshackled]], and [[Varushka]]. A magocratic nation is ruled by five allegedly immortal orc wizards called the Dragons they were at war with the Empire for much of its history. Now though, they are at peace. An uneasy peace to be sure, secured with the concedence of northern regions claimed as part of Otkodov. But peace nonetheless. For the last year or so, the Thule have been waging war on [[the Mallum]], conquering western [[Forest of Ulnak|Ulnak]] and occupying the northern Druj. They have also been engaging in active negotiations with the representatives of the Empire, arranging deals and agreements that might against all the odds so this peace last longer than perhaps it has any right to.&lt;br /&gt;
&lt;br /&gt;
You can read about recent diplomatic developments, and in particular some upcoming events in [[Ossium]], in the &#039;&#039;&#039;[[The little things]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Rumour Control===&lt;br /&gt;
* &#039;&#039;&#039;Rumours of heads on pikes in the Upwold have been investigated by the magistrates&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magistrates have found no evidence to suggest that this has happened&#039;&#039;&#039;&lt;br /&gt;
The Empire is wide and complicated. It&#039;s easy for a rumour to get out of control and become potentially damaging misinformation. If a misunderstanding spreads far and wide enough, there is a chance that it might provoke mistakes at the highest level. To avoid that, the civil service steps in to correct these misconceptions when they become aware of them.&lt;br /&gt;
&lt;br /&gt;
Since the Winter Solstice, there has been a rumour circulating that caught the eyes of officials when it passed into [[judgement]] in the Synod. A claim that an Imperial citizen had [[388YE_Summer_Solstice_Synod_judgements#Judgement_12|put heads on spikes]] is the sort of claim that warrants investigation. The magistrates duly do their duty, in part because if such a thing had happened, then it could easily be evidence of a crime.&lt;br /&gt;
&lt;br /&gt;
They are pleased to report that it has &#039;&#039;not&#039;&#039;. Whatever else &#039;&#039;&#039;Brother Orchard&#039;&#039;&#039; may or may not be guilty of, one thing he definitely has not done is put heads on spikes along the road - of a consecrated tomb or anywhere else, for that matter. There have been no public displays of such, and such an obvious display of barbarism would have been known about and discussed throughout the territory.&lt;br /&gt;
&lt;br /&gt;
The points discussed during the inquisition remain between those present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We don&#039;t feel step in to correct misconceptions or misinformation very often, and we make a concerted effort to try to do so only when it would be obvious to people in the world that something is incorrect. Here, the putting of heads on spikes is something that would be widely known about and reported across the territory and beyond. We want to correct this detail, so we can leave players free to argue about everything else that may or may not have happened in Empire.&lt;br /&gt;
&lt;br /&gt;
We want to be clear that the things discussed during the inquisition still happened, just that this particular point - that heads were left on pikes in Upwold - did not occur.&lt;br /&gt;
&lt;br /&gt;
===Strange Currencies===&lt;br /&gt;
* &#039;&#039;&#039;The Silver Flame ask for ritual texts for &#039;&#039;Strong Ox, Golden Sun&#039;&#039; and &#039;&#039;Gathering the Harvest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, they pledge their sentinels to defend Spiral as needed&#039;&#039;&#039;&lt;br /&gt;
The [[A_question_of_loyalty#Spiral|Tribunal of the Silver Flame]] controls the region of [[Spiral#Cinion|Cinion]], in [[Spiral]] - and is home to several hundred former Urizeni mages at most. Nearly a [[Mirror_and_the_flame|year ago]], they announced grand plans to make a formal alliance with the [[eternal]] [[Sinokenon]], declaring their intent to build a [[fane]] in their territory so as to allow the eternal to give them more extensive support. Aware that the risks would be shared by the Empire, they wrote to inform them of their intentions, and tried to sweeten the deal with two powerful rituals in exchange for access to Imperial Lore, assuming that the offer would land favourably.&lt;br /&gt;
&lt;br /&gt;
It did not. The [[Conclave]] rejected the offer outright, seemingly incensed at the repeated request for access to Lore and having deep misgivings about the nature of &#039;&#039;Diamondmind&#039;s&#039;&#039; offer. The Flame sent a delegation to Anvil to try and understand why their strategy had landed so badly. Eager to demonstrate their worth to their neighbours, they sent their sentinels to aid in the [[This_is_the_end#Never_follow_me|quixotic but ultimately successful effort to free Apulian]] from the [[Whisper Gallery|Whisper Gallery&#039;s]] grasp. Last season, the Conclave agreed to disseminate [[Blessing of New Spring]] to them - a sign that there is diplomatic willing there, yet.&lt;br /&gt;
&lt;br /&gt;
Now the [[civil service]] have been sent word from Alexius, who acts as the representative of the Tribunal to the Empire. His missive strikes a somewhat contrite note. The Tribunal have abandoned their plans to build a fane for Sinokenon - for now. It seems that someone made a generous donation of liao to the faction within the Tribunal who were most opposed towards any form of eternal alliance, and they have spent the last three months pressing their point. They have convinced many, but in particular they have convinced Caela, the Grand Arbiter of the Tribunal, who has asked the heralds of Sinokenon to leave.&lt;br /&gt;
&lt;br /&gt;
This has not come without cost, it seems. While they have the stocks and stores to get through winter, it will be hard without outside assistance. Their need is pressing, and so they write to ask if their friends in Anvil could see to the dissemination of the other two rituals in the cycle of farm rituals. This would aid the rebels greatly - especially if this happens in time for the rituals to be cast in the Summer and Autumn of next year. Beyond that, the Flame would benefit from any personal enchantments, especially ones like [[Gift of the Wily Broker]] which allow for careful economic stewardship. In return, the Tribunal are prepared to guarantee that their sentinels will continue to support efforts in Apulian or be sent to assist in Spiral&#039;s defence in any way they can - whether it is simply to act as swords against the darkness of the wilds or to defend some fortification. They have four groups of sentinels with a combined military strength of a little under five hundred.&lt;br /&gt;
&lt;br /&gt;
===All the Right Friends===&lt;br /&gt;
{{CaptionedImage|file=Assembly Prosperity.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;Efforts to share the virtue of Prosperity with the people of Tsark have met with some success.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to bring word of inspirational figures of Prosperity to Tsark.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eleven Imperials have been invited at 18:35 on the Saturday of the equinox to visit the Tsarkoi in Zenith.&#039;&#039;&#039;&lt;br /&gt;
The isolated nation of [[Tsark]] is famously slow to change and resistant to outside influence or visitors of any kind. In the last decade, as the Empire has become aware of Tsark&#039;s existence yet remained neutral, even friendly towards the tiny sagocracy, there has been a slow but perceptible thawing of relations on behalf of the Sage&#039;s Council. [[Seeds_of_discord#Tsark|Last season]] they sent &#039;&#039;Camilla&#039;&#039;, one of the adepts who play some kind of role in day-to-day spiritual guidance of the lives of the Tsarkoi, to visit the Empire to learn more about the virtue of [[Prosperity]]. It seems that the [[Seeker of the Perfect World]] made the case that there could be a place for Prosperity within the worldview of the sages, and they were not so horrified at the suggestion as to refuse it out of hand.&lt;br /&gt;
&lt;br /&gt;
Camilla solicited letters on the subject of Prosperity and has made herself and her fellow adepts available this last season for members of the Urizen Assembly to discuss Prosperity with her. As the equinox approaches, the Imperial diplomatic corps, through the office of the Seeker of the Perfect World, receive word that the initiative has been a success: at least from Camilla&#039;s point of view. She has learned much about Prosperity from all she has read and heard - yet she feels there is yet more to learn. In particular, she understands that the Empire set great stock by inspirational figures of the past who exemplify their virtues - a practice the people of Tsark understand well. The great sages and adepts of the past all have shrines built into the [[Mountains_of_the_Moon#Wall_of_the_Luge_and_the_East_and_West_Rising|Wall of the Luge]], the mighty fortified wall that surrounds the sacred plateau of Visoko. She would like to learn more about the inspirational prosperous figures that the Empire holds dear to its heart. If the Empire&#039;s representatives can impressively preach of an inspirational figure of Prosperity in a way that resonates with the spirituality of Tsark, then it could well lead to further such opportunities, as the Tsarkoi believe that inspirational figures are the &#039;&#039;most&#039;&#039; important way to find spiritual enlightenment.&lt;br /&gt;
&lt;br /&gt;
She has asked Sage Kristoph, the well-established representative of the Sage&#039;s Council to the &amp;quot;People of the Horse&amp;quot;, to make the trip to Zenith. She would like to host a discussion on the premises of the Garden of the Perfect World, with Sage Kristoph to attend, and an invitation is extended to each person who wrote to her or visited. These are, in no particular order: &#039;&#039;&#039;Farren Silver Streams, Abel the Rounder, Isaac of the Reaching Vine, Berilo i Erigo, Heilyn Bronwen&#039;s Rest, Catena of Tropaion, Galene Netherwatch, Able the Taller, Lord Augur Gryphontale, Eleri Bronwen&#039;s Rest&#039;&#039;&#039;, and &#039;&#039;&#039;Solas of the First Light&#039;&#039;&#039;. They are invited to speak about three inspirational figures of Prosperity, with ten minutes (allowing time for questions) allocated for each figure. Who actually presents and on which figures Camilla defers to the visitors - she trusts them to collectively come to an understanding in an efficient manner that respects the time of others, as - she has learnt - the Prosperous are wont to do.&lt;br /&gt;
&lt;br /&gt;
This is clearly a fateful occasion, and on such occasions the Sentinel Gate obliges. There is a conjunction for eleven people at 18:35 on the Saturday of the Equinox, to attend the Gardens of the Perfect World, Occursion, Zenith. The civil service has asked the [[Seeker of the Perfect World]], &#039;&#039;&#039;Abel the Rounder of Sarangrave Reforged&#039;&#039;&#039;, to be responsible for the conjunction and for the other arrangements Camilla has mentioned.&lt;br /&gt;
&lt;br /&gt;
===Blades of the Semmerlak (reprise)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades of the Semmerlak&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
*Sandling in Weirwater &#039;&#039;or&#039;&#039; Lacuve in Semmerholm&lt;br /&gt;
&#039;&#039;&#039;and&#039;&#039;&#039;&lt;br /&gt;
*Malimorzi in Karov &#039;&#039;or&#039;&#039; Bittershore in Ossium&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 weirwood and 72 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Autumn Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates title of &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039; venture for questing knights, knights-errant, and wardens &lt;br /&gt;
* Removes the threat to ships on the Semmerlak and establishes a sodality to deal with threats from Dho&#039;uala&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Counts as a single commission&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Dawnish and Varushkan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Test of Arms &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; This is a [[martial title]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Receives 10 crowns a season&lt;br /&gt;
* Receives a [[Duelist&#039;s Scales]], a [[Troubadour&#039;s Ring]], and a set of [[Goldentide Mail]] once a year&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To counter the influence of Dho&#039;uala and deal with threats coming from the Semmerlak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: HotPink;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Venture Type:&#039;&#039;&#039; Guarding&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Territories bordering the Semmerlak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Questing knights, knights-errant, and wardens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Duration:&#039;&#039;&#039; Open-ended&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Rewards:&#039;&#039;&#039; Six crowns and four [[Military_unit#Production|random resources]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;, the Master of the Mint, announced the reappraisal of the Blades of the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Master of the Mint]], &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039;, announced the [[388YE_Summer_Solstice_Senate_sessions#Reappraise_Blades_of_the_Semmerlak|reappraisal]] of the Blades of the Semmerlak in Dawnish and Varushkan territories surrounding the [[the Semmerlak|Semmerlak]]. Originally [[Less_welcome_tenants#Blades_of_the_Semmerlak|suggested]] shortly before the Summer Solstice 386YE, the wardenhouse and knightly estate were part of a larger appraisal into the problem of [[Dho&#039;uala]] killing Imperial citizens and interfering with matters on and around the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
A motion to construct the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] was [[386YE_Summer_Solstice_Senate_sessions#Construct_Journeymage_Towers|proposed]] by &#039;&#039;&#039;Amicia of the Semmerlak&#039;&#039;&#039;, as Senator for Semmerholm, and the [[Watcher of the Semmerlak]] has been active, appointed by the Assembly of Vigilance, and tasked with ensuring the nations surrounding the Semmerlak act with Vigilance and countering threats from the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
Lutomysla&#039;s suggestion that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak still holds true, and has the same enthusiastic support from the merchant-boyars, earls, and merchant-princes keen to see people protected from the depredations of the sovereign. A knightly order focused on protecting the communities along the lake, and a warden fellowship to travel on ships crossing the Semmerlak to protect the crew; both would actively seek out the creatures of Dho&#039;uala and fight them. Supported by Imperial heroes, the sodality would remove the threat to the people living along the edge of the lake. Instead, it would fall to questing knights, knights-errant, and wardens to serve as the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;, &lt;br /&gt;
&lt;br /&gt;
They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identified that the best locations would be either [[Weirwater#Sandling|Sandling]], in the vicinity of [[Weirwater#Culwich|Culwich]], or [[Semmerholm#Lacuve|Lacuve]] in [[Semmerholm]] near the bustling port of [[Semmerholm#Lacre|Lacre]] for the knights, and the port of Korotny in [[Karov#Malimorzi|Malimorzi]] in [[Karov]] and the [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]] in [[Ossium]] and those still hold true. Although they involve work in two regions, the actual project itself requires only a single commission, and the building of the wardenhouse and the estates will take place in parallel. Once construction is complete, any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new guarding [[venture]] available to questing knights, knights-errant, and wardens - &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;. This will allow a [[military unit]] to spend their time actively defending the Semmerlak and the ships that traverse it. A starting military unit undertaking the venture would receive 120 rings and four [[Military_unit#Production|random resources]]. &lt;br /&gt;
&lt;br /&gt;
There would need to be a title to oversee the efforts and support the sodality; the &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039; would be a [[martial title]] of Dawn and Varushka who was appointed by either unanimous agreement of the senators of those two nations, or a [[Martial_title#Creating_Martial_Titles|test of arms]] between members of those two nations.  The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho&#039;uala whenever they raise their head. In return, they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.&lt;br /&gt;
&lt;br /&gt;
They would also be the beneficiaries of several magic items provided by Dawnish, Varushkan, and League donors. A [[Duelist&#039;s Scales|Duelist&#039;s Scales]] weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of [[Goldentide Mail]] from League merchant-princes to protect them from venom; and a [[Troubadour&#039;s Ring]] from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves, there is no reason they could not pass them to other warriors fighting against Dho&#039;uala or similar monstrous threats.&lt;br /&gt;
&lt;br /&gt;
===Dusk===&lt;br /&gt;
{{:Autumn Equinox 2026}}&lt;br /&gt;
&lt;br /&gt;
===Husky Business (Volunteers)===&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eligible characters must have died during the battle, but not have been killed as a husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to have their own costume and appropriate weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will last around twenty minutes, starting at 18:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will involve fighting alongside the skirmish team in an encounter against player characters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the [[Thorn_and_bone#Battle:_Harvester_of_Graves|Fens of Varreth]], raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat [[Accessibility#Combat_Highly_Likely|highly likely]] encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our [[Plot_crew#Skirmish|skirmish team]].&lt;br /&gt;
&lt;br /&gt;
If you are interested and would like more information, please email {{plot}} with your PID and the subject line &amp;quot;Husk Volunteer E4&amp;quot;, and you will be given more details.&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave|Sarangrave, Turan Flats, &#039;&#039;Fens of Varreth&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contain the dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thorn_and_bone#Battle:_Harvester_of_Graves|Harvester of Graves]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Sigismund Vladislav Kestovia&#039;&#039;&#039; of [[Varushka]]; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave|Mareave, Clisearn, &#039;&#039;Ruins of Sinat&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open the Vaults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mithril_and_rope#Battle:_Salt_and_Stone|Salt and Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039; of [[the Brass Coast]]; Saltbound Stone recovered and claimed by &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;; Ilium Jackals negotiated with and readying support of [[Boyar&#039;s Hasta]]; Iontach Leagsaidh remains in possession of their [[Grimnir&#039;s Hearthfire]]; Maistir Guaidre remains in possession of the Spiteri necklace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forest of Ulnak|Forest of Ulnak, Ghul&#039;thak Forest, &#039;&#039;Fetid Heart&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Raid the Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Who_can_you_trust%3F#Battle:_Claim_the_Prize|Claim the Prize]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Status of the black lotus unclear; Status of the treasures of Taramid Skinwreath unclear&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minor Conjunctions===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Location !! Responsibility !! Overview !! Result&lt;br /&gt;
|-&lt;br /&gt;
|	1	||	Sarangrave, Whisperwood, Halfweir Grove	||	[[Fingers of the Devourer|Custodian of the Fingers of the Devourer]]	||	[[Thorn_and_bone#A_Testing_(Conjunction)|Destroy the heralds of Surut]]	|| Heralds of Surut killed; production of Fingers of Devourer has increased by two wains per season for as long as the Great Forest Orcs remain foreigners&lt;br /&gt;
|-		&lt;br /&gt;
|	2	||	Astolat, Withy, Igraine&#039;s Regio	||	[[Astolat|Senator for Astolat]]	||	[[A_wizard_did_it#Rants_and_Roses|Find out why the regio keeps shifting back to Spring, and resolve it]]	|| Unclear, but &#039;&#039;&#039;Éamon Ashenmourn de Cordraco&#039;&#039;&#039; might know more&lt;br /&gt;
|-		&lt;br /&gt;
|	3	||	Mitwold, Maiden Downs, Maiden Stone	||	[[Champion of Prosperity]]	||	[[Pride_in_the_Marches#Apples_First_(Mitwold)|Stop Jyll Longleys from cursing the Maiden Stone]]	|| &#039;&#039;Jyll Longleys&#039;&#039; and allies killed&lt;br /&gt;
|-		&lt;br /&gt;
|	4	||	The Barrens, Dawnguard, Troubadour&#039;s Glade	||	[[Knight of Dawnguard]]	||	[[388YE Summer Solstice winds of war#A Vow (The Barrens)|Kill &#039;&#039;Prilak Gutdredger&#039;&#039;]]	|| &#039;&#039;Prilak Gutdredger&#039;&#039; and almost all allies were killed&lt;br /&gt;
|-		&lt;br /&gt;
|	5	||	Mitwold, Maiden Downs, Golden Fields	||	[[Keeper of the Golden Fields]]	||	[[Pride_in_the_Marches#The_Right_Thing_(Mitwold)|Stop Dusty Cobb setting Golden Fields alight]]	|| &#039;&#039;Dusty Cobb&#039;&#039; and rebels killed&lt;br /&gt;
|-		&lt;br /&gt;
|	6	||	The Barrens, Saltmarsh, The Dredging Flats	||	[[Knight-protector|Knight-protector of Winter]]	||	[[388YE Summer Solstice winds of war#A Call to Stand (The Barrens)|Kill the Servants of the Burnt]]	|| All but one &#039;&#039;Servants of the Burnt&#039;&#039; survived&lt;br /&gt;
|-		&lt;br /&gt;
|	7	||	Ossium, Echofell, Burned Glade	||	[[Shadowed Torchbearer]]	||	[[The_keys_of_blood#Fire_The_Forests_(Ossium)|Prevent the cursing of Ossium]]	|| Heralds killed and Ossium was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	8	||	Therunin, Lower Tarn Valley, Rotwood Croft	||	&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[388YE Summer Solstice winds of war#After the Taint (Therunin)|Destroy the miasma pillar]]	|| Miasma pillar successfully consecrated&lt;br /&gt;
|-		&lt;br /&gt;
|	9	||	Madruga, Free Landing, Hart&#039;s Cove	||	[[Hand of Guerra]]	||	[[Keys_of_Enlightenment#Barren_Waters_(Conjunction)|Aid the stranded ship from Sumaah]]	|| Unclear, but Hand of Guerra should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	10	||	Sarangrave, Kroll, Slow Worm&#039;s Hill	||	[[Sevenfold Path|Grandmaster of the Sevenfold Path]]	||	[[The_keys_of_blood#Boil The Swamps (Sarangrave)|Prevent the cursing of Sarangrave]]	||  Heralds killed and Sarangrave was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	11	||	Sarangrave, Turan Flats, The Breakteeth dais	||	[[Eastern Sky|General of the Eastern Sky]]	||	[[The_keys_of_blood#The_Greatest_Prize_(Rhianos)|Recover the treasure]]	|| Treasure successfully recovered&lt;br /&gt;
|-		&lt;br /&gt;
|	12	||	The Barrens, Bitter Strand, Saltshore	||	[[Merchant of the Fangs]]	||	[[A_horn_blast_of_victory#Fangs_for_the_Memories_(Conjunction)|Answer General Utmar&#039;s call for aid]]	|| Vassals of the manticore killed&lt;br /&gt;
|-		&lt;br /&gt;
|	13	||	Madruga, The Crucible, Talpses Plat	||	[[Champion of Vigilance]]	||	[[Phantasms_and_foam#A_Terrible_Feeling_(Madruga)|Claim the &#039;&#039;Snapping Face&#039;&#039;]]	|| Snapping Face retrieved and heralds killed&lt;br /&gt;
|-		&lt;br /&gt;
|	14	||	The Barrens, Carmine Fields, Trading Way	||	&#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;	||	[[A_horn_blast_of_victory#Taste_of_Mettle_(Conjunction)|Remove the failed knights-errant of House Courcillion as a threat]]	|| Named knights have accepted justice from local magistrates&lt;br /&gt;
|-		&lt;br /&gt;
|	15	||	Necropolis, Coursmouth, The Veiled Garden	||	[[Guardian of Britta&#039;s Memorial]]	||	[[Phantasms_and_foam#The_Strength_of_This_Place_(Necropolis)|Spill the waters of Siakha]]	|| Bucket recovered and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	16	||	The Barrens, The Untrod Groves, Glade of the Good Knight	||	[[Knight-protector|Knight-protector of Winter]]	||	[[A_horn_blast_of_victory#A_Hearty_Meal_(Conjunction)|Thwart the schemes of Ser Gawain Amboise]]	|| Schemes of &#039;&#039;Ser Gawain Amboise&#039;&#039; thwarted&lt;br /&gt;
|-		&lt;br /&gt;
|	17	||	Mareave, Fleisardh, Spring Regio near Golden Wind&#039;s Encampment	||	[[Silver Chalice|Grandmaster of the Silver Chalice]]	||	[[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|Poison the Grendel]]	|| Grendel poisoned, Grandmaster of the Silver Chalice should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	18	||	Tassato, Cascatas, Campo Verdenta	||	[[Keeper of the Sapphire Stair]]	||	[[Phantasms_and_foam#For_What_Has_Been_Wrought_(Tassato)|Kill the heralds of Siakha]]	|| Heralds of Siakha and wreckers killed&lt;br /&gt;
|-		&lt;br /&gt;
|	19	||	Spiral, Apstrus, Alba&#039;s Lea	||	[[Legacy|Custodian of the Legacy]]	||[[Mithril_and_rope#A_Backhanded_Request_(Spiral)|Intercept the mercenaries pay]]	|| Raid launched on the Legacy and ten wains of mithril claimed by the Haurlatch Iron Consortium&lt;br /&gt;
|-		&lt;br /&gt;
|	20	||	Reikos, Haros Water, Couros Field	||	&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;&#039;	||	[[388YE_Summer_Solstice_winds_of_fortune#A_Sudden_Threat_(Reikos)|Save Professor Gelberg from Grendel assassins]]	|| Imperials pushed out by Grendel; Professor Gelberg has been kidnapped&lt;br /&gt;
|-		&lt;br /&gt;
|	21	||	Redoubt, Naris, Isaac&#039;s End	||	&#039;&#039;&#039;Telemachus of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[Seeds_of_discord#An_Empty_Bottle_(Conjunction)|Leave no more than a dozen Grendel alive]]	|| All Grendel killed&lt;br /&gt;
|-		&lt;br /&gt;
|	22	||	Kallavesa, West Marsh, The Meeting Place	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_32|Erlend]]&#039;&#039;&#039; || [[Myth_makers#The_Unity_Of_Deed_And_Word|Consecrate the Meeting Place]] || The Meeting Place successfully consecrated with true liao&lt;br /&gt;
|-		&lt;br /&gt;
|	23	||	Kallavesa, Wittal Grove, Frithstan&#039;s Fen	||	[[Grimnir of Wittal Grove]]	||	[[The_keys_of_blood#An_Unexpected_Ally_(Basileia)|Defeat the Grendel (and potentially rescue the Iontach)]]	|| Ionatch Meddool Miniog successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	24	||	Forest of Ulnak, Grimfen Mire, Moss End	||	[[Warmage]]	||	[[All_I_ask_of_you#Wild_Things_Run_Fast|Take advantage of a recent scouting discovery]]	|| [[Forge the Wooden Fastness]] successfully cast with eight rings of [[ilium]]&lt;br /&gt;
|-		&lt;br /&gt;
|	25	||	Sarangrave, Bloodwater Marsh, Eastern Ward	||	&#039;&#039;&#039;Theodora&#039;&#039;&#039;	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	26	||	The Barrens, Saltmarsh, Gardenway	||	[[Envoy to the Karass]]	||	[[Who_can_you_trust%3F#Protect_Lenna_Karass_%28The_Barrens%29|Prevent Druj raiders from kidnapping Lenna Karass]]	|| Lenna Karass was successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	27	||	Sarangrave, Bloodwater Marsh, Western Ward	||	[[Spear of the Seven]]	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	28 &amp;amp; 29	||	Forest of Ulnak, Gloomsea, Islet of Calm	||	[[Archmage of Day]]	||	[[Who_can_you_trust%3F#Who&#039;s_the_Thief?_(Forest_of_Ulnak)|Prevent the Eyes of the Dragon from using a boon of Kimus]]	|| [[Wind of Mundane Silence]] performed on regio and bodies successfully destroyed&lt;br /&gt;
|-		&lt;br /&gt;
|	30	||	Sarangrave, Bendol, Spring Regio	||	[[Warmage]]	||	[[Urizeni_Experiment#An_Open_Gate|Drive the vallorn from the regio]]	|| Imperial casualties suffered, vallornspawn remain around the regio&lt;br /&gt;
|-		&lt;br /&gt;
|	31	||	Sarangrave, Bendol, Spring Regio	||	[[Archmage of Spring]]	||	[[Urizeni_Experiment#An_Open_Gate|Cast Dance of Navarr and Thorn]]	|| [[Dance of Navarr and Thorn]] was not performed &lt;br /&gt;
|-		&lt;br /&gt;
|	32	||	Sarangrave, the Whisperwood, Depths of the Hungry Earth	||	[[Counsel of the Sun Chamber]]	||	[[Urizeni_Experiment#The_Caves_of_the_Hungry_Earth|Investigate the Hungry Earth]]	|| Depths investigated, Counsel of the Sun Chamber should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	33	||	Volodmartz, Livardz, Sumisev Peegel	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_167|Auntie Armand Mariyavich Remislav]]&#039;&#039;&#039;	||	[[Sunrise_over_Livardz#Blow_It_Up|Destroy the Sumisev Peegel]]	|| Sumisev Peegel was successfully destroyed by [[Wind of Mundane Silence]]&lt;br /&gt;
|-		&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave_session&amp;diff=146075</id>
		<title>Conclave session</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conclave_session&amp;diff=146075"/>
		<updated>2026-10-06T09:50:17Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Debating a Declaration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Conclave]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iñes i Guerra&amp;quot;&amp;gt;We do not need to like each other to meet as a Conclave, but we must respect each other if we hope to be effective. My Principle of Proportions ensures respect for other magicians is accorded in the most sublime way. Each of us will weigh the balance of our business against the Conclave&#039;s precious time using the scales of magic itself. If the price seems too high, then perhaps what you have to say is not as important to us as it is to you... &amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Like the [[Senate]] and the [[Military Council]], the Conclave conducts its official business at formal sessions, where declarations are debated and then voted on. The rules of the Conclave positively encourage magicians to pursue their goals outside the sessions so Conclave members often meet to discuss business throughout the day, but a Conclave session is the only time that [[declaration|declarations]] can be passed.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the Civil Service arrange one formal session of Conclave each evening during the Imperial summit. Each session follows an [[#Setting the Agenda|agenda]] composed of a small number of [[declaration|declarations]]. In each case, the declaration is &#039;&#039;presented&#039;&#039;, the orders &#039;&#039;debate&#039;&#039; it, and then every attending magician is invited to &#039;&#039;vote&#039;&#039; on the proposal.&lt;br /&gt;
&lt;br /&gt;
Although the [[Prefect of the Conclave]] has a number of legal powers to ensure they can control the proceedings in Conclave, they don&#039;t preside over the session in the way the [[Speaker for the Senate|Speaker]] does in the [[Senate]]. Rather than have a chair, who can speak, the Conclave uses [[Conclave#Conclave_Principles|three principles]] to determine who can speak, for how long and when. These principles allow meetings to proceed in an orderly fashion according to strict rules.&lt;br /&gt;
&lt;br /&gt;
==Setting the Agenda==&lt;br /&gt;
* &#039;&#039;&#039;The Conclave agenda consists of a number of declarations - submitted up to one hour before Conclave begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each order has the power to raise a single declaration of any type to the agenda of every Conclave session&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some Imperial titles have the power to raise a single declaration of a specific type each summit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The agenda for each session consists of a number of [[declaration|declarations]] submitted to the office of the Prefect of the Conclave up to one hour before each session begins. Each [[Conclave order]] has the right to submit two declarations of any kind, one at each of the two sessions that take place. Each order&#039;s declaration may only be presented by a single member of that order, chosen by the [[grandmaster]]. The grandmaster may present the declaration themselves, or give the declaration to another member of their order to submit and deliver it.&lt;br /&gt;
&lt;br /&gt;
A small number of Imperial titles have the power to raise a single declaration once each summit. This declaration must be of a specific type; for example the [[Bursar of the Conclave]] can raise one Declaration of Endowment each summit, the [[Imperial Magus]] can raise one Declaration of Concord each summit. The declarations must be raised and presented by the title-holder or their proxy.&lt;br /&gt;
&lt;br /&gt;
Finally, there is a single declaration each summit auctioned via the [[Bourse]] for [[Game_items#Mana_Crystals|mana crystals]]. The citizen who wins the title [[Arbiter of the Rogue Declaration]] is empowered to raise any one declaration to the Conclave agenda for the Saturday evening session. As an Imperial title, they must present the declaration themselves, or send a proxy. The mana raised from the auction is added to the font at the next summit.&lt;br /&gt;
&lt;br /&gt;
===Order of Business===&lt;br /&gt;
* &#039;&#039;&#039;Each Conclave session follows a strict order of business&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The order of business for each Conclave session proceeds in the following order:&lt;br /&gt;
&lt;br /&gt;
* [[Grandmaster#Appointment|Grandmaster elections]]&lt;br /&gt;
* Civil service announcements&lt;br /&gt;
* [[Candidacy|Declarations of Candidacy]]&lt;br /&gt;
* Address by the Throne&lt;br /&gt;
* If the Throne has nominated a prime declaration, then this is debated first&lt;br /&gt;
* If the [[Imperial Magus]] is raising a Declaration of [[Concord]], using [[Imperial Magus#The Magus&#039; Precedence|Magus&#039; Precedence]] then this is next&lt;br /&gt;
* All other [[declaration|declarations]] in the order they were first submitted&lt;br /&gt;
* If the Throne has nominated a final declaration, then this is debated last&lt;br /&gt;
* The session ends&lt;br /&gt;
&lt;br /&gt;
The Prefect will declare the official start of the Conclave Session and start with elections for any [[grandmaster|grandmasters]] before make any necessary announcements that are relevant to the Conclave, such as titles that have become unexpectedly vacant, and so on. Once the announcements are out of the way, the Prefect will move on to any declarations of [[Candidacy]]. Once those have been completed, the Prefect will invite the Throne to address the Conclave if they have requested to do so and are physically present.&lt;br /&gt;
&lt;br /&gt;
Following any address by the Throne, the rest of the declarations are raised and resolved. The default sequence is the order in which they were submitted to the Prefect, but this can be changed. The Throne can choose to nominate one declaration as the prime declaration and one declaration as the final declaration. The prime declaration is moved to the top of the agenda and debated first; the final declaration is moved to the end of the agenda and debated last. In addition, the Imperial Magus may opt to take precedence over the normal running order and have their Declaration of Concord debated after the prime declaration or first, if there is no prime declaration. In both cases, the Throne and the Magus must inform the Prefect of their wishes before the agenda closes (one hour before the session begins).&lt;br /&gt;
&lt;br /&gt;
Finally, in the event that two identical declarations are raised - for example, if two [[Alignment|Declarations of Alignment]] are raised to declare enmity against the same eternal - the civil service will combine them. In this case, the declarations are discussed and voted on once, but all members of the Conclave presenting the declaration have a chance to put their case and lead the debate. Their combined declarations are resolved at the point that the first declaration submitted would have been dealt with.&lt;br /&gt;
&lt;br /&gt;
In each case, the Civil Service announce the wording of the declaration and then invites the speaker to give a formal presentation of their case if they wish to do so. It costs to speak on a declaration in Conclave, so the person must pay for their time according to the [[Conclave#Principle of Proportions|Principle of Proportions]] (one mana for the first minute, two for the second and so on).&lt;br /&gt;
&lt;br /&gt;
Once the final declaration has been resolved, the session ends and any declarations that have passed come into force. If a session ends prematurely for any reason, remaining declarations are abandoned.&lt;br /&gt;
&lt;br /&gt;
==Debating a Declaration==&lt;br /&gt;
* &#039;&#039;&#039;After the presentation is complete, the Civil Service will allow one minute for members of the Conclave to talk among themselves before the formal debate begins&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The debate takes place over a series of rounds; each order has one opportunity to participate in each round in strict order of Precedence, from smallest to largest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At their order&#039;s appointed turn each grandmaster may choose to nominate a single speaker, to pass, or to move to vote&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The debate ends immediately if all seven grandmasters declined to nominate or at the end of a round in which or half or more of the grandmasters moved to vote&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the presentation is complete, the Civil Service allow one minute for members of the Conclave to discuss the declaration with each other before the formal debate begins. The debate takes place in rounds; each order has one chance to speak in each round, proceeding according to the [[Conclave##Principle of Precedence|Principle of Precedence]], from the smallest to the largest.&lt;br /&gt;
&lt;br /&gt;
On their order&#039;s turn, a grandmaster may either choose to nominate a speaker; to pass; or to move to vote. The debate is over at the end of any round during which the Throne moved to vote, or half or more of the grandmasters moved to vote. The debate ends immediately if all seven grandmasters declined to nominate a speaker at the last point they were asked, either by passing or moving to vote.&lt;br /&gt;
&lt;br /&gt;
===Nominating a Speaker===&lt;br /&gt;
* &#039;&#039;&#039;A nominated speaker must either be an Imperial citizen; an eternal with amity; or a herald of such an eternal, they do not need to be a member of the grandmaster&#039;s order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The speaker can speak as long as they please, but must pay for each minute they speak, following the Principle of Proportions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The speaker may not pass their time to a third party, but may use their time to grant the individual presenting the declaration a chance to respond&#039;&#039;&#039;&lt;br /&gt;
A grandmaster can nominate any Imperial citizen who is present to speak, they do not have to be a member of their order or even a magician. They may also nominate an eternal with amity or the herald of such an eternal. Inhabitants of the realms who do not have amity and foreigners or barbarians are not permitted to speak in Conclave during the debate and cannot be nominated.&lt;br /&gt;
&amp;lt;table style=&amp;quot;max-width: 200px; float: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Total Time&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Total Cost&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1 minute&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2 minutes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3 minutes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4 minutes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 mana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Every nominated speaker must provide mana to the Conclave in exchange for the right to speak. Under the [[Conclave##Principle of Proportions|Principle of Proportions]], the first minute costs one mana, the second minute two mana, and so on. Once nominated, a speaker may continue for as long as they can pay mana; when someone plans to talk for more than a minute it is common to provide the civil service with a pile of mana to use as they speak. Since the speaker has paid for their time, those assembled are required to let the speaker use their minute freely.&lt;br /&gt;
&lt;br /&gt;
Minutes are timed using a set of minute glasses provided by the Civil Service, who are also responsible for ensuring that individuals obey the time limits. The civil servants have the legal power to remove a magician once their allotted time has expired, but this is rarely needed, Conclave magicians are positively encouraged to police themselves - by barracking any magician who attempts to carry on speaking until they pay the mana or relinquish the floor.&lt;br /&gt;
&lt;br /&gt;
The speaker may &#039;&#039;not&#039;&#039; invite others to speak on their behalf, but they may use any part of their time to grant the individual presenting the declaration a chance to respond.&lt;br /&gt;
&lt;br /&gt;
===Passing===&lt;br /&gt;
* &#039;&#039;&#039;A grandmaster may pass when asked to nominate, to indicate their order is forgoing the chance to speak at that point in the debate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will be offered another chance to nominate in subsequent rounds of the debate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The debate ends immediately if none of the seven grandmasters have nominated a speaker at the last time they were asked&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The grandmaster may choose to &#039;&#039;pass&#039;&#039; when asked to nominate a speaker. If this happens, the Civil Service will move to the next grandmaster. The order will not have a chance to speak in that round of the debate, but they can participate normally in any future rounds if the debate continues. The grandmaster will be asked to nominate a speaker when it is their turn again in the following round.&lt;br /&gt;
&lt;br /&gt;
If all the grandmasters declined the opportunity to nominate a speaker the last time they were asked, either because they passed or moved to vote, then the debate ends immediately and the vote begins.&lt;br /&gt;
&lt;br /&gt;
===Move to Vote===&lt;br /&gt;
* &#039;&#039;&#039;A grandmaster may move to vote when asked to nominate, to indicate their order has no further interest in debating the declaration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will not be offered another chance to nominate a speaker in any subsequent rounds of the debate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The debate ends at the end of the current round if four or more of the grandmasters have moved to vote&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the grandmaster chooses to &#039;&#039;move to vote&#039;&#039; they indicate that their order is finished with the debate and wishes the vote to begin. Once this happens, the grandmaster cannot change their mind. Their order forfeits the right to nominate a speaker in any future round of the debate.&lt;br /&gt;
&lt;br /&gt;
If the Throne has moved to vote or at least half of the grandmasters present have moved to vote, then the debate finishes &#039;&#039;at the end of the current round&#039;&#039; and the vote begins.&lt;br /&gt;
&lt;br /&gt;
==Voting==&lt;br /&gt;
* &#039;&#039;&#039;Voting takes place immediately after the debate ends&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Every Imperial magician present is eligible to vote on a declaration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once the debate has finished, the vote takes place. The civil service reads out the wording of the declaration again, to remind everyone what they are voting for. Every magician of the Conclave who is present has a single vote they can cast as they wish. Citizens may not act as proxies to cast the vote of other magicians in Conclave. Once the vote is complete the results are recorded and announced. The result of the vote comes into effect at the &#039;&#039;end&#039;&#039; of the session.&lt;br /&gt;
&lt;br /&gt;
The exact procedure for the vote depends on the Prefect but is usually conducted by show of hands. If the vote is close, the Prefect may instruct the civil servants present to count each hand. In most cases magicians are voting either in favour of, or against the declaration. In cases where a declaration may involve multiple outcomes (especially a Declaration of [[Candidacy]]) the Civil Service may ask magicians to move to stand with their preferred candidate, with a civil servant representing the &amp;quot;none of the above&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
It is rare for citizens who are not magicians to attend a Conclave session, and being a magician &#039;&#039;&#039;is&#039;&#039;&#039; a legal requirement to vote in declarations. It is common practice to assume every citizen present is a magician but magistrates will prosecute any impostors who are uncovered. &lt;br /&gt;
&lt;br /&gt;
{{Conclave further reading}}&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_Jarm&amp;diff=145998</id>
		<title>Ambassador to Jarm</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ambassador_to_Jarm&amp;diff=145998"/>
		<updated>2026-10-05T10:42:29Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Title]][[Category:Foreign Nations]][[Category:Senate]][[Category:Ambassador]]&lt;br /&gt;
{{CaptionedImage|file=Thaumiel of Steeplechase Toll.jpg|caption=&#039;&#039;&#039;Thaumiel of Steeplechase Toll&#039;&#039;&#039;, Ambassador to Jarm|align=left|width=300}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Ambassador to Jarm is an [[Imperial title]]. It is an Imperial position appointed by the [[Senate]]. The Jarmish embassy is located in the town of [[Redoubt#Cargo|Cargo]] in [[Redoubt]], while the Imperial embassy to Jarm lies in the city of [[Principalities_of_Jarm_ports#Vezak_.28Southern_Principalities_of_Jarm.29|Vezak]] in the southern [[Principalities of Jarm|Principalities]].&lt;br /&gt;
&lt;br /&gt;
Relations between the Empire and Jarm have been rocky for at least the past decade for a number of reasons. Foremost among them is a Jarmish perception that the Empire regularly attempts to interfere in its internal politics, especially in regard to the matter of slavery. These concerns are not entirely ungrounded, of course. As recently as the Autumn Equinox 384YE, Jarm declared war on the Empire and provided considerable magical support to the [[Grendel]] in the [[Bay of Catazar]]. This support ended in Summer 385YE, apparently as the result of a [[385YE_Summer_Solstice_Conclave_sessions#Concord:_Prospero_and_the_Rod_and_Shield|significant favour]] provided to the [[eternal]] [[Prospero]] by the [[Rod and Shield]]. Relations remain tumultuous, however.&lt;br /&gt;
&lt;br /&gt;
Prior to the Winter Solstice 387YE, the Ambassador was theoretically able to purchase goods from merchants and those seeking favour, though was prevented in doing so by the embargo placed on the Principalities of Jarm by the Empire. This was changed, along with the rest of the ambassadors, when the Senate voted to [[387YE_Winter_Solstice_Senate_sessions#Amend_Imperial_Embassies|amend]] the embassies to end the practice. If the Principalities of Jarm were not currently being [[tariffs#Embargo|embargoed]] by the Empire, this would have also removed the upkeep costs for the embassy.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The [[ambassador]]  is expected to represent the Empire in relations with the [[Principalities of Jarm]]. They have all the responsibilities [[Ambassador#Responsibilities|common]] to an Imperial ambassador. The [[ambassador]]  is expected to represent the Empire in relations with the [[Principalities of Jarm]]. They have all the responsibilities [[Ambassador#Responsibilities|common]] to an Imperial ambassador. As such they are responsible for representing the Empire to the Principalities, and to a degree vice versa. They are presented as the primary contact for any official Imperial business relating to Jarm, so their letters carry much greater weight and importance than anyone bar [[the Throne]]. They are expected to conduct or oversee any [[Ambassador#Treaty|treaty negotiations]] with that nation, and receive official [[Ambassador#Delegation|delegations]]. The [[civil service]] will direct representatives and citizens of the foreign power to the ambassador wherever appropriate.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Imperial Ambassador===&lt;br /&gt;
The title has all the [[Ambassador#Powers|common powers]] of an ambassador: they can receive a formal [[Ambassador#Delegation|delegation]], and may prepare a [[Ambassador#Treaty|treaty]].&lt;br /&gt;
===Stipend===&lt;br /&gt;
The Ambassador receives a [[Imperial_treasury#Stipends|stipend]] of four thrones each season&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Ambassador to Jarm is an Imperial position [[Appointments_by_the_Senate#Imperial_Position|appointed by the Senate]]. Any Imperial citizen can hold this title, and the ambassador serves for a year. They can be [[Revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]] and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{RecentElections|Ambassador_to_Jarm}}&lt;br /&gt;
==Ambassadorial Lore==&lt;br /&gt;
===Jarmish Embassy===&lt;br /&gt;
The [[embassy]] of the Principalities of Jarm stands in the [[Urizen|Urizeni]] town of [[Redoubt#Cargo|Cargo]], in [{Redoubt]]. Cargo is home to three separate international embassies with the [[Principalities of Jarm]], the [[Axos|Citadels of Axos]], and the merchants of the [[Sarcophan Delves]]. The first of the three, work began on the Jarmish embassy in Summer 378YE. A beautiful, airy construction of white granite and weirwood with an extensive (and expensive) gardens as well as several private apartments, it is now a recognisable feature of the Cargo skyline. &lt;br /&gt;
&lt;br /&gt;
Wrangling about the Imperial embassy in the Principalities continued for several months after completion of the embassy in Jarm. The Jarmish House of Princes demanded that the Empire select one of the three primary ports - northern [[Principalities_of_Jarm_ports#Kavor_.28Northern_Principalities_of_Jarm.29|Kavor]], southern [[Principalities_of_Jarm_ports#Vezak_.28Southern_Principalities_of_Jarm.29|Vezak]], or upstart eastern [[Principalities_of_Jarm_ports#Rigia_.28Eastern_Principalities_of_Jarm.29|Rigia]] as the location for an Imperial embassy - an obvious move to entangle the Empire in the internecine internal wranglings of the Jarmish government. Then Ambassador Oswi Twice-Burned was called upon to nagivate the complex situation and the [[Define_Jarmish_embassy|decision]] was ultimately made to choose Rigia, although that would ultimately [[The_whole_world#Principalities_of_Jarm|end in tragedy]] and the [[Civil_tongue#Principalities_of_Jarm|relocation]] of the Imperial embassy to Vezak.&lt;br /&gt;
&lt;br /&gt;
In 386YE concerns were raised about the proximity of the [[Ambassador_to_the_Commonwealth#The Diplomatenschloss|diplomatenschloss]] - the [[Commonwealth]] embassy - across the river in [[Necropolis#Hedrossan|Hedra]]. Ships from the two rival nations must travel up and down the Couros river to reach their respective embassies and there were worries that it would only be a matter of time before fighting breaks out between the two. The establishment of the [[The_price_is_great#Matters_of_Diplomacy|Coursgard]], a Highborn operation dedicated to keeping the peace on the river, should mean that it does not come to open conflict any time soon. Hopefully.&lt;br /&gt;
{{WingedMessenger|address=Lord-Magister Anton Trescher of the Hidden Hook, Who attends at the House of Princes, In the City of Jarm, Principalities of Jarm}}&lt;br /&gt;
===Jarmish Ambassador===&lt;br /&gt;
The Jarmish ambassador to the Empire is &#039;&#039;Lord-Magister Anton Trescher of the Hidden Hook&#039;&#039;, who attends at the House of Princes. A canny and influential politician who has served the House of Princes for over forty years, he represents the Jarmish to the Empire and vice-versa. A potent master of Autumn magic, he is known for his sarcasm and dry wit, and for his commitment to the sovereignty of the Principalities he serves.&lt;br /&gt;
===Ambassadorial Briefings===&lt;br /&gt;
As discussed in the 388YE Autumn Equinox wind of fortune &#039;&#039;&#039;[[So_little_I_wanted,_so_little_I_got#Ambassadorial_Briefings|So little I wanted, so little I got]]&#039;&#039;&#039;, the [[civil service]] have recently reinstituted Ambassadorial briefings. At least in the short term, the civil service have resumed furnishing Imperial ambassadors &#039;&#039;who are supported by [[embassy]] staff&#039;&#039; with individual briefings where necessary and appropriate. To maintain transparency and preserve continuity, the briefings are made available to those who wish to review them &#039;&#039;after&#039;&#039; the summit where they are delivered, in a similar way to which [[historical research]] is made public. Only those elements of a briefing that are specifically personal to the ambassador may be removed, and only where they are clearly not of interest to the Empire. At the end of the year, this procedure will be reviewed again, to ensure that it is fit for purpose.&lt;br /&gt;
* [[Autumn 388YE Jarmish ambassador briefing]]&lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
{{Jarm Links}}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Archival stuff==&lt;br /&gt;
===Jarmish Merchants===&lt;br /&gt;
Following the [[384YE_Summer_Solstice_Senate_sessions#Amend_Liberty_Pact|amendment]] to the Liberty Pact and the [[Tariffs#Embargo|embargo]] placed on the Principalities of Jarm during the Summer Solstice 384YE it is no longer possible to for the Ambassador to trade with Jarmish merchants.&lt;br /&gt;
&amp;lt;!--The [[embassy]] in Cargo means that the ambassador enjoys the benefits of [[Ambassador#Mercantile_Support|mercantile support]] from traders keen to curry their favour. As a [[ministry]], this allows them to purchase quantities of special materials at a set price. The ambassador spends their money and makes their choices during downtime from their character page. Money is removed from, and resources are placed into, the character&#039;s inventory when the downtime is processed.&lt;br /&gt;
The production of the ministry is related to the location of the Jarmish embassy to the Empire, located in the port of [[Principalities_of_Jarm_ports#Rigia_.28Eastern_Principalities_of_Jarm.29|Rigia]] in eastern Jarm.&lt;br /&gt;
&lt;br /&gt;
Following the [[Ratify Liberty Pact|imposition]] of [[Tariffs#Sanctions|sanctions]] on trade with [[Principalities of Jarm]] in Winter 382YE the cost to benefit from the [[ministry]] increased by roughly a fifth.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Total Money Spent&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;Production&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;192 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 Imperial Roseweald, 3 Crystal Mana, 5 Dragonbone, 3 Green Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;720 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18 Imperial Roseweald, 9 Crystal Mana, 15 Dragonbone, 9 Green Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1440 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 Imperial Roseweald,15 Crystal Mana, 25 Dragonbone, 15 Green Iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;!--Dragonbone, Green Iron; Secondary Ambergelt; crystal mana; imperial roseweald --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Bonus level is 70 crowns for sum of ranks one and rank three --&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{{CaptionedImage|file=Oswi.jpg|caption=The first ambassador to Jarm was appointed in Autumn 378YE|title=Oswi Twice-Burned of the Saker|align=left|width=350}}&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Is_there_anybody_out_there%3F&amp;diff=145793</id>
		<title>Is there anybody out there?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Is_there_anybody_out_there%3F&amp;diff=145793"/>
		<updated>2026-09-24T19:41:55Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Beacon in Ossium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Spring]][[Category:Recent History]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Meanwhile in Redoubt.png|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Eternal Magic==&lt;br /&gt;
There are creatures beyond the mortal world, the inhabitants of the six [[Realms|realms of magic]]. These realms are closer than they seem, and further away than can be imagined. Their inhabitants are fundamentally different to humans and [[orc|orcs]], to the people of the mortal world. They are larger than life, simple and complex in equal measure. They have goals inscrutable and obvious, and they seek to change the world to match their perception of what it should be. Dabbling and dealing, bargaining and negotiating, offering boons and threatening curses, giving and taking. It can be difficult to predict exactly where their gifts will lead. &lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the [[inhabitants of the realms]] can also touch the mortal world when they wish. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. &#039;&#039;&#039;[[A box for a sword]]&#039;&#039;&#039; speaks of the [[Ephisis|City of Gold and Lead]] and its allies. &#039;&#039;&#039;[[Golden magicians fayre]]&#039;&#039;&#039; recounts a powerful [[enchantment]] that grants the heralds of the [[Realm#Summer|Summer realm]] to engage with their friends in [[Dawn]]. The [[Challenge the Iron Duke|challenges]] offered by [[Barien]] this season are detailed in the &#039;&#039;&#039;[[Doing it]]&#039;&#039;&#039; wind of fortune, while the machinations of the [[Basileia|CIty of Locks]] are discussed in &#039;&#039;&#039;[[Fair play is turnabout]]&#039;&#039;&#039;. The reaction given to the eternal in crisis, [[meraud]], is discussed in the &#039;&#039;&#039;[[Eat like kings]]&#039;&#039;&#039; wind. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages is covered in the &#039;&#039;&#039;[[Speak to me]]&#039;&#039;&#039; wind of fortune. And here, a roundup of magical matters related to the eternal realms.&lt;br /&gt;
&lt;br /&gt;
Magical events originating closer to home are detailed in the companion wind of fortune, &#039;&#039;&#039;[[Stars and sigils]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
===Enthusiastic &#039;&#039;Koboldi&#039;&#039; (Adamant)===&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;koboldi&#039;&#039; are keen to help codify the Pillars of Adamant ritual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have offered their aid to Ioseph to do this if they become the next Doyen of the Spires&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With their help the ritual could be codified in two seasons and would not need another arcane projection&#039;&#039;&#039;&lt;br /&gt;
During the Winter Solstice, an arcane projection called the &#039;&#039;Pillars of Adamant&#039;&#039; was cast by the &#039;&#039;&#039;Ashen Flame&#039;&#039;&#039; coven on Redoubt. The [[enchantment]] has fascinated the &#039;&#039;koboldi&#039;&#039; of [[Adamant]] who had set up a nest for themselves at the [[Zenith#Crucible_of_Fate|Crucible of Fate]]. Several have made the trip south to the storm-tossed territory to observe its effects and, as the Spring Equinox draws near, have presented an offer of assistance to their friends in Urizen should they wish to codify the ritual.&lt;br /&gt;
&lt;br /&gt;
It is by no means a straightforward proposition - the ritual has a magnitude equivalent to [[Hammers of the Brilliant Shore]], and the arcane projection that provided the enchantment has been used up in the process. Yet the &#039;&#039;koboldi&#039;&#039; are confident that with their assistance, the work can be completed quickly and effectively. The original work was done by &#039;&#039;&#039;Ioseph&#039;&#039;&#039; of the Banner of the Phoenix, and the &#039;&#039;koboldi&#039;&#039; are excited to work with him if possible.&lt;br /&gt;
&lt;br /&gt;
Normally this arcane projection would take three seasons to codify by the [[Doyen of the Spires]] - and the &#039;&#039;koboldi&#039;&#039; regretfully say that they are only prepared to work with the Doyen on this project - the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag]] is too far away; the Loom of Spells is too small; and they cannot get into [[Dean_of_the_Lyceum#The_Lyceum|the Lyceum]] nor would they want to try shimmying down whatever the Well of Shadows is. Also, they like the idea of working with the people of Urizen on this splendid enchantment with Ioseph overseeing it.&lt;br /&gt;
&lt;br /&gt;
With the aid of the koboldi, the task would take only two seasons (their assistance would effectively increase the speed of codification by 10 magnitude each season). It would also be possible to perform the codification without needing to wait for the creation of a new arcane projection - the koboldi have studied the enchantment closely enough that they are confident that with their help, the people of Urizen can formulate it without needing the original projection. The heralds of the &#039;&#039;[[Adamant|King Below the Mountain]]&#039;&#039; are unfortunately not especially enthusiastic about cooperating with the [[Doyen_of_the_Spires#Patron_of_the_Spires|&amp;quot;weird spiders&amp;quot; that dwell in the Heliopticon towers]], so it would not be possible to further speed up the codification with the aid of the [[Prospero|Golden Prince]]. Once the ritual was completed, it would be up to Ioseph what to do with it - keep it, put it into [[Imperial lore]], contribute it to [[Urizen lore]] - the &#039;&#039;koboldi&#039;&#039; are keen on the ritual but don&#039;t actually care what happens to it. &lt;br /&gt;
&lt;br /&gt;
The main drawback is that the current Doyen - &#039;&#039;&#039;Able the Taller&#039;&#039;&#039; is in the middle of overseeing the formulation of a truly potent [[Autumn magic|Autumn]] enchantment named &#039;&#039;Crown in the Tankard&#039;&#039; that helps repair [[navy|navies]]. At the current speed, it will take at least another couple of seasons to finish that work. The &#039;&#039;koboldi&#039;&#039; are eager to start work on &#039;&#039;Pillars of Adamant&#039;&#039; &#039;&#039;now&#039;&#039;, and they are not especially patient creatures, but they are prepared to wait until Able is finished, provided that &amp;quot;their&amp;quot; ritual is definitely next.&lt;br /&gt;
&lt;br /&gt;
Even in their enthusiasm, the &#039;&#039;koboldi&#039;&#039; are not foolish. They know that Urizen likely has different priorities, and Ioseph probably has other claims on their time. As such, if nobody wants to take them up on their offer at the &#039;&#039;first opportunity&#039;&#039;, then they&#039;ll move their attention to other matters. If the Empire wanted to come back to the idea in the future a [[Archmage#Plenipotentiary|plenipotentiary]] to [[Adamant]] from the [[Archmage of Summer]] requesting this ritual would be needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This means that when the Doyen of the Spires is next due for appointment, anyone can put forward &#039;&#039;Pillars of Adamant&#039;&#039; to be codified. The &#039;&#039;koboldi&#039;&#039; will provide the arcane projection - there is no need to produce another one - and offer their aid as mentioned here. If the magicians of Urizen pick a different arcane projection, the koboldi will not be offended by will turn to other matters and any future codification of &#039;&#039;Pillars of Adamant&#039;&#039; will be done without their aid.&lt;br /&gt;
&lt;br /&gt;
====While They&#039;re On The Subject...====&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Reinforce Heliopticon&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Morrow, Redoubt, Zenith, and Spiral&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 60 white granite, 180 crowns in labour, and six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Prevents the heliopticon from being damaged&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; No labour costs and time reduced to one season if commissioned by the Master of the Koboldi&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time Limit:&#039;&#039;&#039; Remains available until the end of the Winter Solstice 387YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;koboldi&#039;&#039; have offered to safeguard the heliopticon&#039;&#039;&#039;&lt;br /&gt;
The enchantment also brings attention to the heliopticon towers. The &#039;&#039;koboldi&#039;&#039; are aware of them but haven&#039;t particularly looked at them before now. &#039;&#039;Pillars of Adamant&#039;&#039; gives them a reason to consider the towers and the structural issues posed by tall towers with lights on the top of them. The &#039;&#039;koboldi&#039;&#039; organisers are concerned that these vital communication devices are really easy for enemies to knock over - prone to earthquake and tempest damage. They think they can help with that. If the Urizen want, they will set to work fortifying the heliopticon towers so that they are significantly harder to damage without a great deal of malicious intent.&lt;br /&gt;
&lt;br /&gt;
This project would be an [[edifice]], costing 60 wains of white granite and 180 crowns. It would take six months to complete &#039;&#039;unless&#039;&#039; the work were commissioned by the [[Master of the Koboldi]] in which case it would take only three months (provided the white granite was available) and all the labour costs would be covered. The result would be that the heliopticon towers of [[Redoubt]], [[Morrow]], [[Zenith]], and [[Spiral]] would be &#039;&#039;significantly&#039;&#039; harder to damage. Even if the territory were attacked by enemies, the towers would not be at risk of destruction - they might be captured, but would remain intact. If an enemy were to attack a heliopticon tower it would require sufficient effort that it would likely attract the attention of the [[Sentinel Gate]]; a skirmish or battle. Coincidental damage that was not aimed directly at the towers - rituals effects such as [[Thunderous Tread of the Trees]], [[Mountain Remembers Its Youth]], natural earthquakes or flooding - would also not harm the heliopticon network.&lt;br /&gt;
&lt;br /&gt;
The edifice would also grant the towers a measure of &#039;&#039;[[Edifice#Grandeur|grandeur]]&#039;&#039; - their role as a recognisable symbol of Urizen excellence would be reinforced, even in [[the League]] territory of [[Spiral]]. They&#039;d continue to be operated even if the current &#039;&#039;détente&#039;&#039; between the two nations crumbled.&lt;br /&gt;
&lt;br /&gt;
The koboldi are enthusiastic about this project, and the opportunity remains available until the end of the Winter Solstice 387YE. If Urizen declined, but changed its mind later, then it would likely be possible to ask the koboldi to provide their assistance at a later date using a plenipotentiary.&lt;br /&gt;
&lt;br /&gt;
====Beacon in Ossium====&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Adamant has prepared a set of plans for the Master of the Koboldi&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These plans can only be used by the Master of the Koboldi&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They create either a fine edifice that would provide warning of any incipient attack&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The plans could be expanded to make them also boost the level of investment in fleets in Ossium&#039;&#039;&#039;&lt;br /&gt;
One of the &#039;&#039;koboldi&#039;&#039; turns up at [[Master_of_the_Koboldi#College_of_Engineering|College of Engineering]] in [[Temeschwar]] with a comprehensive set of blueprints for the attention of &#039;&#039;&#039;Dima Vasilyevna Novosad&#039;&#039;&#039;. The little [[Inhabitants of the realms#Herads|herald]] is endearingly excited about the structure they refer to variously as &#039;&#039;Dima&#039;s Light of Ossium&#039;&#039; and &#039;&#039;the Drakonas Beacon&#039;&#039;. It takes the form of an ostentatious stone lighthouse, standing proud and unmoving along [[the Semmerlak]] in [[Ossium#Bittershore|Bittershore]]. Curled around and atop the lighthouse sits a fire-breathing store dragon, maw open wide and facing the open water. The dragons eyes are glinting gemstones, imbued with the essence of [[Summer magic|Summer]]. It is a grand undertaking, and it seems that there are not one but &#039;&#039;two&#039;&#039; plans for the structure.&lt;br /&gt;
&lt;br /&gt;
The first is an imposing [[edifice]], a massive work of art, that glowers threateningly out across the lake. This would require 20 wains of [[white granite]], 5 wains of [[mithril]], cost 75 crowns in labour and treasure, and take three months to complete. It would also explicitly be buildable by the [[Master of the Koboldi]] despite its modest scale.&lt;br /&gt;
&lt;br /&gt;
Alternatively, there is a much grander set of blueprints that are significantly more expensive. A full-sized structure built within sight of [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] and towering over the town and its walls. The plans require 40 wains of white granite, 10 wains of mithril, and the addition of 5 rings of [[ilium]]. Treasure (and labour) costs amount to 150 crowns, and the structure would take six month to complete. Once it was built, the effects of the tower would be twofold.&lt;br /&gt;
&lt;br /&gt;
First, if any threat came against Kostjya&#039;s Respite - be that pirate raiders, Druj, or the monstrous children of [[Dho&#039;uala]], the dragon would roar and breathe gouts of fire to warn the folk of the town of the incoming threat. It wouldn&#039;t actually do much to protect the town, but the advance warning would likely be enough to ensure the defenders would not be taken by surprise by such an assault.&lt;br /&gt;
&lt;br /&gt;
Secondly, it would become a powerful beacon in the minds and memories of those who set sail from the shores of [[Ossium]] out into the wider world. No matter where they went in the world, Varushkan sailors departing from Kostjya&#039;s Respite would know where they were in relation to the tower. Even in the most dire circumstances, they would be able to look toward the tower and see a vision of a road stretching from their boat back toward Ossium. They would even dream of the beacon from time to time, and of their homes, especially if they were feeling homesick or despairing. When they returned to the docks, the sight of the tower and its draconic mascot would invigorate them physically and spiritually. &lt;br /&gt;
&lt;br /&gt;
This would increase the [[great work|level of investment]] in fleets in Ossium by one. This would mean that any fleet based in Ossium that undertakes a [[Fleet#Trading|trading]] action would do so with a bonus rank.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=BarienArt.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
===The Grand Challenge Continues (Barien)===&lt;br /&gt;
*&#039;&#039;&#039;At Autumn 386YE, Barien laid down a challenge to those of Wintermark and Dawn who had previously been successful in his challenges&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A number of heralds from the Summer realm will be visiting both nations late Sunday morning to see what the challengers have been up to&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two summits ago, Barien, the Iron Duke, summoned those from the nations of Dawn and Wintermark who had taken up his Challenge and been victorious. There he issued a challenge to both nations; to commit deeds over the next year to prove the primacy of Heroism or Glory over the other.&lt;br /&gt;
&lt;br /&gt;
It is the midway point of the challenge, and the Iron Duke and his heralds seek to find out what grand actions the citizens of Dawn and the Mark have already done, and what they seek to do. Bellows, the grey robed herald of Barien seen with increasing frequency in the past months, advises the Civil Service a visit will be made late Sunday morning, hopefully catching some folk after they return from battle. A number of other heralds from the Summer realm will also be in attendance, to check in both nations given their good relations. Bellows is keen to stress that the Iron Duke doesn&#039;t have the power to &#039;&#039;ask&#039;&#039; this of the other Summer eternals. But the eternals of summer never miss a chance to one up one another, and so are keen to send heralds to make sure any glorious and heroic deeds have the right &amp;quot;ambience&amp;quot; to them.&lt;br /&gt;
{{CaptionedImage|file=JaherisArt.jpg|align=right|width=200}}&lt;br /&gt;
===The Wit(ch?) from the West (Jaheris)===&lt;br /&gt;
* &#039;&#039;&#039;A mysterious herald has reappeared in Sermersuaq&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has thanked the icewalkers of the Mark for their service to some mutual friends&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She would like to meet to discuss next steps at 22:15 on the Friday of the summit at the Wintermark campfire&#039;&#039;&#039;&lt;br /&gt;
Last season, the garrison of Rest in [[Sermersuaq]] had a [[Patterns_of_fairytales#Silver_Wit_(Unknown)|strange visitor]] - a herald dressed in Steinr garb, with something of the imperious mien of the changeling about her, calling herself the &#039;&#039;Wit of the Silver Woods&#039;&#039; (though it is possible she said &amp;quot;Witch&amp;quot; - reports differ). She did not clearly identify who she worked for, but she had a message for the icewalkers of the Mark regarding some kind of diplomatic opportunity. It was all broadly mysterious.&lt;br /&gt;
&lt;br /&gt;
It is perhaps not entirely surprising when she shows up again in the weeks preceding the Spring Equinox. She says she has a message for friends of those with good character and fine ambition, whatever that means: presumably the people she met last time. She clarifies that she works for [[Jaheris]] says that the &#039;&#039;Prince of Arden&#039;&#039; is pleased with the friendship the icewalkers of Wintermark have demonstrated. She would like to continue the conversations begun last time and discuss next steps. She&#039;s obviously particularly keen to talk to the people she spoke to before, but she&#039;s happy for them to bring other icewalkers: indeed, she would encourage it. She will be at the Wintermark hearth fire at 22:15 on the Friday of the summit: she trusts her friends can find somewhere for them to have a private conversation.&lt;br /&gt;
&lt;br /&gt;
Finally, she comments that as the Dawnish do not seem inclined to build a [[Throw_back_the_echoes#Jaheris|suitable fane]] for Jaheris in Dawnguard, the Moonsilver Prince would like to extend the original offer to Wintermark instead. The original offer was a powerful boon, and he now extends the same offer to the Winterfolk: if Wintermark builds a fane in the Suaq Wastes for the Moonsilver Prince then he will send all manner of creatures to protect it should the region be attacked. Obviously, if the Dawnish suddenly rediscover an interest in this project, then Jaheris would only claim the first one to be completed: the Unicorn Prince wouldn&#039;t want to try and divide his friendship and patronage between two nations, after all.&lt;br /&gt;
&lt;br /&gt;
===Tourney Fit For a Prince (Jaheris (again))===&lt;br /&gt;
* &#039;&#039;&#039;A tourney will be held at the Summer Solstice to determine which eternal will hold patronage of the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The tourney is only open to magicians and will be fought between trios of participants; the winner of the tourney may choose an eternal patron&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At the Spring Equinox those who wish to lead a trio in the contest can pledge to enter &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The current patron, Jaheris, demands that no competitor declares which eternal they fight for until they are the winner at the end of the tourney&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only those who have pledged to lead a trio, or the two magicians they have chosen to fight alongside them, may participate in the tourney in summer&#039;&#039;&#039;&lt;br /&gt;
[[Our_thumping_hearts|Three years ago]], and three years before that, great tourneys have been fought over the magical [[college of magic|college]] overseen by the [[Master of Ice and Darkness]]. These melees have not been to determine which Imperial citizen holds the title; that would be the job of the [[Conclave]]. Instead, the fights have been to decide which [[eternal]] will have patronage for the foreseeable future, with all the boons and favours that implies.&lt;br /&gt;
&lt;br /&gt;
[[Jaheris|Jaheris]], the Unicorn King, has been the patron of the college since his favoured team&#039;s victory. Last summit, he called for a new tourney, and now invites those who wish to partake to put themselves forward. Antlered heralds in blue and silver have visited the Castle of Thorns to make arrangements, complete with polite yet vaguely sinister small talk. &lt;br /&gt;
&lt;br /&gt;
Entry to the tourney is now open, and will be throughout the entire Spring Equinox. To enter, a magician must go to the Imperial Regio, cast the spell [[Operate Portal]] and submit a piece of paper with their name and two ingots of [[weltsilver]]. This will grant them the right to lead a trio in the tourney. It does not bind them to it, they can change their mind later, but the weltsilver will be lost. At the Summer Solstice, only those who have put themselves forwards to lead a trio, and those they choose to bring with them, will be permitted entry. As per the rules below, all entrants &#039;&#039;must&#039;&#039; be magicians and each team &#039;&#039;must&#039;&#039; consist of three people, but there are no other restrictions on trios, such as nationality.&lt;br /&gt;
&lt;br /&gt;
Three years ago, the matter of who each team fought for was public knowledge, proclaimed in full in front of the crowd. This time, the &#039;&#039;Lord of the Forest of Arden&#039;&#039; thinks it amusing if the knowledge of who each trio fights for is kept &#039;&#039;secret&#039;&#039; until their final moment of victory. All the more possibility for intrigue and betrayal in the ring, in the eyes of the eternal. Only when one magician stands victorious in the square should it be known who they desire the patron to be. Those who do not care to risk the displeasure of the Moonsilver Prince will keep details of who they are fighting for a secret until the winner claims the prize.&lt;br /&gt;
&lt;br /&gt;
====Rules of the Game====&lt;br /&gt;
*&#039;&#039;&#039;The tourney will take the form of a &amp;quot;tag team grand melee&amp;quot;: each trio will start with one champion on the field, and as each falls, they will be carried to safety and another trio member take their place&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The tourney is a contest of magicians; as such the champions may only be armed with implements, and may only use mage armour or robes.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enchantments, eternal boons, tonics, magic items, and the like may all be employed before the tourney, but none may be used once the tourney begins. This means that no potions, herbs, and mana crystals may be employed by the champions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A champion is defeated when they can no longer rise, and once they are off the field they will be healed. This is not a fight to the death&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Last trio standing wins&#039;&#039;&#039;&lt;br /&gt;
While the tourney itself will not take place until the Summer Solstice, Revel, herald of the [[Barien|Iron Duke]], has been charged to oversee the proceedings. They are endeavouring to let everyone know the terms of the tourney.&lt;br /&gt;
&lt;br /&gt;
Given that the tourney seemed to be a great spectacle three years ago, Revel (who will officiate again in Summer) has told the Civil Service he sees no reason to change the format. If the Archmage of Summer or the Master of Ice and Darkness do have suggestions for changes, Barien&#039;s heralds will be working to orchestrate the challenges for the summit as laid down here. Interested parties can speak to whichever heralds are in attendance here. The full details for challengers will be revealed prior to the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
On that score, Revel is clear that the eternals of Summer expect a grand spectacle, worthy of winning their patronage. The Moonsilver Prince might be amused be all manner of dealmaking and skullduggery between trios, but the regents of the Summer realm still demand a proper tourney that thrills the crowd. As the current patron, it is the Moonsilver Prince&#039;s right to permit all manner of devious chicanery, but the Prince&#039;s peers will be distinctly unimpressed if they see obvious fixing or opponents yielding without putting up a fight. No matter who is left fighting or who they support, the Monarchs of Summer expect those involved to test their mettle against each other until there are none left to contest the field. This is still a tourney after all, those involved are expected to provide dramatic entertainment for everyone who watches.&lt;br /&gt;
&lt;br /&gt;
====Offers Of Power====&lt;br /&gt;
* &#039;&#039;&#039;The rules of the tourney forbid eternals from granting aid in advance of the contest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The trio who win the contest will receive a grand boon from their patron&#039;&#039;&#039;&lt;br /&gt;
The Unicorn Prince has forbidden any eternal from granting boons to their favoured magicians in advance of the contest, insisting that the mortal magicians must stand wielding only their own magics. Instead, he has challenged his peers to offer a grand boon, whichever trio wins the contest will win the favour of their patron and be grandly rewarded for their efforts. &lt;br /&gt;
&lt;br /&gt;
The eternals of Summer have been given a season to plan what boons they might offer, but they must inform Revel of their decision. The herald plans to liaise with the civil service to announce what prizes are on offer in the run-up to the Summer Solstice.&lt;br /&gt;
{{CaptionedImage|file=EstavusConstruct.jpg|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===Fire and Flame (Estavus)===&lt;br /&gt;
* &#039;&#039;&#039;The House of Fire and Flame have cleared Pakaanan&#039;s Pass establishing connection between Skarsind and Sermersuaq&#039;&#039;&#039;&lt;br /&gt;
The Imperial Conclave [[386YE_Winter_Solstice_Conclave_sessions#Alignment:_House_of_Fire_and_Flame,_Acceptance|accepted]] an offer made by the [[Hammers_and_boxes#Clearing_the_Pass|House of Fire and Flame]] to clear Pakaanan&#039;s Pass. Connecting [[Skarsind]] and [[Sermersuaq]], the Pass was [[383YE_Winter_Solstice_winds_of_war#Battle_of_Clattering_Gulley|blocked]] by the [[Jotun]] in Winter 383YE with the aid of [[Adamant]]. &#039;&#039;&#039;Ashborn Trosk&#039;&#039;&#039; raised the [[declaration]], and also provided the agents of the House with the large amount of [[beggar&#039;s lye]] they required in payment.&lt;br /&gt;
&lt;br /&gt;
After the Winter Solstice, the heralds of the [[Estavus|City of Fire and Stone]] deployed a number of their destructive [[Shallows_and_miseries#Objective:_Enlist_the_Service_of_the_House_of_Fire_and_Flame|rondures]] and began clearing enough of a pass for an [[Army|army]] to pass through relatively comfortably. The thunderous explosions echoed across western Skarsind for several weeks, and then across eastern Sermersuaq. As the Spring Equinox dawns, however, their work is complete. The heralds have claimed a significant amount of valuable ore and minerals from the clearance, and while the route is accessible the foothills to either side remain treacherous. There is no road as such, which might be a matter to consider in future, but for now at least the passage between the two territories is now once again open to the passage of [[Army|Imperial armies]].&lt;br /&gt;
{{CaptionedImage|file=EphisisArt.jpg|align=right|width=200}}&lt;br /&gt;
===The Forlorn Vaults (Ephisis)===&lt;br /&gt;
* &#039;&#039;&#039;A herald of Ephisis intends to spend the next year auctioning short visits to abandoned vaults mortals have rented in the City of Gold and Lead.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Keel, Weigher of Worth, will provide posters declaring the name of the owner of the vault being auctioned at the Spring Equinox in the Hall of Worlds and the Hub.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction for slots to visit the vault will take place from 20:15 on the Friday of the Spring Equinox in the Hall of Worlds - or by the Imperial regio.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The auction will use crystal mana as currency.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Purchasable slots in the vault will be between 13:30 until 14:15 on the Saturday of the Spring Equinox.&#039;&#039;&#039;&lt;br /&gt;
Not even a year ago, a few strong Autumn regio in the Empire became festooned with golden-inked flyers - and barely have the last of them been mulched down to be re-made into something more useful, than a steady stream of new papers begins to flow. The new missives announce in over-decorative cursive that &#039;&#039;Keel, weigher of worth, respected herald of the Hidden Prince&#039;&#039; is most excited to announce a new boon from the City of Gold and Lead - an exclusive auction of visitation to the Vaults found deep beneath the city.&lt;br /&gt;
&lt;br /&gt;
Many of these vaults are rented out to mortals, and there is always the puzzle of what should be done with those that have defaulted on their rent and are no longer responding to attempts to make contact. Keel, who maintains the vaults&#039; ledger, intends to auction a few of these off to Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
For the next four Anvil summits, Keel and their associates will leave posters in the Hall of Worlds and the Hub announcing the name of the owner of a vault. Later on Friday evening, they will then hold an auction of crystal mana for 2-minute-long slots within the vault. Each slot allows four people entry into the vault. Whilst in the vault, visitors may conduct business as they wish, and will be provided with a receptacle which may be filled with items found within that the visitors wish to take home with them. Any objects which do not fit in the receptacle will be returned to the vault.&lt;br /&gt;
&lt;br /&gt;
Keel warns, of course, that those purchasing a later slot in the vault should be aware of the risk that there is nothing of value within left for them to take. She hopes that such visitors would still enjoy the ambience and unique musty scent of the vault. Bidders should also be aware that access to the vault requires access to the Hall of Worlds, and any appropriate arrangements to access the space are the responsibility of the ticket-holder, and not the Lady of the Counting House or any of her intermediaries.&lt;br /&gt;
&lt;br /&gt;
Keel intends to hold the first of these auctions on the Friday of the Spring Equinox from 20:15 in the Hall of Worlds. If the Hall of Worlds is busy, they intend to move to an obvious spot close by the Imperial regio. They remind bidders that the only accepted currency for the auction will be crystal mana. Keel also advises those interested in coming along that slots to visit the vault will only be available between 13:30 and 14:15 on the Saturday of the Spring Equinox - so bidders should be sure of their availability before committing.&lt;br /&gt;
{{CaptionedImage|file=CallidusArt.jpg|align=right|width=200}}&lt;br /&gt;
===The Iron Ledger (Callidus)===&lt;br /&gt;
* &#039;&#039;&#039;Argint, herald of Callidus, is coming to Anvil to buy religious items from the Northern Trade Network.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Argint also mentioned that the Prince of the Argent Tontine has shown an interest in purchasing cattle bonds, offering warm ashes in trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Argint will be outside the Forge at around 18:30 on Saturday&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Argint&#039;&#039;, herald of [[Callidus|the Prince of the Argent Tontine]], has recently taken an interest in the [[Northern trade network]]. Shortly before the Spring Equinox, the brazen herald ignored protests from the civil service that he could communicate his intentions directly to Northern Trade Network members. Instead, the herald insisted on having a notice of his intentions published. He was adamant that the Sovereign Lord of the City of Chains thought things would be more interesting if others knew of his intentions. He also notes that although he is operating under a contract that offers certain terms to the Network members, the contract has no exclusivity clauses, and he might be prepared to buy from other sellers. &lt;br /&gt;
&lt;br /&gt;
This season he is dealing in [[white granite]] and interested in permanent items of religious significance only (their powers may be spiritual or magical) - which he will value for a combination of the [[ilium]] that it must have cost to make them, and how interesting or significant a place they might take in the collection housed in the City of Chains. He may or may not be able to make a decision without reporting back to the city, depending on the items offered.&lt;br /&gt;
&lt;br /&gt;
Argint is also incredibly intrigued by the potential in [[High hopes|cattle bonds]], and intends to hold a sort of auction. He will ask bidders to name the number of [[Vis#Warm Ashes|warm ashes]] they want to buy, and the amount of bonds that they will pledge for them. Matched pairs of bonds from different markets will catch his attention, over and above the pure material value offered.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
{{CaptionedImage|file=ThriceCursed.jpg|align=right|width=200}}&lt;br /&gt;
===Cursed King (Tharim)===&lt;br /&gt;
* &#039;&#039;&#039;The thousand Ashen Knights of the Thrice-cursed Court, loyal to Tharim, have left Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Tharim is apparently very unhappy about the death of his herald and the removal of enmity from Skathe&#039;&#039;&#039;&lt;br /&gt;
As mentioned several times previously, the &#039;&#039;[[Tharim|Bound King]]&#039;&#039; has sent a cohort of his terrible knights to fight alongside Imperial armies. The deals that supported these actions have come to an end and a year ago the [[Skeleton_key#Ashen_Knights_and_Grim_Days_(Tharim)|new deal he proposed]] was [[386YE_Summer_Solstice_Conclave_sessions#Alignment:_Tharim,_Amity|politely declined]] by &#039;&#039;&#039;Ematius of Urizen&#039;&#039;&#039; as [[Archmage of Winter]]. Since then, the knights - a thousand strong warband of ruthless [[inhabitants of the realms#Heralds|heralds]] - have been camped in [[Madruga#Lightsea|Lightsea]]. To the chagrin of many [[the Brass Coast|Freeborn]], those black-armoured knights are now on the move. Shortly after the Winter Solstice the army broke camp and came north through [[Madruga#Calvos Sound|Calvos Sound]]. They marched through the centre of [[Madruga#Calvoe|Calvos]] shortly after sunset and their passage filled the sleep of those in the town with terrible dreams of being buried alive, chained and bound, entombed in stone unable to breathe, and the like.&lt;br /&gt;
&lt;br /&gt;
Continuing north, they reached the [[Spider%27s_Tollkeep#The_Spider&#039;s_Dream|Spider&#039;s Dream]] and marched across into [[Sarvos]]. There were some attempts by the defenders of the toll bridge to give them pause but they insisted that they had the [[Alignment#Amity|protection of the Conclave]] and refused to turn back. Rather than risk violence, they were allowed to pass over the river and into [[Sarvos#Bocche|Bocche]]. [[Sarvos#Trivento|Trivento]], like Calvos before it, was struck with a night of terrible dreams of helplessness. From there the soldiers continued implacably north along the road into [[Tassato#Enterio|Enterio]]. As the Spring Equinox approaches, the army has set up a new camp on the southern borders of [[Tassato]]. There they encountered the [[386YE_Winter_Solstice_Military_Council_orders#Burning_Falcon|Burning Falcon]] and the [[386YE_Winter_Solstice_Military_Council_orders#Red_Wind_Corsairs|Red Wind Corsairs]]. The knights greeted the Freeborn soldiers politely, expressing surprise that they had marched from Madruga to find them in [[the League]]. They were not hostile, but made it clear that they had no intention of being turned from their path.&lt;br /&gt;
&lt;br /&gt;
It seems that their master, the &#039;&#039;He-of-the-Chains&#039;&#039; is extremely unhappy about the destruction of one of his favoured lieutenants by Imperial citizens in early winter. &#039;&#039;Obligatus&#039;&#039; had been set to keep a watch over the [[Hunters_and_wolves#In_the_Copse_of_the_Bone_Birch|Copse of the Bone Birch]] in [[Upwold]] but was apparently ambushed and slaughtered. The commander of Tharim&#039;s knights presumes that [[the Marches|Marchers]] will welcome them - several of their own were also killed including the well-respected &#039;&#039;&#039;Gerraint Black&#039;&#039;&#039;, who apparently lost their life battling the cowardly attackers as they sought to flee the scene of the crime. The knights have been charged to do whatever it takes to visit the vengeance of the &#039;&#039;Thrice-cursed King&#039;&#039; on whomever is responsible.&lt;br /&gt;
&lt;br /&gt;
Tharim himself continues to serve as a patron of the Conclave, preventing [[Inhabitants of the realms#Heralds|heralds]] from moving through that magical space without invitation unless the eternal they represent has [[Alignment#Amity|amity]]. The eternal himself does indeed have the [[Alignment#Amity|amity]] of the Conclave and so it is a crime to harm his heralds unless they initiate violence. Yet it must be a matter of some concern that a thousand dangerous warriors are roaming the Empire on the orders of the unpredictable master. Indeed, there is some concern that there might actually be &#039;&#039;more&#039;&#039; than a thousand of them - it&#039;s hard to get an exact count of them and their comings and goings have been difficult to mark. There&#039;s nothing to stop Tharim sending additional heralds into the Empire through Winter [[regio]] for a start.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a fair amount of circumstantial evidence that Tharim is not happy about his partner in [[the Thrice-cursed Court]], the &#039;&#039;[[Skathe|Hag Queen]]&#039;&#039; not only having been redeemed from [[Alignment#Enmity|enmity]] but the [[Speak_to_me#Pale_Empress|subject of a plenipotentiary]] without him. Regardless, it&#039;s unlikely even a thousand warriors will make much of a dent if they (for example) attempt to attack the city given the presence of [[Tassato#La_Redotta_Rezia|La Redotta Rezia]] and they&#039;ve no reason to do so (although if they do enter the city they will be exposing a significant number of League citizens to the nightmares they are bringing with them). The idea of these heralds running riot on Upwold, however, seeking those responsible for the death of &#039;&#039;Obligatus&#039;&#039;, is enough to give people pause. Especially given that at their current rate they will pass through [[Miaren]] and enter Upwold following the Spring Equinox.&lt;br /&gt;
{{CaptionedImage|file=Sorin001.png|align=right|width=200}}&lt;br /&gt;
===Home to Roost (Sorin)===&lt;br /&gt;
*&#039;&#039;&#039;Esgyrn, Houndsmaster of the Midnight Hounds, offers an option on how to improve the Northern Eagle&#039;&#039;&#039;&lt;br /&gt;
Last season, Sorin offered an opportunity for the Conclave to request one of his houndmasters to assess a single Imperial army. &#039;&#039;&#039;Sakari Nightscale&#039;&#039;&#039;, on behalf of the [[Rod and Shield]], raised the [[386YE_Winter_Solstice_Conclave_sessions#Alignment:_Accept_Sorin&#039;s_offer_to_Northern_Eagle|declaration]] and asked for the gaze of Sorin to be fixed on the [[Northern Eagle]]. The army has spent the last season resting and resupplying in [[Astolat]], &lt;br /&gt;
&lt;br /&gt;
The Houndsmaster of the Midnight Hounds has spent the last few months with the Northern Eagle, studying the soldiers and how they interact with each other. Aside from a few awkward [[Golden_magicians_fayre#Lion_and_Bear|incidents]] with heralds of [[Cathan Canae]], this has gone well and Esgyrn has presented what they consider to be most in keeping with the traditions of the Northern Eagle.&lt;br /&gt;
&lt;br /&gt;
Esgyrn believes that the Northern Eagle would be best suited to turning their history of going to ground in defence of a territory, to instead strike at the heart of the enemy. By learning from experience, the army could infiltrate a territory and establish a base for itself in order to sabotage enemy infrastructure. They wouldn&#039;t take part in [[Campaign outcome|campaigns]] in the territory, but could influence them in other ways by striking at key locations, interrupting resupply, or other opportunities.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NorthernEagle_Colour.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
====Making the Change====&lt;br /&gt;
* &#039;&#039;&#039;Upgrading the army requires a season of resupply and an appropriately worded order&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity is available until the start of the Winter Solstice 387YE&#039;&#039;&#039;&lt;br /&gt;
The Northern Eagle&#039;s quality will be permanently changed to &#039;&#039;Elusive&#039;&#039;. To make the change, the General of the Northern Eagle would need to submit a defending order in an Imperial territory and include in their army orders a line indicating they are implementing the changes proposed by Esgyrn. Their quality will change, and the new order will be available by the start of the next event. Esgyrn&#039;s help isn&#039;t needed to implement the ideas, but enthusiasm within the army will fade if the change hasn&#039;t been made by the start of the Winter Solstice 387YE.&lt;br /&gt;
&lt;br /&gt;
====Elusive====&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;infiltrate&#039;&#039; order when [[army orders#Attacking|attacking]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;hit and run&#039;&#039; order when [[army orders#Defending|defending]]&#039;&#039;&#039;&lt;br /&gt;
An &#039;&#039;elusive&#039;&#039; army relies on its long experience of fighting in the mountains and forests of the northern Empire. Its many specialists in rough terrain mean that once it has established itself in a territory it is extremely hard to dislodge. After implementing changes proposed by [[Sorin|Sorin&#039;s]] Houndmaster of Midnight Hounds, the [[Northern Eagle]] of [[Varushka]] would be the only army to possess this quality. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;This attacking order can only be issued in an enemy-held territory adjacent to an Imperial region and must name a region with the forest, hills, or marsh quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army does not inflict any casualties, suffer any casualties or contribute any victory points towards conquering the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army will suffer casualties from territory effects such as Thunderous Tread of the Trees or Mountain Remembers Its Youth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The general will receive a series of sabotage options each season they remain in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The presence of an army that is infiltrating a territory is known to the enemy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The presence of an army that is infiltrating will not prevent enemy armies from resupplying&#039;&#039;&#039;&lt;br /&gt;
An army which has been ordered to infiltrate splits up and hides in some of the most inaccessible parts of a region. This order can only be used by the general of the Northern Eagle, and only in an enemy territory with a region that has the forest, hills, or marsh quality. If the order cannot be used, then it instead defaults to solid defence in the Imperial territory adjacent. The army does not inflict or receive any casualties, nor contribute any strength to a campaign in the territory, but their presence is sufficient to create options for sabotage..&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Your side must control a region with the forested, hills or marsh keyword.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are decreased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are decreased by a fifth.&#039;&#039;&#039;&lt;br /&gt;
The army uses their mastery of wilderness survival to impede enemy advances. They set up camp in defensible locations, use hidden paths to move around, and employ natural features of the wilderness to hamper their attackers. A guerrilla army in a defensible position does everything it can to make itself hard to attack, rarely presenting the enemy with an opportunity for a pitched battle. This tactic is especially effective at slowing the advance of an enemy force while awaiting reinforcements&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
{{CaptionedImage|file=Zakalwe001.png|align=right|width=200}}&lt;br /&gt;
===The General of Day Presumes (Zakalwe)===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Zakalwe intend to meet military strategists and tacticians with knowledge of last season&#039;s battle in Mournwold outside Military Council at 19:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Assuming it is gifted to the Master Strategist, they will take Jarl Haakon&#039;s armour for display in the Great Hall of the Strategos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Several other parties are also interested in receiving the armour&#039;&#039;&#039;&lt;br /&gt;
The civil service has been notified that two of the [[Zakalwe|Hunter of Tides&#039;]] polemarchs will be making their way to Anvil on the Friday evening of the upcoming summit. The message makes clear that the strategic advisors are willing to take back Jarl Haakon&#039;s armour with them. They also have other goals.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Decidos&#039;&#039; wishes to hear from individuals who have no rank or title, but who have interests and opinions on the way the battle in the Mournwold was fought, and in particular, the impact of fighting alongside heralds of Day. They will meet interested parties outside the Military Council tent and are happy to be guided to any nearby location where conversation would be convenient.&lt;br /&gt;
* &#039;&#039;Anasynta&#039;&#039; is intrigued to observe the deliberations of the Military Council. Their intention is to make notes and report back to the Weapon-Wise about how this body of state conducts itself, at least in the muster. They make clear that they understand they will only be able to do so with the permission of the generals and the [[Herald of the Council]].&lt;br /&gt;
&lt;br /&gt;
Although no other eternals have contacted the civil service expressly with details designed to organise collecting the Jarl&#039;s Armour, it is worth noting that [[Ephisis]], [[Jaheris]], [[Callidus]], and [[Basileia|Basileia Brazen]] all showed an interest - as did a consortium from Sarvos and the miners of the Mourn. These are detailed in the [[Over_western_hills#Battle_outcome:_Divide_the_Spoils|Over western hills]] wind of war.&lt;br /&gt;
&lt;br /&gt;
Heralds of Ephisis can always be found at the Autumn Market on the Sunday of any summit, and a herald from the City of Chains is travelling to Anvil as described in the [[#Callidus|Callidus]] section.&lt;br /&gt;
{{CaptionedImage|file=SinokenonArt.jpg|align=right|width=200}}&lt;br /&gt;
===Minions Of The Ministry (Sinokenon)===&lt;br /&gt;
* &#039;&#039;&#039;Junior heralds of Sinokenon are being sent to the Empire as part of their training.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have politely requested to speak with citizens of the Empire who have devoted their lives to serving other people.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They intend to attend the Hall of Worlds at 16:00 on Saturday.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;[[Sinokenon|The Wheel Of Light]]&#039;&#039; is often quiet, but this season some of its functionaries have made an approach to the Empire. The internal mechanisms of Sinokenon&#039;s extensive bureaucracy are opaque to even the most determined of mortals, but it seems that training forms some part of them. A group of junior secretaries are, so an exquisitely-penned message reads, seeking to learn about the nature of interpersonal devotion. Not the devotion of equals to one another, but the devotion of a servant to the object of their service. They would like it if certain Imperial citizens would deign to speak with them, specifically citizens who have chosen to devote themselves to the service of another person.&lt;br /&gt;
&lt;br /&gt;
The letter clarifies that this must be an actual person. Not a cause, not a concept, not an organisation, but an actual person, preferably a living one. The heralds seek to learn the stories of these people, what drew them to their life of service, what it has led them to achieve, and what fulfilment it brings them. There is no mention of reward or recompense, but the letter commends the helpfulness of the citizens of the Casinean Empire and their willingness to bestow the details of their lives on those who might find them useful.&lt;br /&gt;
&lt;br /&gt;
The heralds and their Supervisors intend to arrive in the Hall of Worlds at 16:00 on Saturday of the forthcoming summit. They would appreciate it if someone could meet them and guide them to a place in Anvil where they might sit, listen, and learn.&lt;br /&gt;
&lt;br /&gt;
===To Sing a Song of Skill (Ylenwe)===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Ylenwe will visit the Senate tent at 19:30 on Friday to listen to performances&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any bard is welcome, but the herald is looking for works of craft and skill&#039;&#039;&#039;&lt;br /&gt;
During the Autumn Equinox, several heralds of [[Ylenwe]] visited Anvil to seek out skilled performers and bards. They are now planning to return at the Spring Equinox, in order to listen to performances of &amp;quot;art&amp;quot;. The heralds are vague on what they consider to be &amp;quot;art&amp;quot;, but they are looking for original pieces of craft and skill, rather than covers or reinterpretations of existing songs. Those whose performances please the heralds will be rewarded, but warn those who might wish to perform the more folksy music that they might be asked to move along.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
{{CaptionedImage|file=SungArt.jpg|align=right|width=200}}&lt;br /&gt;
===Celestial Arcs (Sung)===&lt;br /&gt;
* &#039;&#039;&#039;Eternals of Night have asked the Empire to create some constellations for them to enjoy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sung is facilitating the creation of a temporary set of stars, and invites volunteers to join them into constellations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She invites artists to draw and name the new constellations in a conjunction at 22:20 on the Friday of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She invites bards, storytellers and the enigmatic to craft lore and stories for these constellations at 22:40 on the Friday of the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
In the months leading up to the Spring Equinox, heralds of various Night eternals going about their business in the Empire are observed to paint the night sky, sing songs of it and pen poetry of its beauty. So perhaps it is of little surprise when a scroll written in glistening ink unfurls itself in the Imperial regio.&lt;br /&gt;
&lt;br /&gt;
The eternals of the Night realm have heard much about constellations from their dealings with the Empire. They have considered what a constellation may be and why it could be of such interest to Imperials - and they have decided that they would like some of their own. Or, more specifically, [[Sung]], Lord of Illusions, announces her intention to gift the inhabitants of the realm their own set of constellations so that they may share in this passion of the Empire’s.&lt;br /&gt;
&lt;br /&gt;
She has made a space around a night regio in the Meadow of Dust and Glass in Burnish, Segura where small lights can settle in the grass like flowers - and wishes for volunteers to draw lines between these points of light and name their new constellations. But the Whispering Wind knows from the tales of astronomancers that a constellation is more than just a pretty picture and a name. When the constellations have been formed, she wishes for a new group of volunteers with skills esoteric and verbose to observe the new constellations and craft for them a lore, stories, meaning.&lt;br /&gt;
&lt;br /&gt;
Her heralds will stay with the field of lights and listen to the song of these new stars as it is woven. When they return home, they will set celestial needle to thread and recreate all that they have heard and seen in a grand display throughout the heavens of the night realm. As a seasoned collector of artworks, the Spiral Dancer asks the [[Curator of the Blood Red River]], &#039;&#039;&#039;Astrid Fjellrevening Rezia di Tassato&#039;&#039;&#039;, to organise ten volunteers for the conjunction to create and name constellations and the [[Azure Sutannir]], &#039;&#039;&#039;Mina i Yashum i Riqueza&#039;&#039;&#039;, to organise 10 volunteers for the conjunction to craft lore for the new constellations.&lt;br /&gt;
&lt;br /&gt;
==Boggarts! (Conjunctions)==&lt;br /&gt;
===Grim Scavengers===&lt;br /&gt;
* &#039;&#039;&#039;Hooded Winter creatures have been encountered upon battlefields all across the Empire.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These creatures are drawn to those who are [[Combat#Terminal | Terminal]] or the recently dead, but have been witnessed circling the gravelly wounded.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for recently killed characters to have their final words captured by these mysterious scribes.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These boggarts are expected to emerge from the Imperial Regio at &#039;&#039;&#039;8pm&#039;&#039;&#039; on Saturday.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;from Beatrice von Holberg&#039;s Book of Boggarts Vol. III&amp;quot;&amp;gt;...Gymoriae, being formed of Winter&#039;s resonance with Endings and Hunger, collect the final moment that divides life and death. They do not seem, however, capable of digesting the more &#039;&#039;human&#039;&#039; elements of that instant. They are terrified of the young and new beginnings... &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Emerging from Winter Regio across Imperial territory creatures of the Winter realm - boggarts - have descended on the aftermath of battlefields and other sites of violence. Seemingly drawn to death and wrapped in funerary garb, they have been observed waiting patiently near the mortally wounded, quills in hand to scribble the final words of the dying. Even when their mark has succumbed to their wounds, these entities have displayed the ability to [[Voice for the dead|rouse them into a momentary state of unlife]] to draw forth what they seek.&lt;br /&gt;
&lt;br /&gt;
Elsewhere figures matching the same description have appeared at farmstead doors, alongside lonely roads and even from the [[Regio#Imperial Regio|Imperial Regio]] in [[Anvil]] seeking to divest themselves of their grim freight - offering the last breath of loved ones for a magical burden akin to a [[Curse | curse]]. Those who have accepted this deal have reported experiencing a [[Roleplaying_effects | strange melancholy]] that they have struggled to overcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation:&#039;&#039;&#039; If your character dies between time-in on Friday and the end of the battle on Sunday, you may record your character&#039;s final words using a drop-box and form available at GOD.&lt;br /&gt;
&lt;br /&gt;
===Drowning Pools (Bregasland)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;from Beatrice von Holberg&#039;s Book of Boggarts Vol. III&amp;quot;&amp;gt;...Greenteeth are beings of Spring notable for their savage nature and fascination with defenceless prey. It is said that they will lose all sense of self-preservation when hearing the sobbing of the lost and afraid... &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Creatures of Spring have drawn themselves from the stagnant waters of the Grey Fens and are running rampant through the region - attacking isolated farms and travellers.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Keeper of the Breadbasket&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for seeing to it that no greenteeth escape.&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
With the arrival of spring and the slow thaw of the fens came the first reports of disappearances: travellers, fishers braving the mire to check their eel grigs and the sorts that keep their own company out in the deeper fens. Life is harsh where even the dirt underfoot can&#039;t be relied upon - so it was only when &#039;&#039;survivors&#039;&#039; began showing up at household doors half dead and terrified that the truth bubbled to the surface. Realm vermin - creatures of Spring known as [[Inhabitants_of_the_realms#Boggarts|boggarts]] - were everywhere in the deeper fens. Monsters with putrid green teeth burst from stagnant pools to throttle and hack the unwitting to death, they were increasingly being encountered in packs armed with scavenged weapons. As for what has become of the bodies of their victims - well - it is best to remember that out in the mire - everything sinks.&lt;br /&gt;
&lt;br /&gt;
Things have come to a head with a recent attack at Drowner&#039;s Dell - the site of an isolated collection station for the [[The Marches economic interests#The Imperial Breadbasket|Imperial Breadbasket]] where several fenlanders had managed to hold up against the Jotun. There was only one survivor. Attempts by local militia and [[beater|beaters]] have been thwarted by the tendency of these creatures to flee well-armoured foes or fights where they are outnumbered. If the [[Keeper of the Breadbasket]], &#039;&#039;&#039;Orson BogMyrtle&#039;&#039;&#039;, can deal with the greenteeth, then local households will be encouraged to remain in the territory - in spite of Jotun invasion.&lt;br /&gt;
&lt;br /&gt;
===Fishers of Folks (Holberg)===&lt;br /&gt;
* &#039;&#039;&#039;People are being dragged into the stagnant waters of the Semmerlak and or attacked in their homes by ravenous Spring creatures all across Misericorde.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Red-Eyed Reaper&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defending the Flaxen Pillars and the Sand Fishers that work the resource.&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Something is killing people in Misericorde. Down by the stagnant pools where the slate grey waters become trapped something lies beneath the surface - silent and motionless - until they are not. Successful hunts reveal the killers to be boggarts - Spring creatures with rubbery flesh and teeth the colour of mulch - but for every one of them cornered and caught, several more slip through the net - bleeding back into the landscape at the first sign of armed response or coordinated effort. And so still more folk go missing - and it seems that the more defenceless and vulnerable the more drawn these monsters are - no-one is safe in the wilder reaches of the region.&lt;br /&gt;
&lt;br /&gt;
Prognosticators have identified a conjunction that might deliver heroes from Anvil to Sacrifice Point where a clutch of these &#039;&#039;greenteeth&#039;&#039; responsible for a recent fatal attack at the [[Flaxen Pillars]] that have left several Sand Fisher orcs dead. However, if any of the creatures are able to escape they will most certainly kill again. It is the responsibility of the [[Flaxen Pillars|Red-Eyed Reaper]], &#039;&#039;&#039;Claus Friedrich von Holberg&#039;&#039;&#039;, to kill the greenteeth and ensure none escape.&lt;br /&gt;
{{Cosmology Further Reading}}&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_Senate_sessions&amp;diff=145717</id>
		<title>388YE Autumn Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_Senate_sessions&amp;diff=145717"/>
		<updated>2026-09-21T15:50:11Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Amend Tassatan Hills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:388YE Autumn]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit, the civil service enacts those motions and ensures a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarised, including the wording, who proposed and seconded it, whether it passed or not, whether any funds were disbursed to support it, and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at TBC&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
===Assign Bregasland===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To assign the territory of Bregasland&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Saturday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Assigned to [[the Marches]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The territory of [[Bregasland]] has been assigned to [[the Marches]]. The election for Senator of Bregasland will take place at the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
===Abrogate Vicente School and Orphanage===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To abrogate the construction of the Vicente School and Orphanage, abrogating the title Custodian of the Vicente School and Orphanage&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; Following the revelation of a lair under the dominion of the [[Whisper Gallery]], and its subsequent [[This is the end|disappearance]], the Vicente School and Orphanage is no longer active. This motion would abrogate the [[Custodian of the Vicente School and Orphanage]], preventing it from being appointed again.&lt;br /&gt;
&lt;br /&gt;
===Amend Knight of the Greenwood===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Knight of the Greenwood to become a Dawnish title appointed by the Vallornguard. This will open Greenwood Manor to citizens of every nation, allowing military units from across the Empire to take the quest against the vallorn venture&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This motion follows the [[388YE_Summer_Solstice_Synod_judgements#Judgement_58|mandate]] enacted by &#039;&#039;&#039;Lord Reynard Griffinsong&#039;&#039;&#039;. If the motion is passed, then the [[Knight of the Greenwood]] will be appointed by the [[Vallornguard]] the next time it falls vacant after the Autumn Equinox 388YE.&lt;br /&gt;
&lt;br /&gt;
===Abrogate Marr&#039;s Mine===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Abrogate Marr&#039;s Mine, on the advice of the Senator of Kallavesa &lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The motion to [[#Construct Marr&#039;s Mine|Construct Marr&#039;s Mine]] was abrogated&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion was raised to allow Senate to reconsider its commission options after civil service paperwork error. Any senator could propose one of the existing commission motions to abrogate. The senator of Kallavesa was the only senator to make a proposal.&lt;br /&gt;
&lt;br /&gt;
==Senate Motions==&lt;br /&gt;
===Amend Appraisal of Virtue Fund===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the appraisal for the virtue fund to instruct Lisane de Terresford instead of Rosemary Stockland. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Ismene of the Scarlet Guard, Senator for Morrow&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Ana i Taziel i Riqueza, Senator for Segura&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Lisane de Terresford remains [[Satraps of the Abyss|engaged]] in Sumaah until the start of the Winter Solstice 388YE. Gerard la Salle will select a prognosticator for the task.&lt;br /&gt;
&lt;br /&gt;
===Amend Judgement of Veto===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Synod&#039;s Judgement of Veto to a model of &amp;quot;indicative vote&amp;quot;. To allow a Virtue Assembly or National Assembly to indicate a desire to veto before the General Assembly at the following summit on the basis of virtue, or on a national matter respectively. That after extended scrutiny by the Constitutional Court once they&#039;ve worked out what the shit I&#039;m on about, to bring forward their conclusion as an administrative motion next summit. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Mel Bleak, Senator for Mournwold&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Tristan duLac, Senator for Weirwater&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; This motion is undergoing extended scrutiny.&lt;br /&gt;
&lt;br /&gt;
===Amend Quartermaster General===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the stipend for the Quartermaster General to 292T.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Asael, Senator for Casinea&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Narciso Sybilo di Nessuno, Senator for Tassato&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Imperial_treasury#Stipends|stipend]] of the [[Quartermaster General]] has been changed to 292 thrones.&lt;br /&gt;
&lt;br /&gt;
===Amend Speaker of Highborn Assembly===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the title of Speaker for the Highborn National Assembly to give them the power to announce a single commission or improvement for an appropriate edifice or inspirational location each season. This will not require a commission. The speaker will be responsible for commissioning buildings with a religious purpose. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Kish of the Flame Beneath the Earth, Senator for Necropolis&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Asael, Senator for Casinea&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Speaker of the Highborn Assembly]] has been amended&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This [[Lay_the_foundations#A_Lasting_Legacy|opportunity]] comes from the Custodes Calvium, and relies on the [[Construct Grand Inspiration of the Way|Grand Inspiration]] being completed before the start of the Spring Equinox 389YE.&lt;br /&gt;
&lt;br /&gt;
===Amend Tassatan Hills===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To increase the upkeep of the Tassatan Hills Ilium mine by 10 Thrones a season and direct the civil service to pass that 10 thrones to the Forge and Furnace Fellowship in Tassato. After 3 years we intend to reduce the upkeep to its usual level. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Kaspar Yakovich von Holberg, Senator for Holberg&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Genoveva Barossa d&#039;Apulian, Senator for Spiral&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The upkeep of the [[Tassatan Hills]] has been increased.&lt;br /&gt;
&lt;br /&gt;
===Amend Tender of Phoenix Flame===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Attach the Effervescent Brook to the Tender of the Phoenix Flame&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Eulàlia i Phovas i Riqueza, Senator for Madruga&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Honest Bobby Boarbridge, Senator for Upwold&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Once complete, the [[Construct Effervescent Brook|Effervescent Brook]] will be available to the [[Tender of the Phoenix Flame]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; The construction of the Efferescent Brook was [[#Construct Effervescent Brook|announced]], but required a senate motion to amend the existing title.&lt;br /&gt;
&lt;br /&gt;
===Amend Warcaster===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the responsibilities of the Warcaster to remove the responsibility to liaise with the Conclave and replace it with the responsibility to manage and co-ordinate with covens in Anvil to provide ritual magic for Military Council; to liaise between covens of the Military Council, ensuring the Military Council is aware of Imperial casting capabilities both in Anvil and through the Sentinel Gate. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Thalia of Netherwatch, Senator for Redoubt&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Aurianna du Meravon, Senator for Semmerholm&lt;br /&gt;
*&#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was a constitutional motion, due to the removal of the liaison with the Conclave. &lt;br /&gt;
&lt;br /&gt;
===Assign Weirwater Vales===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Assign Weirwater Vales&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Lady Gwendoloena de Ordraig, Senator for the Barrens&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Fedelmidd Sydanjaa&#039;s Heart Floer, Senator for Sermersuaq&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Weirwater Vales]] was assigned as a Dawnish Bourse Seat. &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This followed an [[#Relinquish Weirwater Vales|earlier]] motion to [[Powers_of_the_Imperial_Senate#Relinquishment|relinquish]] the seat&lt;br /&gt;
&lt;br /&gt;
===Cede Palace of Orieb===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Cede the Palace of Orieb to the Night eternal Azoth. Azoth has sworn to return it once one year has passed. This will result in the destruction of six regios within the palace that enable the idolatrous worship of eternals. The benefit to Azoth will be to learn more about realmswoot. This wll not abrogate the associated title, who will instead receive 3 night viz and a unique arcane projection each season from Azoth. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Bronimir Ranedzkah Pinewheel, Senator for Ossium&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Rhisiart Heartsbane, Senator for Miaren&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Apothecary of Orieb]] has been amended and will receive a unique [[arcane projection]] and three pawns of [[Vis#Crystal_Fire|crystal fire]] each season&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; The [[Shadowed_boughs_of_twilight#Great_Serpent|offer]] from Azoth will see the Palace of Orieb returned by the start of the Winter Solstice 389YE.&lt;br /&gt;
&lt;br /&gt;
===Lease Saltstone===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To accept the lease of the Skouran artifact known as the Saltstone at a cost of 8 Thrones per season&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Bloodcrow Rasp, Senator for Skarsind&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Pathfinder Gaddak, Senator for Mareave&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The Empire will pay eight thrones a season to Skoura to retain custodianship of the [[Mithril_and_rope#Objective:_Secure_the_Saltbound_Stone|Saltstone]].&lt;br /&gt;
&lt;br /&gt;
===Ratify Treaty with the Karass===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Pass Treaty with Karass&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Éamon Ashenmourn de Cordraco, Senator for Astolat&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Garviel i Abrira i Erigo, Senator for Feroz&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the wording of this treaty&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
This treaty lays out terms negotiated between the Casinean Empire and the Karass of the Barrens. The Casinean Empire will:&lt;br /&gt;
*Cede the Bleaks to the Karass sept.&lt;br /&gt;
*Provide military protection against threats. &lt;br /&gt;
*Entrust any black lotus plants that the Empire owns into their care.&lt;br /&gt;
The Karass sept will:&lt;br /&gt;
*Provide extensive scouting information on the Forest of Ulnak and Salt Flats of Sanath to the Empire. &lt;br /&gt;
*Commit to any ventures into the Mallum.&lt;br /&gt;
*Support the Empire in locating black lotus in perpetuity. &lt;br /&gt;
*Cultivate any black lotus the Empire entrusts to them at no costs - all produce will be provided to the Empire. &lt;br /&gt;
Signed Reynard of De Gauvain, Slavomir Rabovich Bolotstrazh, the Imperial Consul, Lady Gwendoloena de Ordraig, the Senator of Barrens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ratify Treaty with the Iron Confederacy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Pass Treaty with Iron Confederacy&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Garviel i Abrira i Erigo, Senator for Feroz&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Velasco i Guerra, Senator for Kahraman&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; There was substantial discussion on whether this motion required a constitutional vote, due to the inclusion of the ban against preaching the Way to the Suranni within the borders of the Empire.&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the wording of this treaty&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
This Treaty is underwritten by the peer nations of the Casinean Empire and the Grand Duchies of the Iron Confederacy, as mutual partners for greater peace and prosperity. The following terms will apply for the initial term of three years, with an option for renewal at that time if mutually agreed upon. &lt;br /&gt;
* Mutual military peace between our nations&lt;br /&gt;
* Continuation of existing free trade&lt;br /&gt;
* Continuation of existing law against the sale of narcotics to the Iron Confederacy&lt;br /&gt;
* The Empire will outlaw the preaching of the way to the Suranni who visit Imperial Territory&lt;br /&gt;
* The Suranni will make available for purchase wains of ilium, white granite, mithril, and weirwood from their strategic stockpiles to the Empire. &lt;br /&gt;
* The Suranni will be ceded the Temple of the Black Bull to act as a Trade Enclave.&lt;br /&gt;
* The Suranni will contribute five wains towards the repair of the bridge over the Scorrero River.&lt;br /&gt;
* An appraisal will be performed before the end of 388YE to identify how the Empire can stop the Hand of Dumon illegal organisation from attacking the Iron Confederacy while taking shelter within the Empire. A Statement of Principle encouraging Imperial citizens to seek out and stop this organisation will be raised in an appropriate assembly by the same deadline. &lt;br /&gt;
* The Empire will immediately commit five armies to aiding the Suranni&#039;s conquest at Reinos, with the option to send additional armies of military units. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Relinquish Weirwater Vales===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To relinquish the Weirwater Vales.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Tristan duLac, Senator for Weirwater&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Bloodcrow Rasp, Senator for Skarsind&lt;br /&gt;
*&#039;&#039;&#039;Passed with a constitutional majority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion received the ratification of Emperor &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
===Appoint Ambassador to Axos===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Ambassador to Axos&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Asthore Autumngale&#039;&#039;&#039; of [[Navarr]] was appointed as the [[Ambassador to Axos]]&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Summer_Solstice_Senate_sessions#Appoint_Ambassador_to_Axos|Summer 388YE]].&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to the Grendel===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Ambassador to the Grendel&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Damian den Mhuir di Tassato-Mestra&#039;&#039;&#039; of [[the League]] was appointed as the [[Ambassador to the Grendel]]&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Summer_Solstice_Senate_sessions#Appoint_Ambassador_to_the Grendel|Summer 388YE]].&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to the Sarcophan Delves===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Ambassador to the Sarcophan Delves&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039; of [[the Brass Coast]] was appointed as the [[Ambassador to the Sarcophan Delves]]&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Summer_Solstice_Senate_sessions#Appoint_Ambassador_to_the Sarcophan Delves|Summer 388YE]].&lt;br /&gt;
&lt;br /&gt;
===Appoint Captain of the Senate Guard===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Captain of the Senate Guard&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Ana i Taziel i Riqueza, Senator for Segura&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Eulàlia i Phovas i Riqueza, Senator for Madruga&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Captain of the Senate Guard]] will be appointed at the first Senate session of the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to Jarm===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to Jarm&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Narciso Sybilo di Nessuno, Senator for Tassato&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Laurencio Lemmini di Sarvos, Senator for Sarvos&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Ambassador to Jarm]] will be appointed at the first Senate session of the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to the Iron Confederacy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to the Iron Confederacy&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Morana Vesnayevich, Senator for Karov&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Belakov Zakharovich Prochnost, Senator for Karsk&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039;  The title of [[Ambassador to the Iron Confederacy]] will be appointed at the first Senate session of the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to Beoraidh===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to Beoraidh&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Genoveva Barossa d&#039;Apulian, Senator for Spiral&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Bronn Dunwolf, Senator for Hanhmark&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Ambassador to Beoraidh]] will be appointed at the first Senate session of the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
==Appraisals==&lt;br /&gt;
===Appraise Arcane with Sadogua===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; We accept the offer provided by the Oracle Pig Sadogua, Brother of Wizards, to enable the arcane architect to improve the arcane abilities of the Empire. Therefore we instruct the Prognosticators Office to work with heralds of the Globbersnotch to appraise and explore the opportunities present with: The Sarangrave; The Blade of Thorns, Hercinya; and The Ministry of the Archmage of Night&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Vasilmir Radovanovna Esskivic, Senator for Miekarova&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Desilav Sergeyevich Jesen, Senator for Volodmartz&lt;br /&gt;
*&#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; Support of this appraisal was [[Towers_of_the_moon#Arcane_Architecture|offered]] by [[Sadogua]] and was only available during the Autumn Equinox 388YE&lt;br /&gt;
&lt;br /&gt;
===Appraise Repair of Roads===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To appraise the requirements for repairs to the Blood Red Roads and Sunset Roads. We ask Rosemary Stockland to perform the Appraisal.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Desilav Sergeyevich Jesen, Senator for Volodmartz&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Rowyn of the Waystone Path, Senator for Hercynia&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The results of this appraisal will be presented before the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appraise Virtue Fund===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To send Rosemary Stockland to appraise ways to improve the value and resilience of the Virtue Fund.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Senator for Bastion&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Senator for Miekarova&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The results of this appraisal will be presented before the Winter Solstice 388YE&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; Rosemary Stockland will [[#Appraise Repair of Roads|be engaged]] in an appraisal. &lt;br /&gt;
&lt;br /&gt;
==Commissions (Senate)==&lt;br /&gt;
===Construct Kespoena&#039;s Nadir===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Construct Kespoena&#039;s Nadir in Zenith&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Aurianna du Meravon, Senator for Semmerholm&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Ismene of the Scarlet Guard, Senator for Morrow&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct Kespoena&#039;s Nadir]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;!--This was the &amp;lt;s&amp;gt;tenth&amp;lt;/s&amp;gt; ninth use of a commission.--&amp;gt; Kespoena&#039;s Nadir is a new [[mithril]] seat, [[Value_beneath_the_mountain|uncovered]] by the [[Argent Sword]].&lt;br /&gt;
&lt;br /&gt;
==Commissions (Announcements)==&lt;br /&gt;
===Construct Bakers&#039; Bowl===&lt;br /&gt;
* &#039;&#039;&#039;Announcement:&#039;&#039;&#039; To commission a sinecure, the BAKERS&#039; BOWL, a stadium in Holmauer, Holberg as part of the newly formed Casinean League. Sinecure to create the position SPONSOR OF THE HOLBERG HAMMERS, a lifetime League National position, to be appointed by League Senators. REVOCABLE by the Assembly of Nine, General Assembly and League National Assembly. POWERS: receives an income of at least 216 rings per season. RESPONSIBILITIES: Responsible for the well-being of the staduim and the team. SELF-FUNDED with 20 wains weirwood and coin, by Lula and Bernhard Kleist von Ennerlund. We invite Calcio and Foot-the-Ball teams for other cities and towns unfortunate enough not to yet have their own stadiums to use the Bakers&#039; Bowl for train and to play fixtures. &lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Lula Kleist von Ennerlund, [[Bearer of an Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[sinecure]] in Holmaer, Holberg&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Baker&#039;s Bowl]]&lt;br /&gt;
&lt;br /&gt;
===Construct Effervescent Brook===&lt;br /&gt;
* &#039;&#039;&#039;Announcement:&#039;&#039;&#039; Of the commission on behalf of Enchantress Areloe. The Effervescent Brook, a new ministry in Groves Yard, Astolat, available to the Tender of the Phoenix Flame. The cost of 4 Wains of Weirwood, 4 rings of Ilium and 12 crowns will be provided by the Tender and the Vallorn Guard. By diverting the Whitesmoke Brook to the Phoenix Flame it provides tonics to fight the vallorn in exchange for Tempest Jade. There is no upkeep cost. &lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Wistan Goodledger, [[Bearer of an Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Effervescent Brook]]&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The [[Goodwill#Silverfire_Steam|effervescent brook]] was suggested by &#039;&#039;Gwinthav who speaks with Majesty&#039;&#039;, herald of [[Meraud]]. The Wayleave cannot alter the existing title to attach the ministry. A later motion addresses this.&lt;br /&gt;
&lt;br /&gt;
===Construct Rose&#039;s Respite===&lt;br /&gt;
* &#039;&#039;&#039;Announcement:&#039;&#039;&#039; Announce the building of the &amp;quot;Rose&#039;s Respite&amp;quot; a herb sinecure in Astolat costing 16 wains of weirwood. To be elected by senators. This is self funded. &lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Laughlan Vi Temeschwar, [[Master of Rings]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Rose&#039;s Respite]]&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Assign the Guerdon===&lt;br /&gt;
*&#039;&#039;&#039;Announcement:&#039;&#039;&#039; Military units supporting the Golden Axe, the Seventh Wave, and to rescuing the Drakes to receive the Guerdon&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Natalia &#039;The Falcon&#039; Barossa, [[Quartermaster General of the Imperial Armies]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Military units supporting the two armies or [[When_something_is_lost#Finding_the_Missing_Legion|rescuing the Drakes]] will receive shares in the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]]&lt;br /&gt;
&lt;br /&gt;
===Reappraise Irontooth Keep===&lt;br /&gt;
* &#039;&#039;&#039;Announcement&#039;&#039;&#039; Reappraise Irontooth Keep&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Tristan Ramson von Holberg, [[Master of the Mint]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The plans for [[Sowing_on_the_mountains#Irontooth_Keep|Irontooth Keep]] were first offered shortly before the Winter Solstice 381YE, and were later [[The_war_of_thorns_and_flowers#The_Threat_From_Sküld|revitalised]] in preparation for the war against the vallorn. The results of this announcement will be made available before the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Light Market===&lt;br /&gt;
* &#039;&#039;&#039;Announcement:&#039;&#039;&#039; I intend to have the miners continue to mine at their current level, choosing solid financial profit over potential resources at the whim of the Night Below. &lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039;  Zorazell Sirota, [[Merchant Boyar of the Light Market]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The mine owners of [[Miekarova]] and [[Volodmartz]] will continue to receive 36 extra rings each season&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_Senate_sessions&amp;diff=145716</id>
		<title>388YE Autumn Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_Senate_sessions&amp;diff=145716"/>
		<updated>2026-09-21T15:49:57Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Amend Judgement of Veto */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:388YE Autumn]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit, the civil service enacts those motions and ensures a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarised, including the wording, who proposed and seconded it, whether it passed or not, whether any funds were disbursed to support it, and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at TBC&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
===Assign Bregasland===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To assign the territory of Bregasland&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Saturday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Assigned to [[the Marches]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; The territory of [[Bregasland]] has been assigned to [[the Marches]]. The election for Senator of Bregasland will take place at the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
===Abrogate Vicente School and Orphanage===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To abrogate the construction of the Vicente School and Orphanage, abrogating the title Custodian of the Vicente School and Orphanage&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; Following the revelation of a lair under the dominion of the [[Whisper Gallery]], and its subsequent [[This is the end|disappearance]], the Vicente School and Orphanage is no longer active. This motion would abrogate the [[Custodian of the Vicente School and Orphanage]], preventing it from being appointed again.&lt;br /&gt;
&lt;br /&gt;
===Amend Knight of the Greenwood===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Knight of the Greenwood to become a Dawnish title appointed by the Vallornguard. This will open Greenwood Manor to citizens of every nation, allowing military units from across the Empire to take the quest against the vallorn venture&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; This motion follows the [[388YE_Summer_Solstice_Synod_judgements#Judgement_58|mandate]] enacted by &#039;&#039;&#039;Lord Reynard Griffinsong&#039;&#039;&#039;. If the motion is passed, then the [[Knight of the Greenwood]] will be appointed by the [[Vallornguard]] the next time it falls vacant after the Autumn Equinox 388YE.&lt;br /&gt;
&lt;br /&gt;
===Abrogate Marr&#039;s Mine===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Abrogate Marr&#039;s Mine, on the advice of the Senator of Kallavesa &lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The motion to [[#Construct Marr&#039;s Mine|Construct Marr&#039;s Mine]] was abrogated&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion was raised to allow Senate to reconsider its commission options after civil service paperwork error. Any senator could propose one of the existing commission motions to abrogate. The senator of Kallavesa was the only senator to make a proposal.&lt;br /&gt;
&lt;br /&gt;
==Senate Motions==&lt;br /&gt;
===Amend Appraisal of Virtue Fund===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the appraisal for the virtue fund to instruct Lisane de Terresford instead of Rosemary Stockland. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Ismene of the Scarlet Guard, Senator for Morrow&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Ana i Taziel i Riqueza, Senator for Segura&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Lisane de Terresford remains [[Satraps of the Abyss|engaged]] in Sumaah until the start of the Winter Solstice 388YE. Gerard la Salle will select a prognosticator for the task.&lt;br /&gt;
&lt;br /&gt;
===Amend Judgement of Veto===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Synod&#039;s Judgement of Veto to a model of &amp;quot;indicative vote&amp;quot;. To allow a Virtue Assembly or National Assembly to indicate a desire to veto before the General Assembly at the following summit on the basis of virtue, or on a national matter respectively. That after extended scrutiny by the Constitutional Court once they&#039;ve worked out what the shit I&#039;m on about, to bring forward their conclusion as an administrative motion next summit. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Mel Bleak, Senator for Mournwold&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Tristan duLac, Senator for Weirwater&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; This motion is undergoing extended scrutiny.&lt;br /&gt;
&lt;br /&gt;
===Amend Quartermaster General===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the stipend for the Quartermaster General to 292T.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Asael, Senator for Casinea&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Narciso Sybilo di Nessuno, Senator for Tassato&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Imperial_treasury#Stipends|stipend]] of the [[Quartermaster General]] has been changed to 292 thrones.&lt;br /&gt;
&lt;br /&gt;
===Amend Speaker of Highborn Assembly===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the title of Speaker for the Highborn National Assembly to give them the power to announce a single commission or improvement for an appropriate edifice or inspirational location each season. This will not require a commission. The speaker will be responsible for commissioning buildings with a religious purpose. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Kish of the Flame Beneath the Earth, Senator for Necropolis&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Asael, Senator for Casinea&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Speaker of the Highborn Assembly]] has been amended&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This [[Lay_the_foundations#A_Lasting_Legacy|opportunity]] comes from the Custodes Calvium, and relies on the [[Construct Grand Inspiration of the Way|Grand Inspiration]] being completed before the start of the Spring Equinox 389YE.&lt;br /&gt;
&lt;br /&gt;
===Amend Tassatan Hills===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; to increase the upkeep of the Tassatan Hills Ilium mine by 10 Thrones a season and direct the civil service to pass that 10 thrones to the Forge and Furnace Fellowship in Tassato. After 3 years we intend to reduce the upkeep to its usual level. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Kaspar Yakovich von Holberg, Senator for Holberg&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Genoveva Barossa d&#039;Apulian, Senator for Spiral&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The upkeep of the [[Tassatan Hills]] has been increased. &lt;br /&gt;
&lt;br /&gt;
===Amend Tender of Phoenix Flame===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Attach the Effervescent Brook to the Tender of the Phoenix Flame&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Eulàlia i Phovas i Riqueza, Senator for Madruga&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Honest Bobby Boarbridge, Senator for Upwold&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Once complete, the [[Construct Effervescent Brook|Effervescent Brook]] will be available to the [[Tender of the Phoenix Flame]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; The construction of the Efferescent Brook was [[#Construct Effervescent Brook|announced]], but required a senate motion to amend the existing title.&lt;br /&gt;
&lt;br /&gt;
===Amend Warcaster===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the responsibilities of the Warcaster to remove the responsibility to liaise with the Conclave and replace it with the responsibility to manage and co-ordinate with covens in Anvil to provide ritual magic for Military Council; to liaise between covens of the Military Council, ensuring the Military Council is aware of Imperial casting capabilities both in Anvil and through the Sentinel Gate. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Thalia of Netherwatch, Senator for Redoubt&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Aurianna du Meravon, Senator for Semmerholm&lt;br /&gt;
*&#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was a constitutional motion, due to the removal of the liaison with the Conclave. &lt;br /&gt;
&lt;br /&gt;
===Assign Weirwater Vales===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Assign Weirwater Vales&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Lady Gwendoloena de Ordraig, Senator for the Barrens&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Fedelmidd Sydanjaa&#039;s Heart Floer, Senator for Sermersuaq&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; [[Weirwater Vales]] was assigned as a Dawnish Bourse Seat. &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This followed an [[#Relinquish Weirwater Vales|earlier]] motion to [[Powers_of_the_Imperial_Senate#Relinquishment|relinquish]] the seat&lt;br /&gt;
&lt;br /&gt;
===Cede Palace of Orieb===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Cede the Palace of Orieb to the Night eternal Azoth. Azoth has sworn to return it once one year has passed. This will result in the destruction of six regios within the palace that enable the idolatrous worship of eternals. The benefit to Azoth will be to learn more about realmswoot. This wll not abrogate the associated title, who will instead receive 3 night viz and a unique arcane projection each season from Azoth. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Bronimir Ranedzkah Pinewheel, Senator for Ossium&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Rhisiart Heartsbane, Senator for Miaren&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Apothecary of Orieb]] has been amended and will receive a unique [[arcane projection]] and three pawns of [[Vis#Crystal_Fire|crystal fire]] each season&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; The [[Shadowed_boughs_of_twilight#Great_Serpent|offer]] from Azoth will see the Palace of Orieb returned by the start of the Winter Solstice 389YE.&lt;br /&gt;
&lt;br /&gt;
===Lease Saltstone===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To accept the lease of the Skouran artifact known as the Saltstone at a cost of 8 Thrones per season&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Bloodcrow Rasp, Senator for Skarsind&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Pathfinder Gaddak, Senator for Mareave&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The Empire will pay eight thrones a season to Skoura to retain custodianship of the [[Mithril_and_rope#Objective:_Secure_the_Saltbound_Stone|Saltstone]].&lt;br /&gt;
&lt;br /&gt;
===Ratify Treaty with the Karass===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Pass Treaty with Karass&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Éamon Ashenmourn de Cordraco, Senator for Astolat&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Garviel i Abrira i Erigo, Senator for Feroz&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the wording of this treaty&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
This treaty lays out terms negotiated between the Casinean Empire and the Karass of the Barrens. The Casinean Empire will:&lt;br /&gt;
*Cede the Bleaks to the Karass sept.&lt;br /&gt;
*Provide military protection against threats. &lt;br /&gt;
*Entrust any black lotus plants that the Empire owns into their care.&lt;br /&gt;
The Karass sept will:&lt;br /&gt;
*Provide extensive scouting information on the Forest of Ulnak and Salt Flats of Sanath to the Empire. &lt;br /&gt;
*Commit to any ventures into the Mallum.&lt;br /&gt;
*Support the Empire in locating black lotus in perpetuity. &lt;br /&gt;
*Cultivate any black lotus the Empire entrusts to them at no costs - all produce will be provided to the Empire. &lt;br /&gt;
Signed Reynard of De Gauvain, Slavomir Rabovich Bolotstrazh, the Imperial Consul, Lady Gwendoloena de Ordraig, the Senator of Barrens.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ratify Treaty with the Iron Confederacy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Pass Treaty with Iron Confederacy&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Garviel i Abrira i Erigo, Senator for Feroz&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Velasco i Guerra, Senator for Kahraman&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; There was substantial discussion on whether this motion required a constitutional vote, due to the inclusion of the ban against preaching the Way to the Suranni within the borders of the Empire.&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the wording of this treaty&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
This Treaty is underwritten by the peer nations of the Casinean Empire and the Grand Duchies of the Iron Confederacy, as mutual partners for greater peace and prosperity. The following terms will apply for the initial term of three years, with an option for renewal at that time if mutually agreed upon. &lt;br /&gt;
* Mutual military peace between our nations&lt;br /&gt;
* Continuation of existing free trade&lt;br /&gt;
* Continuation of existing law against the sale of narcotics to the Iron Confederacy&lt;br /&gt;
* The Empire will outlaw the preaching of the way to the Suranni who visit Imperial Territory&lt;br /&gt;
* The Suranni will make available for purchase wains of ilium, white granite, mithril, and weirwood from their strategic stockpiles to the Empire. &lt;br /&gt;
* The Suranni will be ceded the Temple of the Black Bull to act as a Trade Enclave.&lt;br /&gt;
* The Suranni will contribute five wains towards the repair of the bridge over the Scorrero River.&lt;br /&gt;
* An appraisal will be performed before the end of 388YE to identify how the Empire can stop the Hand of Dumon illegal organisation from attacking the Iron Confederacy while taking shelter within the Empire. A Statement of Principle encouraging Imperial citizens to seek out and stop this organisation will be raised in an appropriate assembly by the same deadline. &lt;br /&gt;
* The Empire will immediately commit five armies to aiding the Suranni&#039;s conquest at Reinos, with the option to send additional armies of military units. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Relinquish Weirwater Vales===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To relinquish the Weirwater Vales.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Tristan duLac, Senator for Weirwater&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Bloodcrow Rasp, Senator for Skarsind&lt;br /&gt;
*&#039;&#039;&#039;Passed with a constitutional majority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion received the ratification of Emperor &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
===Appoint Ambassador to Axos===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Ambassador to Axos&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Asthore Autumngale&#039;&#039;&#039; of [[Navarr]] was appointed as the [[Ambassador to Axos]]&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Summer_Solstice_Senate_sessions#Appoint_Ambassador_to_Axos|Summer 388YE]].&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to the Grendel===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Ambassador to the Grendel&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Damian den Mhuir di Tassato-Mestra&#039;&#039;&#039; of [[the League]] was appointed as the [[Ambassador to the Grendel]]&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Summer_Solstice_Senate_sessions#Appoint_Ambassador_to_the Grendel|Summer 388YE]].&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to the Sarcophan Delves===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Ambassador to the Sarcophan Delves&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039; of [[the Brass Coast]] was appointed as the [[Ambassador to the Sarcophan Delves]]&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Summer_Solstice_Senate_sessions#Appoint_Ambassador_to_the Sarcophan Delves|Summer 388YE]].&lt;br /&gt;
&lt;br /&gt;
===Appoint Captain of the Senate Guard===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Captain of the Senate Guard&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Ana i Taziel i Riqueza, Senator for Segura&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Eulàlia i Phovas i Riqueza, Senator for Madruga&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Captain of the Senate Guard]] will be appointed at the first Senate session of the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to Jarm===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to Jarm&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Narciso Sybilo di Nessuno, Senator for Tassato&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Laurencio Lemmini di Sarvos, Senator for Sarvos&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Ambassador to Jarm]] will be appointed at the first Senate session of the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to the Iron Confederacy===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to the Iron Confederacy&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Morana Vesnayevich, Senator for Karov&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Belakov Zakharovich Prochnost, Senator for Karsk&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039;  The title of [[Ambassador to the Iron Confederacy]] will be appointed at the first Senate session of the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to Beoraidh===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to Beoraidh&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Genoveva Barossa d&#039;Apulian, Senator for Spiral&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Bronn Dunwolf, Senator for Hanhmark&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The title of [[Ambassador to Beoraidh]] will be appointed at the first Senate session of the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
==Appraisals==&lt;br /&gt;
===Appraise Arcane with Sadogua===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; We accept the offer provided by the Oracle Pig Sadogua, Brother of Wizards, to enable the arcane architect to improve the arcane abilities of the Empire. Therefore we instruct the Prognosticators Office to work with heralds of the Globbersnotch to appraise and explore the opportunities present with: The Sarangrave; The Blade of Thorns, Hercinya; and The Ministry of the Archmage of Night&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Vasilmir Radovanovna Esskivic, Senator for Miekarova&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Desilav Sergeyevich Jesen, Senator for Volodmartz&lt;br /&gt;
*&#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; Support of this appraisal was [[Towers_of_the_moon#Arcane_Architecture|offered]] by [[Sadogua]] and was only available during the Autumn Equinox 388YE&lt;br /&gt;
&lt;br /&gt;
===Appraise Repair of Roads===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To appraise the requirements for repairs to the Blood Red Roads and Sunset Roads. We ask Rosemary Stockland to perform the Appraisal.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Desilav Sergeyevich Jesen, Senator for Volodmartz&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Rowyn of the Waystone Path, Senator for Hercynia&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The results of this appraisal will be presented before the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Appraise Virtue Fund===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To send Rosemary Stockland to appraise ways to improve the value and resilience of the Virtue Fund.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Senator for Bastion&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Senator for Miekarova&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The results of this appraisal will be presented before the Winter Solstice 388YE&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; Rosemary Stockland will [[#Appraise Repair of Roads|be engaged]] in an appraisal. &lt;br /&gt;
&lt;br /&gt;
==Commissions (Senate)==&lt;br /&gt;
===Construct Kespoena&#039;s Nadir===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Construct Kespoena&#039;s Nadir in Zenith&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Aurianna du Meravon, Senator for Semmerholm&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Ismene of the Scarlet Guard, Senator for Morrow&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct Kespoena&#039;s Nadir]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;!--This was the &amp;lt;s&amp;gt;tenth&amp;lt;/s&amp;gt; ninth use of a commission.--&amp;gt; Kespoena&#039;s Nadir is a new [[mithril]] seat, [[Value_beneath_the_mountain|uncovered]] by the [[Argent Sword]].&lt;br /&gt;
&lt;br /&gt;
==Commissions (Announcements)==&lt;br /&gt;
===Construct Bakers&#039; Bowl===&lt;br /&gt;
* &#039;&#039;&#039;Announcement:&#039;&#039;&#039; To commission a sinecure, the BAKERS&#039; BOWL, a stadium in Holmauer, Holberg as part of the newly formed Casinean League. Sinecure to create the position SPONSOR OF THE HOLBERG HAMMERS, a lifetime League National position, to be appointed by League Senators. REVOCABLE by the Assembly of Nine, General Assembly and League National Assembly. POWERS: receives an income of at least 216 rings per season. RESPONSIBILITIES: Responsible for the well-being of the staduim and the team. SELF-FUNDED with 20 wains weirwood and coin, by Lula and Bernhard Kleist von Ennerlund. We invite Calcio and Foot-the-Ball teams for other cities and towns unfortunate enough not to yet have their own stadiums to use the Bakers&#039; Bowl for train and to play fixtures. &lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Lula Kleist von Ennerlund, [[Bearer of an Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs a [[sinecure]] in Holmaer, Holberg&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Baker&#039;s Bowl]]&lt;br /&gt;
&lt;br /&gt;
===Construct Effervescent Brook===&lt;br /&gt;
* &#039;&#039;&#039;Announcement:&#039;&#039;&#039; Of the commission on behalf of Enchantress Areloe. The Effervescent Brook, a new ministry in Groves Yard, Astolat, available to the Tender of the Phoenix Flame. The cost of 4 Wains of Weirwood, 4 rings of Ilium and 12 crowns will be provided by the Tender and the Vallorn Guard. By diverting the Whitesmoke Brook to the Phoenix Flame it provides tonics to fight the vallorn in exchange for Tempest Jade. There is no upkeep cost. &lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Wistan Goodledger, [[Bearer of an Imperial Wayleave]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Effervescent Brook]]&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The [[Goodwill#Silverfire_Steam|effervescent brook]] was suggested by &#039;&#039;Gwinthav who speaks with Majesty&#039;&#039;, herald of [[Meraud]]. The Wayleave cannot alter the existing title to attach the ministry. A later motion addresses this.&lt;br /&gt;
&lt;br /&gt;
===Construct Rose&#039;s Respite===&lt;br /&gt;
* &#039;&#039;&#039;Announcement:&#039;&#039;&#039; Announce the building of the &amp;quot;Rose&#039;s Respite&amp;quot; a herb sinecure in Astolat costing 16 wains of weirwood. To be elected by senators. This is self funded. &lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Laughlan Vi Temeschwar, [[Master of Rings]]&lt;br /&gt;
* &#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Rose&#039;s Respite]]&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Assign the Guerdon===&lt;br /&gt;
*&#039;&#039;&#039;Announcement:&#039;&#039;&#039; Military units supporting the Golden Axe, the Seventh Wave, and to rescuing the Drakes to receive the Guerdon&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Natalia &#039;The Falcon&#039; Barossa, [[Quartermaster General of the Imperial Armies]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Military units supporting the two armies or [[When_something_is_lost#Finding_the_Missing_Legion|rescuing the Drakes]] will receive shares in the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]]&lt;br /&gt;
&lt;br /&gt;
===Reappraise Irontooth Keep===&lt;br /&gt;
* &#039;&#039;&#039;Announcement&#039;&#039;&#039; Reappraise Irontooth Keep&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Tristan Ramson von Holberg, [[Master of the Mint]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The plans for [[Sowing_on_the_mountains#Irontooth_Keep|Irontooth Keep]] were first offered shortly before the Winter Solstice 381YE, and were later [[The_war_of_thorns_and_flowers#The_Threat_From_Sküld|revitalised]] in preparation for the war against the vallorn. The results of this announcement will be made available before the Winter Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Light Market===&lt;br /&gt;
* &#039;&#039;&#039;Announcement:&#039;&#039;&#039; I intend to have the miners continue to mine at their current level, choosing solid financial profit over potential resources at the whim of the Night Below. &lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039;  Zorazell Sirota, [[Merchant Boyar of the Light Market]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The mine owners of [[Miekarova]] and [[Volodmartz]] will continue to receive 36 extra rings each season&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Islands_in_the_dream&amp;diff=145195</id>
		<title>Islands in the dream</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Islands_in_the_dream&amp;diff=145195"/>
		<updated>2026-09-08T15:45:00Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Caston smoothed out the rough bed and then carefully lay down on it. It was midday, the sun was still shining and there was plenty of work to be done. He wasn&#039;t remotely tired, but their guests had so many questions and they wanted answers. Answers only the ancestors could provide.&lt;br /&gt;
&lt;br /&gt;
There was nothing for it. He was just going to have to go and talk to them in person.&lt;br /&gt;
&lt;br /&gt;
He closed his eyes, relaxed every muscle and concentrated on his breathing, feeling the air entering and leaving his lungs. Once his chest began to rise and fall more slowly, he looked around his mind for the entrance to the Dark Forest. He imagined himself in the woods near his home, searching for mottlecops for the evening feast. That was usually the easiest way to locate the doorway.&lt;br /&gt;
&lt;br /&gt;
With an ease born of decades of careful practice, the dimwalker drifted off to sleep.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ImperialOrc.jpg|align=right|width=350|caption=All orcs hear voices, but it is quickly becoming clear that not every orc hears them in the same way.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Imperal Orc assembly seeks to learn more about the ancestors of the Dreamers of the Dark Forest&#039;&#039;&#039;&lt;br /&gt;
Since &#039;&#039;&#039;Bloodcrow Knott&#039;&#039;&#039; declared the [[the highest calling#Highest Calling|highest calling]] of the [[Imperial Orcs|Unshackled]] assembly to be [[Every_day_of_your_life#Spanning_the_Abyss|seeking the ancestors of other septs]], the Imperial Orcs have reached out to the [[Seeking the Karass|Karass]] of [[the Barrens]], and to the [[Beliefs_of_the_Great_Forest#From_the_Illarawm|Great Forest Orcs]]. At the Summer Solstice, &#039;&#039;&#039;Bloodcrow Meep&#039;&#039;&#039; was chosen to [[388YE_Summer_Solstice_Synod_judgements#Judgement_93|lead an approach]] to the small sept in eastern [[Ossium]] known as the [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Dreamers of the Dark Forest]]. &lt;br /&gt;
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The Dreamers are something of an unknown quantity. They ignored the opportunity to leave the former [[Druj]] territory to travel to [[Skarsind]] and like the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] show no interest in joining the ranks of the Unshackled. Unlike the other Ossium sept, however, they have demonstrated that they are prepared to work directly with the Empire. Three years ago, when the [[Varushka|Varushkans]] strove to secure their border against [[the Mallum]], the &#039;&#039;Dreamers&#039;&#039; were enlisted to help keep the Druj at bay. A joint effort by the Varushkan and [[Highguard|Highborn]] assemblies, [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|endorsed]] by the Senate, saw the sept armed and armoured and given license to hunt out and destroy Druj raiding bands, guerillas, and spies. Since then, they have enthusiastically discharged this duty while still maintaining a clear distance between themselves and the Varushkan rulers of their territory. Very little is known about them apart from the fact they despise the masters of the Mallum, and so Bloodcrow Meep and their allies cannot be certain of the kind of welcome they will receive. &lt;br /&gt;
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In the end a decision is made to bring a small number of Varushkans and Highborn along who have experience dealing with the Dreamers - those initially inspired by the [[mandate|mandates]] of &#039;&#039;&#039;[[385YE_Summer_Solstice_Synod_judgements#Judgement_114|Wildfyre of Balthazar&#039;s Vineyard]]&#039;&#039;&#039; and &#039;&#039;&#039;[[385YE_Summer_Solstice_Synod_judgements#Judgement_163|Anatolij Paukov Zorkin]]&#039;&#039;&#039;. While the Unshackled mystagogues and shamans will take the lead, the humans can still provide some insight into the customs of this unfamiliar sept.&lt;br /&gt;
==Who Were You?==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Assembly ImperialOrc.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Varushkan.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are still something of an enigma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;While guarded they are well disposed towards the people of Varushka and Highguard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They despise both the Druj and the Thule&#039;&#039;&#039;&lt;br /&gt;
The Dreamers of the Dark forest are a sept that occupies part of the [[Ossium#Echofell|Echofell]]. Their main settlements lie near the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bonehives]], where some of their number were once forced to work for Druj overlords. Since the liberation of the territory they have shown no interest in returning to those positions.&lt;br /&gt;
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When they were first contacted by the Empire there was speculation that they have a connection with the [[Great Forest Orcs]], although they seem ignorant of any connection if one exists. The sept was relatively small and insular, but there had been some effort from the Varushkans and the Imperial Orcs both to make contact with them. It was during an [[appraisal]] by &#039;&#039;[[Appraisal#Naomi of Virtue&#039;s Rest|Naomi of Virtue&#039;s Rest]]&#039;&#039; that they first became of particular interest to the Empire. After speaking with the leaders of the Dreamers, Naomi discovered that they could be convinced to fight the Druj at their own game, if they had the means to do so.&lt;br /&gt;
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As with many subjects of the Druj that they don&#039;t fully trust, the Dreamers had few if any weapons of war or experience in battle. They were however very eager to fight the Druj, despite their lack of weapons or training. The Highborn National Assembly had reached out to support the people of Varushka as they treated with the orcs and Naomi herself is from Highguard. It is no surprise then that when she contacted a number of [[unconquered]] of her acquaintance to discuss the issue with them, they pointed out that when the Imperial Orcs joined the Empire, Highborn soldiers supported them with gifts of weapons and armour. They suggested that it might be possible to kill two birds with one stone; help protect Echofell and encourage good relations with the independent orcs in Ossium. For the next year, the Dreamers were supplied weapons, armour, and most crucially the training to use both effectively. They took to the instruction quickly, and developed their own spin on traditional tactics by incorporating their own experience with hunting and stealth. &lt;br /&gt;
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There was a risk of course: it was impossible to determine what the long term effects of arming the Dreamers would be. Giving them weapons and armour certainly improved relations, and made them more positively inclined to both Varushka and Highguard. But the sept expressed no interest in becoming Imperial citizens, nor in adopting the Way. They had - have - their own religion, their own leaders, and their own laws. They also had their own enemies and ambitions, it seemed. They hate the Druj, but it is clear they don&#039;t think much better of [[Thule]], and they also loathe the Menrothat although exactly &#039;&#039;why&#039;&#039; they despise them is hard to fathom. They turned the weapons they had been provided on the Druj, but they also apparently used them to keep other septs of orcs at bay as enthusiastically as they used them on the Mallum.&lt;br /&gt;
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That is not to say that they have remained completely isolated; in the last couple of years there has been regular trade of herbs, game, and goods with their Varushkan neighbours. Twice a year in Spring and Autumn a contingent of Dreamers make the long trek through the marshes to [[Merchant-Boyar_of_the_Stinking_Market#Stinking_Market|Stinking Market]] in the [[Ossium#Drownbark Forest|Drownbark Forest]] where they sell the spoils of their ongoing raids against the Druj and purchase worked metal goods. While they are skilled at working with wood and leather, there are few smiths among the Dreamers. They have neither the ore nor the expertise needed to craft anything save the simplest metalwork, and so such items have particular [[worth]] to this small sept.&lt;br /&gt;
{{CaptionedImage|file=WondrousForests.jpg|title=Some magicians say this ritual calls on the mysterious forests of the Night realm themselves.|caption=The shadows beneath the boughs are deeper, and more dangerous.|align=right|width=300}}&lt;br /&gt;
==Who Are You?==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are inspired by the magical dreams swirling around Ossium this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Unshackled are able to meet the three &#039;&#039;dimwalkers&#039;&#039; who lead the sept&#039;&#039;&#039;&lt;br /&gt;
The trip to speak with the Dreamers almost founders before it can begin. Ossium has been [[enchantment|enchanted]] with a unique magic that [[occludes passage through woodlands]] {{TBC}}. Even familiar woods can turn treacherous and confusing, and the Echofall is by no means a tame forest. Less than six hours after entering the woods, the Unshackled party is hopelessly lost. [[Gralka&#039;s Gift to the Lost Seeker]] is able to pinpoint the location of the travellers, but it turns out to be no help in finding anywhere else. It would be easy to panic but level heads keep everyone calm. After a fretful night lost in the woods, however, an orc-like figure appears dressed in bright coloured clothes in the Varushkan style with a cloak of rainbow feathers and a lantern that turns out to be a glass jar full of moths. This [[inhabitants of the realms#heralds|herald]] of the &#039;&#039;[[Sung|Night Singer]]&#039;&#039; has been dispatched by her mistress to make sure that the winding paths do not delay the Unshackled in their endeavour. The &#039;&#039;Rainbow Serpent&#039;&#039;, it seems, approves of the Imperial Orcs&#039; highest calling and the same magic that confounds their journey makes it easy for her to send her herald to aid them.&lt;br /&gt;
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A lot can change in three years, especially in a place like Ossium. When the Unshackled and their human advisors arrive, they find the Dreamers of the Dark Forest quite different to how they were in 385YE. Almost as soon as they venture into territory claimed by the Dreamers, the Imperial group is intercepted by a patrol of a dozen serious orcs. Their weapons and armaments - bows, swords, and shields bearing the sigil of the black tree and six multicoloured stars - are practically antiques but there are also relatively new  Varushkan axes and segmented armour on display. They are cautious but by no means unwelcoming, carefully questioning their visitors and providing them with a small honour guard to the large village of &#039;&#039;Dimmorden&#039;&#039;.&lt;br /&gt;
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Gone are the ramshackle huts that were all the Druj allowed them. In their place stand proud new structures of hardwood and stone surrounded by the kind of defensive wall familiar to any Varushkan, needful to keep the predators of the dark woods at bay. The settlement is also easily twice as large as it was when the Empire was last here in any official capacity. The warriors escorting the Unshackled explain that a few years ago several hundred of their kin captured by the &#039;&#039;Iceblood&#039;&#039; - a disparage term for the [[Thule]] - joined them from [[Ossium#Webwood|Webwood]]. Apparently the orc rulers of northern Ossium had tried to persuade them to stay, but when they refused had begrudgingly allowed them to leave - although it has done nothing to endear the folk of Otkodov to the Dreamers.&lt;br /&gt;
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Dwimmorden is overseen by three &amp;quot;dimwalkers&amp;quot; - respected orcs who represent the three extended families that make up the Dreamers of the Dark Forest. Between them they guide the sept, relying on the wisdom of the ancestors which they gleam from their dreams. Obviously, this excites the interest of the mystagogues and shamans, and it seems the dimwalkers are equally eager to speak to the Unshackled. It seems they have been expecting their arrival, having received dream portents that warned them of the Empire&#039;s approach.&lt;br /&gt;
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This news rouses particular interest in the magicians accompanying the expedition. Apparently the Dreamers are quite excited that over the last several weeks their dreams have been particularly vivid and powerful, and even the least insightful among them record night time visits to the Dark Forest that underpins the waking world. A few of their magicians have pointed out that this is the result of an [[enchantment]] laid over the whole of Ossium, a clever weaving of the [[Night magic|Spirit]], but where it comes from does not matter to the Dreamers as much as the way it helps them hear their ancestors.&lt;br /&gt;
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Intrigued, the Unshackled settle down to discuss matters of ancestors and spirits with the dimwalkers.&lt;br /&gt;
==The Dream==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest have mystical beliefs about ancestors and the Howling Abyss&#039;&#039;&#039;&lt;br /&gt;
There are some ancestors that are particularly important to the Dreamers of the Dark Forest, called the First Dreamers. Each one was the head of a family of orcs who swore binding oaths of loyalty and support to the others at the creation of their sept. The dimwalkers don&#039;t talk about where these families came from, but explain that at first they were rivals but they were forced to work together in the face of possible destruction, and that forged bonds of community between them. The First Dreamers made those bonds real.&lt;br /&gt;
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Their given names aren&#039;t used and aren&#039;t spoken to anyone save another dimwalker. Instead they are referred to by descriptive nickname - Redhand, the defender, who wielded two terrible blades to strike down anyone who threatened the sept; Keeneye, the watcher, who remained vigilant for enemies and struck them down with deadly arrows; and Threadsnap, the weaver, who read the ripples of future and past in his magical loom. While the voices of the First Dreamers are often the loudest, they rarely speak directly to their descendants except in times of dire need. Some young orcs mark themselves with tattoos that indicate the connection they feel to one of the First Dreamers, usually on the forearms. These are a cultural rather than metaphysical thing - such orcs are no more likely to hear a given ancestor but they use the tattoos to indicate which of the dreamers&#039; words they find particularly compelling. &lt;br /&gt;
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There are however an almost unlimited number of other ancestors that speak to the Dreamers when they sleep. The Dreamers believe that the waking world of solid objects and people is underpinned by the world of dreams. The two exist side by side, separated by a curtain of shadow. When someone is awake they can only see the mundane world, but when they hover on the edge of sleep they can sometimes glimpse through to the primordial world of dreams that is the foundation of reality. When people sleep, their spirits are free to explore the world of dreams and that is where the ancestors exist. They characterise it as the Dark Forest, a primordial space just out of reach of the waking world from which flow all sapient things, whether orc, human, animal, or tree. This rouses obvious interest but it appears that the Dreamers believe that human spirits come from the same place as orc spirits (and the spirits of trees and ox and what have you) and probably return there when they die). For the most part they don&#039;t worry about what human ancestors get up to - the first time they learned that humans believe they reincarnate was when they met the Highborn. It seems an odd idea to the dimwalkers, but they cheerfully point out that it would be incredibly rude for any orc to tell a human what their beliefs should be. One Varushkan casually asks if they think orcs can reincarnate and again they find the question odd. If humans can do it, orcs could probably do it (the word &amp;quot;better&amp;quot; is left unspoken). But why would they want to? And what would it even look like if an ancestor were born into the world of flesh again?&lt;br /&gt;
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They are very clear that only those who dream are truly people; they firmly believe that creatures such as [[mora]] or (controversially) the Thule are not really people because they do not really dream. They are no more people than rocks are. There is disagreement about heralds and creatures of the realms, but the Dreamers frankly don&#039;t have enough experience of them to have formed a strong opinion. Ghosts, incidentally, are also not people because they cannot dream - the Dreamers equate ghosts with the Nightmare or the Howling Abyss and teach their children to avoid them at all costs . There are also ways to cut people off from dreams, and doing so is a terrible crime that they believe ultimately causes anyone condemned to that state to go mad, die, and be immediately claimed by the Nightmare. This is one reason they have a deep-rooted distrust of [[Wise Rangara]] in particular, who they view with the same dread many Imperials reserve for Agramant.&lt;br /&gt;
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Following some further exploration, the dimwalkers are clear that this world is not the [[Realms#Night|Night realm]]. They&#039;re aware of that place and the [[inhabitants of the realms|creatures]] that dwell there but it is not the Dark Forest or the world of dreams. The realms are likewise underpinned by the Dark Forest, and those closest to it in concept (the Night realm, and the realms of Spring and Winter) show that closeness with their forests. The Autumn and Day realms are furthest from the primal dreaming and that is why they are described in such unsettling and unnatural ways.&lt;br /&gt;
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The Dark Forest is where the ancestors exist after they leave the waking world. Only a few orcs have the strength of spirit to become ancestors; other orcs become one with the forest and enjoy peaceful sleep in the shape of trees and animals of the dream. Any Dreamer of the Dark Forest might meet an ancestor when they sleep, especially when they are worried, frightened, angry, or otherwise in need of good advice.  It is also clear that the Dreamers hear their ancestors when they are awake, just as other orcs do, but here the conversation takes a darker turn.&lt;br /&gt;
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According to the dimwalkers, the thing the Imperial Orcs call the [[Imperial_Orcs_religious_beliefs#The_Howling_Abyss|Howling Abyss]] is a part of the dreaming world from which all bad things are born. Just as the Dark Forest is the ultimate source of mortal spirits, so the &amp;quot;Nightmare&amp;quot; is an endless chasm that seeks to consume those spirits. Howling Abyss is as good a word as any but the Unshackled, and most other orcs, are misled about its nature. It doesn&#039;t entirely consume the spirits that fall into it. Rather it hollows them out, consuming everything about them that is wholesome. Most spirits that fall to the Abyss are too weak to leave it and become part of its churning malignant chaos. Some however are strong enough to rise again, as ancestors that encourage their descendants to undertake selfish, self-destructive, corrupt actions.&lt;br /&gt;
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When someone is asleep they can always tell if they are listening to a good ancestor or a bad ancestor. The dimwalkers explain that this is a simplistic way of looking at it, but that it would take far too long to explore all the metaphysical underpinnings, much more than the handful of weeks available. Dreamers are taught from a young age what signs to look for to help them understand if they are dreaming of a good ancestor who wants to help them or an ancestor that wants to drive them down the path to the Howling Abyss. When awake, though, those signs are not visible. All an orc has to go on is the voice, and that is not enough. As a consequence, the Dreamers of the Dark Forest are &#039;&#039;very&#039;&#039; careful about listening to the ancestors that speak to them when they fight or are otherwise worked up. Sometimes it&#039;s obvious that an ancestor is good or bad based on the kind of words they speak - an ancestor urging someone to strike down their sibling and take their sword is clearly a bad ancestor. One of the gifts of the three original dreamers - Redhand, Keeneye, and Threadsnap - was the framework that allows the Dreamers to judge if an ancestor is good or bad.&lt;br /&gt;
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One of the reasons they despise the Menrothat is because the orcs of that sept believe that the waking world is a dream, and that they embrace the words of the bad ancestors fuelled by Nightmare in the same way the Druj do. They are still better than the Thule - but only just. &lt;br /&gt;
===Six Lights===&lt;br /&gt;
* &#039;&#039;&#039;The spiritual life of the Dreamers is guided by six precepts that help one become a &amp;quot;good&amp;quot; ancestor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orcs who abandon or subvert these principles are consumed by the Nightmare&#039;&#039;&#039;&lt;br /&gt;
There are six core principles that determine if an ancestor is good or bad. They are:&lt;br /&gt;
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* &#039;&#039;&#039;Camaraderie:&#039;&#039;&#039; The Dreamers of the Dark Forest are family, bound together by bonds of blood, spirit, and oaths. When one is hurt, all are injured. When one weeps, all are sad. Always support your fellow, and believe that they in turn will support you.&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Weapons are good, but they all start with knowledge and understanding. Before you can have a spear, you must make a spear, and before you can make a spear, you have to understand how a spear is made. Learn everything you can, because the more you know the more prepared you are for whatever the world throws at you. This is the lesson of Threadsnap.&lt;br /&gt;
* &#039;&#039;&#039;Fury:&#039;&#039;&#039; Do not be afraid of anger, because anger is a fire that drives you forward. Anger is the way your spirit tells you something is wrong and you must do something about it. Sometimes you have to grab anger by the scruff of the neck and hold it back, but when the time comes to let it loose, the Dreamer must ride that fire and use it to do right things. This is the lesson of Redhand.&lt;br /&gt;
* &#039;&#039;&#039;Grace:&#039;&#039;&#039; You are a unique spirit spun out of the world of dreams into the waking world. There will never be anyone exactly like you ever again. Make your life a beacon to inspire your family, and to teach your enemies fear. &lt;br /&gt;
* &#039;&#039;&#039;Obduracy:&#039;&#039;&#039; Do not give up, no matter how difficult the path ahead seems. There is always a way towards your goal, and all you have to do is refuse to accept defeat and find a path to where you want to go. No forest is impassable.&lt;br /&gt;
* &#039;&#039;&#039;Wariness:&#039;&#039;&#039; The world is dangerous and there are plenty of people out there who listen to bad ancestors, or who don&#039;t know how to live properly. They are your enemies, and there are thousands of them, and some come in a pleasing guise. Learn to tell the difference between friends and enemies, and when you identify one make sure your family knows to turn away from them as well. This is the lesson of Keeneye.&lt;br /&gt;
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Needless to say, this list of principles arouses a great deal of interest in the Highborn advising the Unshackled. They are very keen to learn more, but unfortunately there is little enough time to learn about ancestors.&lt;br /&gt;
{{CaptionedImage|file=Ulnak Military Map.png|caption=Northern Mallum areas of control (artist impression)|align=right|width=400}}&lt;br /&gt;
===Missing Three=== &lt;br /&gt;
* &#039;&#039;&#039;There are three other ancestors the Dreamers honour whose voices have fallen silent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These ancestors are the founders of three other families trapped under the tyranny of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers remain in Ossium because they will not abandon the half of their sept in Gul&#039;Thank forest&#039;&#039;&#039;&lt;br /&gt;
It&#039;s one of the Illarawm that points out that there are three First Dreamers and six lessons. Where did the other three come from? It seems that there are three other ancestors of the Dreamers of the Deep Forest - Holdfast, the ox, who worked day and night to ensure the original Dreamers had everything they needed to survive; Bright, the torch-bearer who lit the way for her people through the darkest times; and Wordmarked, who wrote down the laws the Dreamers still live by and helped forge them into one people. Their voices have fallen silent because the Dreamers are cut in two. This is the reason they refused to leave Ossium and why they continue to fight against the Druj - not just because it is the right thing to do but because the rest of their family is still held in the Mallum. Specifically, in the [[Forest_of_Ulnak#Ghul&#039;thak_Forest|Gul&#039;Thak Forest]]. &lt;br /&gt;
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It turns out the Dreamers of the Dark Forest have no particular affection for Echofell or even for Ossium. Unlike the Great Forest Orcs, they don&#039;t conceive of the Dark Forest as a physical place - every orc carries it with them all the time. They know they will dream of the forest and their ancestors anywhere in the world. THe reason they stay here is that they will not abandon those still held by the Druj. In fact, they believe they &#039;&#039;cannot&#039;&#039; abandon the other half of their sept and still be the Dreamers of the Dark Forest. Ultimately, they want to be reunited with the rest of their people. The two halves of the sept were separated roughly two hundred years ago at the order of a Buruk Tepel of the &#039;&#039;Sawscaled Viper&#039;&#039;. The reasons are unclear, but the Dreamers teach that it was because they hated and feared the bonds of community that meant that no matter how hard they tried the Druj could never entirely break their spirits, even with their [[Druj miasma]] and their cruelties.&lt;br /&gt;
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One of the reasons the Dreamers are excited is that their ancestors, their voices made clearer by Varushkan spirit magic, are telling them that the coming of the Unshackled presents a way for them to finally reunite with their family.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Illarawm.png|align=right|width=300|caption=The Dreamers of the Dark Forest and the Illarawm are not in accord when it comes to ancestors.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not Sharing===&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers are not interested in &amp;quot;sharing&amp;quot; their ancestors with the Unshackled&#039;&#039;&#039;&lt;br /&gt;
There is some talk of whether the Dreamers would be prepared to let the Illarawm build bridges to their ancestors. The dimwalkers ask to sleep on the matter - apparently this is a common thing for any Dreamer to do when faced with a big decision. The next morning, they are somewhat divided on the issue, but in the end say that they are not interested at this time. The First Dreamers are the ancestors of their sept, and if they wanted to talk to the Unshackled they would say as much. The Unshackled are worthy of respect but they represent different septs. There&#039;s no rudeness of condemnation, the dimwalkers just aren&#039;t interested in doing more than sharing stories.&lt;br /&gt;
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Indeed there&#039;s some confusion about why the Illarawm are interested in the idea at all. Obviously the two septs have had some limited contact in the past - both are from Ossium - but the Dreamers find their [[Illarawm#Beliefs|beliefs]] alien. The Howling Abyss can&#039;t be silenced; the ancestors speak to whoever they wish to. The world of dreams is ultimately an unknowable place - the only way for any mortal being to understand it is to die. They don&#039;t have a problem with the idea that Illarawm is the first ancestor, they just don&#039;t see what it should matter to them.&lt;br /&gt;
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One minor hiccup comes when the dimwalkers ask to speak to Bloodcrow Knott. Explaining that the orc who inspired this effort to reach out to septs within and around the Empire was executed for religious crimes causes a little consternation. The next morning the dimwalkers ask a few follow up questions and it after that are a little more guarded in their speech.&lt;br /&gt;
==Is Any of This &amp;quot;True&amp;quot;?==&lt;br /&gt;
* &#039;&#039;&#039;The Illarawm mystagogues believe that the Dreamers are fundamentally wrong about the nature of the ancestors and the Howling Abyss&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Dreamers shared their ancestors with the Illarawm, it &#039;&#039;might&#039;&#039; provide a way to answer the question, but they refuse to do that&#039;&#039;&#039;&lt;br /&gt;
There are a few raised eyebrows even among the [[Illarawm]]. This belief of ancestors living in dreams and speaking to the living, and especially this idea that there are &amp;quot;bad&amp;quot; ancestors that try to lead orcs astray, are a little challenging. The problem is that there is some very minor evidence that &#039;&#039;could&#039;&#039; be read as supporting the Dreamers&#039; position. Orcs dream of their ancestors sometimes, in exactly the same way that humans dream of their friends and family. They also dream of other orcs, or of humans they have met, or any number of other things. That&#039;s just how dreams work. Some orcs dream that something they think is an ancestor is talking to them, but there is no way to tell if that is something real or just a fantasy manufactured by the sleeping mind.&lt;br /&gt;
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Humans and orcs both know intellectually that there is a difference between dreams that come from &amp;quot;within&amp;quot; and those made by magic or potions. The Dreamers are clear that the Dark Forest is not the Night realm, but there is clearly some blurring of borders there. One of the Tamazi mentions that the Axou claim that when they use liao to [[Dedication#Dreams|share dreams]] those dreams often take the form of dead people talking to them, which doesn&#039;t exactly pour scorn on the idea.&lt;br /&gt;
&lt;br /&gt;
The dimwalkers don&#039;t claim that the ancestors are constantly visiting them in dreams, but they say that in the past it was more common than it is now. One reason, they explain, is that in the days before the Druj they had access to a plant that helped a sleeping orc seek the advice of their ancestors when they faced particularly trying times. That plant is lost to them since they were exiled from Ulnak, and they recount how the Sawscaled Viper wickedly destroyed it wherever it grew. As far as they know, it is extinct and that is another reason they despise the Druj and the Buruk Tepel. When asked if it is [[Regarding_Black_Lotus|black lotus]] they say it isn&#039;t - black lotus is a legendary plant they claim was first grown by Threadsnap, and it allows a living orc to create a profound bridge to the world of dreams and speak directly to the ancestors and to each other in a lucid way that goes far beyond what the Dreamers experience. The plant they are referring to was called &#039;&#039;dimbloom&#039;&#039;, and they believe it has passed from the world. The closest they can get today is through the preparations of [[apothecary|apothecaries]] - the [[Infusions of Feathers]] - which they say are a dim and unpredictable shadow of the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Obligatory Grud Photo.jpg|align=right|width=4500|caption=The Dreamers of the Dark Forest seek the military aid of the Empire to rescue the rest of their family before the Druj slaughter them all.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Dream of Unity==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are desperate to reunite their sept and free their cousins from the Forest of Ulank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stories of the rescue of the Great Forest Orcs has raised hopes that the Empire might also help the Dreamers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reuniting the sept would be a powerful act of diplomacy that would win their trust&#039;&#039;&#039;&lt;br /&gt;
While the Unshackled and the dimwalkers are talking about philosophy and ancestors, other members of the Dreamers of the Deep Forest have much more pressingly mundane concerns. While the dimwalkers are the leaders of the sept, they don&#039;t oversee every element of the day-to-day running of the community. In the same way Senators might appoint generals, a boyar oversee a vale, or an exarch run a chapter - in each case with the advice of wise ones and priests - there are secular authorities who look after things like raiding the Druj or making sure everyone has enough to eat.&lt;br /&gt;
&lt;br /&gt;
These are the people who &#039;&#039;want&#039;&#039; something from the Empire. As soon as they hear about the [[A greater darkness|events taking place in the Mallum]] they are convinced that their ancestors have been urging them to ask their Imperial neighbours for help. One of their great fears is that the Druj are &#039;&#039;monsters&#039;&#039; and they are &#039;&#039;desperate&#039;&#039;. &#039;&#039;Nimon Rue&#039;&#039; was prepared to destroy the Great Forest Orcs and lose their expertise forever just to manipulate their family in the Barrens. When they hear about their use of the vallorn in [[Therunin]] and [[Sarangrave]], it reinforces their belief that the Druj of Ulnak are more than capable of slaughtering entire septs just to deny them the liberty the Empire might offer them. The Druj will &#039;&#039;always&#039;&#039; destroy a thing, say the dimwalkers, rather than lose control of it. They are sure the Empire must have many examples of this from their own experience with the Druj.&lt;br /&gt;
&lt;br /&gt;
As such, the Dreamers beg the Highborn, Varushkan, and Imperial Orcs to rescue their septmates from the Gul&#039;Thank Forest before it is too late. And before the Thule - who the Dreamers consider to be barely better than the Druj - get there. The immediate problem is that unlike the Great Forest Orcs, the Dreamers are not all conveniently collected in one place. They are spread out across Gul&#039;Thak, and the Dreamers will not countenance leaving any of their folk behind. It will need the Empire to actually conquer Gul&#039;Thak if they want the sept in Ossium to be completed. They wouldn&#039;t need long - with the help of the Unshackled the Dreamers will get their people moving as soon as the entire region is no longer in the hands of the Druj.&lt;br /&gt;
&lt;br /&gt;
To achieve this, the Empire would need to send armies into the region to seize the Gul&#039;Thak forest which will be hard because they will need a bridgehead unless they can get the agreement of the Thule to use [[Forest of Ulnak#Oerwealt|Oerwealt]]. Otherwise, the attack will need to come from [[the Barrens]]. There are also currently Druj armies in Ulnak that would definitely resist such an attack, and the garrisons of [[Forest_of_Ulnak#Cassad_Ûln|Cassad Uln]] and the [[Forest_of_Ulnak#Ghul&#039;thak_Forest|Thistle of Barbs]].&lt;br /&gt;
&lt;br /&gt;
Allies exist however; [[Irra Harah]] has been granted access to the Forest by the Navarri magicians and will certainly help to free the Dreamers from the shackles of the Druj. The ability of the &#039;&#039;Prince With a Thousand Foes&#039;&#039; to support the attack of armies is somewhat limited but he would automatically add 2,000 strength to any effort to attack Ulnak this coming season as long as the orders of any generals involved made it clear they were there to free the orcs of the region rather than just to slaughter the Druj.&lt;br /&gt;
&lt;br /&gt;
The Dreamers themselves would throw their full support behind an attack to reunite their sept and bring the three &amp;quot;missing families&amp;quot; home. Their presence would add an additional 2,000 strength to any effort to take Gul&#039;Thak this season, thanks both to the training they received, their experience fighting the Druj, and the excellent weapons and armour gifted them by Highguard and Varushka.&lt;br /&gt;
{{CaptionedImage|file=WinterSun_Colour.png|align=right|width=300}}&lt;br /&gt;
This kind of strategy is exactly where the strength of the [[Winter Sun]] is at its greatest. Under normal circumstances they cannot issue a [[Army_qualities#Freedom_Fighters|Break the Chains]] order unless their side controls a region with the [[Region_qualities#Forest|forested]], [[Region_qualities#Hills|hills]], or [[Region_qualities#Marsh|marsh]] quality. This season, the support of the Dreamers would allow them to issue such an order in Gul&#039;thak. Unfortunately they are in Mareave, and so even if they wanted to get here they break the chains in Ulnak this season.&lt;br /&gt;
&lt;br /&gt;
To which the Dreamers ask when &#039;&#039;could&#039;&#039; the Winter Sun get there? Their people have laboured under the rule of the Druj for many years - but the rule of the [[Druj lore#Buruk Tepel|Buruk Tepel]] is crumbling &#039;&#039;fast&#039;&#039;. They haven&#039;t murdered the Dreamers yet, but there is no way to know if that will change or when. They&#039;re already aware of the way &#039;&#039;Nimon Rue&#039;&#039; tried to use the Great Forest Orcs, and the casual atrocity the Druj were preparing to carry out. Furthermore, if the Thule take the region, the situation will only get worse in the view of the Dreamers.&lt;br /&gt;
&lt;br /&gt;
The Imperial scouts say there are a lot more orcs in Gul&#039;Thank than there are in Echofell - it&#039;s not clear how much it would swell the numbers of the Dreamers but it would certainly create problems for their current arrangement of living in a few settlements along the borders. That at least is something the Dreamers are prepared to consider. Unlike the Druj and several other septs, they have no particular tie to any given land. If the Empire reunites them, then they would be content to look for new lands elsewhere, not unlike the [[Outreach_across_the_marshes|Sand Fishers]] did. As they said before, they can dream anywhere.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
If the sept was reunited it would be a powerful gesture that would win the trust and goodwill of the whole sept. It would create new [[opportunities]] to better integrate the sept into the Empire. If the Druj are allowed to slaughter their cousins before they are finally defeated, that opportunity will be lost.&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc, Varushkan, or Highborn character may choose to have accompanied the visit to the Dreamers of the Dark Forest if they were not otherwise engaged this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers refused to put the mystagogues in touch with their ancestors, but they were happy to talk freely with anyone who visited them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers see no real difference between orcs and humans&#039;&#039;&#039;&lt;br /&gt;
Any Imperial Orc, Varushkan, or Highborn character may decide that their character was involved in this expedition to the Dreamers of the Dark Forest. You will have found them wary and cautious, but charming and hospitable once their trust is earned. Once they became aware of the venture to save the Great Forest Orcs, they will have impressed on you how important it is to save the other members of their sept.&lt;br /&gt;
&lt;br /&gt;
The sept don&#039;t appear to distinguish between humans and orcs - they largely live apart, but that is a matter of circumstance to them and nothing more. Everyone who dreams is a dreamer as far as they are concerned. The crucial difference in this world is between people who dream and those who do not. The Dreamers, Imperial citizens, even the Druj - all of them are people. Those who do not dream, notably rocks and the Thule are not. As far as the Dreamers are concerned, a Thule warrior is more like a living puppet of flesh and bone, with no value or worth.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Beliefs_of_the_Great_Forest#From_the_Illarawm|Beliefs of the Great Forest]] &lt;br /&gt;
* [[Seeking the Karass]]&lt;br /&gt;
&lt;br /&gt;
* [[Every_day_of_your_life#Spanning_the_Abyss|Every day of your life]] - 387YE Winter wind of fortune about the Imperial Orcs highest calling&lt;br /&gt;
* [[The highest calling]] - 387YE Autumn Wind of Fortune introducing highest calling&lt;br /&gt;
* [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Culling the threat]] - 385YE Summer wind of fortune introducing the Dreamers of the Dark Forest&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Metamorphosis&amp;diff=144678</id>
		<title>Metamorphosis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Metamorphosis&amp;diff=144678"/>
		<updated>2026-09-04T17:50:44Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* KROLL! KROLL! KROLL! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Autumn]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tome of the Warrenwise&amp;quot;&amp;gt;&lt;br /&gt;
Run, run as fast and as far as you can. Take only what you need, for what you do not need, you do not need.&amp;lt;br&amp;gt;&lt;br /&gt;
Hide, hide in the deep and the dark places where no-one will ever find you. Emerge when it is safe. Come out when the monsters are gone.&amp;lt;br&amp;gt;&lt;br /&gt;
Fight, fight for you will die if you do not. It is better to try. Wounds can be healed. Hurt can fade. What is lost can be made new.&amp;lt;br&amp;gt;&lt;br /&gt;
Live, please, I&#039;m begging you, just live. I will help you. Only live, and then in time things can get better.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
It has been a tumultuous time in the [[Sarangrave]]; first the [[Druj]], then the [[Vallorn]], and now husks. All while the Empire has been endeavouring to [[Your hand in mine|make diplomatic inroads with the rebels]] of [[Sarangrave#Nesustak_Forest|Nesustak forest]]. Sadly troubles abound, the [[Seeds_of_discord#Claiming_Thornfen|eviction of so many]] from [[Sarangrave#Thornfen|Thornfen]] by the [[Axos|Axou]] has raised the spectre of famine in the territory. And now the Druj enemy scattered through the territory after their armies disbanded are threatening to raise a second dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
It is not all bad news however, the last of the [[Druj_miasma#Miasma_Pillars|miasma pillars]] has been destroyed, bringing blessed relief to the territory. Slow but steady progress in the [[Everything_is_trying_to_kill_us|long term project]] of making the former territory of the Mallum into a [[Urizen|utopia]].&lt;br /&gt;
&lt;br /&gt;
==Persevere==&lt;br /&gt;
{{SOP|statement=We the people of Urizen welcome the displaced orcs, who have been rendered homeless by the Axos in Thornfen, to make their home within Urizen.|by=Delara, Urizen National Assembly|when=Summer Solstice 388YE|vote=236-0 {{GM}}}}&lt;br /&gt;
* &#039;&#039;&#039;There are not enough provisions to feed and shelter the former occupants of Thornfen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If nothing is done, there will be widespread famine this winter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Keeper of the Breadbasket can distribute the Imperial bounty to them to stave off famine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No benefits from the breadbasket would be available for the next two seasons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj in the territory will benefit from the breadbasket alongside their former subjects&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the orcs are allowed to starve, the Druj warriors in the territory will be unable to cause problems for two seasons&#039;&#039;&#039;&lt;br /&gt;
It has not escaped the notice of the leaders of the loose coalition of ex-subjects that orcs have been expelled from their lands following a treaty formed between the Empire and Axos of which they and the residents of Thornfen had no part. Sadly this does little to improve feelings in the territory. While the statement of principle enacted by the Urizen National Assembly is clearly well-intentioned, the words fall on barren ground. More than a few orcs seem aggrieved at being invited to live with people who some feel are responsible for their eviction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBMarches.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The influx of people have stretched everyone&#039;s resources to the limit. It is as if the entire population of [[Mitwold#Meade|Meade]] had suddenly been evicted and forced to find new homes elsewhere in the territory. Without any support or provisions they are going to suffer and the handful of Urizeni settlers cannot manage that by themselves. There are as many or more orcs in the Sarangrave as the entire population of Urizen, and even if spires had been built across the territory already there would be not nearly enough Urizeni homes to house them. As it stands, [[Everything_is_trying_to_kill_us#A_Gift_Horse|few Urizeni have yet moved in]]. Doubtless more will in time, but there is a lot to be accomplished before that happens.&lt;br /&gt;
&lt;br /&gt;
There are now hungry orcs spread across those parts of the territory the Urizen control. The rebels have taken in those who can fight, but most are being turned back from the borders of Thornfen - there is simply not enough food to go round and if the rebels take them in, then everyone will starve. As a result, scattered bans of orcs are gathered round anywhere the Urizeni have put down roots. They might not like it, but it&#039;s clear to everyone they that is their best chance of surviving the harsh winter.&lt;br /&gt;
&lt;br /&gt;
The food supply situation will come to a head over the coming winter, and there will be widespread famine among the former occupants of Thornfen, if the Empire does not take steps to deal with it. The obvious solution is the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]]. If this precious resource was turned over to feeding the outcasts then it will provide enough food to ensure that nobody starves in the coming winter and the subsequent spring. By that point, people will be in a position to fend for themselves. That would mean that the Breadbasket could not provide benefits to the Marchers or any Imperial army for two seasons, but would ensure there is no famine in the territory.&lt;br /&gt;
&lt;br /&gt;
There is a downside however - there are thousands of Druj warriors scattered across the territory looking for any opportunity to take advantage of the situation. If the Empire distributes food to the occupants of the territory, some of it will inevitably end up in the hands of the Druj. No Imperial citizen is ever going to knowingly hand food to the Druj, there&#039;s no suggestion of treason here, but they are skilled cheats and liars who won&#039;t hesitate to rob and kill to take what they need. If the Breadbasket is used to feed the Sarangrave this winter, then inevitably, it will help to bolster the Druj forces in the territory.&lt;br /&gt;
&lt;br /&gt;
The only visible alternative is to let the famine run its course over the next two seasons. That would be a gruesome outcome, but after two season those who survived the famine would be able to fend for themselves and it would make it impossible for the Druj warriors to cause trouble in the next two seasons, as they would be too focussed on their own survival. It would inevitably inflame anti-Imperial sentiment among the survivors of course.&lt;br /&gt;
&lt;br /&gt;
==Politic==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Slawomir Rabovich Bolotstrazh.jpg|caption=&#039;&#039;&#039;Slawomir Rabovich Bolotstrazh&#039;&#039;&#039;, Imperial Consul|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The leaders of the rebels are coming to Anvil for a meeting with the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The rebels control Nesustak Forest but they &#039;&#039;want&#039;&#039; control of the Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Giving them the region would mean Urizen losing control of the territory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Empire has saved the Nesustak rebels from total obliteration twice now, and the work of many individuals, including not least the [[Gryphon&#039;s Pride]] and other armies, strongly suggests that the Empire wants them alive. Now, it is time to discover for what purpose. &#039;&#039;Halyx Fire-Eyes&#039;&#039;, the leader of the Bloodwater Spears and &#039;&#039;Agoska&#039;&#039;, leader of the Water-Walkers will be making their way to Anvil at {{TBC}}. They have accepted the offer of the [[Imperial Consul]] to host them, and are happy for the other citizens who wrote to them this season (&#039;&#039;&#039;Frith&#039;&#039;&#039; the [[Advisor on Orc Affairs]], &#039;&#039;&#039;Ser Guy of the Twisted Rose&#039;&#039;&#039; and &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;) to attend the meeting as well. As part of her [[Your_hand_in_mine|previous work]], Naomi of Virtue&#039;s Rest has arranged a short briefing to advise the Consul and other attendees on the current situation and what might be discussed.&lt;br /&gt;
&lt;br /&gt;
The rebels will demand that the Empire allow the free orcs of the Sarangrave to live in their own homes under their own laws and traditions. That sounds fine in principle, but it has two problems. The Axou have made it clear that they won&#039;t permit this in Thornfen, but it would be trivially easy for the Empire to allow everyone else to live within the borders of the Empire as &#039;&#039;foreigners&#039;&#039;. But the only legal way the rebels can live &amp;quot;under their own laws and traditions&amp;quot;, is if they control the regions they live in.&lt;br /&gt;
&lt;br /&gt;
Of course they already control the Nesustak Forest, and everything suggests that they will fight to the death to hold it. They rebelled against the Druj and risked death at their hands to control the Forest - so they unlikely to back down to threats from the Empire. But Halyx Fireeyes leads the Bloodwater Spears, the former occupants of the Bloodwater Marsh. Their demands are going to include the Empire giving them control of that region as well and that would be difficult. It would mean that the Empire no longer had control of the territory - while people might consider the territory part of Urizen, it would no longer have a senator. The rebels won&#039;t care about that in the slightest, but it&#039;s likely to be a significant concern for the Senator for Sarangrave at the very least.&lt;br /&gt;
&lt;br /&gt;
If the Empire held Thornfen, then it is possible that they could afford to let the rebels control the Marsh. Doubtless negotiations could be agreed to let Imperial armies move through those regions freely - the rebels don&#039;t seem to have a problem with that. But of course Thornfen is under the control of Axos, and they are unlikely to want to give it up. Axos currently has one army in the Thornfen, but there is a huge fortification in the region. The longer the Empire left it, the more difficult it might become to take the region, as the garrison eventually resupplies.&lt;br /&gt;
&lt;br /&gt;
The only other way to give the rebels what they want would be to take back Bendol from the vallorn. That&#039;s impossible at the moment, but [[A thousand years of longing|but it might not be forever]]. If the Empire had Bendol, they could afford to give the Marshes to the rebels and still keep control of the territory. Naomi believes that if the Empire&#039;s representatives tried, they could persuade the rebels to accept a future promise - but she warns them to think very carefully about the timescale of such a promise. Promising to give them the Marsh in a decade&#039;s time will not be acceptable, but an offer to hand it over in a year could be astonishingly difficult to achieve without compromising Imperial control. Maybe there is a time scale that is acceptable to both parties - maybe.&lt;br /&gt;
&lt;br /&gt;
==Pushback==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could reject any or all of the demands of the rebels&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The rebels are in no position to fight the Empire - at the moment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;the tenor of these negotiations will set the baseline for future relations between the Urizeni and the orcs of the Sarangrave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Put bluntly, the Empire could easily rebuff the demands of the rebels. They are frantically arming themselves, with weapons and pieces of armour scavenged from the battlefields, but at the moment they don&#039;t have an army to speak of. If the Empire hadn&#039;t saved these people &#039;&#039;twice&#039;&#039;, they would be dead already. There is no requirement to give them anything. The Empire could even seize the Nesustak Forest from them, the rebels might fight to defend it, but any Imperial army attacking the Forest would suffer only minimal casualties. It might take a season or two to conquer the whole region, during which the rebels would put up a valiant fight to the death - and then it would be done.&lt;br /&gt;
&lt;br /&gt;
What complicates the matter is that the Empire has repeatedly talked of liberating the septs who have lived under the rule of the Druj. That seemed to work in [[Ossium]] but in the Barrens and here in the Sarangrave it is painfully clear that the idea of liberation is fundamentally incompatible with forcing people to live in the Empire. The Empire can conquer these lands and the people who live here - they can force them to obey Imperial laws. They can rule the Sarangrave with or without the iron fist the Druj employed.&lt;br /&gt;
&lt;br /&gt;
What they cannot do is liberate the people of the Sarangrave and then demand they live in the Empire under the Empire&#039;s laws. That is only liberation for anyone who &#039;&#039;wants&#039;&#039; to live in the Empire. The Nesustak rebels have dreamed of throwing off the yoke of the Druj. They&#039;ve longed for a day when they could rule themselves for hundreds of years. They&#039;re not about to give those hopes up now, unless they&#039;re &#039;&#039;forced&#039;&#039; to. The Empire must choose whether it is liberating these people by giving them lands and self-rule, or conquering them by claiming the Sarangrave for themselves - it cannot easily do both.&lt;br /&gt;
&lt;br /&gt;
However, this situation with the rebels is resolved, it will set the tenor of the Empire&#039;s relationship with the existing inhabitants moving forward. If the Empire are seen as conquerors, simply new if more light-handed, masters than the Druj, then the rebels will resist Imperial rule and make every effort to reclaim their homes. They will try this first diplomatically, but ultimately they will resort to violence if that fails. These people have had the first taste of hope for freedom in their lives, and now that suffocating power of the miasma pillars is gone, they are growing more confident by the day.&lt;br /&gt;
&lt;br /&gt;
If the Empire are seen as liberators, relations could slowly improve. The Empire have saved the rebels from certain death twice - enough to prove they are not the monsters the Druj have painted them. Once the Urizen have dealt with the other problems the territory presents, there will eventually be opportunities to benefit from mutual cooperation with the rebels. The Sarangrave was the Druj breadbasket, and no-one knows its secrets and how to maximise its output like those peoples who worked these lands. The Empire cooperated with the Sandfishers, and while they keep asking for more, relations grew steadily better over time. &lt;br /&gt;
&lt;br /&gt;
The coming negotiations are likely to prove crucial. For those taking part, it is essential to remember that these septs &#039;&#039;do not like or trust the Empire&#039;&#039;. Generations of Druj propaganda, and more recently the words of [[Irra Harah]], and even their own bitter experiences from the Empire&#039;s attacks on Mallum make that impossible at this time. They hate the Druj, but they don&#039;t have many reasons to like the Empire any more than they did the previous rulers of Sarangrave. &lt;br /&gt;
&lt;br /&gt;
The Empire have proved that they want the septs alive. But so did the Druj, after all.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Terentia of Sarangrave Reforged.jpg|caption=&#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;&amp;lt;br&amp;gt;Grandmaster of the Golden Pyramid|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Prestidigitate==&lt;br /&gt;
* &#039;&#039;&#039;The last of the miasma pillars in the Sarangrave has been torn down by the Waterwalkers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sept send their thanks to the Empire&#039;s magicians for the ritual text they provided&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the pillars gone, the spirits of everyone living in the territory begins to lift&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the time of the Autumn Equinox, the [[The_poisoned_air#Magic_(Participation)|malign effects]] of the miasma pillars in the Sarangrave have begun to fade as Agoska of the Waterwalkers leads a group of his apprentices to cast [[Dreadful Ending]] on the last one as [[388YE_Summer_Solstice_Conclave_sessions#Disseminate:_Dreadful_Ending_to_Agoksa_of_the_Waterwalkers|supplied]] to them by the Conclave. This effect will still be in place during the summit, but it will be the last one. Agoska was apparently quite emotional to see the end of the Druj suppression of his people, and sends his profound thanks to the Conclave and the Golden Pyramid for their help in this matter. With the pillars gone, every inhabitant of the Sarangrave is finally free.&lt;br /&gt;
&lt;br /&gt;
The Druj used the miasma pillars to cow their subject septs and break their will to resist. With the pillars gone, the miasma will slowly burn away. It it&#039;s place will be a growing confidence among the inhabitants of the territory.&lt;br /&gt;
&lt;br /&gt;
==Pupate==&lt;br /&gt;
{{SOP|statement=Sentinels of Urizen! In the Sarangrave the beast Kroll has retreated, but it will return, and we ask you to prepare us for this. Survey the terrain. Speak to those in the Citadel Guard who fought it and those of the septs who were made to live with its presence. Determine how we may have the advantage on its return; ensure the defense of our nation.|by=Solas of the Spire of the First Light, Dawn Assembly|vote={{GM}} 376-166|when=Spring 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;Kroll is slowly regenerating and could re-emerge at any time if the region is attacked&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the Urizeni to destroy the guardian&#039;s lair and remove the threat permanently&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will require a force of 7500 to destroy the three bloated sacs that permit the gigantic beast to enter the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are two conjunctions, each of which could be used to destroy one of the sacs, reducing the force needed proportionately&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These are both [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Sentinels of Urizen&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aella&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alcetas Starsong&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Althaea Sunshaper&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andronikos of the Lighthouse-That-Was&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aquila&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arephanes of Tropaion Citadel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Argentus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atreus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boagrius Stillwater&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brius of the Wise Citadel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cabeiri Gobán&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassandra Stillwater&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassian&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassian Highwind&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassilda of the Wise Citadel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Charito&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Corinthius&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyrus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyrus Stillwater&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dae&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Deanna of the Myriad Stream&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;E&#039;nareon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erebus Kentigern Highwind&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farre&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ferrus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floria Sunshaper&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grakulus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ivander&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kazan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Khaytanus Everwatch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Linos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucianus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mara&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Marcus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nicassia Avicia of Phoenix Reach&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Phobos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sicarius&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Synthyche&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valerius&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varric of the Scarlet Guard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Verus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volidus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Imperial armies [[Even_darkness_must_pass|defeated Kroll]] but the monster has not been slain; it has only withdrawn to its lair. In fact, most scholars suspect it can&#039;t be slain, not permanently at least. In many ways it is no different to an eternal - a manifestation of the terrible destructive power of the Spring realm, but without any of the &amp;quot;subtlety&amp;quot; of [[Yaw&#039;nagrah]] or [[Siakha]].&lt;br /&gt;
&lt;br /&gt;
If the region is attacked - then the beast will emerge, and with nobody left to control it, it will run amok, slaughtering attackers and defenders alike. There are no armies attacking the Sarangrave this season, but there are significant remnants of the Druj forces and a vast sea of husks that are slowly advancing. If the husks reach Kroll, they will trigger the beast to emerge and it will devastate everything.&lt;br /&gt;
&lt;br /&gt;
Even though it can&#039;t be killed, it can be got rid of - by driving it back into the Spring realm from whence it came. Solas of the Spire has called on the sentinels of Urizen to find out how the nation can deal with this danger. The call has gone out across the citadels; there is work for the finest military minds of the Empire to apply themselves to in the Sarangrave. Not just capable warriors, the sentinels of Urizen are scholars of martial matters, be they tactical, logistical or supernatural. Experienced warrior-magicians have studied the enemy and devised a plan to deal with it.&lt;br /&gt;
&lt;br /&gt;
In the coming season, there will be a questing [[venture]] for Urizen military units to &#039;&#039;&#039;Destroy Kroll&#039;s Lair&#039;&#039;&#039;. Three anchor points have been identified at Spring regio in the area that supply rejuvenating energies to the enormous beast. These help to keep it in the mortal realm and support its prodigious regeneration. The sentinels will need to amass 7,500 force strength in order to completely defeat the creature and drive it back into the Spring realm. Anything less, and the creature will eventually regenerate and return. The three sacs are filled with sticky sap, which turns out to be a form of [[Vis#Vital_Honey|vital honey]], so a basic military unit will obtain two of these for taking part in the operation, with upgraded or enchanted military units receiving proportionally more.&lt;br /&gt;
&lt;br /&gt;
This is a hugely challenging operation for the small nation to achieve. There are hopes that the Dawnish might assist, as it&#039;s almost impossible to mention a task like this without a whole procession of knights seizing a chance to win glory, but due to their [[Love_and_monsters|highest calling]] they are otherwise engaged fighting the chaotic spawn from the spring realm. All is not lost, however; Imperial prognosticators have identified a pair of conjunctions of the Sentinel Gate, each of which leads to one of these sacs. There, Imperial heroes will be able to cast [[Inevitable Collapse into Ruin]] or [[Rising Roots that Rend Stone]] to destroy them and claim the bounty of vis they contain. Each one destroyed will reduce the strength required by 2,500. Unfortunately, a unit of [[Arkad#Vikari|Vikari]] who are favoured by [[Arhallogen]] are in the area and bound to seize an opportunity to make the Empire bleed for taking the Sarangrave from them.&lt;br /&gt;
&lt;br /&gt;
The civil service has nominated &#039;&#039;&#039;Solas of the Spire of the First Light&#039;&#039;&#039; and the [[Warmage]], &#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, as being [[Sentinel_Gate#Prognostication|responsible]] for each conjunction, respectively.&lt;br /&gt;
&lt;br /&gt;
==KROLL! KROLL! KROLL!==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Squid komodo.jpg|align=left|caption=The spawn of Kroll are numerous and strange.|alt=&amp;quot;&amp;quot;|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Urizeni sentinels could attempt to gain control of Kroll, rather than defeating it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;To create an arcane projection to summon and control Kroll requires three of its names be spoken aloud&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sentinels could cast Bright Lantern of Ophis on the sacs instead of destroying them to discover one of the beast&#039;s names&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seven rings of ilium and a guarding venture of 7500 strength is required to put wards in place to control the beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is ... another option.&lt;br /&gt;
&lt;br /&gt;
People sometimes forget that sentinels are &#039;&#039;Urizeni&#039;&#039;, and their understanding and application of magic to the martial pursuits rivals that of any [[Dawn_magical_traditions#War_witches|war witch]] or [[Wintermark_magical_traditions#Runesmiths|runesmith]]. &#039;&#039;Anthemia Willstone&#039;&#039; points out that regardless of &#039;&#039;how&#039;&#039; this particular [[Inhabitants_of_the_realms#Guardians|guardian]] got into the mortal world, it is here now and that presents an opportunity. It ought to be possible to create a projection (of the Spring realm) to summon Kroll to defend the Sarangrave in line with Urizeni interests. It&#039;s nothing like [[Forge the Wooden Fastness]], but if Kroll was at the beck and call of the Urizeni magicians, the effects might be similar - a powerful force of murderous Spring life, under the control of the Urizeni - just.&lt;br /&gt;
&lt;br /&gt;
As with many incantations of this kind, it would require the use of three of the names of &#039;&#039;Kroll, Devourer of the Unworthy&#039;&#039;. One is already known, but casting a sufficiently powerful [[Bright Lantern of Ophis]] (of magnitude 40) to overcome the shrouds on one of the pulsating sacs &#039;&#039;rather&#039;&#039; than destroying them would allow someone to discover another name. Anyone who had all three names could attempt to create the projection (they would need to include all three names in the text of the arcane projection).&lt;br /&gt;
&lt;br /&gt;
This plan is not without risks; choosing not to destroy the sacs will mean that Kroll will definitely re-emerge the next time a threat presents itself. Discovering Kroll&#039;s names would give Urizen a degree of control over the monster, but by itself that won&#039;t prevent the creature from running amok if it is disturbed. To make the place safe, Urizen would need to put suitable wards in place so that Kroll would only emerge when summoned - and only by the Urizeni and only under their control.&lt;br /&gt;
&lt;br /&gt;
If the Urizeni use the conjunctions to get three names for Kroll, and neither sac is destroyed, then there will be a guarding [[venture]] to &#039;&#039;&#039;Ward Kroll&#039;s Lair&#039;&#039;&#039;. This will require the full 7,500 strength - that will require most of Urizen&#039;s military units, and the majority of them enchanted with [[Aspect of the Mountain]] or something similar. If the venture succeeds, then the nation will be able to put wards in place using seven rings of illium to create a seven-pointed [https://en.wikipedia.org/wiki/Heptagram heptagram], a &amp;quot;lock&amp;quot; that will keep Kroll submerged until called by Urizeni magicians using the ritual they have created. &lt;br /&gt;
&lt;br /&gt;
It is an outrageously ambitious plan. The simple choice, the sensible choice, is to destroy the three sacs as quickly as possible and be done with Kroll. The second option is more difficult, but if successful, would give the Urizeni a powerful weapon to defend their new home if it were ever threatened. With the three names of the guardian, Urizeni magicians could create a projection to summon it from its slumber to defend the region. With a successful venture and seven rings of ilium, the nation could ensure that nobody &#039;&#039;else&#039;&#039; can control Kroll or cause the beast to attack.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the people of the High Peaks look to their Sentinels to make the decision on how to proceed. This is their role after all - this is what they study &#039;&#039;for&#039;&#039;. If both sacs survive and are divined, the venture will be a guarding action to &#039;&#039;&#039;Ward Kroll&#039;s Lair&#039;&#039;&#039;. If one or more sacs are destroyed, or both of them are not divined, the venture will be a questing action to &#039;&#039;&#039;Destroy Kroll&#039;s Lair&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Metamorphosis&amp;diff=144677</id>
		<title>Metamorphosis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Metamorphosis&amp;diff=144677"/>
		<updated>2026-09-04T17:48:26Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* KROLL! KROLL! KROLL! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Autumn]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tome of the Warrenwise&amp;quot;&amp;gt;&lt;br /&gt;
Run, run as fast and as far as you can. Take only what you need, for what you do not need, you do not need.&amp;lt;br&amp;gt;&lt;br /&gt;
Hide, hide in the deep and the dark places where no-one will ever find you. Emerge when it is safe. Come out when the monsters are gone.&amp;lt;br&amp;gt;&lt;br /&gt;
Fight, fight for you will die if you do not. It is better to try. Wounds can be healed. Hurt can fade. What is lost can be made new.&amp;lt;br&amp;gt;&lt;br /&gt;
Live, please, I&#039;m begging you, just live. I will help you. Only live, and then in time things can get better.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
It has been a tumultuous time in the [[Sarangrave]]; first the [[Druj]], then the [[Vallorn]], and now husks. All while the Empire has been endeavouring to [[Your hand in mine|make diplomatic inroads with the rebels]] of [[Sarangrave#Nesustak_Forest|Nesustak forest]]. Sadly troubles abound, the [[Seeds_of_discord#Claiming_Thornfen|eviction of so many]] from [[Sarangrave#Thornfen|Thornfen]] by the [[Axos|Axou]] has raised the spectre of famine in the territory. And now the Druj enemy scattered through the territory after their armies disbanded are threatening to raise a second dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
It is not all bad news however, the last of the [[Druj_miasma#Miasma_Pillars|miasma pillars]] has been destroyed, bringing blessed relief to the territory. Slow but steady progress in the [[Everything_is_trying_to_kill_us|long term project]] of making the former territory of the Mallum into a [[Urizen|utopia]].&lt;br /&gt;
&lt;br /&gt;
==Persevere==&lt;br /&gt;
{{SOP|statement=We the people of Urizen welcome the displaced orcs, who have been rendered homeless by the Axos in Thornfen, to make their home within Urizen.|by=Delara, Urizen National Assembly|when=Summer Solstice 388YE|vote=236-0 {{GM}}}}&lt;br /&gt;
* &#039;&#039;&#039;There are not enough provisions to feed and shelter the former occupants of Thornfen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If nothing is done, there will be widespread famine this winter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Keeper of the Breadbasket can distribute the Imperial bounty to them to stave off famine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No benefits from the breadbasket would be available for the next two seasons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj in the territory will benefit from the breadbasket alongside their former subjects&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the orcs are allowed to starve, the Druj warriors in the territory will be unable to cause problems for two seasons&#039;&#039;&#039;&lt;br /&gt;
It has not escaped the notice of the leaders of the loose coalition of ex-subjects that orcs have been expelled from their lands following a treaty formed between the Empire and Axos of which they and the residents of Thornfen had no part. Sadly this does little to improve feelings in the territory. While the statement of principle enacted by the Urizen National Assembly is clearly well-intentioned, the words fall on barren ground. More than a few orcs seem aggrieved at being invited to live with people who some feel are responsible for their eviction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBMarches.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The influx of people have stretched everyone&#039;s resources to the limit. It is as if the entire population of [[Mitwold#Meade|Meade]] had suddenly been evicted and forced to find new homes elsewhere in the territory. Without any support or provisions they are going to suffer and the handful of Urizeni settlers cannot manage that by themselves. There are as many or more orcs in the Sarangrave as the entire population of Urizen, and even if spires had been built across the territory already there would be not nearly enough Urizeni homes to house them. As it stands, [[Everything_is_trying_to_kill_us#A_Gift_Horse|few Urizeni have yet moved in]]. Doubtless more will in time, but there is a lot to be accomplished before that happens.&lt;br /&gt;
&lt;br /&gt;
There are now hungry orcs spread across those parts of the territory the Urizen control. The rebels have taken in those who can fight, but most are being turned back from the borders of Thornfen - there is simply not enough food to go round and if the rebels take them in, then everyone will starve. As a result, scattered bans of orcs are gathered round anywhere the Urizeni have put down roots. They might not like it, but it&#039;s clear to everyone they that is their best chance of surviving the harsh winter.&lt;br /&gt;
&lt;br /&gt;
The food supply situation will come to a head over the coming winter, and there will be widespread famine among the former occupants of Thornfen, if the Empire does not take steps to deal with it. The obvious solution is the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]]. If this precious resource was turned over to feeding the outcasts then it will provide enough food to ensure that nobody starves in the coming winter and the subsequent spring. By that point, people will be in a position to fend for themselves. That would mean that the Breadbasket could not provide benefits to the Marchers or any Imperial army for two seasons, but would ensure there is no famine in the territory.&lt;br /&gt;
&lt;br /&gt;
There is a downside however - there are thousands of Druj warriors scattered across the territory looking for any opportunity to take advantage of the situation. If the Empire distributes food to the occupants of the territory, some of it will inevitably end up in the hands of the Druj. No Imperial citizen is ever going to knowingly hand food to the Druj, there&#039;s no suggestion of treason here, but they are skilled cheats and liars who won&#039;t hesitate to rob and kill to take what they need. If the Breadbasket is used to feed the Sarangrave this winter, then inevitably, it will help to bolster the Druj forces in the territory.&lt;br /&gt;
&lt;br /&gt;
The only visible alternative is to let the famine run its course over the next two seasons. That would be a gruesome outcome, but after two season those who survived the famine would be able to fend for themselves and it would make it impossible for the Druj warriors to cause trouble in the next two seasons, as they would be too focussed on their own survival. It would inevitably inflame anti-Imperial sentiment among the survivors of course.&lt;br /&gt;
&lt;br /&gt;
==Politic==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Slawomir Rabovich Bolotstrazh.jpg|caption=&#039;&#039;&#039;Slawomir Rabovich Bolotstrazh&#039;&#039;&#039;, Imperial Consul|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The leaders of the rebels are coming to Anvil for a meeting with the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The rebels control Nesustak Forest but they &#039;&#039;want&#039;&#039; control of the Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Giving them the region would mean Urizen losing control of the territory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Empire has saved the Nesustak rebels from total obliteration twice now, and the work of many individuals, including not least the [[Gryphon&#039;s Pride]] and other armies, strongly suggests that the Empire wants them alive. Now, it is time to discover for what purpose. &#039;&#039;Halyx Fire-Eyes&#039;&#039;, the leader of the Bloodwater Spears and &#039;&#039;Agoska&#039;&#039;, leader of the Water-Walkers will be making their way to Anvil at {{TBC}}. They have accepted the offer of the [[Imperial Consul]] to host them, and are happy for the other citizens who wrote to them this season (&#039;&#039;&#039;Frith&#039;&#039;&#039; the [[Advisor on Orc Affairs]], &#039;&#039;&#039;Ser Guy of the Twisted Rose&#039;&#039;&#039; and &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;) to attend the meeting as well. As part of her [[Your_hand_in_mine|previous work]], Naomi of Virtue&#039;s Rest has arranged a short briefing to advise the Consul and other attendees on the current situation and what might be discussed.&lt;br /&gt;
&lt;br /&gt;
The rebels will demand that the Empire allow the free orcs of the Sarangrave to live in their own homes under their own laws and traditions. That sounds fine in principle, but it has two problems. The Axou have made it clear that they won&#039;t permit this in Thornfen, but it would be trivially easy for the Empire to allow everyone else to live within the borders of the Empire as &#039;&#039;foreigners&#039;&#039;. But the only legal way the rebels can live &amp;quot;under their own laws and traditions&amp;quot;, is if they control the regions they live in.&lt;br /&gt;
&lt;br /&gt;
Of course they already control the Nesustak Forest, and everything suggests that they will fight to the death to hold it. They rebelled against the Druj and risked death at their hands to control the Forest - so they unlikely to back down to threats from the Empire. But Halyx Fireeyes leads the Bloodwater Spears, the former occupants of the Bloodwater Marsh. Their demands are going to include the Empire giving them control of that region as well and that would be difficult. It would mean that the Empire no longer had control of the territory - while people might consider the territory part of Urizen, it would no longer have a senator. The rebels won&#039;t care about that in the slightest, but it&#039;s likely to be a significant concern for the Senator for Sarangrave at the very least.&lt;br /&gt;
&lt;br /&gt;
If the Empire held Thornfen, then it is possible that they could afford to let the rebels control the Marsh. Doubtless negotiations could be agreed to let Imperial armies move through those regions freely - the rebels don&#039;t seem to have a problem with that. But of course Thornfen is under the control of Axos, and they are unlikely to want to give it up. Axos currently has one army in the Thornfen, but there is a huge fortification in the region. The longer the Empire left it, the more difficult it might become to take the region, as the garrison eventually resupplies.&lt;br /&gt;
&lt;br /&gt;
The only other way to give the rebels what they want would be to take back Bendol from the vallorn. That&#039;s impossible at the moment, but [[A thousand years of longing|but it might not be forever]]. If the Empire had Bendol, they could afford to give the Marshes to the rebels and still keep control of the territory. Naomi believes that if the Empire&#039;s representatives tried, they could persuade the rebels to accept a future promise - but she warns them to think very carefully about the timescale of such a promise. Promising to give them the Marsh in a decade&#039;s time will not be acceptable, but an offer to hand it over in a year could be astonishingly difficult to achieve without compromising Imperial control. Maybe there is a time scale that is acceptable to both parties - maybe.&lt;br /&gt;
&lt;br /&gt;
==Pushback==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could reject any or all of the demands of the rebels&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The rebels are in no position to fight the Empire - at the moment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;the tenor of these negotiations will set the baseline for future relations between the Urizeni and the orcs of the Sarangrave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Put bluntly, the Empire could easily rebuff the demands of the rebels. They are frantically arming themselves, with weapons and pieces of armour scavenged from the battlefields, but at the moment they don&#039;t have an army to speak of. If the Empire hadn&#039;t saved these people &#039;&#039;twice&#039;&#039;, they would be dead already. There is no requirement to give them anything. The Empire could even seize the Nesustak Forest from them, the rebels might fight to defend it, but any Imperial army attacking the Forest would suffer only minimal casualties. It might take a season or two to conquer the whole region, during which the rebels would put up a valiant fight to the death - and then it would be done.&lt;br /&gt;
&lt;br /&gt;
What complicates the matter is that the Empire has repeatedly talked of liberating the septs who have lived under the rule of the Druj. That seemed to work in [[Ossium]] but in the Barrens and here in the Sarangrave it is painfully clear that the idea of liberation is fundamentally incompatible with forcing people to live in the Empire. The Empire can conquer these lands and the people who live here - they can force them to obey Imperial laws. They can rule the Sarangrave with or without the iron fist the Druj employed.&lt;br /&gt;
&lt;br /&gt;
What they cannot do is liberate the people of the Sarangrave and then demand they live in the Empire under the Empire&#039;s laws. That is only liberation for anyone who &#039;&#039;wants&#039;&#039; to live in the Empire. The Nesustak rebels have dreamed of throwing off the yoke of the Druj. They&#039;ve longed for a day when they could rule themselves for hundreds of years. They&#039;re not about to give those hopes up now, unless they&#039;re &#039;&#039;forced&#039;&#039; to. The Empire must choose whether it is liberating these people by giving them lands and self-rule, or conquering them by claiming the Sarangrave for themselves - it cannot easily do both.&lt;br /&gt;
&lt;br /&gt;
However, this situation with the rebels is resolved, it will set the tenor of the Empire&#039;s relationship with the existing inhabitants moving forward. If the Empire are seen as conquerors, simply new if more light-handed, masters than the Druj, then the rebels will resist Imperial rule and make every effort to reclaim their homes. They will try this first diplomatically, but ultimately they will resort to violence if that fails. These people have had the first taste of hope for freedom in their lives, and now that suffocating power of the miasma pillars is gone, they are growing more confident by the day.&lt;br /&gt;
&lt;br /&gt;
If the Empire are seen as liberators, relations could slowly improve. The Empire have saved the rebels from certain death twice - enough to prove they are not the monsters the Druj have painted them. Once the Urizen have dealt with the other problems the territory presents, there will eventually be opportunities to benefit from mutual cooperation with the rebels. The Sarangrave was the Druj breadbasket, and no-one knows its secrets and how to maximise its output like those peoples who worked these lands. The Empire cooperated with the Sandfishers, and while they keep asking for more, relations grew steadily better over time. &lt;br /&gt;
&lt;br /&gt;
The coming negotiations are likely to prove crucial. For those taking part, it is essential to remember that these septs &#039;&#039;do not like or trust the Empire&#039;&#039;. Generations of Druj propaganda, and more recently the words of [[Irra Harah]], and even their own bitter experiences from the Empire&#039;s attacks on Mallum make that impossible at this time. They hate the Druj, but they don&#039;t have many reasons to like the Empire any more than they did the previous rulers of Sarangrave. &lt;br /&gt;
&lt;br /&gt;
The Empire have proved that they want the septs alive. But so did the Druj, after all.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Terentia of Sarangrave Reforged.jpg|caption=&#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;&amp;lt;br&amp;gt;Grandmaster of the Golden Pyramid|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Prestidigitate==&lt;br /&gt;
* &#039;&#039;&#039;The last of the miasma pillars in the Sarangrave has been torn down by the Waterwalkers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sept send their thanks to the Empire&#039;s magicians for the ritual text they provided&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With the pillars gone, the spirits of everyone living in the territory begins to lift&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By the time of the Autumn Equinox, the [[The_poisoned_air#Magic_(Participation)|malign effects]] of the miasma pillars in the Sarangrave have begun to fade as Agoska of the Waterwalkers leads a group of his apprentices to cast [[Dreadful Ending]] on the last one as [[388YE_Summer_Solstice_Conclave_sessions#Disseminate:_Dreadful_Ending_to_Agoksa_of_the_Waterwalkers|supplied]] to them by the Conclave. This effect will still be in place during the summit, but it will be the last one. Agoska was apparently quite emotional to see the end of the Druj suppression of his people, and sends his profound thanks to the Conclave and the Golden Pyramid for their help in this matter. With the pillars gone, every inhabitant of the Sarangrave is finally free.&lt;br /&gt;
&lt;br /&gt;
The Druj used the miasma pillars to cow their subject septs and break their will to resist. With the pillars gone, the miasma will slowly burn away. It it&#039;s place will be a growing confidence among the inhabitants of the territory.&lt;br /&gt;
&lt;br /&gt;
==Pupate==&lt;br /&gt;
{{SOP|statement=Sentinels of Urizen! In the Sarangrave the beast Kroll has retreated, but it will return, and we ask you to prepare us for this. Survey the terrain. Speak to those in the Citadel Guard who fought it and those of the septs who were made to live with its presence. Determine how we may have the advantage on its return; ensure the defense of our nation.|by=Solas of the Spire of the First Light, Dawn Assembly|vote={{GM}} 376-166|when=Spring 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;Kroll is slowly regenerating and could re-emerge at any time if the region is attacked&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for the Urizeni to destroy the guardian&#039;s lair and remove the threat permanently&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will require a force of 7500 to destroy the three bloated sacs that permit the gigantic beast to enter the world&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are two conjunctions, each of which could be used to destroy one of the sacs, reducing the force needed proportionately&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These are both [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Sentinels of Urizen&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aella&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alcetas Starsong&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Althaea Sunshaper&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Andronikos of the Lighthouse-That-Was&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aquila&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arephanes of Tropaion Citadel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Argentus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Atreus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boagrius Stillwater&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brius of the Wise Citadel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cabeiri Gobán&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassandra Stillwater&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassian&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassian Highwind&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassilda of the Wise Citadel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Charito&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Corinthius&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyrus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cyrus Stillwater&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dae&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Deanna of the Myriad Stream&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;E&#039;nareon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erebus Kentigern Highwind&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farre&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ferrus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Floria Sunshaper&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grakulus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ivander&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kazan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Khaytanus Everwatch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Linos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lucianus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mara&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Marcus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nicassia Avicia of Phoenix Reach&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Phobos&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sicarius&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Solus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Synthyche&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valerius&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Varric of the Scarlet Guard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Verus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vespasian&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Volidus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Imperial armies [[Even_darkness_must_pass|defeated Kroll]] but the monster has not been slain; it has only withdrawn to its lair. In fact, most scholars suspect it can&#039;t be slain, not permanently at least. In many ways it is no different to an eternal - a manifestation of the terrible destructive power of the Spring realm, but without any of the &amp;quot;subtlety&amp;quot; of [[Yaw&#039;nagrah]] or [[Siakha]].&lt;br /&gt;
&lt;br /&gt;
If the region is attacked - then the beast will emerge, and with nobody left to control it, it will run amok, slaughtering attackers and defenders alike. There are no armies attacking the Sarangrave this season, but there are significant remnants of the Druj forces and a vast sea of husks that are slowly advancing. If the husks reach Kroll, they will trigger the beast to emerge and it will devastate everything.&lt;br /&gt;
&lt;br /&gt;
Even though it can&#039;t be killed, it can be got rid of - by driving it back into the Spring realm from whence it came. Solas of the Spire has called on the sentinels of Urizen to find out how the nation can deal with this danger. The call has gone out across the citadels; there is work for the finest military minds of the Empire to apply themselves to in the Sarangrave. Not just capable warriors, the sentinels of Urizen are scholars of martial matters, be they tactical, logistical or supernatural. Experienced warrior-magicians have studied the enemy and devised a plan to deal with it.&lt;br /&gt;
&lt;br /&gt;
In the coming season, there will be a questing [[venture]] for Urizen military units to &#039;&#039;&#039;Destroy Kroll&#039;s Lair&#039;&#039;&#039;. Three anchor points have been identified at Spring regio in the area that supply rejuvenating energies to the enormous beast. These help to keep it in the mortal realm and support its prodigious regeneration. The sentinels will need to amass 7,500 force strength in order to completely defeat the creature and drive it back into the Spring realm. Anything less, and the creature will eventually regenerate and return. The three sacs are filled with sticky sap, which turns out to be a form of [[Vis#Vital_Honey|vital honey]], so a basic military unit will obtain two of these for taking part in the operation, with upgraded or enchanted military units receiving proportionally more.&lt;br /&gt;
&lt;br /&gt;
This is a hugely challenging operation for the small nation to achieve. There are hopes that the Dawnish might assist, as it&#039;s almost impossible to mention a task like this without a whole procession of knights seizing a chance to win glory, but due to their [[Love_and_monsters|highest calling]] they are otherwise engaged fighting the chaotic spawn from the spring realm. All is not lost, however; Imperial prognosticators have identified a pair of conjunctions of the Sentinel Gate, each of which leads to one of these sacs. There, Imperial heroes will be able to cast [[Inevitable Collapse into Ruin]] or [[Rising Roots that Rend Stone]] to destroy them and claim the bounty of vis they contain. Each one destroyed will reduce the strength required by 2,500. Unfortunately, a unit of [[Arkad#Vikari|Vikari]] who are favoured by [[Arhallogen]] are in the area and bound to seize an opportunity to make the Empire bleed for taking the Sarangrave from them.&lt;br /&gt;
&lt;br /&gt;
The civil service has nominated &#039;&#039;&#039;Solas of the Spire of the First Light&#039;&#039;&#039; and the [[Warmage]], &#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039;, as being [[Sentinel_Gate#Prognostication|responsible]] for each conjunction, respectively.&lt;br /&gt;
&lt;br /&gt;
==KROLL! KROLL! KROLL!==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Squid komodo.jpg|align=left|caption=The spawn of Kroll are numerous and strange.|alt=&amp;quot;&amp;quot;|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Urizeni sentinels could attempt to gain control of Kroll, rather than defeating it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;To create an arcane projection to summon and control Kroll requires three of its names be spoken aloud&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sentinels could cast Piercing Light of Revelation on the sacs instead of destroying them to discover one of the beast&#039;s names&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seven rings of ilium and a guarding venture of 7500 strength is required to put wards in place to control the beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is ... another option.&lt;br /&gt;
&lt;br /&gt;
People sometimes forget that sentinels are &#039;&#039;Urizeni&#039;&#039;, and their understanding and application of magic to the martial pursuits rivals that of any [[Dawn_magical_traditions#War_witches|war witch]] or [[Wintermark_magical_traditions#Runesmiths|runesmith]]. &#039;&#039;Anthemia Willstone&#039;&#039; points out that regardless of &#039;&#039;how&#039;&#039; this particular [[Inhabitants_of_the_realms#Guardians|guardian]] got into the mortal world, it is here now and that presents an opportunity. It ought to be possible to create a projection (of the Spring realm) to summon Kroll to defend the Sarangrave in line with Urizeni interests. It&#039;s nothing like [[Forge the Wooden Fastness]], but if Kroll was at the beck and call of the Urizeni magicians, the effects might be similar - a powerful force of murderous Spring life, under the control of the Urizeni - just.&lt;br /&gt;
&lt;br /&gt;
As with many incantations of this kind, it would require the use of three of the names of &#039;&#039;Kroll, Devourer of the Unworthy&#039;&#039;. One is already known, but casting a sufficiently powerful [[Bright Lantern of Ophis]] (of magnitude 40) to overcome the shrouds on one of the pulsating sacs &#039;&#039;rather&#039;&#039; than destroying them would allow someone to discover another name. Anyone who had all three names could attempt to create the projection (they would need to include all three names in the text of the arcane projection).&lt;br /&gt;
&lt;br /&gt;
This plan is not without risks; choosing not to destroy the sacs will mean that Kroll will definitely re-emerge the next time a threat presents itself. Discovering Kroll&#039;s names would give Urizen a degree of control over the monster, but by itself that won&#039;t prevent the creature from running amok if it is disturbed. To make the place safe, Urizen would need to put suitable wards in place so that Kroll would only emerge when summoned - and only by the Urizeni and only under their control.&lt;br /&gt;
&lt;br /&gt;
If the Urizeni use the conjunctions to get three names for Kroll, and neither sac is destroyed, then there will be a guarding [[venture]] to &#039;&#039;&#039;Ward Kroll&#039;s Lair&#039;&#039;&#039;. This will require the full 7,500 strength - that will require most of Urizen&#039;s military units, and the majority of them enchanted with [[Aspect of the Mountain]] or something similar. If the venture succeeds, then the nation will be able to put wards in place using seven rings of illium to create a seven-pointed [https://en.wikipedia.org/wiki/Heptagram heptagram], a &amp;quot;lock&amp;quot; that will keep Kroll submerged until called by Urizeni magicians using the ritual they have created. &lt;br /&gt;
&lt;br /&gt;
It is an outrageously ambitious plan. The simple choice, the sensible choice, is to destroy the three sacs as quickly as possible and be done with Kroll. The second option is more difficult, but if successful, would give the Urizeni a powerful weapon to defend their new home if it were ever threatened. With the three names of the guardian, Urizeni magicians could create a projection to summon it from its slumber to defend the region. With a successful venture and seven rings of ilium, the nation could ensure that nobody &#039;&#039;else&#039;&#039; can control Kroll or cause the beast to attack.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the people of the High Peaks look to their Sentinels to make the decision on how to proceed. This is their role after all - this is what they study &#039;&#039;for&#039;&#039;. If both sacs survive and are divined, the venture will be a guarding action to &#039;&#039;&#039;Ward Kroll&#039;s Lair&#039;&#039;&#039;. If one or more sacs are destroyed, or both of them are not divined, the venture will be a questing action to &#039;&#039;&#039;Destroy Kroll&#039;s Lair&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=144561</id>
		<title>388YE Autumn Equinox winds of fortune</title>
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		<updated>2026-09-01T16:53:00Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* It&amp;#039;s All Wrong, But It&amp;#039;s All Right */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Lights in the Dark.jpg|align=left|caption=Change is the law of life. And those who look only to the past or present are certain to miss the future. |width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[The wolves tempt you]] || 1 || data-sort-value=&amp;quot;2026/08/15&amp;quot;| 15/08 || Imperial Address&lt;br /&gt;
|-&lt;br /&gt;
| [[Dream on]] || 2 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Seren&lt;br /&gt;
|-&lt;br /&gt;
| [[Come together]] || 3 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Apothecary college&lt;br /&gt;
|-&lt;br /&gt;
| [[Fair share of labour]] || 4 || data-sort-value=&amp;quot;2026/08/19&amp;quot;| 19/08 || Artisans Guild&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden inventory]] || 5 || data-sort-value=&amp;quot;2026/08/29&amp;quot;| 29/08 || Banner-bearers&lt;br /&gt;
|-&lt;br /&gt;
| [[A fork in the path]] || 6 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Mystics &lt;br /&gt;
|-&lt;br /&gt;
| [[Outreach across the marshes]] || 7 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Sand Fishers &amp;amp; League highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Stand proud, you&#039;re strong]] || 8 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Brass Coast highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Here you come again]] || 9 || data-sort-value=&amp;quot;2026/08/31&amp;quot;| 31/08 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the winds of war that detail the Empire&#039;s military campaigns. They lay out situations and usually include things that characters can do to take advantage of [[opportunity|opportunities]] or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours, the assumption is that the reader will create their own context for that information or gossip if they want to use it in character. &lt;br /&gt;
&lt;br /&gt;
The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being &amp;quot;rumoured&amp;quot; or use a phrase like &amp;quot;some might say...&amp;quot; the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represent something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we&#039;re also being as thorough as possible. This information doesn&#039;t need further checking in-character. It&#039;s not an opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:350px; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Nation !! Diplomacy Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[All I can do]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It&#039;s perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.&lt;br /&gt;
__TOC__&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations or political bodies to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place, and very little happens in isolation. We are also adding the dates that they were last updated (other than typos and correcting [[red links]]) in an attempt to make it easier to keep track of the newest releases.&lt;br /&gt;
&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===The Wolves Tempt You (Imperial Address)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens; Navarr;&#039;&#039;&#039;&lt;br /&gt;
[[Emperor Vesna]] has used their power to [[The_Throne#Address_the_Empire|address the Empire]] to present a personal reminder to all citizens that the road to salvation is hard, but everyone is walking it together.&lt;br /&gt;
&lt;br /&gt;
The message has been distributed across the Empire by the civil service, and you can read it in the &#039;&#039;&#039;[[The wolves tempt you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Navarr.png|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Dream On===&lt;br /&gt;
* &#039;&#039;&#039;Navarr&#039;&#039;&#039;&lt;br /&gt;
In [[Miaren]], [[Miaren#Seren|Seren]] is now become the &#039;&#039;City of Dreams&#039;&#039; in truth. People with hopes and aspirations, with the imagination to perceive what is needed to achieve them and the determination to try, have flocked to Miaren. With the completion of the Temple of the Waking Dream, the [[dreamspeaker]] calling has coalesced as a distinct [[archetype]] among the [[Navarr]] people, one dedicated to making dreams become reality. This has perhaps predictably amplified arguments about what exactly that means, and which dreams should be pursued, and how.&lt;br /&gt;
&lt;br /&gt;
You can learn about competing arguments, and the changes to the city of Seren, in the &#039;&#039;&#039;[[Dream on]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Come Together===&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=100}}&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Imperial Apothecaries Guild; Navarr; Benefactor of High Chalcis; Highguard, the League, Imperial Orcs, and Varushka; Senate&lt;br /&gt;
When [[Therunin]] fell to the [[Druj]] [[Thornsinger#Thornsong_House|Thornsong House]] was lost. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herbmastery could not be saved. While the house itself burned, many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
A proposal for a new college of the apothecary arts, and ways various nations may be involved, can be found in the &#039;&#039;&#039;[[Come together]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Fair Share of Labour===&lt;br /&gt;
* &#039;&#039;&#039;Artisan&#039;s Guild; Throne; Senate; Artisans of all kinds; Golden Pyramid; Pride Assembly; Navarr; Guildmaster of the Artisans, Dean of Runesmith&#039;s Caution, Keeper of the Runegrott, Seer of the Spiral Sword, and potentially several other titles associated with magic item crafting&#039;&#039;&#039;&lt;br /&gt;
At the recent summit, [[Emperor Vesna]], requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Imperial Guild of Artisans&#039;&#039;. The Artisans Guild has technically been in existence for some time, with the Senate [[Construct_Guildhouse_of_the_Artisans|ordering the construction of Guildhouse]] in 385YE, creating the position of [[Guildmaster of the Artisans]]. Now the Senate is in a position to consider the full implications of making the Guild into an official Imperial sodality.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the potential Imperial Sodality, as well as proposals from some people very excited by the opportunity it represents, in the &#039;&#039;&#039;[[Fair share of labour]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Hidden Inventory===&lt;br /&gt;
{{CaptionedImage|file=Cat&#039;s Graces Sodality.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBWintermark.jpg|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially banner bearers; Cat&#039;s Graces; Minister of Historical Research; Mediator of Hyljehal; Senate&lt;br /&gt;
When the tides of fate seem to turn against the Empire, to be able to look and see over the battle lines, the colours of your warband or your nation still [[Pride|Proudly]] flying can help to rally the [[Courage]] and turn the tide. In [[Wintermark]] the [[Wintermark_military_concerns#Banner-bearers|position of banner-bearer]] is seen as vital to the success of any battle. [[Empress Britta]] was a banner-bearer, and bore [[Three Tears|Foe-Slayer]], the legendary war-banner of [[Emperor Guntherm]] onto the field. The great flag was lost when Britta died and it has been near two decades since Wintermark could bear its equal into battle. The artisans and craftspeople of [[Hahnmark#Runegrott|Runegrott]] have a proposal to try to remedy this shortfall, involving the construction of a grand [[edifice]] to house banners and paintings of the great banners of the Empire as well as the creation of a new [[Magic_items#Artefacts|artefact]] [[:Category:Magic Standards|banner]] for Wintermark.&lt;br /&gt;
&lt;br /&gt;
You can read more about this plan, and learn a little of the mighty banner Foe-Slayer, in the &#039;&#039;&#039;[[Hidden inventory]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=KallevesiMystic.jpg|align=right|width=200}}&lt;br /&gt;
===A Fork in the Path===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark, especially the Mystics; Raven Seer of Ishal; would-be champions; Keeper of Oaths; friends of Sung&lt;br /&gt;
The [[mystic|Mystics]] of Ishal sought to work more closely with the wider nation of Wintermark. They have since decided [[Flight_of_birds#The_Witan|to approach the Witan]] directly, and do what they can to support the goals of the nation itself. The decision to help with the [[Warriors&#039; Gate|exploration of Tsirku]] has made it impossible for the Mystics of Ishal to offer their usual council and support to the [[Raven Seer]] and to that end they have made several changes to the Aviary, and to the support they offer the Raven Seer and the nation. At the same time, there has been a great deal of discussion of the [[Crown of Three Tears]] and the role of the &#039;&#039;Champion of Wintermark&#039;&#039; within the nation - the appointment of who has traditionally been the responsibility of the mystics. &lt;br /&gt;
&lt;br /&gt;
You can read about the changes at Ishal, and the situation of the Crown of Three Tears, in the &#039;&#039;&#039;[[A fork in the path]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Outreach Across the Marshes===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly League.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The League, especially the Bishops and Princes; Merchant Prince of Misericorde Market; Senate&lt;br /&gt;
[[The League]] Assembly [[388YE_Spring_Equinox_Synod_judgements#Judgement_57|has declared]] that their [[The_highest_calling#The_Highest_Calling|highest calling]] is to bring new peoples to join the Empire. A Virtuous endeavour to bs ure, but even the League cannot move the whole world at once. To be effective the nation needs to [[Any_dream_will_do#Partners_within|focus their efforts]] on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the [[Holberg#Misericorde|Sand Fishers]] of [[Holberg#Misericorde|Misericorde]], the [[orc|orcs]] who once lived on the southern shores of [[Ossium]] as slaves of the [[Druj]] but who have found a new lease of life on the northern shores of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?&lt;br /&gt;
&lt;br /&gt;
You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the &#039;&#039;&#039;[[Outreach across the marshes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Stand Proud, You&#039;re Strong===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Freeborn.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially the Freeborn assembly;&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the [[the highest calling|highest calling]] of their people should be on defending their lands. The sentiment resonates with people across [[the Brass Coast]]. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?&lt;br /&gt;
&lt;br /&gt;
There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s highest calling, but that won&#039;t be enough time to pursue every possibility raised by a people as inventive as the Freeborn...&lt;br /&gt;
&lt;br /&gt;
You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the &#039;&#039;&#039;[[Stand proud, you&#039;re strong]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here You Come Again (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; &#039;&#039;Alazhar i Taziel i Erigo&#039;&#039;, &#039;&#039;Velasco i Guerra&#039;&#039;, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; &#039;&#039;Berilo i Erigo&#039;&#039;;  &#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039; and some dead generals&#039;&#039;&#039;&lt;br /&gt;
Each [[archmage]] is empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to a single [[eternal]] of their [[Realms|realm]] each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to [[archmage#Parley|parley]], but not all of them.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Here you come again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Goodwill===&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=100}}{{CaptionedImage|file=Assembly Dawn.png||align=right|width=180}}{{CaptionedImage|file=Assembly Highborn.png||align=right|width=150}}{{CaptionedImage|file=Assembly Navarr.png||align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr; Vallornguard&#039;&#039;&#039;&lt;br /&gt;
Two nations have chosen to use their [[The highest calling|Highest Calling]] to focus their people on the coming final war against the [[Vallorn]]. The [[Dawn|Dawnish]] are developing the skills and resources to prepare themselves, while [[Navarr]] are looking for ways to support the nascent [[Vallornguard]] by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to [[Love_and_monsters#Unicorns|throw open the doors of Greenwood Manor]] to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in [[Highguard]]. Even the denizens of the [[eternal]] [[realms]] have heard the call to war, and been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the &#039;&#039;&#039;[[Goodwill]]&#039;&#039;&#039; wind of fortune. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations. This is usually based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the [[Senate]] and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===All I Can Do (Beoraidh)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Beoraidh; Cat&#039;s Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier&#039;&#039;&#039;&lt;br /&gt;
[[Mareave#Beoraidh|Beoraidh]] was once the stronghold of the [[Grendel]] &#039;&#039;Salt-Lord Ehsan&#039;&#039; and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]] are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful [[Sarcophan Delves]]. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the &#039;&#039;&#039;[[All I can do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s All Wrong, But It&#039;s All Right===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Ambassdor to the Iron Confederacy&#039;&#039;&#039;&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - to the west and south of [[the Brass Coast]] more specifically. Relation with the two nations have been tumultuous in the past but in the last year or two there has been a slow sanding-off of harsh edges. A feeling that lasting detente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the &#039;&#039;&#039;[[It&#039;s all wrong, but it&#039;s all right]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Dusk===&lt;br /&gt;
* &#039;&#039;&#039;For this event we are defining dusk as beginning at 19:00 and ending at 20:00&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No bow or crossbow use in Anvil after 20:00 or on quests that start on or after this time&#039;&#039;&#039;&lt;br /&gt;
Our [[Bow_safety#Bow_Safety|bow safety rules]] prohibit the use of bows and crossbows after &amp;quot;dusk&amp;quot;. At this event we are defining that point as 20:00 each day. This means you cannot use a bow in Anvil after this time, or on a skirmish or quest that starts on or after this time.&lt;br /&gt;
&lt;br /&gt;
The necromantic ritual [[Whispers through the Black Gate]] can only be performed for one hour around dusk - at this event that means the ritual can be performed at any time between 19:00 and 20:00.&lt;br /&gt;
&lt;br /&gt;
===Husky Business (Volunteers)===&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eligible characters must have died during the battle, but not have been killed as a husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to have their own costume and appropriate weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will last around twenty minutes, starting at 18:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will involve fighting alongside the skirmish team in an encounter against player characters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the [[Thorn_and_bone#Battle:_Harvester_of_Graves|Fens of Varreth]], raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat [[Accessibility#Combat_Highly_Likely|highly likely]] encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our [[Plot_crew#Skirmish|skirmish team]].&lt;br /&gt;
&lt;br /&gt;
If you are interested and would like more information, please email {{plot}} with your PID and the subject line &amp;quot;Husk Volunteer E4&amp;quot;, and you will be given more details.&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave|Sarangrave, Turan Flats, &#039;&#039;Fens of Varreth&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contain the dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thorn_and_bone#Battle:_Harvester_of_Graves|Harvester of Graves]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Sigismund Vladislav Kestovia&#039;&#039;&#039; of [[Varushka]]; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave|Mareave, Clisearn, &#039;&#039;Ruins of Sinat&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open the Vaults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mithril_and_rope#Battle:_Salt_and_Stone|Salt and Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039; of [[the Brass Coast]]; Saltbound Stone recovered and claimed by &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;; Ilium Jackals negotiated with and readying support of [[Boyar&#039;s Hasta]]; Iontach Leagsaidh remains in possession of their [[Grimnir&#039;s Hearthfire]]; Maistir Guaidre remains in possession of the Spiteri necklace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forest of Ulnak|Forest of Ulnak, Ghul&#039;thark Forest, &#039;&#039;Fetid Heart&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Raid the Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Who_can_you_trust%3F#Battle:_Claim_the_Prize|Claim the Prize]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; Status of the black lotus unclear; Status of the treasures of Taramid Skinwreath unclear&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Minor Conjunctions===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! # !! Location !! Responsibility !! Overview !! Result&lt;br /&gt;
|-&lt;br /&gt;
|	1	||	Sarangrave, Whisperwood, Halfweir Grove	||	[[Fingers of the Devourer|Custodian of the Fingers of the Devourer]]	||	[[Thorn_and_bone#A_Testing_(Conjunction)|Destroy the heralds of Surut]]	|| Heralds of Surut killed; production of Fingers of Devourer has increased by two wains per season for as long as the Great Forest Orcs remain foreigners&lt;br /&gt;
|-		&lt;br /&gt;
|	2	||	Astolat, Withy, Igraine&#039;s Regio	||	[[Astolat|Senator for Astolat]]	||	[[A_wizard_did_it#Rants_and_Roses|Find out why the regio keeps shifting back to Spring, and resolve it]]	|| Unclear, but &#039;&#039;&#039;Éamon Ashenmourn de Cordraco&#039;&#039;&#039; might know more&lt;br /&gt;
|-		&lt;br /&gt;
|	3	||	Mitwold, Maiden Downs, Maiden Stone	||	[[Champion of Prosperity]]	||	[[Pride_in_the_Marches#Apples_First_(Mitwold)|Stop Jyll Longleys from cursing the Maiden Stone]]	|| &#039;&#039;Jyll Longleys&#039;&#039; and allies killed&lt;br /&gt;
|-		&lt;br /&gt;
|	4	||	The Barrens, Dawnguard, Troubadour&#039;s Glade	||	[[Knight of Dawnguard]]	||	[[388YE Summer Solstice winds of war#A Vow (The Barrens)|Kill &#039;&#039;Prilak Gutdredger&#039;&#039;]]	|| &#039;&#039;Prilak Gutdredger&#039;&#039; and almost all allies were killed&lt;br /&gt;
|-		&lt;br /&gt;
|	5	||	Mitwold, Maiden Downs, Golden Fields	||	[[Keeper of the Golden Fields]]	||	[[Pride_in_the_Marches#The_Right_Thing_(Mitwold)|Stop Dusty Cobb setting Golden Fields alight]]	|| &#039;&#039;Dusty Cobb&#039;&#039; and rebels killed&lt;br /&gt;
|-		&lt;br /&gt;
|	6	||	The Barrens, Saltmarsh, The Dredging Flats	||	[[Knight-protector|Knight-protector of Winter]]	||	[[388YE Summer Solstice winds of war#A Call to Stand (The Barrens)|Kill the Servants of the Burnt]]	|| All but one &#039;&#039;Servants of the Burnt&#039;&#039; killed&lt;br /&gt;
|-		&lt;br /&gt;
|	7	||	Ossium, Echofell, Burned Glade	||	[[Shadowed Torchbearer]]	||	[[The_keys_of_blood#Fire_The_Forests_(Ossium)|Prevent the cursing of Ossium]]	|| Heralds killed and Ossium was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	8	||	Therunin, Lower Tarn Valley, Rotwood Croft	||	&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[388YE Summer Solstice winds of war#After the Taint (Therunin)|Destroy the miasma pillar]]	|| Miasma pillar successfully consecrated&lt;br /&gt;
|-		&lt;br /&gt;
|	9	||	Madruga, Free Landing, Hart&#039;s Cove	||	[[Hand of Guerra]]	||	[[Keys_of_Enlightenment#Barren_Waters_(Conjunction)|Aid the stranded ship from Sumaah]]	|| Unclear, but Hand of Guerra should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	10	||	Sarangrave, Kroll, Slow Worm&#039;s Hill	||	[[Sevenfold Path|Grandmaster of the Sevenfold Path]]	||	[[The_keys_of_blood#Boil The Swamps (Sarangrave)|Prevent the cursing of Sarangrave]]	||  Heralds killed and Sarangrave was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	11	||	Sarangrave, Turan Flats, The Breakteeth dais	||	[[Eastern Sky|General of the Eastern Sky]]	||	[[The_keys_of_blood#The_Greatest_Prize_(Rhianos)|Recover the treasure]]	|| Treasure successfuly recovered&lt;br /&gt;
|-		&lt;br /&gt;
|	12	||	The Barrens, Bitter Strand, Saltshore	||	[[Merchant of the Fangs]]	||	[[A_horn_blast_of_victory#Fangs_for_the_Memories_(Conjunction)|Answer General Utmar&#039;s call for aid]]	|| Vassals of the manticore killed&lt;br /&gt;
|-		&lt;br /&gt;
|	13	||	Madruga, The Crucible, Talpses Plat	||	[[Champion of Vigilance]]	||	[[Phantasms_and_foam#A_Terrible_Feeling_(Madruga)|Claim the &#039;&#039;Snapping Face&#039;&#039;]]	|| Snapping Face retrieved and heralds killed&lt;br /&gt;
|-		&lt;br /&gt;
|	14	||	The Barrens, Carmine Fields, Trading Way	||	&#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;	||	[[A_horn_blast_of_victory#Taste_of_Mettle_(Conjunction)|Remove the failed knights-errant of House Courcillion as a threat]]	|| Named knights have accepted justice from local magistrates&lt;br /&gt;
|-		&lt;br /&gt;
|	15	||	Necropolis, Coursmouth, The Veiled Garden	||	[[Guardian of Britta&#039;s Memorial]]	||	[[Phantasms_and_foam#The_Strength_of_This_Place_(Necropolis)|Spill the waters of Siakha]]	|| Bucket recovered and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	16	||	The Barrens, The Untrod Groves, Glade of the Good Knight	||	[[Knight-protector|Knight-protector of Winter]]	||	[[A_horn_blast_of_victory#A_Hearty_Meal_(Conjunction)|Thwart the schemes of Ser Gawain Amboise]]	|| Schemes of &#039;&#039;Ser Gawain Amboise&#039;&#039; thwarted&lt;br /&gt;
|-		&lt;br /&gt;
|	17	||	Mareave, Fleisardh, Spring Regio near Golden Wind&#039;s Encampment	||	[[Silver Chalice|Grandmaster of the Silver Chalice]]	||	[[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|Poison the Grendel]]	|| Grendel poisoned, Grandmaster of the Silver Chalice should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	18	||	Tassato, Cascatas, Campo Verdenta	||	[[Keeper of the Sapphire Stair]]	||	[[Phantasms_and_foam#For_What_Has_Been_Wrought_(Tassato)|Kill the heralds of Siakha]]	|| Heralds of Siakha and wreckers killed&lt;br /&gt;
|-		&lt;br /&gt;
|	19	||	Spiral, Apstrus, Alba&#039;s Lea	||	[[Legacy|Custodian of the Legacy]]	||[[Mithril_and_rope#A_Backhanded_Request_(Spiral)|Intercept the mercenaries pay]]	|| Raid launched on the Legacy and ten wains of mithril claimed by the Haurlatch Iron Consortium&lt;br /&gt;
|-		&lt;br /&gt;
|	20	||	Reikos, Haros Water, Couros Field	||	&#039;&#039;&#039;Nekoda of the Shattered Tower&#039;&#039;&#039;	||	[[388YE_Summer_Solstice_winds_of_fortune#A_Sudden_Threat_(Reikos)|Save Professor Gelberg from Grendel assassins]]	|| Imperials pushed out by Grendel; Professor Gelberg has been assassinated&lt;br /&gt;
|-		&lt;br /&gt;
|	21	||	Redoubt, Naris, Isaac&#039;s End	||	&#039;&#039;&#039;Telemachus of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[Seeds_of_discord#An_Empty_Bottle_(Conjunction)|Leave no more than a dozen Grendel alive]]	|| All Grendel killed&lt;br /&gt;
|-		&lt;br /&gt;
|	22	||	Kallavesa, West Marsh, The Meeting Place	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_32|Erlend]]&#039;&#039;&#039; || [[Myth_makers#The_Unity_Of_Deed_And_Word|Consecrate the Meeting Place]] || The Meeting Place successfully consecrated with true liao&lt;br /&gt;
|-		&lt;br /&gt;
|	23	||	Kallavesa, Wittal Grove, Frithstan&#039;s Fen	||	[[Grimnir of Wittal Grove]]	||	[[The_keys_of_blood#An_Unexpected_Ally_(Basileia)|Defeat the Grendel (and potentially rescue the Iontach)]]	|| Ionatch Meddool Miniog successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	24	||	Forest of Ulnak, Grimfen Mire, Moss End	||	[[Warmage]]	||	[[All_I_ask_of_you#Wild_Things_Run_Fast|Take advantage of a recent scouting discovery]]	|| [[Forge the Wooden Fastness]] successfully cast with eight rings of [[ilium]]&lt;br /&gt;
|-		&lt;br /&gt;
|	25	||	Sarangrave, Bloodwater Marsh, Eastern Ward	||	&#039;&#039;&#039;Theodora&#039;&#039;&#039;	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	26	||	The Barrens, Saltmarsh, Gardenway	||	[[Envoy to the Karass]]	||	[[Who_can_you_trust%3F#Protect_Lenna_Karass_%28The_Barrens%29|Prevent Druj raiders from kidnapping Lenna Karass]]	|| Lenna Karass was successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	27	||	Sarangrave, Bloodwater Marsh, Western Ward	||	[[Spear of the Seven]]	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	28 &amp;amp; 29	||	Forest of Ulnak, Gloomsea, Islet of Calm	||	[[Archmage of Day]]	||	[[Who_can_you_trust%3F#Who&#039;s_the_Thief?_(Forest_of_Ulnak)|Prevent the Eyes of the Dragon from using a boon of Kimus]]	|| [[Wind of Mundane Silence]] performed on regio and bodies successfully destroyed&lt;br /&gt;
|-		&lt;br /&gt;
|	30	||	Sarangrave, Bendol, Spring Regio	||	[[Warmage]]	||	[[Urizeni_Experiment#An_Open_Gate|Drive the vallorn from the regio]]	|| Imperial casualties suffered, vallornspawn remain around the regio&lt;br /&gt;
|-		&lt;br /&gt;
|	31	||	Sarangrave, Bendol, Spring Regio	||	[[Archmage of Spring]]	||	[[Urizeni_Experiment#An_Open_Gate|Cast Dance of Navarr and Thorn]]	|| [[Dance of Navarr and Thorn]] was not performed &lt;br /&gt;
|-		&lt;br /&gt;
|	32	||	Sarangrave, the Whisperwood, Depths of the Hungry Earth	||	[[Counsel of the Sun Chamber]]	||	[[Urizeni_Experiment#The_Caves_of_the_Hungry_Earth|Investigate the Hungry Earth]]	|| Depths investigated, Counsel of the Sun Chamber should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	33	||	Volodmartz, Livardz, Sumisev Peegel	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_167|Auntie Armand Mariyavich Remislav]]&#039;&#039;&#039;	||	[[Sunrise_over_Livardz#Blow_It_Up|Destroy the Sumisev Peegel]]	|| Sumisev Peegel was successfully destroyed by [[Wind of Mundane Silence]]&lt;br /&gt;
|-		&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=It%27s_all_wrong,_but_it%27s_all_right&amp;diff=144559</id>
		<title>It&#039;s all wrong, but it&#039;s all right</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=It%27s_all_wrong,_but_it%27s_all_right&amp;diff=144559"/>
		<updated>2026-09-01T16:52:42Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]][[Category:Faraden]][[Category:Iron Confederacy]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;The Five Flames burn inside each of us. They burn also inside the people of the Empire, for all that they might deny it. THere are some that suggest they burn even within the spirits of the orcs of the north, although there are many among my peers who might decry such a thing as blasphemy or heresy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Boorra turned slowly as he spoke, arms outstretched, the light of the setting sun dancing through the windows onto his simple white robes. On his last line, he inclined his head towards Namuuna of the Poppies, his main rival. She inclined her head back to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Without the five flames, we would be as the beasts of the field. Placid, unaware of ourselves. It is their light and fire that lets us see the world and our place within it, and recognise our family. Some call them virtues, and so they are, but they were flames first and that is a truer word for what they do for us. Feed the flames, and as they become stronger so your spirit becomes stronger. Smother them, and your spirit becomes darkened, smaller, twisted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When we die - and we all die - the flames guard our spirits from the creatures of the Howling Waste. They protect us from those who let their flames flicker and go out when they were alive, who are desperate to steal the warmth from those of us who nurtrued the fires within. They light our way home, back to the bosom of our family to be born again. This is why we must never let our flame be extinguished, must let our every word and deed grant strength to that within us, so that those who have died can find their way back to us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He stopped then, timing his final words for the moment the sun dipped below the horizon. This holy place had been built in such a way that the sun setting at the Equinox would burn through the Arch of Justice, illuminating everything within with gorgeous golden light for a few moments before the darkness came. He faced the gate, feeling the warmth of the Summer sun on his wizened face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Five Flames for the Faraden spirit,&amp;quot; he said, his voice echoing. &amp;quot;Five flames. Honour and dignity in our hearts. Devotion to our dreams and our bonds. Abundance for ourselves and for our people. Valour guiding our hands to know what is true. And justice, the righteous flame of protection that guides us to respect those around us - provided they offer in turn the respect that we are due.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was a ripple of murmurs from the crowd. There was no doubt this last was a pointed commentary on the political situation. It as made all the more telling by the fact that - coincidentally no doubt - by facing the Arch of Justice Boorra had his back to the Liege of Five Winds. He held his position for a moment longer, arms raised, allowing the profound sense of self flow through him, of the weight of words spoken in this place, of the foundations he sought to lay for the future.&lt;br /&gt;
&lt;br /&gt;
The five braziers set around the circumference of the temple erupted into flame, columns of fire roaring toward the ceiling, coloured by the powders his acolytes had deployed at his instructions. Five pillars, the foundation of Faraden, a traditional end to this seasonal sermon - and perhaps a timely reminder to each High Lord, High Lady, and High Liege that one could not have one without the others, or the four without the fifth.&amp;lt;/ic&amp;gt; &lt;br /&gt;
==Overview==&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - or to the west and south of [[the Brass Coast]] to be more precise. Relations with the two nations have been tumultuous in the past but in the last year or two it seems like there has been a slow sanding-off of harsh edges. A feeling that lasting detente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
Of course no diplomatic situation is entirely roses and sunshine. The Faraden are worried about what they see as an renewed hostility to their people by the [[Synod]], even though the specific [[judgement]] that raised their concerns has since been repealed. The Iron Confederacy are equally impacted by the [[proscription|proscriptions]] of the Synod, although their conquest of not one but two island chains that were previously Freeborn territory is more of a pressing matter where many Imperial citizens in the south are concerned.&lt;br /&gt;
&lt;br /&gt;
Both the Ambassador to Faraden and the Ambassador to the Iron Confederacy will receive an additional briefing prepared by the civil service relating to the appropriate nation. These briefings will be published following the summit.&lt;br /&gt;
==Faraden==&lt;br /&gt;
{{Diplomacy|nation=[[Faraden]]|port=[[Foreign ports#Caitun|Caitun]]|ambassador=Mina i Yashum i Riqueza of [[the Brass Coast]]|status=Foreigner|counterpart=[[Ambassador to Faraden#Faraden Ambassador|Mistress Singua Karadragha]]}}&lt;br /&gt;
* &#039;&#039;&#039;Faraden is at peace with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have begun the process of reducing Asavean influence over their nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A peace treaty has been signed with the Jotun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Liege of Five Winds favours the Empire, but their position has been made more precarious&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to Faraden has some additional information in their civil service briefing&#039;&#039;&#039;&lt;br /&gt;
To the west of the Empire lies the nation of [[Faraden]]. A nation whose lifeblood is trade, it traditionally dealt with the Empire through [[Reinos]] via the Lasambrian Hills. Imperial efforts have now created a new maritime trade route through the [[Sea of Snow]]. Diplomatic relations between the Court of the Five Winds and the Imperial Senate are changeable but have been enjoying an upward trend for the last few years. This improvement is due in large part to the pro-Imperial attitudes of Tchinua Ganbatar, the Liege of Five Winds.&lt;br /&gt;
&lt;br /&gt;
The Empire is not the only nation interested in Faraden. In recent months, the Liege has begun reducing the influence of the [[Asavean Archipelago|Asavean Plenum]] in their nation following revelations relating to the execution of an Nemorian involved with the illegal [[Seeds_of_discord#Ashes_to_Ashes|Cinders organisation]]. During the Summer Solstice they signed a new peace treaty with the [[Jotun]] that apparently secures their borders against the barbarians. They are also known to have a complex relationship with the [[Iron Confederacy]], one of their primary trading partners, although the depth of that association is not public knowledge.&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline-block; float: right; width: 350px&amp;quot;&amp;gt;{{CaptionedImage|file=Mina6596.jpg|caption=&#039;&#039;&#039;Mina i Yashum i Riqueza&#039;&#039;&#039;, Ambassador to Faraden|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Unfortunately a recent development with the Synod has sparked a resurgence in conflict between the priests of Faraden and those of the Empire. The [[On Faraden faith|Faraden religion]] is based around &amp;quot;five flames&amp;quot; which are roughly equivalent to four of the Imperial virtues ([[Loyalty]], [[Pride]], [[Prosperity]], and [[Courage]]) and unfortunately the false virtue of [[Malign spiritual presences#Vengeance|Justice]]. 388YE has seen a push toward orthodoxy by the Synod. Inevitably, this has caused friction with those whose faith is deemed blasphemous and heretical.&lt;br /&gt;
&lt;br /&gt;
While certain matters relating to international diplomacy are common knowledge, only the broad strokes are covered here. The [[civil service]] have put together a short briefing for the Ambassador containing more detailed assessment of this and other situations. The briefing will be available to the Ambassador at the Autumn Equinox, and it will be made publicly available to interested citizens after the summit.&lt;br /&gt;
===Faith and Law===&lt;br /&gt;
* &#039;&#039;&#039;The Faraden are deeply concerned about the potential for renewed Synod hostility to their faith&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The position of the Liege of Five Winds looks more precarious&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Seeds_of_discord#Faith_and_Law|last season]], there was consternation in Faraden about a [[proscription]] that effectively [[Stones_in_the_wellspring#Blasphemy|defined]] being [[dedication|dedicated to]], or [[anointing|anointed with]], the spiritual power of a false virtue as [[blasphemy]]. Mistress Karadragha asked their Imperial counterpart for reassurance and unfortunately it appears that reassurance was not forthcoming. The Faraden are very unhappy to be strongly advised that &amp;quot;&#039;&#039;any Faraden who wish to travel to Imperial lands for trade or any other purpose to ensure they do not bear a dedication to the Virtues we have Proscribed, namely Vengeance, Understanding, Hatred, or Freedom.&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The situation has been further complicated by the [[liao#true liao|true]] [[consecration]] of the &#039;&#039;[[Poets_light_but_lamps#Faraden|Temple of High Flames]]&#039;&#039; that bolstered Faraden [[Pride]] in their religion. The irony that this was achieved with a gift of Imperial true liao, partially inspired by a desire to anchor Faraden faith against inroads by the [[Asavean_Archipelago#Religion|wicked gods]] of Asavea, is not lost on anyone. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Boorra Talighar of the Silver Tree&#039;&#039;, one of the pre-eminent voices of Pride in Faraden, has openly spoken about his disappointment at this development. The priest families of Faraden had hoped their their shift toward discouraging the more zealous among them - especially the dedicants of Justice - would lead to a greater understanding between the two people. Unfortunately it is all too easy to see this &amp;quot;denigration&amp;quot; of Faraden faith as a betrayal of that hope.&lt;br /&gt;
&lt;br /&gt;
At the Summer Solstice, the Synod chose to [[388YE_Summer_Solstice_Synod_judgements#Judgement_154|repeal the proscription]] that defined the possession of dedications and anointings of false virtues as blasphemy. Unfortunately, in the short term, the damage has already been done. There is an undercurrent, particularly in the priest families, that the Synod is intending to clamp down on Faraden faith and has simply been biding its while previous Imperial Ambassadors wrung concessions out of the Liege of Five Winds. Is there any truth underlying these concerns? It hardly matters at this stage.&lt;br /&gt;
&lt;br /&gt;
The repeal of the proscription should mean that the disruption settles down by the Winter Solstice, but that won&#039;t assuage hurt feelings of injured Pride among the Faraden. It is still [[blasphemy]] to [[Stones_in_the_wellspring#Blasphemy|preach or promote]] the ideals of Justice - and by extension the Five Flames as a whole. It is still [[heresy]] to suggest that some things the Empire considers virtues are [[388YE_Spring_Equinox_Synod_judgements#Judgement_72|not actually that useful]], another tenet of the Five Flames. These both contribute to the concern of the Faraden.&lt;br /&gt;
&lt;br /&gt;
If the repealed proscription is restored, or anything similar is enacted, it will badly damage Imperial relations with the mercantile nation. The Faraden have always reluctantly accepted that they cannot proselytise the false virtue of Justice in the Empire, but in return they expected the Empire to look the other way when their people practised their faith in the relative privacy of a Faraden enclave. If the Empire were ever to end up in a situation where Faraden merchants and members of their entourage were executed or expelled simply for being dedicated to Justice, it will be difficult to maintain positive relations with the nation.&lt;br /&gt;
====Injured Pride====&lt;br /&gt;
{{CaptionedImage|file=Assembly_General.png|caption=The General Assembly|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets trading with Caitun do so at a two rank penalty this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faraden unhappiness has implications for opportunities related to traders from the west&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The civil service estimate that if the Faraden continue to restrict trade with the Empire it will impact the Imperial treasury&#039;&#039;&#039;&lt;br /&gt;
Following the Summer Solstice, the Liege of Five Winds has warned their people that they must be very careful about visiting the Empire until this situation is resolved. They are not prepared to countenance a warning that only those who particularly honour one of the Five Flames should avoid the Empire. Further, the assumption is that the Synod attitude cannot help but result in a general increase in harassment and persecution for &#039;&#039;any&#039;&#039; Faraden, by those who already have a reason to dislike visitors from the west and are emboldened by the Synod.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox, Imperial traders visiting [[Foreign_ports#Caitun|Caitun]] will trade at a significant disadvantage. The [[Pride_in_the_Marches#Worrisome_Gullet|presence of Jotun ships]] in the Gullet is already causing problems for Marcher and Winterfolk captains, but the unhappiness of the Faraden means that &#039;&#039;all&#039;&#039; Imperial [[fleet|fleets]] trading with Caitun will do so at a 2 rank penalty. &lt;br /&gt;
&lt;br /&gt;
It also has implications for the proposals around [[Wild_is_the_wind#Firewind_Market|Firewind market]] and [[Wild_is_the_wind#Faraden_Caravanseri|Moonsong market]], and for the establishment of [[Wild_is_the_wind#Faraden_Caravanseri|Faraden caravanseri]]. While there is nothing to stop one of the markets being [[commission|commissioned]], without a successful effort to reassure the Faraden that their people will not face persecution from the Synod because of their beliefs, there is no guarantee that the structures will receive the number of Faraden traders they were expected to before.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBMarches.jpg|align=right}}{{CaptionedImage|file=NBWintermark.jpg|align=right}}{{CaptionedImage|file=NBBrassCoast.jpg|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Cat&#039;s Graces Sodality.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
If the situation deteriorates further it will also have a small impact on the [[Imperial treasury]] - a drop in [[tariffs]] raised from Faraden traders visiting the Empire.&lt;br /&gt;
====Alder, Mediator, and Sutannir====&lt;br /&gt;
* &#039;&#039;&#039;The positions of Alder of Meade and Mediator of Fisk are being threatened by Faraden unhappiness&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The heads of the Faraden families ask their representatives to secure reassurance for those putting pressure on them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Faraden pilgrims are much more reticent about visiting the Azure Chorus in the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Azure Sutannir receives half the normal benefits from Faraden pilgrims after the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
The Tseriyn merchant family trade mithril to the [[Alder of Meade]] in return for Marcher produce of all kinds. The trade was briefly interrupted by the [[Jotun]] during their [[Rose_grow_the_rushes_o%27#The_Walls_of_Meade|occupation]] of the city of [[Mitwold#Meade|Meade]] but has since been restored. Unfortunately, &#039;&#039;Amulchi Tseriyn&#039;&#039; (the head of the family) is coming under pressure to reconsider their trade with the Marches. &lt;br /&gt;
&lt;br /&gt;
Likewise, the Salagiin traders arrange small amounts of [[ilium]] for the [[Mediator of Fisk]] in return for rune-marked goods and [[Beggar&#039;s lye]] from the marshes of [[Kallavesa]]. Like the Tseriyn family, they are also being pushed to reconsider their relationship with Wintermark traders. The two families dislike each other intensely, being on opposite sides of the room when it comes to opinions on the Liege of the Five Winds. &lt;br /&gt;
&lt;br /&gt;
Both families are looking to their respective representatives for some degree of reassurance that they can show to those putting pressure on them back home. Otherwise, they are going to need to reconsider their arrangements with the Empire going forward. Mistress Karadragha has asked the office of the Ambassador to Faraden to work with the Alder of Meade (&#039;&#039;&#039;Leoric Hudson&#039;&#039;&#039; currently, although the title is up for reappointment during the Equinox) and the Mediator of Fisk (&#039;&#039;&#039;Dantanian&#039;&#039;&#039; of Wintermark) to find some kind of resolution before the Tseriyn and the Salagiin are forced to reconsider their arrangements with the Empire.&lt;br /&gt;
&lt;br /&gt;
In a related matter, the [[Azure_Sutannir#Parador_of_Wind_and_Flame|Parador of Wind and Flame]], part of the [[Azure_Sutannir#Azure_Chorus|Azure Chorus]] in [[Kahraman]], enjoys the patronage of Faraden musicians and other travellers. &#039;&#039;&#039;João i Cabral i Riqueza&#039;&#039;&#039; is the current [[Azure Sutannir]] - a position the Ambassador themselves once held. Following the Autumn Equinox, the Azure Sutannir receives additional benefits from their sinecure, amounting to a further 2 crowns, 6 random ingots, and three each of true vervain, cerulean mazzarine, and Imperial roseweald each season.|benefits provided by Faraden visitors]] will be halved. Given that their voice carries [[Azure_Sutannir#Spirit_of_Cooperation|additional weight]] among the priest families on matters related to conflict between the Five Flames and the Way, they may be in a unique position to help address Faraden concerns through a carefully worded [[judgement]], especially if they can rely on the assistance of the [[Cat&#039;s Graces]] to support such a judgement.&lt;br /&gt;
==Iron Confederacy==&lt;br /&gt;
{{Diplomacy|nation=The [[Iron Confederacy]]|port=[[Foreign_ports#Robec|Robec]]|status=Foreigner|ambassador=Tethros i Zuhri i Erigo|counterpart=[[Ambassador_to_the_Iron_Confederacy#Suranni_Ambassador|Baroness Katerine Lavasse of Meore]]}}&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy remains at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;They control both Cazar Straits in Feroz and Free Landing in Madruga&lt;br /&gt;
The [[Iron Confederacy]] lies directly to the south-west of the Empire. Ruled by dukes, each of whom bears the [[naga]] [[lineage]], they do not welcome visitors except in carefully selected enclaves such as the port of [[Foreign_ports#Robec|Robec]]. While they are at peace with the Empire, they are by no means allies. Courted by both the Empire and the [[Asavean Archipelago|Asaveans]], the Dukes have been content to to play both interests off against each other. They made some concessions to the Liberty Pact by &amp;quot;redefining&amp;quot; their slaves as &amp;quot;serfs&amp;quot;, but those who have actually visited Suranni lands say that the lives of the lowest class of their society have barely improved with this change in terminology.&lt;br /&gt;
&lt;br /&gt;
The Iron Confederacy are a militaristic nation. They have captured the former Children of Wrecks strongholds in [[Feroz]] and [[Madruga]], and now control the [[Feroz#Cazar Straits|Cazar Straits]] and [[Madruga#Free Landing|Free Landing]]. They are also engaged in a war of conquest against the Lasambrian Jotun, fighting in the hills of [[Reinos]] and by all accounts have already captured several regions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorIronConfederacy.png|caption=&#039;&#039;&#039;Tethros i Zuhri i Erigo&#039;&#039;&#039;, Ambassador to the Iron Confederacy|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Despite their proximity, and long history with the Empire, the Iron Confederacy remains something of a mystery. The full extent of Suranni lands is unknown, for example. Some merchants claim it rivals the Empire in size, but that seems very unlikely indeed. As one gloomy scholar once put it, if the Iron Confederacy was &#039;&#039;that&#039;&#039; big and powerful they&#039;d have tried to conquer the entire Empire decades ago - and given Imperial history there&#039;s a reasonable chance they would have succeeded.&lt;br /&gt;
===Peace In Our Time===&lt;br /&gt;
* &#039;&#039;&#039;A diplomatic delegation has been sent to Anvil to discuss a potential treaty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are expected to arrive in Anvil at 20:00 on Friday to begin discussions&#039;&#039;&#039;&lt;br /&gt;
With the Children of Wrecks dealt with, the dukes of the Iron Confederacy are sending a formal delegation to negotiate the treaty that the Empire has requested several times. Baroness Lavasse is sending two of her most trusted aides, who are also coincidentally members of her own extended family. There has been some back-and-forth between the Ambassadors about what these negotiations will entail, but discussions are likely to involve the Suranni holdings in the Brass Coast, the conquest of the Lasambrian Hills, the threat of the Hand of Dumon, and improved trade between the two nations.&lt;br /&gt;
&lt;br /&gt;
The delegation is expected to arrive in Anvil at around eight o&#039;clock on Friday evening.&lt;br /&gt;
===Wings of War===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Kobol.PNG|align=left|caption=Kobol is named the Maiden of Battles, and is said to be the most popular of the Suranni gods.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Suranni offer Imperial warbands a chance to fight alongside their armies in Reinos&lt;br /&gt;
* &#039;&#039;&#039;Military units who accept their offer will be paid more if they are experienced veterans&lt;br /&gt;
* &#039;&#039;&#039;They will turn away purely magical military units created with ritual magic&lt;br /&gt;
When the Iron Confederacy [[navy|navies]] attacked Free Landing, they received some support from [[the Brass Coast|Freeborn]] [[corsair|corsairs]]. The Dukes - or at least some of them - are clearly pleased with how that went. As such, Baroness Lavasse has been empowered to extend an offer to the mercenaries of the Empire. This season there is an opportunity for Imperial [[military unit|warbands]] to fight alongside the Suranni conquerors in Reinos. They&#039;ll receive a small payment and be able to claim a share of the plunder taken from the Lasambrian barbarians.&lt;br /&gt;
&lt;br /&gt;
After the Autumn Equinox, any Imperial military unit taking the [[Military_unit#Campaigning|campaigning]] action will be able to support the &#039;&#039;Black Eagle Banner&#039;&#039; under General Hendrick. A typical warband will receive a payment of 3 ingots of [[green iron]] and valuables worth 108 rings, along with 6 random resources worth of loot. An [[military unit#Upgrades|upgraded]] or suitably [[enchantment|enchanted]] military unit will receive more loot. The Iron Confederacy values elite warriors and veterans more than less experienced soldiers, and as such any military unit that contributes 200 strength to the campaign receives an extra 72 rings, and any unit contribution 300 strength or more receives another 72 rings on top of that.&lt;br /&gt;
&lt;br /&gt;
General Hendrick also has a personal desire to fight alongside the knights of Dawn; any Dawnish military unit that fights with the Black Eagle Banner this season will receive another 2 ingots of green iron (for a total of 5) no matter how experienced they are.&lt;br /&gt;
&lt;br /&gt;
There is one potential problem; purely magical troops will be greeted with horror by the Suranni. If anyone sends soldiers created with rituals such as [[Conclave of Trees and Shadow]], [[Carve the Crystal Guardian]], or [[Raise the Dragonsworn Cohort]] to fight in Reinos it will trigger a diplomatic incident.&lt;br /&gt;
{{CaptionedImage|file=Naeve.png|align=right|width=100}}&lt;br /&gt;
===Tribulations===&lt;br /&gt;
* &#039;&#039;&#039;The territory of Arbonne to the south of the Empire has been hit with another curse&lt;br /&gt;
* &#039;&#039;&#039;The worst effects of the curse were mitigated by the warding temples but the Autumn harvest will still be poor &lt;br /&gt;
After a season or so of quiet, another terrible [[curse]] has fallen on the province of [[Arbonne]] (which the Empire knows as the hills of Kalino). The curse is apparently a working of [[Winter magic]] that bears some resemblance to [[Naeve&#039;s Twisting Blight]], inflicting terrible weather and threatening to ruin the Autumn harvest. Fortunately it seems the warding temple built in Arbonne has done its work, and while there has been damage to the crops the harvest won&#039;t completely fail.&lt;br /&gt;
&lt;br /&gt;
This is only limited consolation to the Duke of Arbonne, &#039;&#039;Harold Guiscard&#039;&#039;, and the Suranni merchants who pass through the territory to visit the Empire. If not for the fact that Baroness Lavalle clearly accepts the [[Seeds_of_discord#Hand_of_Dumon|Ambassador&#039;s assurance]] that the Empire is not involved with the Hand of Dumon it is likely he would be demanding action from the Conclave.&lt;br /&gt;
===The Gods of the South===&lt;br /&gt;
{{CaptionedImage|file=SuranniPantheon.jpg|caption=The idols of the Iron Confederacy|align=right|width=200}}:&lt;br /&gt;
* &#039;&#039;&#039;The Suranni are all technically proponents of the Theist Heresy as defined by a recent Synod proscription&#039;&#039;&#039;&lt;br /&gt;
There is another matter that is potentially of concern, but which currently the Suranni have refrained from commenting on. It is entirely possible they are unaware of it as it relates to the Synod - the Iron Confederacy generally does not bother with the judgements of the Empire&#039;s &amp;quot;false priests.&amp;quot; It regards a [[proscription]] by &#039;&#039;&#039;Frater Pontius of Adoniram&#039;s Testament&#039;&#039;&#039; identifying the [[ 388YE_Spring_Equinox_Synod_judgements#Judgement_114|Theist heresy]]. It is heresy to &amp;quot;&#039;&#039;claim that there are gods that seek dominance of, control over, or communion with sapient spirits&#039;&#039;.&amp;quot; Anyone with even a nodding acquaintance with the [[Suranni_pantheon|Suraanni religion]] knows that they revere [[Suranni_pantheon#Gods_and_Goddesses|six gods]], and hold the seventh [[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|responsible for all evil in the world]]. &lt;br /&gt;
&lt;br /&gt;
This proscription brands every Suranni visiting the Empire as a heretic. Any statement from Baroness Lavalle that talks about the [[Suranni_pantheon#Suran,_the_Queen_of_Heaven|Queen of Heaven]], the [[Suranni_pantheon#Kavol,_the_Veiled_King|Veiled King]] or the four Maidens, is heretical. References to Dumon the Liar are references to ideas that are heresy.&lt;br /&gt;
&lt;br /&gt;
It remains to be seen how the Suranni will react once this matter is brought to their attention. They are likely to be very angry about any suggestion their people should keep their belief in the gods of the Iron Confederay to themselves as the price of doing business in the Empire.&lt;br /&gt;
{{Faraden Links}}&lt;br /&gt;
{{Suranni Links}}&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Phial_of_the_Sun&amp;diff=144476</id>
		<title>Phial of the Sun</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Phial_of_the_Sun&amp;diff=144476"/>
		<updated>2026-08-31T16:40:04Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
The first Phials of the Sun hailed from beyond the borders of the Empire. They were initially used by the healers and physicians of the [[The Brass Coast|Brass Coast]], who eventually traded with foreigners for the secret of their manufacture. They normally appear as a small golden or amberglass flask, usually marked with the symbol of the radiant sun, containing a crimson liquid like red wine. Crafting the phial is a painstaking procedure, requiring an incredible amount of attention to detail and an extremely steady hand. The inner core of the phial must be carefully blown and shaped, and any error in the preparation of the glass or the process of blowing it renders it useless.&lt;br /&gt;
&lt;br /&gt;
For many years it was mistakenly believed that the liquid itself was the source of the phial&#039;s magic, and some unscrupulous physicians played on this misconception to charge their patients exorbitant prices for its use. Eventually, a Freeborn physician named Alessandra i Xavir i Guerra made it her mission to point out that the juice held in the phial is simple water and the juice of any number of fruit; that the transformative and healing magic came from the phial, not the liquid within it. As long as the physician ensures that there is at least a little liquid in the phial, it can be used once a day for as long as the enchantment lasts.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Tool}}&lt;br /&gt;
* &#039;&#039;&#039;Requirements:&#039;&#039;&#039; You must have the [[Surgical_skills#Physick|Physick]] skill to bond to this item.&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day when you use the [[Surgical skills#Physick|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 [[Surgical skills#Apothecary|apothecary]] cannot use this juice when creating a potion.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Phial of the Sun requires three ingots of [[Materials#Weltsilver|weltsilver]], five measures of [[Materials#Ambergelt|ambergelt]] and two measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- IC text by Craig Burnett, mildly edited by Andy Raff ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;White fire lanced through Guy DuBrecht&#039;s mind, dragging him rudely back to a world of anguish. His ragged cries of pain subsided into shallow and rapid gasps for air. The world swayed drunkenly and stars danced across his vision. Nausea seized him and he rolled onto his side, retching the contents of his stomach into the muddy puddle in which he lay.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Huh. Still alive then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The speaker unslung a patchwork leather shoulder bag and rested it against the bole of the tree behind Guy&#039;s head before crouching down in the puddle with the fallen knight. He was an orc, dressed in a war-skirt of woven leather straps under a tattered chain shirt two sizes too large. A thick metal studded belt cinched in the chainmail and was festooned with pouches and bags of numerous shapes and sizes. A wickedly-curved axe hung from a baldric at his side and Guy noted that the handle was worn but the blade had a keen edge. &lt;br /&gt;
&lt;br /&gt;
The orc&#039;s face was weathered and beaten, even for one of his species. A myriad of small, painted animal bones pierced his skin and the remaining areas were decorated in ritual scarification runes.&lt;br /&gt;
&lt;br /&gt;
A shaman, thought Guy, and a veteran at that.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Saw you charging at Mal Drak back there.&amp;quot; the orc grunted as he retrieved a short staff from his shoulder bag. &amp;quot;What were you thinking, charging straight at him like that? You moon-touched, boy?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guy tried to answer but when he worked his mouth it felt like someone had packed it with cotton balls. His tongue was swollen and dry. He was thirsty. By the Emperor was he thirsty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He didn&#039;t become the warlord of the entire Shattered Bone sept because of his pleasant disposition, if you know what I mean.&amp;quot;, continued the orc as he unstoppered a water flask and put it to the knight&#039;s mouth. &amp;quot;Just a little. You&#039;ve lost a lot of blood.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guy worked the water around his lips but it did little to abate his craving thirst. When he spoke, his speech came out harsh and slurred. &amp;quot;Have to kill. Kill with Head-taker.&amp;quot; Guy glanced over at the two-handed sword next to him,  half buried in the muck of the battlefield and splattered with gore.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, I see. Test of Mettle is it?&amp;quot; asked the orc as he withdrew a couple of red clay flasks from a pouch and set them to one side.&lt;br /&gt;
Guy grunted his assent and gazed upwards. The sky was a blend of grey-slate and white clouds that appeared to drift by at different speeds. There were some small specks in the distance that were probably birds but they were too far away to discern the breed. He wondered if any of them were hunting falcons. Guy had always loved hunting with his trained falcons. His favourite was named Zephyr and she could glide upon the breeze for hours,  just drifting there in the sky.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hey! Stay with me, warrior.&amp;quot; shouted the orc, slapping his cheek with a rough hand.&lt;br /&gt;
&lt;br /&gt;
Damn his bones, thought Guy. All he wanted to do was sleep. Why did this ruddy orc keep disturbing him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, you&#039;re going to slay Mal Drak, are you? Well, you aren&#039;t going to slay anything with your arm hanging off and pissing claret all over the place. So let&#039;s see what we can do about that.&amp;quot; The orc put one hand against Guy&#039;s shoulder and forced a short length of wood into his mouth.  &amp;quot;Bite down on this and hold as still as you can &#039;cause this is going to hurt. A lot.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The orc took out a battered-looking yellow flask and a wad of gauze. He started mumbling something but it all distorted into incoherent babbling. He poured seven drops of red liquid onto the gauze, and Guy marvelled at the way it seems to sparkle, as if it was the only colour he could see. He held it against Guy&#039;s tattered arm with his free hand  and pressed down. Intense pain flared afresh in Guy&#039;s arm but he clamped down on the wooden bit and stifled his screams. The orc quickly wrapped strips of linen around the limb, over the poultice, holding it in place, keeping up a constant pressure.&lt;br /&gt;
&lt;br /&gt;
As the initial wave of agony receded, Guy stared down at his arm. The plate armour had been sundered by a mighty blow that had hewed his flesh and splintered the bone within. The pain had receded, a gentle warmth spreading through his shoulder and down his arm. Gingerly he lifted it, rotated it. There was a twinge, but it was otherwise as good as new.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A good wound like that deserves to leave a scar.&amp;quot; said the shaman, nodding to himself. &amp;quot;There&#039;s a story to tell there. You can impress your friends with it later. Here, drink these for good measure.&amp;quot;, he said, thrusting the two small vials towards the knight.&lt;br /&gt;
&lt;br /&gt;
Guy flexed his arm and did as he was told, downing the foul smelling potions in quick, successive gulps. Strength and warmth coursed through his body as his vigour returned. He drew in a deep breath and revelled in the sensation of his restored energy. Quickly, he raised himself from the muck and retrieved his beloved sword, removing the worst of the filth with a deft flick of the blade. The shaman watched him while carefully re-wrapping his dull yellow flask in a length of stained linen before stowing it in his shoulder bag.&lt;br /&gt;
&lt;br /&gt;
The knight drew himself to attention and cleared his throat before bowing to the shaman. &amp;quot;I am Guy DuBrecht, Knight-errant of the Order of the Blue Rose and Gate-keeper of Cairn Castle. I am in your debt Healer, for you have saved my life. If you ever have need of my service I swear upon my name and order that I will come to your aid.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The orc merely grunted and waved his hand in the direction of the Empire lines. &amp;quot;Mal Drak moved that way with his personal bodyguard. If you are fast you may be able to catch him.&amp;quot; He returned the empty potion bottles to one of his myriad containers before retrieving a runed staff that was resting against the tree.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;Tell me,&amp;quot; asked the shaman, &amp;quot;why did you charge straight at the Warlord like that? I was watching. You had the opportunity to attack from the flank but instead you ran straight at him, sword waving over your head and bellowing like a Varushkan bull in heat. What possessed you to be so foolish?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;As my test of mettle I am sworn to slay an orc warlord upon the field of battle.&amp;quot; said Guy testily, his cheeks reddening. &amp;quot;That orc filth will die by my hand. I wanted my brothers-in-arms to witness the glory of my impending victory. I was...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmm, well.&amp;quot; tutted the orc, cutting him off mid-sentence, &amp;quot;We both know how that turned out. Your words are born of Ambition boy, and while the flames of ambition can lead to great things there are a lot of dead heroes out there for whom it burns with a cold, dim light. You&#039;d do well to remember that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The orc slung his bag over his shoulder and started moving off. &amp;quot;Wisdom is a blade that cuts as deeply as any sword, boy. Use your head and maybe, when next we meet, you can impress me with deeds of glory using words born of Pride.&amp;quot;&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=When_all_this_was_trees&amp;diff=144475</id>
		<title>When all this was trees</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=When_all_this_was_trees&amp;diff=144475"/>
		<updated>2026-08-31T16:39:57Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:380YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The orcs and the humans stood a little distance apart, facing each other.&lt;br /&gt;
&lt;br /&gt;
The Navarr woman had her arms crossed, her face blank. At her side, the armoured brand held herself ready, the butt of her spear resting on the ground - but none of her weight on it. She was ready to fight.&lt;br /&gt;
&lt;br /&gt;
Tension was evident in the posture, and in the faces, of both the orcs who faced them. Both orcs bore the marks of the shaman, a pale contrast to the red paint on the women who stood opposite them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is our second meeting,&amp;quot; said the elder orc, after a few moments of silence.&lt;br /&gt;
&lt;br /&gt;
The Navarr brand inclined her head but said nothing. Her thorn companion peered past the two shaman to the group a few dozen yards away, narrowed her eyes, touched the brand&#039;s arm.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are humans among you already,&amp;quot; said the brand, her tone neutral. &amp;quot;Are they slaves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The younger orc shaman snorted. &amp;quot;We keep no slaves.&amp;quot; he said. &amp;quot;The Druj keep slaves. We are not Druj.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was the older orc&#039;s turn to reach out to his companion, touch his arm, without taking his eyes off the brand before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are our companions. It is something we can discuss later.&amp;quot; The elder shaman leaned a little heavily on his staff, favouring one leg.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re injured.&amp;quot; said the brand. The orc shifted his head slightly, closed his eyes for a moment and opened them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes. An arrow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;An &#039;&#039;Imperial&#039;&#039; arrow.&amp;quot; said the younger orc. He kept his voice steady, mimicking the elder, but a quiver ran through his body at the effort. His eyes became a little distant. The Navarr brand tensed, ready to strike at the first sign of hostile movement from the orc across from him, buying time for the brand to escape at the cost of her own life.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m sorry to hear that.&amp;quot; said the brand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was sorry to feel it,&amp;quot; said the shaman. He barked a laugh suddenly. &amp;quot;But I am thankful that the arrow was clean, and the metal neither barbed nor hooked, and the wood not cursed. The wound festered, but that is the cost of war beneath the aegis of the Sick Ones. Your Senate is untrustworthy, but the Ancestors know, you are the lesser evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A little of the tension drained out of the brand, and the orcs. The thorn remained at the ready.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We should find a place to sit,&amp;quot; said the brand, decisively. &amp;quot;How many are you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The two orcs exchanged a wordless look, and then the younger one said cautiously &amp;quot;There are eight-score score of us here. There are more back at our camp.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The brand did a quick calculation and if she was surprised she did not show it. So, a little over three thousand orcs of the Peytaht sept then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The younger orc nodded, but the older one shook his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, we will not use that name here. Peytaht is the heart of that which was. We have left our hearts behind, with it, with the spirits. For now, we are the sept of the Great Forest, in memory of that time when all the lands were covered by tree and leaf from one edge of the world to the other.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As he spoke, his eyes were distant and there was ... a resonance? A suggestion of something else speaking alongside him, or through him, perhaps. He shook himself, sending droplets of water and sweat from his fur mantle in all directions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For now, I thank you. Let us find somewhere to sit. My son will make a brew of herbs and we will discuss the invitation that has brought us here. There is news that your people ... well, it is not &#039;&#039;good&#039;&#039; news but you must hear it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We will hear your news,&amp;quot; said the brand. &amp;quot;And then we must discuss what we are to do with you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The younger shaman opened his mouth, but before he could speak the older shaman, with an enigmatic smile, spoke first.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, perhaps that would be an interesting conversation. But let us have a different conversation instead. Let us talk about what we are to do with &#039;&#039;each other&#039;&#039;.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Summer Solstice, the [[Senate]] [[Declare peace with Orcs of the Great Forest of Peytaht|declared]] that the [[orc|orcs]] of the [[Great Forest of Peytaht]] were foreigners - that the Empire was no longer at war with them. A little over a month later, an army of around two thousand orcs, along with what appears to be the majority of their nation, emerged from [[the Barrens#Hope&#039;s Rest|Hope&#039;s Rest]] into the Tarn Valley, at the invitation of the Senator for [[Therunin]], Caerwyn Summercrow.&lt;br /&gt;
&lt;br /&gt;
The orcs are weary, and their numbers are much depleted from several seasons of fighting Imperial forces in and around [[the Barrens#Dawnguard|Dawnguard]], but they are armed, and armoured, and alert for signs of treachery. They are met by representatives of the steadings and stridings of Therunin, and a great camp is raised in the [[Therunin#Lower Tarn Valley|Lower Tarn Valley]].&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
The Great Forest orcs represent a number of challenges to the Empire, if the Navarr intend to continue offering them asylum in Therunin.&lt;br /&gt;
&lt;br /&gt;
===Politics===&lt;br /&gt;
{{CaptionedImage|file=InvitationToTherunin.JPG|align=right|width=300}}&lt;br /&gt;
The Great Forest orcs are led by a chief, advised by a council. The current chief is relatively young, but their council is made up of old and experienced orcs. They have been quick to make clear that they intend to maintain their own cultural identity - they have no interest in being absorbed by either the Navarr, or the Imperial orcs.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The orcs of the Great Forest have their own faith, and have so far politely - but firmly - rebuffed attempts by Therunin guides to engage them in religious discussion. They are disinterested in the Way, and likewise not interested in talking about their faith with outsiders while their status is still somewhat unclear. At this time, there is no opportunity for the Imperial Synod to send effective missionaries among the Great Forest orcs.&lt;br /&gt;
&lt;br /&gt;
===Supporting the army===&lt;br /&gt;
The Orcs of the Great Forest have an army of two thousand armed orcs, along with a number of soldiers injured fighting the Empire. They represent a standard [[Army|campaign army]] under the command of a warchief (a rank analogous to an Imperial general). The warchief answers to the chief and their council - who set the policy of the nation - but is free to act as they see fit in pursuit of the goals their leaders of set forth.&lt;br /&gt;
&lt;br /&gt;
This army requires support. It can continue to support itself at its current strength until the start of the Winter Solstice, after which it will either need to find an alternate means of support or begin to disband. Supporting this army requires 50 Thrones each season. As with the previous arrangement with the orcs of the Hierro clan in Segura, the Imperial Senate may choose to pass a motion agreeing to support the army.&lt;br /&gt;
&lt;br /&gt;
The orcs also wish to rearm and restore their fighting strength. The nation contains the remnants of a not insignificant military force an army of strong orc warriors experienced in fighting to defend difficult, dangerous terrain. While they are in Imperial territory, however, they cannot resupply themselves naturally (but [[#A place to live|see below]])&lt;br /&gt;
&lt;br /&gt;
The Senate could instruct the civil service to provide them with weirwood or mithril in the same way they might perform emergency resupply for a Imperial army. The [[Quartermaster General of the Imperial Armies]] &#039;&#039;cannot&#039;&#039; perform this function, as their title only allows them to resupply &#039;&#039;Imperial&#039;&#039; armies - although the Senate could choose to expand the remit of the Quartermaster if they wished to do so with an appropriately worded motion.&lt;br /&gt;
&lt;br /&gt;
Alternatively, any citizen could provide the orcs of the Great Forest with weirwood or mithril with which to resupply themselves. This would be entirely legal, unless the Senate chose to abrogate the decision to treat them as foreigners, and mark them as barbarians once again, in which case providing them any assistance would be treason. &lt;br /&gt;
&lt;br /&gt;
The warchief has already made clear that for the moment the army will focus on protecting the nation and, while it would fight alongside the Navarr in defence of the territory in the event of a Druj invasion of Therunin, the orcs are not prepared to commit to any other military action at this time.&lt;br /&gt;
&lt;br /&gt;
For the moment, no Imperial citizen can support the orcs of the Great Forest with [[military unit|personal forces]], and even were the orcs to permit such an action those soldiers would not be eligible for the guerdon unless the Empire specifically extended it to include them.&lt;br /&gt;
&lt;br /&gt;
===A place to live===&lt;br /&gt;
The Great Forest orcs have brought many supplies and possessions with them, but they have a number of needs that cannot be met without the opportunity to create a permanent settlement. They are interested in negotiating the details of their presence in Therunin, but one of the things they are already asking is for a region of the forest where their tribal laws hold sway rather than the law of the Empire. Specifically, they are asking that the Empire cede control of &#039;&#039;one of&#039;&#039; the three northern regions of Therunin to their control - specifically Upper Tarn Valley, Lower Tarn Valley, or Eastring.&lt;br /&gt;
&lt;br /&gt;
While this region would be the centre of their habitation, they would not force any Navarr to leave the area - provided they were comfortable living alongside the Great Forest orcs,  not interfere with the customs and traditions of the Great Forest, and respect their right to ignore &amp;quot;the Imperial ancestors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ceding a region to the Great Forest orcs would also allow them to engage in natural resupply in an otherwise Imperial territory. The orcs would not be restricted to this region - they have already expressed cautious interest in trading with the Navarr of Therunin at the very least - but it would provide a solid hub around which they could focus their settlements.&lt;br /&gt;
&lt;br /&gt;
Even with the presence of the vallorn in Sweetglades and Greenheart, this would still leave the Navarr (and thus the Empire) in control of four of the seven regions of Therunin, but if they lost even one more region then they would lose control of the [[territory]].&lt;br /&gt;
&lt;br /&gt;
===Briar Problem===&lt;br /&gt;
There are eyewitness reports that as well as orcs, the nation is accompanied by an unknown number of humans of obvious [[briar]] [[lineage]] who are not Imperial citizens. There is a good deal of speculation that these briars may be representatives of the [[Malign spiritual presences#Anarchy|anarchists]] of Dourfell Keep in the Barrens - descendants of the murderous heretics who attempted to claim the Barrens as an independent briar &amp;quot;kingdom&amp;quot; built on heretical principles.&lt;br /&gt;
&lt;br /&gt;
If these are representatives of that group, their legal status is slightly unclear. They are not orcs of the Barrens, so the Empire has not declared war on them. The Imperial Synod has not condemned them as heretics - possibly because nobody in the Empire has had any real, official interaction with them at all. The Great Forest orcs have so far refused to answer questions about these briars, and have given no indication as to who they are or where they have come from, nor how many there are.&lt;br /&gt;
&lt;br /&gt;
===Delegation===&lt;br /&gt;
The Great Forest orcs have prepared a small delegation to visit Anvil and speak to the Navarr, which is expected to arrive at some point on Saturday afternoon. They seem to have little interest in the Senate - whenever the matter is brought up, the orcs mention the [[Accept_Barrens_peace_treaty|failed peace treaty]] of Summer 379YE.&lt;br /&gt;
==Resolution==&lt;br /&gt;
Caerwyn Summer Crow provided the Great Forest orcs with 50 Thrones to help them supply themselves, but they are still living in makeshift camps in the Lower Tarn Valley. Their situation is not yet desperate, but they are keen to see a resolution to their request for land to call their own.&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy_of_Thorns&amp;diff=144474</id>
		<title>Legacy of Thorns</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy_of_Thorns&amp;diff=144474"/>
		<updated>2026-08-31T16:39:44Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Mastery of these preparations allows the brewing of several toxic substances, which can hamper an enemy&#039;s ability to fight. They have been extensively used by the [[Navarr]] since time immemorial, but many societies have their own equivalents. This includes the barbarian orcs of course - the [[Druj]] of the Eastern swamps are known to make extensive use of preparations such as these when battling their Imperial enemies.&lt;br /&gt;
&lt;br /&gt;
Navarr apothecaries have spent centuries trying to develop a thicker version of these venoms that can be successfully applied to arrows, but to date they have made no progress.&lt;br /&gt;
&lt;br /&gt;
In Autumn 382YE, the original three preparations governed by the Legacy of Thorns was expanded to include a fourth - [[#Legionnaire&#039;s Stare|Legionnaire&#039;s Stare]] - when the recipe was [[Distribute_potion_recipes|distributed]] to Imperial apothecaries by order of the [[Senate]]. This new recipe originally came from a Druj herbal captured during the liberation of [[Reikos]], although an identical preparation was shared with the [[Highguard|Highborn]] and [[Navarr]] as part of a gift of herb lore given to those two nations by the Great Forest refugees as thanks for their assistance establishing themselves in [[Therunin]]. &lt;br /&gt;
&lt;br /&gt;
===Blade Venoms===&lt;br /&gt;
Three of these preparations are intended to be applied to melee weapons. They cannot be used with arrows or quarrels, and are ineffective when applied to thrown weapons. They are also ineffective when applied to [[Weapons &amp;amp; armour#Implements|implements]] such as [[Weapons &amp;amp; armour#Rods|rods]] and [[Weapons &amp;amp; armour#Staffs|staffs]]. It takes five seconds of [[appropriate roleplaying]] to apply a blade venom to a melee weapon, after which you &#039;&#039;must&#039;&#039; make the appropriate call the next time you hit a target. If ten seconds pass without making the call, the blade venom is wasted. &lt;br /&gt;
&lt;br /&gt;
You cannot combine the call granted by a blade venom with any other combat or magic call; only one call is made at a time.&lt;br /&gt;
&lt;br /&gt;
==Oil of Blackthorn==&lt;br /&gt;
Oil of Blackthorn is an effective blade venom, and has seen extensive use by the [[Navarr]] in their battles with barbarians, [[vallorn]]-spawned horrors and hostile outlaws alike. It is considered very useful for dealing with certain creatures of the vallorn-infested forests; such creature often heal at a preternatural rate, but they die just as easily as anyone else when venom is involved. Indeed, the [[vallornspawn husks]] are especially vulnerable to venom, dying very quickly if they are struck with a weapon coated in Oil of Blackthorn. [[Varushka|Varushkan]] [[Warden|wardens]] made occasional use of this venom for the same reason when fighting certain [[Varushkan Monster#Wolves|monsters]] that display similar vivacity. &lt;br /&gt;
&lt;br /&gt;
Among the [[Highguard military concerns#Unconquered|Unconquered]] of [[Highguard]], this thin, slate-coloured oil is more commonly termed &#039;&#039;Basilisk Ichor&#039;&#039;. A common tactic is for a close-combat team to use it on their weapons to enhance the effectiveness of a volley of arrows fired by nearby allies - a tactic that some claim they learnt by watching the [[Navarr]] - although coordinating this manoeuvre is quite challenging even for the traditionally organised Highborn. Darker rumours suggest their ancestors first encountered it from the receiving end, either in some past conflict with the Navarr, or perhaps more likely in the interminable border skirmishes with the barbarian orcs.&lt;br /&gt;
&lt;br /&gt;
Technically, Oil of Blackthorn should be termed &#039;&#039;Oil of Blackroot&#039;&#039; and in parts of [[Varushka]] and [[Urizen]], they prefer to use this name for this toxic paste. It is occasionally used as an ingestive poison, but the benefits of doing so are minimal; the victim tends to recover quickly after they have thrown up, and there are no permanent effects from consuming the venom orally.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Oil.&lt;br /&gt;
* &#039;&#039;&#039;Description:&#039;&#039;&#039; This thin, oily paste is the colour of grey slate. If you rub it between your finger and thumb, it has a slick texture that leaves a faint residue behind on your fingers. The oily taste is offensively and deeply unpalatable.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; If you have drunk this oil, you are subject to nausea and painful stomach cramps for the next half hour, although if you vomit or are treated with the [[purify]] spell or by anything else that can end the [[Calls#WEAKNESS|weakness]] or [[Calls#VENOM|venom]] conditions, you can alleviate these symptoms early.&lt;br /&gt;
* &#039;&#039;&#039;Mechanical Effects:&#039;&#039;&#039; This oil must be smeared on a melee weapon over 5 seconds. The wielder &#039;&#039;must&#039;&#039; call [[Calls#VENOM|VENOM]] on the next blow with the weapon within 10 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams of [[bladeroot]] and one dram each of [[True Vervain|true vervain]], [[Cerulean Mazzarine|cerulean mazzarine]] and [[marrowort]].&lt;br /&gt;
&lt;br /&gt;
==Redwillow Paste==&lt;br /&gt;
This sticky, rust-coloured paste is called &#039;&#039;Dogman&#039;s Slather&#039;&#039; in the [[The Marches|Marches]]. While it is occasionally used by [[The Marches military concerns#Beaters|beaters]], it is more commonly encountered smeared on the spears and clubs of the savage [[Feni]] who occasionally plague parts of [[Upwold]].&lt;br /&gt;
&lt;br /&gt;
Again, in [[Varushka]] and [[Urizen]] it is more commonly called &#039;&#039;roseweald paste&#039;&#039;, but the semantics of what to call it are generally considered less important than its effectiveness in neutralising magicians and enemy champions. As with Oil of Blackthorn, this paste can be administered orally - or accidentally drunk when mistaken for another substance - but it has minimal effect that soon passes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Oil.&lt;br /&gt;
* &#039;&#039;&#039;Description:&#039;&#039;&#039; This rust-coloured paste smells faintly of stagnant water. It has a sticky texture if you rub it between your finger and thumb that is hard to get rid of. It has an incredibly sweet, sickly taste that is unappealing.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; If you have drunk this oil, you are subject to the sudden onset of a feverish temperature accompanied by severe sweating, headache, tiredness and other flu-like symptoms that last for the next half hour, although if you vomit or are treated with the [[purify]] spell or by anything else that can end the [[Calls#WEAKNESS|weakness]] or [[Calls#VENOM|venom]] conditions, you can alleviate these symptoms early.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Stone Toad herbal extract&amp;quot;&amp;gt;&lt;br /&gt;
This greenish-yellow salve goes by several names. Each sept tries to claim it as its own – Waspsting, Toadsweat, Cranesblood, Bloodstinger are all names I &lt;br /&gt;
have heard used for it by my fellows - but I learnt it as Serpent Tooth and so that is the name.&lt;br /&gt;
&lt;br /&gt;
Whatever the name, the venom overwhelms the body of a victim and renders them incapable of movement for a short time. It is unfortunately less lethal than true snake venom, but has the advantage that the paralysis it causes strikes almost immediately.&lt;br /&gt;
&lt;br /&gt;
It is superior to mudhoney because it prevents all movement. It does not simply stop a magician casting spells, it prevents them taking any movement at all. It does not simply stop a warrior drawing strength from the ancestors, it stops them striking any blows at all. And it prevents a prized victim running away.&lt;br /&gt;
&lt;br /&gt;
While this venom might appear on the surface to be almost unbelievably powerful, it has two significant drawbacks. Crucially, it is by no means cheap to brew. It requires more herbs than the other blade venoms, and so to be effective it must be used by someone who can target a key enemy to dispatch with it.&lt;br /&gt;
&lt;br /&gt;
It is also a little risky to use this venom if the prey must be captured alive. I have heard of times when the prey died under the effect of the venom – when the paralysis was too extreme. A few times, they stop being able to breathe (although this is rarely fatal given how short lived the paralysis is), but at other times, their hearts simply stop. A Tepel can restart the heart easily enough, but most warriors do not know the secret of doing so and so the prey expires.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Mechanical Effects:&#039;&#039;&#039; This oil must be smeared on a melee weapon over 5 seconds. The wielder must call [[Calls#WEAKNESS|WEAKNESS]] on the next blow with the weapon within 10 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams of [[Imperial Roseweald|Imperial roseweald]] and one dram each of [[True Vervain|true vervain]], [[Cerulean Mazzarine|cerulean mazzarine]] and [[marrowort]].&lt;br /&gt;
&lt;br /&gt;
==Legionnaire&#039;s Stare==&lt;br /&gt;
This sticky, yellow-green paste is known as &#039;&#039;Stonespear&#039;&#039; by the [[Great Forest Orcs]], and (among other names) as &#039;&#039;Serpentooth&#039;&#039; by the [[Druj]]. Until very recently, the venom has been largely unknown in the Empire. The common Imperial name comes from the [[Imperial Orcs]] responsible for decoding the original Druj herbal, and making the recipes within available to Imperial herbalists. &lt;br /&gt;
&lt;br /&gt;
The potent blade venom quickly overwhelms a foe, rendering them completely immobile for a short period of time. While they can still shout for help, they cannot work any magic, attack, flee, or even defend themselves allowing them to quickly be dispatched or captured.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Oil.&lt;br /&gt;
* &#039;&#039;&#039;Description:&#039;&#039;&#039; This odourless yellow-green paste has a sticky texture. If you rub it between your finger and thumb, it leaves a residue that is hard to get rid of. It has a metallic, earthy flavour that is surprisingly tasty.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; If you have drunk this oil, you are subject to the sudden onset of a feverish chill accompanied by severe sweating, significant lower back pain, and a strong need to urinate that last for the next half hour, although if you vomit or are treated with the [[purify]] spell or by anything else that can end the [[Calls#WEAKNESS|weakness]] or [[Calls#VENOM|venom]] conditions, you can alleviate these symptoms early.&lt;br /&gt;
* &#039;&#039;&#039;Mechanical Effects:&#039;&#039;&#039; This oil must be smeared on a melee weapon over 5 seconds. The wielder must call [[Calls#PARALYSE|PARALYSE]] on the next blow with the weapon within 10 seconds.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Three drams of [[bladeroot]], two drams each of [[True Vervain|true vervain]] and [[marrowort]], and a dose of [[Cerulean Mazzarine|cerulean mazzarine]].&lt;br /&gt;
&lt;br /&gt;
==Gutwrench==&lt;br /&gt;
This tangy, translucent russet liquid  is a nasty ingested poison that can cripple an enemy, allowing them to be easily dispatched. Every now and again a crazed [[Surgical skills#Apothecary|apothecary]] is caught using this preparation to murder a patient under their care by feeding it to them in the guise of a healing potion. It is normally relatively easy to alleviate, but when fed to an unsuspecting victim makes a potent weapon. There is some evidence that this poison was employed by the [[Druj]] in their early dealings with the [[Highguard|Highborn]], and several stories of massacres in the [[The League|League]]&#039;s history where food or drink was tainted with this substance to render enemies weakened and speed the kill.&lt;br /&gt;
&lt;br /&gt;
It is illegal to carry Gutwrench within the Empire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form:&#039;&#039;&#039; Liquid.&lt;br /&gt;
* &#039;&#039;&#039;Description:&#039;&#039;&#039; This translucent liquid has a red-brown tinge to it and sticks viscously to the inside of the container if you shake it. It smells faintly of over-ripe pears and has a faint, tangy flavour.&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effects:&#039;&#039;&#039; As long as you suffer from either [[Calls#WEAKNESS|weakness]] or [[Calls#VENOM|venom]], you feel as if your stomach is on fire; you may experience other symptoms including severe sweating, feverishly elevated temperature, throbbing aches in the head and joints, tiredness, agonising stomach cramps, nausea, dizziness and painfully heightened senses that make bright lights or loud noises almost unbearable.&lt;br /&gt;
* &#039;&#039;&#039;Mechanical Effects:&#039;&#039;&#039; You are subject to both the weakness and venom conditions. These conditions may be removed normally.&lt;br /&gt;
* &#039;&#039;&#039;Recipe:&#039;&#039;&#039; Two drams each of [[Imperial Roseweald|Imperial roseweald]] and [[bladeroot]], and one dram of [[Cerulean Mazzarine|cerulean mazzarine]].&lt;br /&gt;
&lt;br /&gt;
{{PotionTable|Legacy of Thorns}}&lt;br /&gt;
[[Category:Potions]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_place_you_called_home&amp;diff=144473</id>
		<title>The place you called home</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_place_you_called_home&amp;diff=144473"/>
		<updated>2026-08-31T16:39:35Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:381YE Autumn]][[Category:Recent History]][[Category:Orc Affairs]]&lt;br /&gt;
&amp;lt;ic&amp;gt;An early Summer evening in Therunin. The humidity was almost overpowering. Three-foot long dragonflies darted lazily hither and yon across the surface of the shallow lake, between the mangrove trees. The sky was darkening as the sun drifted with slow purpose down to the horizon.&lt;br /&gt;
&lt;br /&gt;
Vallack stood with his spear before him, unmoving. He had kept the same position since noon, sweat running in rivulets down his face. Two thousand spears stood in a broad circle around him. The only sound was the slow beating of the drum, the Speaker of Totems pounding out the slow heartbeat of the nation. Beyond the great ring of spears the rest of the sept, and the elders, rested in the shadows beneath the great marsh trees, watching and preparing meat and fruit for the feast to come.&lt;br /&gt;
&lt;br /&gt;
As the sun touched the horizon, the Speaker of Totems suddenly fell silent. Shaking with exertion, Vallack raised his spear in a smooth motion, reversed it, and drove it point-first into the soft  ground with a warcry that tore his throat, left him leaning on the haft of the spear, strength fled from his body. Behind him he heard the voice of his great-grandfather, speaking words of wisdom, but he was too exhausted and suddenly too drained to make out the words. He took comfort in them though - his tone was not angry, but resigned, gentle.&lt;br /&gt;
&lt;br /&gt;
A thunder of answering cries. Each warrior in the ring roared as they thrust their own spear into the soil. Some of them fell to their knees, others leant against their companions for support. A storm of wings from the rushes, as dozens of pale marsh birds, startled by the thunder, took flight, scattering feathers and shadows.&lt;br /&gt;
&lt;br /&gt;
Silence. Vallack struggled to catch his breath, as his strength slowly returned to him. He had pins and needles, but he could not afford to show weakness at this time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am here,&amp;quot; he said, as loud as he could. The spears echoed his words. &amp;quot;I am no longer a hunter of enemies, but a hunter of beasts. My warspear stays here as a promise, that when the leaves turn red I will return.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The murmured words bounced back and forth around the spears, susurration, some voices stronger than others. The ceremony complete, he stood a little straighter, throwing out his arms.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We are here,&amp;quot; he said, with more confidence. He could feel his great-grandfather&#039;s hand on his shoulder, giving him strength. &amp;quot;This will be our place, at least until the season turns and the leaves change. We shall make a home here, beneath the trees.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A ragged cheer, and then the Speaker of Totems began to beat out a more energetic rhythm. The people came out from among the trees, many of them bearing garlands of leaves and vines. They helped the warriors to shed their armour, cast aside their shields, laid the wreaths upon them, and passed gourds and buckets of water and rough beer, and platters of food around.&lt;br /&gt;
&lt;br /&gt;
As the festivities began, Vallack looked off across the lake to wear a massive white heron was eying him grumpily. He smiled, tired, but happy, already beginning to think like a hunter and a chieftain rather than a warrior. &amp;quot;&#039;&#039;We will do well here,&#039;&#039; he thought. &amp;quot;&#039;&#039;For a time, at least, we will do well here.&#039;&#039;&amp;quot; And then his wife was there, laughing, and embracing him, and dragging him through the forest of abandoned spears to sit in the cool shade beneath the trees of their new home.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Treaty==&lt;br /&gt;
* &#039;&#039;&#039;The Orcs of the Great Forest will live as guests of the Empire in Therunin, primarily centred in the Lower Tarn Valley.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs have chosen to disband their army.&#039;&#039;&#039;&lt;br /&gt;
When the Great Forest [[orc|Orcs]] left [[the Barrens]], they came as a people fleeing the [[Druj]] with a greatly depleted army. They sought an alliance with the Empire hoping for a home with the [[Navarr]] in [[Therunin]]. Initially they hoped that the Empire might grant them a [[territory#Region|region]] of their own in which to dwell. With such a homeland they could have begun to rebuild their army and be ready to retake their homeland in the Barrens.&lt;br /&gt;
&lt;br /&gt;
Eventually it became clear that such a request was impossible. The Empire are prepared to allow the orcs of the Great Forest to dwell within Therunin provided that they are willing to help defend it - but they will not cede a region the ancient forest. The orcs are clearly disappointed by the outcome, but their mood is one of resignation rather than anger. They seem to accept that in the end they simply asked for too much and offered too little.&lt;br /&gt;
&lt;br /&gt;
Without a homeland, the survival of their army remains precarious. If the force were to face the Druj in such a state, then any significant losses would cause the army to break and be destroyed. Faced with such a threat the elders are forced to accept the inevitable and take action to protect what remains of their people.&lt;br /&gt;
&lt;br /&gt;
In the weeks following the Summer Solstice, the orcs voluntarily disband their army, casting aside their war spears. Near half of the two thousand warriors ceremonially cast aside their role as warriors and defenders, and shift their focus toward building a new life for themselves and their people in Therunin.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Madeline Albright, US Secretary of State&amp;quot;&amp;gt;If diplomacy is the art of persuading others to act as we would wish, effective foreign policy requires that we comprehend why others act as they do.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==The Spears of the Pine==&lt;br /&gt;
* &#039;&#039;&#039;Even without an army, the orcs of the Great Forest maintain a cadre of warriors.&#039;&#039;&#039;&lt;br /&gt;
The Great Forest Orcs have named &#039;&#039;&#039;Chief Vallack&#039;&#039;&#039; as their liaison to the Imperial Military Council. He may be contacted by [[Call Winged Messenger|Winged Messenger]] at the &#039;&#039;Great Forest Encampment, Lower Tarn Valley, Therunin&#039;&#039; for the time being. Vallack has sent messengers to inform the Military Council that he is creating a map showing the disposition of the Mallum as his people know it, and expects it to be ready for the Winter Solstice. These maps will &#039;&#039;not be sufficient to allow Imperial magicians to scry the territories&#039;&#039;, they are an outline at best, showing the names and locations of the Druj territories. They will make it easier for the Imperial Senate to build a [[spy network]] in the Mallum if they choose though. They also promise to deliver as much information as they know about the Druj armies - although Vallack cautions that such information is several years out of date.&lt;br /&gt;
&lt;br /&gt;
While the Great Forest Orcs have disbanded their army their warriors do not abandon their weapons or their armour. Half choose to maintain combat readiness, guarding their people from the dangers of the forest of Therunin - which is, after all, a Navarr territory. Giant insects, alligators, and the occasional vallorn spawn threaten the orcs just as they threaten their human neighbours. These warriors call themselves the Spears of the Pines.&lt;br /&gt;
&lt;br /&gt;
===Calling the Spears of the Pines===&lt;br /&gt;
As long as relations between the Great Forest Orcs and the Navarr remain cordial, and the orcs continue to live in Therunin, any Navarr [[general]] who is fighting in Therunin can call for the Spears of the Pines to fight alongside them. If they do so, a band of orcs and briars with a fighting strength of 1,000 will fight alongside that general in the coming season. To call the Spears of the Pines, the general need merely mention that they are doing so in their orders. Further, if any Navarr army is fighting to conquer the Barrens, they may likewise call for the Spears of the Pines, again by mentioning the in their orders. The Great Forest Orcs will only fight alongside Navarr armies in this way.&lt;br /&gt;
&lt;br /&gt;
For purposes of rituals such as [[Bound by Common Cause]], a warband of Spears of the Pines qualifies as seven military units.&lt;br /&gt;
&lt;br /&gt;
==The Holt of the Oak== &lt;br /&gt;
* &#039;&#039;&#039;The Orcs of the Great Forest offer to construct a fortification of weirwood in the Lower Tarn Valley, to help protect Therunin.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The fortification would require a Senate motion, 80 wains of weirwood and 20 thrones, take a year, and be garrisoned by the orcs.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The fortification would not count against the Empire&#039;s limited number of commissions, and would have no upkeep for the Empire as long as the orcs remained.&#039;&#039;&#039;&lt;br /&gt;
The Great Forest Orcs claim to have great skill working with wood and seem keen to put their skills in service to protect the Empire. They have offered to oversee the construction of an effective fortification, using weirwood rather than the traditional white granite. They propose that the fortification would be sited in the Lower Tarn Valley but stress that it would serve to protect the whole territory if it were attacked. If built, it would not only function as a fortification, but any Spears of the Pine who were not supporting a Navarr army would default to using the fortification.&lt;br /&gt;
&lt;br /&gt;
Obviously they have neither the weirwood nor the money needed to build such a thing. But after some discussion the civil service confirm that they do possess a number of skilled builders and that the proposal is sound - architecturally at least. If the Senate were to grant legal permission and the senator who passed the motion provided 80 wains of weirwood and 20 thrones, then they could construct a [[fortification]] in the Lower Tarn Valley. Crucially, with the Great Forest Orcs able to oversee the construction, it would not need oversight by the Empire&#039;s engineers and thus would not count against the Empire&#039;s limit of commissions.&lt;br /&gt;
&lt;br /&gt;
Although they cannot afford to build the Holt of the Oak, they can spare the warriors to garrison it, so the Empire would &#039;&#039;not need to support the fortification&#039;&#039; (saving 10 Thrones each season as long as the Great Forest Orcs continued to support it). While the treaty remained in effect, the fortification would be identical to any regular Imperial fortification in practical terms. Any Imperial military unit could still choose to support it in the same way as any other fortification built by an allied force in the Empire, but it would be occupied and defended by the Great Forest Orcs. &lt;br /&gt;
&lt;br /&gt;
Such a plan is not without drawbacks. The Great Forest Orcs are adamant that the work will be a gift to the Navarr, when the Orcs leave for the Barrens once again. But it is the job of the civil service to consider what other eventualities might occur. If the treaty were broken and the Orcs were motivated to try and seize the Lower Tarn Valley... then any fortification controlled by them would take no part in the initial fighting. But if the worst happened and the Orcs did somehow manage to consolidate their control of the region then the fortification could be quickly turned against the Empire.&lt;br /&gt;
&lt;br /&gt;
==The Lodge of Yew==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr National Assembly may encourage the [[herb garden|herbalists]] and [[business]] owners of Therunin to offer aid to the orcs of the Great Forest.&#039;&#039;&#039;&lt;br /&gt;
Most of the Great Forest Orcs apothecaries and physics have been killed, lost in battle to the Druj (or in some cases the Dawnish). Those that survive have been forced to abandon their herb gardens to the Druj and now they have used every herb they possess to keep their people alive. Despite their best efforts, many of their people are still in need of medical treatment and without it they are unlikely to survive the coming winter. Some have attempted to buy what supplies they can from the Navarr who live in Therunin - but they lost what little wealth they once possessed when they fled the Barrens.&lt;br /&gt;
&lt;br /&gt;
The sorry truth is that any Navarr herbalist who looks to trade with the Great Forest Orcs is certain to find themselves losing out as a result. These people simply do not have the means to pay for what they need - there is nothing to be gained from helping them. The sensible thing would be to leave them to their own business - most of them will survive and within a few years they should be established enough to prosper by themselves.&lt;br /&gt;
&lt;br /&gt;
But a few guides point out that hoarding wealth is not part of [[Prosperity]]. They urge the Navarr Synod to consider the virtues and take action. At their request, the Imperial civil service calculate that the following mandate would be effective.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate&amp;quot;&amp;gt;The Navarr assembly send NAMED PRIEST with 25 Liao to urge Navarr apothecaries, physicks and brokers to share what herbs they can spare with our guests and allies.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, every [[herb garden]] in Therunin will produce two less [[herbs]] than normal (chosen randomly) for the next year and every [[business]] will produce 36 less rings. But the resulting generosity will be sufficient to ensure that no orc dies from wounds that might otherwise have been healed or for lack of herbs to treat them.&lt;br /&gt;
===The Bounty of Reikos===&lt;br /&gt;
Following request by Yosef of the Shattered Tower, the civil service has prepared two additional opportunities, related to the suggestion that the people of [[Reikos]] could offer support to the Great Forest orcs. While the Highborn have traditionally had little to do with these orcs, the people of Reikos have a shared experience of being oppressed by the Druj.&lt;br /&gt;
&lt;br /&gt;
One option would be for the [[Senate]] to pass a motion, similar to that used to distribute the contents of the [[The_Marches_economic_interests#Granaries_and_Storehouses_-_the_Imperial_Breadbasket|Imperial Breadbasket]], distributing the bounty of the [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] to the Great Forest Orcs. This would see the [[great work]] provide no benefit to the [[herb garden]] owners of Reikos for the next year, but would provide the orcs with a generous supply of herbs, more than enough to ensure that where no unnecessary deaths. This exceptional act of generosity, would also create an unrivaled opportunity for a closer relationship between the people of Reikos and the orc of the Great Forest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate&amp;quot;&amp;gt;The Highborn assembly send NAMED PRIEST with 25 Liao to urge the  apothecaries, physicks and benefactors of Reikos to offer charitable aid to the orcs of the Great Forest in Therunin.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively, the Highborn National Assembly could pass the above mandate to encourage the people of Reikos to offer succour to the Great Forest orcs – but after years of occupation the population of Reikos is still significantly lower than that of Therunin so the burden of charity will be more tightly focused. If enacted, every herb garden in Reikos will produce three less herbs than normal (chosen randomly) for the next year, and every business will produce 48 less rings. Though not as effective as redistributing the bounty of the Gardens of High Chalcis, the Great Forest orcs would still be supported allowing for the Highborn of Reikos to forge a better understanding with the orcs.&lt;br /&gt;
&lt;br /&gt;
==The Song of the Great Forest==&lt;br /&gt;
* &#039;&#039;&#039;The Orcs of the Great Forest have offered to work the [[Thimble]] for the Empire in return for a share of its bounty.&#039;&#039;&#039;&lt;br /&gt;
The Great Forest Orcs are expert tenders of weirwood trees. When they dwelled in the Barrens they worked the weirwood groves in the Heart of Peytaht producing a steady stream of valuable timber to help the Barrens. The Orcs speak fondly of these groves, it seems that they possess some value to them beyond the wealth of the trees themselves, and they long to take them back. For now though, that resource languishes in the hands of the Druj - leaving these skilled crafters with no wood to work or work to perform. &lt;br /&gt;
&lt;br /&gt;
Their shaman and totem-speakers have asked the Empire to consider the proposal that their woodcutters would work the trees in the Thimble for the Empire in return for a bounty of four wains of weirwood each season. Doing so would mean that the entire cost of running the Thimble would be negated while the agreement was in place - but the output of the grove would be reduced by four wains per season. They Orcs could then use the weirwood they gained to create herb gardens and similar of their own in Therunin.&lt;br /&gt;
&lt;br /&gt;
A few kind brokers have tried to explain to the Great Forest Orcs that their offer isn&#039;t commercially viable. That the sale price of weirwood is higher than the value of their labour. To this the orcs have only shrugged. It&#039;s not clear if they fully understand the complex economics involved - or if they just don&#039;t care. Whatever the case they ask that the Empire consider their proposal.&lt;br /&gt;
&lt;br /&gt;
The running of the Empire&#039;s bourse resources follows strict constitutional and legal rules. It would require a suitable Senate motion to authorise the Great Forest Orcs to work the groves and claim the timber - but due to the nature of the seat&#039;s election, such a motion could only be passed this season - so that any change took place while the Thimble was up for election at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
==Guarded Wisdom==&lt;br /&gt;
* &#039;&#039;&#039;The [[Conclave]] may choose to help the Great Forest orcs expand their understanding of magic.&#039;&#039;&#039;&lt;br /&gt;
The Great Forest Orcs lack skilled magicians and ritualists. In fact they possess only the most rudimentary magical training and some of their best magicians are barely a match for the children in the Academy. It appears that when they laboured under the Druj, what little magic they possessed was stripped from them. The Druj it seems will tolerate their subject nations learning some of the more simple battle spells and little more. In total they have only a few dozen rituals - none of which surpass Imperial equivalents - most are far worse.&lt;br /&gt;
&lt;br /&gt;
From interactions with the Navarr, they slowly become aware that the Empire&#039;s magical learning exceeds their own as the light of the sun exceeds that of a candle. They ask those magicians they talk to how they came by such mastery of magic and seem awed that the Empire has instituted schools and libraries to spread this learning across the land. &lt;br /&gt;
&lt;br /&gt;
Eventually the inevitable question is put to the Navarr. Would the Empire consent to let the Great Forest Orcs access this great storehouse of knowledge and learning? Would they allow the young magicians of the nation to learn what their own children learn? Could their shamans be allowed to access these mystical libraries?&lt;br /&gt;
&lt;br /&gt;
The Great Forest Orcs clearly have no concept of what the Empire might charge for such a thing - but they scrape together all the wealth they can amass which amounts to 13 mana crystals, 7 ingots of Beggars Lye, and a single ring of Ilium. Apparently this great treasure has been in the nation&#039;s possession for a generation - carefully hoarded away from the Druj. They offer this bounty in exchange for access to Imperial Lore while they dwell in Therunin.&lt;br /&gt;
&lt;br /&gt;
There would be no financial cost to the Empire to grant access to their ritual magics, but the civil service advice caution. The Empire has a treaty with the Great Forest Orcs, but treaties have failed before now, especially in recent times. If the Orcs are granted access to Imperial Lore there is no way to limit what rituals they might acquire. While they are hardly likely to become the equal of the Urizen in a few short years... they are going to use that access to acquire rituals that they have never had access to before. Once that happens there is no simple way to take the lore back short of extermination. And worse, if the Orcs return to the Barrens... there might be nothing to stop the Druj enslaving them again - and taking that lore for their own - just as they did before.&lt;br /&gt;
&lt;br /&gt;
To share Imperial Lore with the Great Forest Orcs would require a suitable Declaration of Concord by the Conclave. If successful, the bounty of mana crystals, lye and ilium could be the subject of a [[Declaration#Declaration_of_Endowment|Declaration of Endowment]] at the next summit. In return the Orcs would gain access to many useful rituals such as [[Blessing of New Spring]] or similar that they could use to prosper as they settle in Therunin.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Madeline Albright, US Secretary of State&amp;quot;&amp;gt;What people have the capacity to choose, they have the ability to change.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Participation==&lt;br /&gt;
Any Imperial character is free to create stories of interactions with the Great Forest Orcs if they wish, as long as they bear certain considerations in mind.&lt;br /&gt;
&lt;br /&gt;
The Great Forest Orcs are centred in the Lower Tarn Valley, but their people will spread out throughout Therunin over the coming months into every region that is not occupied by the [[vallorn]] (every region except Greenheart and Sweetglades). They will not build permanent settlements outside of the Lower Tarn Valley unless explicitly invited to do so by Navarr steadings. Their hunting parties will, however, be encountered in all parts of the territory.&lt;br /&gt;
&lt;br /&gt;
Whenever they are encountered, they are guarded but cautiously friendly to the Navarr. They are cordial to Imperial Orcs, in all ways treating them as equals. With representatives of other nations, they are cool and aloof and will not voluntarily spend time around them. The exception is the Dawnish - it is clear they have little love for them. They abide by Imperial law as they understand it, and they do their level best not to infringe on Navarr hunting grounds uninvited.&lt;br /&gt;
&lt;br /&gt;
They have no interest in the Way, and no interest in sharing their own philosophy save to speak in the broadest terms about ancestors, spirits, and their concept of the Great Forest - that all the woodlands that currently stand in Imperial lands and in the Barrens were once part of a single immense forest that stretched across the entire land long before humans arrived, and will one day reclaim that land.&lt;br /&gt;
&lt;br /&gt;
The briars who live among them rarely leave Lower Tarn Valley unless they are part of a large orc hunting party. They avoid contact with Imperials for the most part; although some of them appear to be working to help the Great Forest Orcs understand the Empire their information is somewhat patchy and out of date. They, likewise, have little interest in the Way - but Navarr who visit the Great Forest Orcs quickly learn that these briars honour the same virtues as the Empire ... but unfortunately they &#039;&#039;also&#039;&#039; honour the false virtue of [[Malign_spiritual_presences#Anarchy|anarchy]]. While they are careful never to speak of it to Imperials, some of them can occasionally be heard referencing it among themselves.&lt;br /&gt;
==Resolution==&lt;br /&gt;
Volfe of Ashenhall, the Archmage of Spring, successfully raised a [[Declaration#Declaration of Dissemination|Declaration of Dissemination]] in the [[Conclave]] to have a ritual text for [[Rivers of Life]] created and bequeathed to the Great Forest Orcs. The ritual text has been provided to the orc magicians. The results remain to be seen.&lt;br /&gt;
&lt;br /&gt;
The [[Senate]] [[Fortify_Lower_Tarn_Valley|voted]] to allow the construction of the [[#The Holt of the Oak|Holt of the Oak]]. &lt;br /&gt;
&lt;br /&gt;
The Navarr National Assembly passed a [[mandate]] charging Tynan Lonestriker to urge the people of Therunin to share their herbs and supplies with the great forest orcs. If Tynan provides the required 25 doses of [[liao]], this will impact the [[herb garden|herb gardens]] and [[business|businesses]] of Therunin as [[#The Lodge of Yew|detailed above]]. At the same time the Imperial Senate voted to [[amend the use of the Gardens of High Chalcis]], to redirect the bounty of herbs they provide to support the Great Forest orcs. It is not entirely clear what will result from taking advantage of both opportunities, but it is certain that the Great Forest will have more than enough herbs for their needs in the coming year.&lt;br /&gt;
&lt;br /&gt;
The Great Forest orcs have also been [[Permit_Great_Forest_Orcs_to_work_the_Thimble|given permission]] by the Imperial Senate to take over the operation of the [[Thimble]]. This [[#The Song of the Great Forest|has several effects]]. It removes the upkeep of the Bourse seat, but it also allows the Great Forest orcs to claim a portion of the weirwood produced to allow them to establish herb gardens and farms in Therunin. This reduces the amount of weirwood received by the Navarr custodian of the Thimble by 4 wains each season.&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bloodsilver_Spike&amp;diff=144472</id>
		<title>Bloodsilver Spike</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Bloodsilver_Spike&amp;diff=144472"/>
		<updated>2026-08-31T16:39:17Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
This polished rod is often made of alloyed weltsilver and iron around a wooden core and tapered at one end. It delivers powerful and immediate healing, knitting grievous wounds to bring badly injured warriors back to their feet in seconds, and for this reason is valued widely among the armies of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is most commonly carried by second and third-rank magicians, especially among the ranks of the Imperial Orcs, who value its power to quickly bring warriors back from the brink of death. Among the Navarr it is sometimes known as the &amp;lt;i&amp;gt;Second Chance&amp;lt;/i&amp;gt;, for those who undertake the dangerous duty of flanking an enemy may find themselves in need of its quick healing if the enemy tries to quickly overwhelm them.&lt;br /&gt;
&lt;br /&gt;
It is often engraved with the runes [[Rhyv]] or [[Feresh]]. &lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Rods}}&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; Once per day you can [[Spellcasting#Swift casting| swift cast]] the [[heal]] spell as if you knew it and without spending any mana.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Bloodsilver spike requires eight ingots of [[Materials#Weltsilver|weltsilver]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Kallak saw it coming long before Rald did. The Ironheart Legion, right at the centre of the Imperial battle-line, &amp;lt;i&amp;gt;had&amp;lt;/i&amp;gt; to run into the enemy&#039;s chieftain, and here he was: massive, cruelly scarred, an imposing figure in the finest armour his sept had managed to scavenge from their raiding out of the Barrens.&lt;br /&gt;
&lt;br /&gt;
Of &amp;lt;i&amp;gt;course&amp;lt;/i&amp;gt; Rald was going to go for him. The young fool couldn&#039;t resist the chance.&lt;br /&gt;
&lt;br /&gt;
The two Orcs&#039; swords clashed with a shock that rang across the battlefield, and with a nod from her sergeant, Kallak stepped back out of the lines and over toward the impromptu duel. Rald fought like a true Orc of the Empire, disciplined and trained, a brilliant swordsman. He scored a line across the chieftain&#039;s forehead and landed a deep cut in one of his arms, as well as pounding on his armour a few times - but he made the mistake of youth, and attacked too often. He left an opening, and the ferocious barbarian knocked him from his feet with a mighty sweep and ran him through on the ground.&lt;br /&gt;
&lt;br /&gt;
The chieftain gave a great, incoherent roar, lifting his jagged sword high in his good arm.&lt;br /&gt;
&lt;br /&gt;
Kallak, who had begun her spellcasting as she ran, burst through the ranks and gave Rald a none-too-gentle tap with the tip of her Bloodsilver Spike. His eyes shot open and he yelped in pain as magic coursed through him, knitting arteries and veins in an instant and closing up skin and bone over the top of them.&lt;br /&gt;
&lt;br /&gt;
Kallak helped him to his feet, and he clapped her on the shoulder in thanks as he headed back into the fray.&lt;br /&gt;
&lt;br /&gt;
She saw the fear in the barbarian&#039;s eyes as he saw the Ironheart Legion&#039;s finest swordsman facing him for a second time, bloody but uninjured, and seconds later he fell. For all the violence he had done to impress his sept with his might, the barbarian chieftain had no magician who could support him so well. Moments later, Rald hefted his head high into the air, and with a great cry of dismay, the enemy broke.&lt;br /&gt;
&lt;br /&gt;
Kallak stayed behind to patch up the fallen as the front rank of the Legion set off after the fleeing barbarians, leaving the chasing and butchering to the younger and swifter warriors. Her Bloodsilver Spike had gained much worth from her acts today, and she&#039;d played her part in a fine story indeed.&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conflict_in_the_Barrens&amp;diff=144471</id>
		<title>Conflict in the Barrens</title>
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		<updated>2026-08-31T16:38:41Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:History]][[Category:Saga]]&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The Barrens]] is rich and fertile [[territory]] on the eastern border of the Empire, neighbouring [[Holberg]], [[Semmerholm]], [[Brocéliande]], [[Reikos]], and [[Therunin]]. It has never been conquered by the Empire, but [[Dawn]] maintains a series of [[The Barrens#Dawnguard|long-established outposts]] on the western edge, remnants of previous attempts to claim it. Such attempts have been opposed by the independent [[orc|orcs]] who dwell there, as well as by the [[Druj]] armies that occupy the eastern part of the territory.&lt;br /&gt;
&lt;br /&gt;
==Early History==&lt;br /&gt;
Dawn has a long history of attempts to take the Barrens. In good times they were able to establish a settlement at [[The Barrens#Drycastle|Drycastle]] in the [[Territory#Regions|region]] of Dawnguard - and even build a [[The_Barrens#Towers_of_the_Dawn_.28ruined.29|fortification]] to protect their holdings and the border with Semmerholm. But previous attempts to decisively conquer the territory have always faltered. In 276YE, three Dawnish [[Army|armies]] marched south and east from Drycastle in search of glory. Overextended, and unprepared for the sheer size of the forces brought to bear against them, the armies were surrounded by the Druj and cut off from their supply lines. The [[Gryphon&#039;s Pride]] led a desperate rearguard action to allow the [[Hounds of Glory]] and the [[Golden Sun]] to withdraw, but the army was broken and few survivors made it back.&lt;br /&gt;
&lt;br /&gt;
The Barrens has always been a magnet for the exiled, the disenfranchised and the disgruntled. Between 325YE and 328YE it was also the scene of a short-lived rogue kingdom called Montane, founded by renegades during the events of the [[Freedom Heresy]]. The lonely territory is scattered with ruins, old stone circles, solitary towers and hidden [[regio]], any one of which could prove to be the home of some lost treasure ... or unspeakable horror.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Outreach==&lt;br /&gt;
In Winter 377YE an Imperial force ambushed a gathering of Druj leaders in the Barrens. Several key Druj figures were slain by the Imperial heroes, along with the leaders of the subject septs who were being held prisoner in the Druj encampment. This triggered an armed revolt among the Barrens Orcs, who took advantage of the disarray of the Druj forces to stage an uprising against their rule.&lt;br /&gt;
&lt;br /&gt;
In Spring 379YE, the [[Senate]] passed a [[Senate motion|motion]] to declare [[Declare_peace_with_Barrens_orcs|the three barbarian clans in the Barrens to be foreigners]]. This outreach succeeded in encouraging a delegation from the Barrens to attend [[Anvil]]. It was led by a shaman of the [[Great Forest Orcs|Great Forest]] clan, and a warrior of the Black Wind clan, accompanied by a human with strong [[briar]] lineage, a mysterious denizen of [[the Barrens#Hope.27s_Rest|Dourfell Keep]]. They approached under a flag of truce and attempted to negotiate a treaty with the Empire.&lt;br /&gt;
&lt;br /&gt;
Sadly the negotiations ended in disaster. After lengthy negotiations, the basis for a deal was hammered out but the resulting treaty was [[Accept_Barrens_peace_treaty|rejected by the Senate]]. Tragically nobody informed the Barrens Orcs of this development and they left Anvil under the impression that they secured a temporary peace with the Empire and that they had the Empire&#039;s permission to secure their Western flank.&lt;br /&gt;
&lt;br /&gt;
==The Turn to War==&lt;br /&gt;
On the run-up to Autumn 379YE, the [[Navarr]] took advantage of the confusion to order [[379YE_Autumn_Equinox_winds_of_war#Angry_Ettercaps|the Black Thorns to travel quickly through the Barrens]] to reach [[Brocéliande]], something that had been agreed as part of the treaty negotiations. However when [[379YE_Autumn_Equinox_winds_of_war#Angry_Orcs|the Barrens Orcs moved forces into Dawnguard]], in the mistaken belief that the region would be ceded to them by the Empire, they met with stiff resistance. It is clear from the nature of their advance that they expected the Dawnish to surrender the land to them, but fortunately there was no major engagement before the orcs withdrew.&lt;br /&gt;
&lt;br /&gt;
Sadly it seemed the orcs continued to labour under the belief that the Empire would cede Dawnguard to them. They attacked again after the Autumn Equinox, this time [[379YE_Winter_Solstice_winds_of_war#The_Thunder_of_the_Barrens|moving in force]] against the Towers of the Dawn, the great fortification that defended the settlement of Drycastle and the region. Their attacks were cautious and focused, but it was clear they were determined. The Dawnish made them pay for their advance with blood, but this time the fighting extracted a serious toll from all parties.&lt;br /&gt;
&lt;br /&gt;
Following their failure to claim Dawnguard, the Barrens Orcs sent [[Long_roads_to_ruin#The_Barrens_Orcs|a second delegation to Anvil]]. They came to converse with the Navarr, apparently interested in restarting the failed diplomacy, but by this time it was too late. In response to the attack on Drycastle, the Imperial Senate issued a [[Declare_war_on_the_Barrens_orcs|declaration of war]] against the Barrens Orcs, emotively confusing the actual number of Dawnish citizens and soldiers who had been killed in the fighting. Meanwhile the Dawnish Assembly call for a [[crusade]] to finally subjugate the Barrens and bring them under Dawnish control.&lt;br /&gt;
&lt;br /&gt;
==The Crusade Begins==&lt;br /&gt;
With Druj forces in the Barrens weakened by the uprising of their subject septs, the Empire mounted a full-scale invasion of the territory following the declaration of war at the Winter Solstice summit in 379YE. The attack was spearheaded in the Spring by the Golden Sun, supported by [[Towerjacks]] and the [[Golden Axe]]. Despite the clarion call of the crusade, the Imperial generals opt to fall back in the face of attacks from the Barrens Orcs. Rather than seek to take the war to them, they instead use the defences provided by the Towers of the Dawn to create a killing ground for the rebellious orcs.&lt;br /&gt;
&lt;br /&gt;
At the same time the Druj use magic of their own to create a [[Rivers_Run_Red|miasma of death]] that spreads quickly over the Barrens like a fell plague bringing death to all. To maximise the carnage, Navarr forces, believed to be the [[Quiet Step]], move to attack the orc supply trains, burning several villages belonging to the Great Forest Orcs, slaughtering their inhabitants, then fading back into the woods. The result is a bloodbath, with countless orcs killed by the fell combination of Imperial military might and Druj magic.&lt;br /&gt;
&lt;br /&gt;
After the Spring Equinox 380YE is concluded, the Imperial generals order their armies in the Barrens to attack. Fighting is hard, the more so because Druj magic continues to [[curse]] the territory, causing every wound to fester and causing countless casualties on both sides. However by the start of the Summer Solstice, the Empire has regained full control of Dawnguard and has begun to push further into the Barrens. Casualties remain high on both sides, but it is clear that the Barrens Orcs are coming off worse, not least because of their stubborn refusal to give ground.&lt;br /&gt;
&lt;br /&gt;
The campaign continued in the following season, but it was soon clear that the alliance between the various orc septs in the Barrens had collapsed in the face of Imperial aggression. The Rahvin attempted to fight on, opposing the Imperial advance, but they were cut down wherever they fought. The Great Forest Orcs abandoned the war and the Barrens fleeing to the [[Therunin#Lower_Tarn_Valley|Tarn Valley]] in [[Therunin]], pleading for sanctuary from the Navarr against the depredations of the oncoming Druj. The largest military force in the Barrens, the Black Wind, had apparently gone east - into [[the Mallum]]. It appears that what remains of the Black Wind has betrayed the others and thrown in their lot with the Druj once more.&lt;br /&gt;
&lt;br /&gt;
The campaigning season ends with the appearance of a vast Druj war host in the Barrens. They meet the Imperial forces under a flag of truce with a peace offering. They claim to have exterminated what remains of the Rahvin, having slaughtered not just their warriors, but their old and their young as well. Caught between the Druj and the Empire it appears that the last remnants of rebellion in the Barrens have been annihilated.&lt;br /&gt;
&lt;br /&gt;
==The Barrens Falls==&lt;br /&gt;
An agreement of some kind is forged with the Druj - a deal to split the Barrens between them and the Empire. Following the Autumn Equinox in 380YE, the Druj armies stay in the East of the territory, apparently subjugating any last remnants of rebellion against their rule. Word comes of the fall of Dourfell Keep, long a thorn in their side. Meanwhile the Empire consolidates its position, securing [[The_Barrens#Carmine_Fields|the Carmine Fields]] and conquering [[The_Barrens#Murderdale|Murderdale]] in the face of only sporadic resistance.&lt;br /&gt;
&lt;br /&gt;
The Druj [[Serpent&#039;s_tooth|sent envoys]] to the summit at the end of the year Winter 380YE, proposing a peace treaty with the Empire. Terms were agreed and the [[Accept_Druj_peace_treaty_II|treaty was ratified by the Imperial Senate]], offering the cessation of all hostilities between the Druj and the Empire for a minimum of five years. The Druj would be allowed to lay claim to [[The_Barrens#Murderdale|Murderdale]] and the [[The Barrens#Carmine Fields|Carmine Fields]] but then both sides would reduce the number of armies in the Barrens.&lt;br /&gt;
&lt;br /&gt;
In effect the Empire would be left with control of Dawnguard, but the remainder of the territory would be under Druj control. The invasion of the Barrens would be at an end - as would be the rebellion against Druj rule of the orcs who lived there. The greater majority of the Dawnish Assembly [[381YE_Spring_Equinox_Synod_judgements|gave their backing]] to Enchantress Orlene to try to convert the Barrens Orcs who had survived the Imperial invasion and the Druj conquest to the Way. But with much of the Barrens now firmly under Druj control, and those who survived trying to avoid Imperial and Druj forces alike, there were few open to such persuasion.&lt;br /&gt;
&lt;br /&gt;
The peace with the Druj [[381YE_Spring_Equinox_winds_of_war#Devil_in_the_Dark_.28Weirwater_and_the_Barrens.29|held for a season]], allowing Imperial armies an opportunity to pull back to the safety of Dawnguard, while the Druj advanced unopposed into Murderdale and the Carmine Fields. The notoriously treacherous Druj kept their word for a single season, before breaking the treaty they had just signed and [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|overwhelming the Empire]]. The historic Towers of the Dawn are torn down as the Druj conquer Dawnguard and secure their rule over the entire Barrens.&lt;br /&gt;
&lt;br /&gt;
==After the Fighting==&lt;br /&gt;
Following the Druj conquest of the Barrens, there were sporadic attempts by Imperial heroes to infiltrate the territory to achieve key goals. Assisted by the Great Forest Orcs now dwelling in Therunin, a small group were able to use the Sentinel Gate at the 380YE Winter Solstice to enact [[A_bit_of_peace#Orcs_of_the_Great_Forest|a glorious rescue of a hundred and fifty Dawnish yeofolk]] who had been enslaved by the Druj.&lt;br /&gt;
&lt;br /&gt;
At the 381YE Summer Solstice, following protracted negotiations, the Imperial Senate was finally able to [[Accept_Orcs_of_the_Great_Forest_treaty|ratify a treaty with the Great Forest Orcs]] who were dwelling in Therunin, securing a formal alliance with them. The Empire were prepared to allow the sept to dwell within Therunin provided that they are willing to help defend it - but they would not cede a region of the ancient forest. The orcs were clearly disappointed by the outcome, but their mood was one of resignation rather than anger. They seemed to accept that in the end they simply asked for too much and offered too little.&lt;br /&gt;
&lt;br /&gt;
Another raid took place at [[It_can&#039;t_get_much_worse#Dawn_raid|382YE Autumn Equinox]] with Imperial heroes pursuing the treacherous Rookwoods, a band of murderers who had fled to their ancient home in the Barrens hoping to escape Imperial justice there. Nearly a year later following in the campaign leading up to the Summer Solstice [[383YE_Summer_Solstice_winds_of_war#Where_It_Hurts|Imperial armies invaded the Barrens]]. They were repulsed by stiff Druj resistance, but with aid from [[Irra_Harah|Papa Otec]] they were able to use the attack as cover [[383YE_Summer_Solstice_winds_of_war#The_Hare|to rescue more Dawnish citizens who have been brutally enslaved by the Druj]].&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Date&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Event&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Outcome&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;quot;Centuries ago&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Wither_the_Seed|Wither the Seed]] may have been cast on the Barrens&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Scholars believe residual effects linger to this day&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;276YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Gryphon%27s_Pride|Gryphon&#039;s Pride]] attempted to capture the Barrens&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Army lost&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;326YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Freedom_Heresy|Freedom Heresy]] found Kingdom of Montane&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Montane falls in 328YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Winter 377YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Uprising by the Barrens Orcs against the Druj begins&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Spring 378YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
[[Construct_Barrens_Spy_Network|Spy network constructed]]&lt;br /&gt;
[[378YE_Spring_Equinox_winds_of_war|News is heard of the fighting between the Barrens Orcs and the Druj]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;The network is destroyed by the Druj in Summer 382YE&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Summer 378YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Establish_contact_with_Barrens_orcs|Senate attempts to contact rebellious septs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Autumn 378YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[378YE_Autumn_Equinox_winds_of_war#Interlude|Continued rumours of rebellion against Druj]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Spring 379YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Declare_peace_with_Barrens_orcs|Peace declared with Barrens Orcs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Summer 379YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Green_and_pleasant_lands|Great Forest and Black Wind septs send delegation to Anvil]] to negotiate treaty&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Little boats|Druj send a delegation to Anvil]] to negotiate a treaty&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Accept_Barrens_peace_treaty|Sept treaty is rejected by Senate]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;[[Accept Druj peace treaty|Druj treaty is rejected by Senate]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Autumn 379YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
[[379YE_Autumn_Equinox_winds_of_war#Angry_Ettercaps|Black Thorns take a short cut through Murderdale]] with the aid of the Great Forest Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Believing a treaty has been agreed [[379YE_Autumn_Equinox_winds_of_war#Angry_Orcs|Orc septs of the Barrens attempt to take Dawnguard]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
Elerael secured for the Empire by the Navarr&amp;lt;br&amp;gt;&lt;br /&gt;
Barrens Orcs repulsed from Dawnguard&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Winter 379YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
[[379YE_Winter_Solstice_winds_of_war#The_Thunder_of_the_Barrens|Barrens Orcs attempt to take Dawnguard again]]&amp;lt;br&amp;gt;&lt;br /&gt;
Barrens Orcs send [[Long_roads_to_ruin#The_Barrens_Orcs|another delegation]] to Anvil&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
Second attack by the Barrens Orcs repulsed&amp;lt;br&amp;gt;&lt;br /&gt;
Senate [[Declare_war_on_the_Barrens_orcs|declares war on the Barrens Orcs]]&amp;lt;br&amp;gt;&lt;br /&gt;
Dawnish launch a [[Crusade]] to take the Barrens&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Spring 380YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[380YE_Spring_Equinox_winds_of_war#Under_a_Crimson_Sky|Three Imperial armies enter the Barrens]] to defend Dawnguard  &lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[380YE_Spring_Equinox_winds_of_war#Game_Information_3|The Barrens Orcs attack is repulsed with them suffering heavy casualties]]&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Summer 380YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[380YE_Summer_Solstice_winds_of_war#The_Conquest_of_the_Barrens|The Imperial armies go on the offensive in the Barrens]]&lt;br /&gt;
  &amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
[[380YE_Summer_Solstice_winds_of_war#Game_Information:_The_Barrens|The Empire gains full control of Dawnguard and advances on the Carmine Fields]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Great Forest orcs flee to Therunin&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Autumn 380YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[380YE_Autumn_Equinox_winds_of_war#The_Price_is_Consequence|The Empire continues to attack and the Druj return in force to the Barrens]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
[[380YE_Autumn_Equinox_winds_of_war#Game_Information:_The_Barrens|The Empire gains control of the Carmine Fields]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Black Wind sept surrender to the Druj &amp;lt;br&amp;gt;&lt;br /&gt;
The Rahvin are seemingly eradicated by the Druj&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Winter 380YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
[[380YE_Winter_Solstice_winds_of_war#On_Crimson_Field|The Empire gain ground gaining control of Murderdale]]&amp;lt;br&amp;gt;&lt;br /&gt;
The Druj offer a [[Serpent%27s_tooth|peace treaty]] in return for full control of the Barrens other than Dawnguard&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[Accept_Druj_peace_treaty_II|The Senate accepts the peace treaty with the Druj]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Spring 381YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
The greater majority of the Dawnish Assembly support [[381YE_Spring_Equinox_Synod_judgements|judgement 55]] seeking religious conversion of the Barrens Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Imperial forces [[381YE_Spring_Equinox_winds_of_war#Weirwater_and_the_Barrens_Game_Information|retreat to Dawnguard]], in accordence with the treaty&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
Druj take Murderdale and the Carmine Fields&amp;lt;br&amp;gt;&lt;br /&gt;
The few remaining orcs in the Barrens avoid contact with the Empire&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Summer 381YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Druj break treaty and [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|attack]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Druj take Dawnguard, destroying the Towers of Dawn&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Winter 381YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Heroes from Anvil, with support of the Great Forest Orcs, raid slave camps in the Barrens&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[A_bit_of_peace#Rescue|Citizens returned to the Empire]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Autumn 382YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Kaela offers [[Kaela#Boons|her gift]] to Imperial citizens captured by the Druj&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Autumn 382YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Criminals from House Martel, flee into the Barrens&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Heroes from Anvil [[It_can%27t_get_much_worse#Dawn_raid|apprehend them]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Summer 383YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Imperial Armies attempt to retake the Barrens&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[383YE_Summer_Solstice_winds_of_war#Where_It_Hurts|Armies repulsed]], but, with the support of Irra Harah, [[383YE_Summer_Solstice_winds_of_war#The_Hare|many prisoners are rescued]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Autumn 383YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;[[383YE_Autumn_Equinox_Synod_judgements#Judgement_66|Imperial orcs declare an Ambition to claim the Barrens]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;TBC&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;Summer 384YE&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
[[Into the valley|Imperial armies move into the Barrens from north and south and create the Steel Causeway]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Into_the_valley#As_the_Water.27s_Dripping_Down_.28Battle.29|Battle opportunity gives a chance to reconcile with the Great Forest Orcs]]&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&lt;br /&gt;
Civil service are able to [[The day writes the words|assess the current situation in the Barrens]]&lt;br /&gt;
TBC&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[The Barrens]]&lt;br /&gt;
* [[Great Forest Orcs]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_groups&amp;diff=144470</id>
		<title>Imperial Orcs groups</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial_Orcs_groups&amp;diff=144470"/>
		<updated>2026-08-31T16:37:56Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
There are many important groups in the Imperial Orcs. Despite the number, only a comparative handful are involved in the affairs of the Empire (that is, attend the seasonal summits at Anvil). Their influence can wax and wane, and involvement in Imperial affairs is not always a reflection of their prominence within the nation itself. This page presents in-character information about the groups that attend, or have attended, [[Anvil]] — the kind of thing that someone who asked about them might uncover from talking to their peers. In each case, the information is provided by the players and edited before being put on the wiki.&lt;br /&gt;
&lt;br /&gt;
The majority of groups listed here are made up of player-characters. You should not create a character who is part of a group, or has personal history with one, without first clearing it with the appropriate players. You should also check before including other players&#039; groups in your background. The background team are unlikely to approve a background that significantly impacts or involves another player character group without their permission. There are also a handful of prominent NPC groups included for completeness, but they are not intended for use by player characters.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Skarsind==&lt;br /&gt;
===Ashborn===&lt;br /&gt;
{{CaptionedImage|file=Ashborn.jpg|caption=Ashborn|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; Skogei Glens&lt;br /&gt;
* &#039;&#039;&#039;Symbol:&#039;&#039;&#039; An ash tree ablaze with the Hirmok rune shaped into the flames at the centre and a hammer on the trunk.&lt;br /&gt;
* &#039;&#039;&#039;Colours:&#039;&#039;&#039; Green accented with grey, brown and orange&lt;br /&gt;
* &#039;&#039;&#039;Warlord:&#039;&#039;&#039; Ashborn Vana&lt;br /&gt;
The Ashborn are fueled by the fires of Ambition. They believe that great deeds are the surest way to become an ancestor. Magical ability, military prowess, or devotion to the Way are all worthy ways to blaze a trail across the abyss and build a great pyre on the other side.&lt;br /&gt;
&lt;br /&gt;
Flames birthed the Ashborn during the rebellion in the forests of Varushka. Once word of Thrace had reached the ears of the orcs enslaved in the logging camps, the fire was lit. That night, the sky turned a deep red, and the dark of the forest echoed with the sound of chains breaking under axes and screams of slavers. In the smoke that filled the air of the morning, the survivors made their escape into the woods. Smearing the ashes across their eyes, a symbol of remembrance for orcs that did not escape.&lt;br /&gt;
&lt;br /&gt;
Once the Imperial orcs were accepted into the Empire, the Ashborn focused on Autumn magic. They fought for the Winter Sun and used the rituals taught to them by Urizen to bring victory. In more recent years, they’ve made a name for themselves for other things. Wielding strong magics in the coven, as well as having several of their members embroiled in various political houses of Anvil. The banner was integral in the formation of the [[Autumn Hammers]]. The Banner accepts orcs from any sept, provided their heart burns with the desire to get to work and make their legend.&lt;br /&gt;
&lt;br /&gt;
===Bloodcrows===&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcBloodcrow.jpg|title=They say the rivers of Varushka ran red where the Bloodcrows fought.|caption=Bloodcrows|align=right|width=150}}&lt;br /&gt;
*&#039;&#039;&#039;Insignia:&#039;&#039;&#039; Crow Skull, and in recent times a red Rhyv Rune etched on the skull head.&lt;br /&gt;
*&#039;&#039;&#039;Colours:&#039;&#039;&#039; Dark reds and Browns/white highlights&lt;br /&gt;
The Bloodcrows are one of the oldest legions. Their members are descendants of [[Varushka|Varushkan]] slaves, many with distant [[Druj]] and [[Thule]] ancestry. Like most Imperial Orcs, the Bloodcrows have almost no connection to the barbarian septs but detractors point to an echo of the Druj bloodline in the battlefield cunning they display. During the Orc Rebellion it is said that the rivers of Varushka ran red with the blood with their kin and many, many humans. The Bloodcrows vowed to never forget. After the rebellion the Bloodcrows were led by a living legend, [[shamans|shaman]] named Fenrak who worked with Imperial magicians to help develop the modern orc approach to ritual magic. Ever since the Bloodcrows have been led by a so-called &#039;&#039;Shaman Lord&#039;&#039;, and have made a particular practice of [[winter magic]].&lt;br /&gt;
&lt;br /&gt;
The Bloodcrows strongly believe in the &amp;quot;old ways&amp;quot; (of [[Imperial_Orcs_religious_beliefs#Imperial_Orc_ancestors|Ancestors]] and the [[Imperial_Orcs_religious_beliefs#The Howling Abyss|Howling abyss]]). For this reason the Bloodcrows look to build their legend in the eyes of their Ancestors and their people, rather than to the teachings of the [[Synod]]. &lt;br /&gt;
&lt;br /&gt;
The Bloodcrow motto can vary and has traditionally been “&#039;&#039;Our souls. Our minds. Our flesh. Our Empire&#039;&#039;”, though variations exist such as “&#039;&#039;Our souls, Our Way, Our Empire&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
===Bonewall===&lt;br /&gt;
*&#039;&#039;&#039;Insignia:&#039;&#039;&#039; Bones in the form of the rune Tykonus&lt;br /&gt;
Founded by a visionary shaman of the Winter Sun, the Bonewall are dedicated to the soul of the orcish nation. They seek to bring [[the Way]] of Virtue and the Imperial Orc nation together, both by preaching [[The_Way#The_Paths_of_Virtue|the Virtues]] - the soul and centre of the Empire - to their fellows and by furthering understanding of the Orcish soul within the Synod and beyond.&lt;br /&gt;
&lt;br /&gt;
Between summits, they are busy giving their extensive ossuary a more permanent home than the carts and tents it occupied before the Orcs were given Skarsind. The ossuary is a collection of bones of dead Imperial Orcs and records of their deeds, intended to aid future generations in communing with the ancestors.&lt;br /&gt;
&lt;br /&gt;
The Bonewall are theologians first and foremost; many of them study the magic of Winter, but as a tool to further knowledge of death and the dead, rather than an end in itself.&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcIrontide.jpg|title=Professional soldiers with heavy armour and shield who hate the Jotun.|caption=Irontide|align=right|width=150}}&lt;br /&gt;
===Irontide===&lt;br /&gt;
Formed immediately following the rebellion, by one of Thrace’s closest comrades - Irontide Sutin - the legion swore allegiance to the Empire, proudly displaying their banners in the Empire’s name. Irontide history tells that the famed Iron Banner of the legion was stained with a drop of [[Emperor Ahraz|Ahraz’]] blood, a symbol of their bond to the Empire. Largely hailing from [[Jotun]] stock during the rebellion, the Irontide still maintain a strong tradition of a warrior culture, the majority of the legion being made up from professional soldiers in heavy armour and carrying shields. The Irontide harbour a seething hatred for the Jotun, seeing them as the worst of the barbarian nations, and will stop at nothing to see them crushed whenever they can.&lt;br /&gt;
&lt;br /&gt;
Following the death of [[Empress Britta]] they have proudly led the Summer Storm army from the front, providing generals to lead the army to this day. Fiercely loyal to the Empire, they live by simple rules of battle, preferring to sell their lives rather than those of their allies: “First in, last out”&lt;br /&gt;
&lt;br /&gt;
===Redhands===&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcRedhands.jpg|title=Each orc has only one life and the Redhands try to make that life last as long as possible.|caption=Redhands|align=right|width=150}}&lt;br /&gt;
*&#039;&#039;&#039;Colours:&#039;&#039;&#039; Orc browns with a red wrap on right hand and pennant of Red armoured hand in black and red&lt;br /&gt;
Redhands are the battle healers of the second army. Ready to pick up the fallen and return them to battle or patch them up to return home. They have spent significant time in the [[Mournwold]] supporting the army on the front lines. The Redhands have a broad objective of delivering medical assistance on the battlefield; the exact manner in achieving this is often down to the individual orc. Some are healers, magicians or bonesaws, who render aid to the injured. Some fight to push back the enemy so the fallen can be recovered, perhaps then standing over the healers as they revive their patients. A few are scouts, searching out the dying and alerting other Redhands to where their assistance is needed. Some simply fight with the Redhands knowing help is at hand should they themselves fall.&lt;br /&gt;
&lt;br /&gt;
===Skywise===&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcSkywise.jpg|title=It is time for the Imperial Orcs to uncover their own truths.|caption=Skywise|align=right|width=150}}&lt;br /&gt;
*&#039;&#039;&#039;Insignia:&#039;&#039;&#039; Single White Wing&lt;br /&gt;
A young banner of Imperial Orcs founded in Spring 379YE. The banner felt it was time for the Imperial Orcs to further explore their own history and discover missing pieces of the past for themselves rather than have their history told to them by others. It is their belief that by discovering their past, the Imperial Orcs could better understand the path to their nation’s future.&lt;br /&gt;
&lt;br /&gt;
The Skywise are all magicians specializing in [[Day magic]], mastering information gathering spells such as [[Clear Lens of the Eternal River]], [[Skein of Years]], and other forms of divination. It is believed that the founder was the first Imperial Orc to master the spell Skein of Years and the banner are said to record the stories of the objects they have cast the spell upon and hold them in vast collections.&lt;br /&gt;
&lt;br /&gt;
In recent times the Skywise have split their duties between their birth army of the Winter Sun and establishing a home in [[Skarsind]], in places known as the Iron Hearth and the former lands of the Sigehold Thane. Their shaman have also taken great pride in acting as conscience and good council to any who might seek their wisdom as well as offering guidance for those who hear the voices of their ancestors.&lt;br /&gt;
&lt;br /&gt;
===Stormcrows===&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcStormcrows.jpg|title=Reavers do not welcome the hand of the Generals.|caption=Stormcrows|align=right|width=150}}&lt;br /&gt;
The Stormcrows are a [[Imperial_Orcs_economic_interests#Reavers|reaving]] band of orcs, They are not soldiers; they chafe at the heavy hands of the army [[General|generals]]. Their ancestors spent their days being told what to do and it leaves a bitter taste in their mouths so for now they do as they please, They were given one life and they intend to use every aspect of it.&lt;br /&gt;
&lt;br /&gt;
Some of their number hail from the legions and have turned away, others have heard the voice of an unknown ancestor urging them towards each other. They don&#039;t know the name of their shared ancestor but he has bought them together as a family, Their home has always been amongst each other aboard their fleet of ships, where they roam living the life of privateers or hunting supernatural beasts be it to fill a contract or because it feeds a desire.&lt;br /&gt;
&lt;br /&gt;
The Stormcrows lean more towards the future and are willing to adapt and learn from their human brethren in the Empire, They also seek an active relationship with the Eternals through the Hall of the Worlds. Orc traditions are important to them but they know when change is for the better.&lt;br /&gt;
&lt;br /&gt;
Amongst the banners fighters, the Stormcrow are filled with ritualists and healers often members are adept to filling in two or three of these roles. Almost everyone among their number can cast magic in some way. They support their family in their endeavours, are open-minded and will listen; they may not agree but everyone has the right to be heard. They also have [[preachers]] in their banner providing advice and insight into the Way.&lt;br /&gt;
&lt;br /&gt;
They do not bind themselves with straight lines, rules and orders. They feel there is no wrong way to live a life as long as it is lived with pride, courage and to be ever vigilant, for subtle is the voice of corruption never will they fall to the heresy of freedom and luck. They have fought hard for all they are now and long may their wisdom prevail.&lt;br /&gt;
&lt;br /&gt;
==Mareave==&lt;br /&gt;
===MemoryKeepers===&lt;br /&gt;
{{CaptionedImage|file=Memorykeepers.jpg|caption=MemoryKeepers|align=right|width=150}}&lt;br /&gt;
*&#039;&#039;&#039;Group:&#039;&#039;&#039; Coterie&lt;br /&gt;
*&#039;&#039;&#039;Location:&#039;&#039;&#039; Icarion&lt;br /&gt;
*&#039;&#039;&#039;Colours:&#039;&#039;&#039; Black and white&lt;br /&gt;
*&#039;&#039;&#039;Leader:&#039;&#039;&#039; Ikahn&lt;br /&gt;
The MemoryKeepers are a group that aims to be the font of ancestral knowledge, its archivists and seekers of a greater understanding. To them the knowledge about shamans, mystagogues, ancestors and their influence on us should be universally understood, explored and shared. Its ideals came from its founder MemoryKeeper Ikahn, who spent most of his life supporting his shamanic brother; documenting his behaviour and how his struggles could be lessened. Wishing that others not have to face the same struggles he’s had with their own loved ones and pass down his knowledge.&lt;br /&gt;
&lt;br /&gt;
The coterie strives to increase Imperial knowledge on the ancestors and to benefit future generations. A home for those living with the ancestors, those wishing to study and learn more about them, to care for those who are overwhelmed by them and to educate others on the ancestors. The group is divided into two halves: ‘shamans’ and ‘guardians’. Members wear white stoles with designs intended to help outsiders identify their role.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;‘What we learn now, will help who comes next.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Sand Vipers===&lt;br /&gt;
{{CaptionedImage|file=Sand Vipers.jpg|caption=Sand Vipers|align=right|width=150}}&lt;br /&gt;
*&#039;&#039;&#039;Group:&#039;&#039;&#039; Legion&lt;br /&gt;
*&#039;&#039;&#039;Location:&#039;&#039;&#039; Eoradal&lt;br /&gt;
*&#039;&#039;&#039;Colours:&#039;&#039;&#039; Green and brown&lt;br /&gt;
*&#039;&#039;&#039;Leader:&#039;&#039;&#039; Sand Viper IKK&lt;br /&gt;
The Sandvipers were once a Druj sept in the Forest of Ulnak, not mere subjects but true Druj, who lost out to rivals and were wiped out. The weak and the remnants of the sept were sold to the Grendel, who threw them into the Coliseum at the port of Beoraidh in Mareave. They took part in the Venatio, the grand hunts in the coliseum, and fought large beasts for the entertainment of the crowds. Fighting creatures as varied as wild cats, wolves and drakes, to elephants, land sharks and war rhinos, and even a few mandowla. Many of the sept perished, but some, the wiliest and canniest amongst them, survived to fight on as accomplished gladiators.&lt;br /&gt;
&lt;br /&gt;
When the Empire sacked Beoraidh in Winter 382YE, &#039;&#039;&#039;Bloodcrow Morgor&#039;&#039;&#039; gathered members of the Sand Vipers into his arms and army. The legion travelled with him north, to the freezing cold lands of Skarsind. In the lands around the Skogei Glens, they settled and built a village. In 385YE, the legion was recognised as the Sannite sept, part of the Imperial Orcs but forever different to the Sunstorm; those who came from Thrace&#039;s rebellion.&lt;br /&gt;
&lt;br /&gt;
When the Empire took Mareave, freeing more Sannites in the process, most of the legion moved back to Mareave and into Eoradal to find hidden places in the ruins and wood there to build a base and village.&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
We strike from the shadows and fade away, &amp;lt;br&amp;gt;&lt;br /&gt;
We cut at the tendons to soften the prey, &amp;lt;br&amp;gt;&lt;br /&gt;
We wound and weaken, make them pay,&amp;lt;br&amp;gt;&lt;br /&gt;
Before we fall upon them and slay, slay, slay.&lt;br /&gt;
&lt;br /&gt;
When the Empire found us we were but clay&amp;lt;br&amp;gt;&lt;br /&gt;
Taken from the place where the Grendel held sway &amp;lt;br&amp;gt;&lt;br /&gt;
Forged in fire, bile and venom so we can repay &amp;lt;br&amp;gt;&lt;br /&gt;
Loyal to the Empire, we are here to stay, stay, stay&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contributing==&lt;br /&gt;
Any player character group in the [[Imperial Orcs]] can submit an entry for this page. The entry should come from the out-of-character group leader and be emailed to [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk]. &lt;br /&gt;
&lt;br /&gt;
It should contain the following information:&lt;br /&gt;
&lt;br /&gt;
* Group archetype (coterie, legion, reavers). If your group doesn&#039;t have one of these archetypes, it will be listed in the &amp;quot;other&amp;quot; section.&lt;br /&gt;
* Territory and region where the groups lands are physically located. &lt;br /&gt;
* A description of your groups [[Imperial_Orcs_hearth_magic#Insignia|insignia]], with an image if desired. Almost all legions have insignia, as do most coterie and reaving bands.&lt;br /&gt;
* If your group has specific colours, you can mention them here.&lt;br /&gt;
* The name of your [[warlord]] if you are a legion. If there is someone in your coterie or reaving band that serves as the in-character leader of the group, you can mention them and their title here&lt;br /&gt;
&lt;br /&gt;
You should also include up to 250 words of description, detailing the kind of things that other characters might know about your group. Have a look at the description for a [[Imperial_Orcs_military_concerns#The_Legion|legion]], [[reaver|reavers]], and the [[Imperial_Orcs_leadership|leadership]] page for an overview on coteries for ideas on the kind of information that is useful. You should also include a few sentences of history, especially around the circumstances of the group&#039;s formation or origin.&lt;br /&gt;
&lt;br /&gt;
Some other questions to consider include:&lt;br /&gt;
* If you are a legion, do you all serve with a particular [[Imperial_Orcs_military_concerns#Imperial_Armies|army]], and has that influenced your aims on the field?&lt;br /&gt;
* Are there one or more particular archetypes the group is particularly associated with? Are they focused around a particular [[sept]]? There is no requirement for, or expectation of, single sept groups, but does your group&#039;s ethos see a greater ratio of [[Tamazi]]?&lt;br /&gt;
&lt;br /&gt;
Things to avoid include:&lt;br /&gt;
* Too much [https://en.wikipedia.org/wiki/Worldbuilding worldbuilding] detail — this represents information other characters may know about your house. It&#039;s not a place to define elements of the game world&lt;br /&gt;
* Lists of character names — this isn&#039;t a place for getting your name on the wiki &lt;br /&gt;
* Too much emphasis on the past — while it&#039;s useful to have a few lines of history, what matters in Empire is what your group does on the field at events&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to update the information on this page over time (for example if your leader changes) with an e-mail to [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk].&lt;br /&gt;
[[Category:Groups]]&lt;br /&gt;
[[Category:Imperial Orcs]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
====Gaterenders====&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcGaterender.jpg|title=Bringing down the walls.|caption=Gaterenders|align=right|width=150}}&lt;br /&gt;
For as long as the orc legions have been at war, the banners of the Gaterenders have flown high over their siege equipment. The Gaterenders trace their origins back to [[Highguard]], a camp of orc slaves used to build forts along the border. Carving stone and chopping wood for the scaffolding was a daily business for them. Until word came by messenger to the garrison commander that a large force of former orc slaves had shown defiance in the face of the empire. &lt;br /&gt;
&lt;br /&gt;
The toughest orc amoung them, Raam overheard the guards discussing this and begun planning their bid for freedom. That night, he tore his chains asunder like paper with his bare hands, freed his comrades and broke down the door to the tool storehouse with naught but his head like a raging bull. Woodcutting axes and stone hammers made great weapons. They took over the fort and held it against innumerable odds. The local lord throwing his own forces at them, mercenaries, armies, his own guards and even peasant militia against them but all in vain. They held this fort for what felt like an age. They raided the armouries and food storages of the barracks and local towns for supplies, armour and weapons under cover of night, this becoming such a common occurrence that the troops adopted a dark colour scheme of blacks, dark browns and purples. &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until the newly formed legions of orcs, fresh from their negotiations with the Empress to come into the Empire&#039;s service as free orcs, that Raam&#039;s forces stood down. They were brought into the second army, Raam naming his troops &amp;quot;The Gaterenders&amp;quot; The Gaterenders as they stand today are a mixture of siege combat troops, siege engineers and spring ritual mages. Their expertise ranges from taking and defending forts, breaking through shield walls and spring combat rituals. They hit hard and fast, always ready to get stuck in and &amp;quot;SMASH!!&amp;quot; The enemy. Raam and his unit are the common link, Gaterenders often hear the voices of the first Gaterenders as common ancestry.&lt;br /&gt;
&lt;br /&gt;
====Sunhammers====&lt;br /&gt;
{{CaptionedImage|file=ImperialOrcSunhammer.jpg|title=Creation and a good living.|caption=Sunhammers|align=right|width=150}}&lt;br /&gt;
The Sunhammers are inquisitive and passionate orcs, that value the ideal that to create freely and earn a living is the truest symbol of our freedom. They are avid collectors of both items and information. As such, items of worth and their stories are very precious to them.&lt;br /&gt;
&lt;br /&gt;
Many Sunhammers are descended from [[Grendel]] slaves, sold across the seas from the Broken Shore on boats that many died in, suffocated or drowned in dark holds before even reaching the horrors of the mines. During the rebellion it was a common tradition of many ex-slaves to take the shackles they wore, and reforge them into something new, and this tradition of transformation runs strong in their hearts. Indeed, the Sunhammer banner was once the Forgeborn banner, and Forgeborn Alkh is celebrated by the banner as the first to teach his kin how to smith and give our people a true profession - to repair and create the tools with which they would win their freedom. He urged those in the mines with him to take up their hammers and picks, rend their chains, and shatter the bones of their masters. Afterwards, they would claim broken armour and weapons from the battle-dead, repair them, and use them to arm themselves. Alkh&#039;s teachings helped him protect his brothers and sisters, and cut down those who opposed them. The wisdom and duty those orcs shared bound them together under the banner of the Forgeborn in a time of war.&lt;br /&gt;
&lt;br /&gt;
Post-rebellion, many who fought found new use for their skills. They found much to admire and love of the people of the Brass Coast, and with the help of kind and altruistic Freeborn, learned to make trade, earn coin and craft magical items. The Forgeborn banner faded away, and the Sunhammers were founded; a new purpose in a new era of freedom – to provide and fight for the Imperial Orcs and the Empire, to create for the sake of creation, and to carry with them the pride and legacy of the ancestors that fought for it all.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stand_proud,_you%27re_strong&amp;diff=144374</id>
		<title>Stand proud, you&#039;re strong</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stand_proud,_you%27re_strong&amp;diff=144374"/>
		<updated>2026-08-27T17:58:58Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The commander looked out over the ramparts of Mora&#039;s Rock, his gaze flying southwards towards the Spice Gardens, Afarjasse and beyond. News of the conquest of Free Landing had reached the Rock more than a week ago, and he&#039;d been in a fell mood ever since. He paced, wondering to himself how the fuck his life choices had brought him here - trapped inland in the Empire and forced to make nice with a bunch of Freeborn who just wanted them dead. Still, at least Mora&#039;s Rock wasn&#039;t cursed again by that bloody hakima Bakar. Be grateful for small mercies he told himself.&lt;br /&gt;
&lt;br /&gt;
If him or Saoirse had more friends in high places, they&#039;d have been allowed to surrender the Rock to the Empire and him and his soldiers could have been on the first boat back home. Of course if either of them had any friends in high places at all, he wouldn&#039;t have been posted here in the first place. Instead the only orders they had were to hold the Rock against all attackers. Typical fucking salt lords, they talked about Fidelity, but they&#039;d sell their own mother for a wain of weirwood. Still it could be worse, he told himself, he could be surrounded by the fucking Suranni instead of the bloody Empire. That&#039;s what being the commander was all about - working out how any situation you were in could get worse.&lt;br /&gt;
&lt;br /&gt;
Whichever way you cut it, it was bad news that the bloody fanatics were now holding the islands all along the Coast. Suddenly home felt that much further away than it had yesterday. He ran through all the ways that could get worse for him and Saoirse in his head and stopped after the first half a dozen different ways they both ended up dead. The chances of the Suranni stopping at the Cazar Straits seemed slim at best. When did the Iron Confederacy ever stop at anything?&lt;br /&gt;
&lt;br /&gt;
He pondered the prospect of the Suranni taking Afarjasse with growing dismay. If the Empire attacked the Rock, he&#039;d have to make the best showing of it he could and half the men and women under his command would likely end up dead. Storming a castle never ends well for the attacker, but if they win, it always ends up a lot worse for the defenders. Still, he had high hopes that they&#039;d done enough that when, inevitably, that did happen, the Empire would let the rest of them find a way back to the Broken Shore. Hopefully.&lt;br /&gt;
&lt;br /&gt;
But if the Suranni attacked the Rock... well then any chance of any of them getting out of here alive would be gone. Without support, he couldn&#039;t possibly hold the Rock and when it fell... well the ones who died defending the walls would be the lucky ones. The Iron Confederacy hated them even more than they hated the Empire, if such a thing were possible. Still, at least the Jotun weren&#039;t threatening the region, so things could always be worse.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stop pacing&amp;quot; - a woman&#039;s voice cut through the cool morning air. &amp;quot;You&#039;re only making things worse and you&#039;re wearing me out&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Making things worse is my job&amp;quot; he responded, but he spoke the words under his breath. Such thoughts were best kept to himself.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: left; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBBrassCoast.jpg|align=left|caption=Few in the Brass Coast would deny that their lands have been easy prey for barbarians in the past; there is certainly a will to see that change.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the focus of their people should be on defending their lands. The sentiment resonates with people across the Coast. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently seen a prolonged period of quiet after nearly two decades of constant warfare. The completion of the Grand Lodge of the [[Silver Chalice]], the [[The_shape_of_things_to_come#The_Well_of_Life|Well of Life]] in Madruga means that fewer Imperial casualties for armies fighting in any of the territories of the Coast, but there is much more that could be done to fortify the lands of the three tribes and bring some semblance of stability to the Coast.&lt;br /&gt;
&lt;br /&gt;
In fact there is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s [[The_highest_calling#The_Highest_Calling|highest calling]], but that won&#039;t be enough time to pursue every possibility.&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=The Freeborn Assembly declares that out &amp;lt;u&amp;gt;highest calling&amp;lt;/u&amp;gt; is to defend our borders from attack. The Freeborn have endured invasion, occupation and the loss of Feroz and Madruga. We know the cost of complacency. To safeguard our people, caravans and our future, we must commit ourselves to vigilance, readiness and unity in the face of threat. We should aim to secure our borders through strength, alliance, and wise negotiation. Don&#039;t let the Freeborn flame be extinguished.|by=Maria i Espiri i Guerra, Freeborn National Assembly|vote={{GM}} 216-0|when=Summer 388YE}}&lt;br /&gt;
&lt;br /&gt;
As the Freeborn has raised their highest calling, the Pride Assembly has [[Lay_the_foundations#Let_the_Call_Ring_Out|one more season]] to consider their options. Technically the Vigilance Assembly could do likewise, but they have rejected the premise of the highest calling, determined not to focus on a single threat at the expense of all the others.&lt;br /&gt;
&lt;br /&gt;
==Gambare==&lt;br /&gt;
* &#039;&#039;&#039;Over a dozen different paths have been identified that could bring benefits to the Brass Coast&lt;br /&gt;
* &#039;&#039;&#039;There is only time for the national assembly to pursue four of them&lt;br /&gt;
Spurred on and focussed by their national assembly, the Freeborn people are keen to improve the defence of their lands. After studying the issue, the hakima have identified over a dozen different paths that could be taken. Each approach will yield benefits but will undoubtedly come with costs that will have to be borne by someone. For the following year, the Freeborn National Assembly can direct the efforts of Freeborn citizens to one of the options listed below each season, using an appropriately worded statement of principle. At most, that means they could pursue up to four of these options. In each instance at least one [[opportunity]] will be identified and presented by the Freeborn working in conjunction with the Civil Service.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
{{CaptionedImage|file=DawnAndUrizen.jpg|caption=Sturdy castles and great stone walls protect the Imperial heartlands.|align=right|width=350}}&lt;br /&gt;
* &#039;&#039;&#039;Any of the territories of the Brass Coast would benefit from fortification&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fortifications are dependable and effective but expensive to build and maintain&#039;&#039;&#039;&lt;br /&gt;
The simplest and most effective way to defend a territory is to [[fortification|fortify]] one or more regions in the territory. Fortifications are tried and tested, they are dependable and effective, but they are usually very expensive, both to build and maintain. Any [[opportunity]] that arises might present ways to make a fortification more effective, but it is rare for an opportunity to be cheaper to build than a standard [[commission]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fortify Kahraman&#039;&#039;&#039; - Since the fall of Fort Braydon, Kahraman has been largely undefended against the incessant raids of the Lasambrians. Fortunately, their armies have been somewhat busy in [[the Marches]] and [[Reinos]] more recently, but it is likely only a matter of time before they or other enemies return to the territory that contains not one but three bourse seats.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fortify Feroz&#039;&#039;&#039; - There are already efforts being made to restore the livelihoods of the peoples of Feroz, but it will also need to be fortified against the inevitability that the Grendel will one day return to their shores. A precautionary line of defence on the southern border of Feroz may not be a bad idea either.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fortify Segura&#039;&#039;&#039; - With the City of Wonders completed, the Freeborn are [[388YE_Summer_Solstice_Senate_sessions#Construct_Sakari&#039;s_Legacy|already taking advantage]] of an offer from Adamant to protect the territory from invasion, as the most remote territory in the south-west of the Empire. Far-flung as it is, a single fortification may not be enough to secure Segura, is there more that could be done?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fortify Madruga&#039;&#039;&#039; - The [[Construct_Municipal_Docks|Municipal Docks]], once they are completed, will already serve to defend Feroz from attackers from the sea. Yet one only has to ask the former [[A beacon of smoke|residents of Siroc]] if one fortification on the coast should put peoples minds at ease against the threat of the [[Grendel]] armada. More can and must be done to properly defend against further naval encroachments, and more than one hakima has raised concerns about what threats might emerge from [[Madruga#Crucible|Crucible]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CathCane001b.webp|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Janon001a.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Sorin001.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Ephisis001.webp|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Eternal Allies===&lt;br /&gt;
* &#039;&#039;&#039;There are several allies that &#039;&#039;could&#039;&#039; help with the defence of the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eternals can be fickle and their help often comes with strings attached&#039;&#039;&#039;&lt;br /&gt;
If it exists, there is probably an Eternal who cares about it. This is definitely true of fortifications and defences, and the hakima could approach various contacts they have with heralds from the realms to see what bargains might be struck for their aid. Unlike fortifications, eternals can be fickle and their help often comes with strings attached. Still, that can sometimes make it cheaper than fortifications, the Coast might need to find less white granite if they&#039;re paying with some other coin.&lt;br /&gt;
&lt;br /&gt;
The list of eternals that won&#039;t help is long - the [[Rhianos|&#039;&#039;Regent of the Eternal Sea&#039;&#039;]] might cherish their friendship with the corsairs, but they have no interest in &amp;quot;defending&amp;quot; anything. Likewise the [[Eleonaris|&#039;&#039;Queen of the Fields of Glory]] would help the Brass Coast attack their enemies, but she doesn&#039;t care for those who want to protect what they already have. Fortunately the hakima have identified five eternals they would definitely be willing to help, if the Coast could meet their price. The Assembly doesn&#039;t have to restrict themselves to this list of course, but they had best be certain of an eternal&#039;s nature if they pick another.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Approach Adamant&#039;&#039;&#039; - The [[Adamant|&#039;&#039;King Under the Mountain&#039;&#039;]] encourages mortals to build immense, inspiring structures and his koboldi are known to be able to create fortifications that are almost impossible to destroy. Of course any fortification is expensive, so this option won&#039;t end up being any cheaper than the Assembly directing efforts to fortify a territory themselves.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Approach Cathan Canae&#039;&#039;&#039; - The [[Cathan Canae|&#039;&#039;Queen of Ice and Darkness&#039;&#039;]] respects only might and resilience. She resents the loss of any territory she jealously defends her own lands and expects her mortal allies to share her determination never to cede land to her enemies. She would be a natural ally for anyone looking to protect their home, were it not for her infamous temper.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Approach Janon&#039;&#039;&#039; - The [[Janon|&#039;&#039;Muse of Fire&#039;&#039;]] is a passionate supporter of the Brass Coast - not for nothing is he called the &#039;&#039;Firebrand&#039;&#039;. He has sent his heralds to fight alongside the Freeborn armies in recent times and would doubtless do so again given the opportunity. The only problem is that the eternal is currently under [[Alignment#Enmity|enmity]] so the Coast would have to persuade the Conclave to change that otherwise any deal would be highly illegal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Approach Sorin&#039;&#039;&#039; - The [[Sorin|&#039;&#039;Tomb King&#039;&#039;]] can be a powerful ally in defence of any cause, if you can meet the price. He has heralds who can fight in support of mortal allies, often in the form of terrible wolves, and he allows Imperial magicians to summon [[the Basalt Citadel]] to defend a ruin from attack. He is known to exact a heavy price for his aid and bargainers are wise to pay in advance when dealing with the &#039;&#039;Blade of Hunger&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Approach Ephisis&#039;&#039;&#039; - the [[Ephisis|&#039;&#039;Hidden Prince&#039;&#039;]] is an odd choice, but there is more reason than it might appear to consider asking them for their aid. The &#039;&#039;City of Lead and Gold&#039;&#039; loathes thieves, bandits and raiders so they are a natural ally against the dangers posed by the Lasambrians. There is nothing the heralds of the &#039;&#039;Merchant Queen&#039;&#039; cannot obtain if the purchaser can raise the price.&lt;br /&gt;
&lt;br /&gt;
Of course the hakima &#039;&#039;could&#039;&#039; approach [[Agramant|&#039;&#039;the Giver of Gifts&#039;&#039;]] but nobody thinks that is a good idea. The &#039;&#039;Voice of the Pines&#039;&#039; never turns anyway anyone who calls on them for aid, which is precisely why nobody ever should.&lt;br /&gt;
&lt;br /&gt;
===Mortal Allies===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorIronConfederacy.png|caption=&#039;&#039;&#039;Tethros i Zuhri i Erigo&#039;&#039;&#039;, Ambassador to the Iron Confederacy, is Freeborn...|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Mina6596.jpg|caption=... as is &#039;&#039;&#039;Mina i Yashum i Riqueza&#039;&#039;&#039;, Ambassador to Faraden|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Closer ties with the nation&#039;s foreign neighbours could help secure the Brass Coast&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Foreign powers will always have demands of their own in return for their aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One way to make it harder for enemies to attack the Brass Coast is to strengthen relations with the nation&#039;s neighbours. Obviously the Marches and the League are the nation&#039;s immediate neighbours inside the Empire, but one of the reasons why the Brass Coast has suffered in recent years is because of its proximity to so many foreign powers. Closer relations with any of them might yield useful benefits - provided that what they demanded in return was acceptable to the Empire.&lt;br /&gt;
&lt;br /&gt;
The obvious foreign powers are listed below in order of military power, starting with the strongest.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suranni&#039;&#039;&#039; - It is impossible to be certain how powerful the Iron Confederacy actually are, but their campaign in Reinos proceeds apace. It would certainly be disastrous for the Brass Coast if the Suranni were to move in force against them. They were more than capable of destroying the Children of Wrecks, but as that campaign showed, they like to claim whatever they defend. There is little to be done to guarantee peace between the two powers besides a formal treaty defining such, but improved trade and other agreements to the benefit of the Dukes might make the idea of war with the Empire less desirable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faraden&#039;&#039;&#039; - The Faraden have recently re-signed their peace treaty with the Jotun, and the nature of their relationship with the Iron Confederacy is somewhat unknown, but it seems likely that they would prefer Imperial victory in any conflict between the two. They have little in the way of military forces they can spare, but that does not mean there are no deals that might be struck to help, provided the problems posed by religious differences can be handled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Morajasse&#039;&#039;&#039; - Following their visit to Anvil last season, relations seem to be improving between the Protectorate of Morajasse and the Empire. Few Brass Coast are naturally minded to work with the Protectorate - they are Grendel after all - but they have shown themselves more than capable of defending the Coast from mutual threats. The garrison controls the fortification - the Freeborn could negotiate to see if further deals for mutual military and other benefits are possible.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Marracossans&#039;&#039;&#039; - While they may currently be [[Seeds_of_discord#Marracossa|facing issues]] with recent pronouncements by the Synod, the Marracossans have a [[Cede Trajadoz|vested interest in Madruga]] not being conquered by external forces. They are easily the weakest of any of the list of potential mortal allies the Brass Coast could approach but that has the advantage that they are likely to ask for less than the others.&lt;br /&gt;
&lt;br /&gt;
===Espionage===&lt;br /&gt;
{{CaptionedImage|file=Rahmah i Darwisj i Erigo.jpg|caption=&#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, Imperial Spymaster|align=right|width=450}}&lt;br /&gt;
* &#039;&#039;&#039;The more the Brass Coast knows about its neighbours the safer it will be&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spy networks can provide up-to-date information on military developments in neighbouring lands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A [[spy network]] is cheap to build and maintain, but requires concerted effort to operate. Unless enough [[military unit|military units]] choose to engage in espionage at the spy network, it is essentially useless. The Brass Coast doesn&#039;t need any help building a spy network in neighbouring lands, but an opportunity to make them more effective or easier to support could be valuable. It is perhaps also helpful that the current [[Imperial Spymaster]] - &#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039; - is Freeborn themselves.&lt;br /&gt;
&lt;br /&gt;
Any way for the Freeborn to keep an eye beyond their borders could contribute to making the Coast safer for the people who live within harm&#039;s reach. Potentially, the Freeborn could even look into any opportunities to engage in sabotage and espionage to keep their many potential enemies fighting each other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spy on the Lasambrians&#039;&#039;&#039; - the Empire had a spy network in [[Reinos]] but it was decommissioned almost two years ago. That makes it much harder for the Empire to find out what the Suranni are up to in their attack on the Lasambrian homeland. A spy network here could help keep the nation abreast of the risks posed by their powerful southern neighbours.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spy on the Jotun&#039;&#039;&#039; - like Reinos, [[Liathaven]] had a spy network for many years before it was uncovered by the Jotun and destroyed, the unenviable fate of most spy networks that are discovered by the enemy. The territory has changed significantly since the Jotun conquered it, and the Imperial maps of the territory grow more inaccurate by the day. Any Jotun attack on the Brass Coast is likely to come from Liathaven, so intelligence on what is happening there could be invaluable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spy on the Suranni&#039;&#039;&#039; - The Empire has recently begun [[Construct_Wrangler&#039;s_Market|construction of a spy network]] in [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Arbonne]], which will allow the Imperial Orcs to gather intelligence on the Suranni activities in Arbonne under cover of the acting as guards for Freeborn merchants. The plan is fool-proof in terms of not being discovered, but it does rely on the Imperial Orcs to have military units to be able to operate the network properly. The Assembly could look for ways to employ the new Wrangler&#039;s Market to go further, making it more effective or easier to use. If there was a full-scale invasion of the Brass Coast by the Suranni, it would be almost certain to begin in Arbonne, so any intelligence could be crucial.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Life is short, let it never be dull&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==To Contest Domains==&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=TheFireoftheSouth  Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs Colour.png|align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;For the next year, any Freeborn army can be given orders to burn brightly when defending a Freeborn territory&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
The [[corsair|corsairs]] and [[kohan]] of the Freeborn armies have been inspired by the words of the Freeborn Assembly. There is little fear of death to be found of any individual person, but there is now the will to burn so bright that the thought of ever dimming it becomes inconceivable. For the next year, any Freeborn army can take the &#039;&#039;Burn Brightly&#039;&#039; defensive order in any Freeborn-held territory.&lt;br /&gt;
&lt;br /&gt;
While not necessarily a sustainable long-term strategy, the Freeborn armies could throw their all into defending their homelands from any who would seek to take it from them. This ferocious and wild display might be enough to make any invaders think twice about attacking the Coast. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Burn Brightly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by three fifths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by three fifths&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are doubled&#039;&#039;&#039;&lt;br /&gt;
The Freeborn are attended to by their cousins in their homeland and whip themselves into a frenzy. Any who dare to attack the Brass Coast would find themselves drowned with soldiers determined to do whatever it takes to drive the enemy out with no thought for their own survival. The ferocity and shock value is completely overwhelming to any who would seek to stand against it. &lt;br /&gt;
&amp;lt;/box&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The highest calling]] - 387YE Autumn wind of fortune introducing the highest calling&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144210</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144210"/>
		<updated>2026-08-25T20:04:24Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[Eight for a wish]]&lt;br /&gt;
* [[Full circles]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Full_circles&amp;diff=144209</id>
		<title>Full circles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Full_circles&amp;diff=144209"/>
		<updated>2026-08-25T20:04:02Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The servant - Marinus had been at pains to explain that they were definitely no slaves in his household and everyone working for him was fairly rewarded for their labours - placed a glazed clay bowl in front of Nevyn. It was three-quarters filled with clear water, and there were leaves floating in it. A tiny mote of panic began to grow in the Navarr vate. He had no idea what he was meant to do with it. Was it soup? It was cold - but there were cold soups, he knew. Should he use a spoon, or pick it up in his hands? Was he meant to eat the leaves? He&#039;d accepted Marinus&#039; invitation expecting another rough meal round a campfire such as they&#039;d enjoyed while campaigning against Oblivion, not this sit-down meal with tables, and chairs, and bowls of... whatever this was.&lt;br /&gt;
&lt;br /&gt;
Not for the first time he imagined that his brother in the Celestial Arch would have already looked up everything about Jarmish meal etiquette and know exactly what to do. He could feel Marinus&#039; eyes on him, feel the amused expression on his face as the naga watched to see what he would do.&lt;br /&gt;
&lt;br /&gt;
Someone kicked him in the ankle. It was the young woman sat across the table from him, and she had an exasperated expression on her face. When he looked over, she pointedly dipped her hands into the bowl in front of her and washed them. He shot her a quick smile, and she rolled her eyes at him before admonishing Marinus.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Father, this is not how we treat guests in this house. You&#039;re being rude.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marinus had the good grace to blush slightly, although it was barely visible on a face already speckled with cherry-red scales.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re right, Mirandir my sweet. I was just interested to see if our guest would recognise the custom.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Things clicked quickly into place for Nevyn then.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, it&#039;s like the Highborn tradition then,&amp;quot; he said, laving his own hands in the cool water. There was an odd tingle, by no means unpleasant, presumably from the thick fleshy leaves. He looked around for something to dry his hands on that wasn&#039;t his trousers, but before he could find anything his neighbour handed him a little towel without really looking at him, still in conversation with the fellow to this left.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is indeed,&amp;quot; Marinus agreed. &amp;quot;Although I think we have improved on it a little bit. The &#039;&#039;harilik aaloe&#039;&#039; secretes a sap that soothes the skin. My forbears were given to heavy work, and used the juice regularly to treat inflammation and blisters. Today it reminds us of their Prosperity and Ambition, and by sharing our towels as Calibir just did, it helps build the bonds of friendship and Loyalty. Every ceremony has a meaning if you pick away at it long enough. This one I have a particular fondness for - we took a tradition of the Highborn wayfarers, and made it our own without disrespecting its origin, and that should be a source of Pride for anyone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marinus&#039; brow crinkled in mock outrage suddenly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;However, my nephew is being unforgivably rude by not acknowledging you at our table, and he has been raised better than that.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young man jumped, and spoke quickly in a Jarmish dialect, words falling over themselves in his haste. The Navarr picked out a few words - welcome, unity, words and deeds. The rest was a mishmash of syllables he would have struggled to untangle even if the lad had been speaking more slowly. Calibir looked to his uncle, who nodded, and then he went back to his conversation. Mirandir rolled her eyes again, as only a teenager can.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So now you are welcome to my table and our fellowship,&amp;quot; said Marinus, beaming. &amp;quot;Again mostly ceremonial, but it means that if anyone tries to kill you before we&#039;ve finished eating I have to defend you even at the cost of my own life. And after the week we have had, fighting those murderous -&amp;quot; he said a word Nevyn hadn&#039;t learned yet that made Mirandir blush in her turn &amp;quot; - anyone who &#039;&#039;is&#039;&#039; unwise enough to interrupt our meal by trying to kill you is not going to live long enough to regret it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nevyn assumed his host was joking, but then realised he was deadly serious. He glanced quickly around the table, and while most of the rest of the family were busy talking and washing their hands, he saw steel in the gaze of Mirandir and a few of the others he knew were fluent in Imperial.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Its the kind of thing my forbears took very seriously even before they knew words like &#039;&#039;Truduus&#039;&#039; or &#039;&#039;Julgus&#039;&#039; - Loyalty or Courage as you would say.&amp;quot; Marinus chuckled self-deprecatingly. &amp;quot;But also my ancestors would never forgive me if I let a guest at our table be stabbed between the hand-washing and the coffee.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ancestors?&amp;quot; said Nevyn, furrowing his own brows slightly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A turn of phrase,&amp;quot; said the Jarmish magician airily, dismissing it with a wave of his hand. &amp;quot;But come, it is time for food. I&#039;ve had my cook prepare any number of traditional dishes for you to try and while we&#039;re eating, you can tell me all about this new &#039;proscription&#039; business you mentioned the other day before the ambush.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Three more servants began distributing bowls and plates groaning under the weight of brightly coloured foodstuffs Nevyn had never encountered before, and he silently hoped that he&#039;d be too busy putting food in his mouth to fit his foot in it.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=OrderSevenfoldPath.jpg|caption=The magicians of the Sevenfold Path build a bridge between the Conclave and the priests of the Synod - and now perhaps with priests even further afield.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path continue to support the fight against Cold Sun in Jarm&lt;br /&gt;
* &#039;&#039;&#039;They have made a major donation of liao to the Wayist priests of the Jarmish Convocation of Virtue&lt;br /&gt;
The situation in the [[Commonwealth]] and [[Principalities of Jarm|Jarm]] is tense, to say the least. Accusations fly back and forth about who precisely instigated the [[Cold war|incursion]] of [[Cold Sun]] in Lantir. The Empire is caught up in them, and Imperial magicians are being treated with additional suspicion in both nations.&lt;br /&gt;
&lt;br /&gt;
Or rather, most of them are. The [[Sevenfold Path]] are in Jarm, helping to resist the advance of Cold Sun. As magicians known for their religious connections, they prompt a number of reactions from their peers. Many simply ignore their commitment to the Way - religion is after all considered a private matter for Jarmish folk. Others take every opportunity to challenge them, often motivated by bitterness about perceived insults or past attempts to overturn society. A small number enthusiastically welcome them and their aid, either because they have seen first hand what the &#039;&#039;[[Cold Sun#Heralds|scions]]&#039;&#039; can do or because they are already adherents of the Way.&lt;br /&gt;
&lt;br /&gt;
It is this latter group that the Sevenfold Path magicians in Jarm made contact with [[Weaving_tangled_nets|last season]], and with whom some have continued to cultivate closer ties while around them the chaos of Cold Sun is matched by the chaos of international diplomacy.&lt;br /&gt;
&lt;br /&gt;
there is some controversy closer to home. Magicians of the [[Sevenfold Path]] have been [[Weaving_tangled_nets#Sevenfold Path|active in Jarm]], offering support against Cold Sun and in the process&lt;br /&gt;
&lt;br /&gt;
==Virtuous Friendship==&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path have made a significant donation of liao to the Convocation of Virtue&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Assembly Ambition.png]]&lt;br /&gt;
[[File:Assembly Courage.png]]&lt;br /&gt;
[[File:Assembly Loyalty.png]]&lt;br /&gt;
[[File:Assembly Pride.png]]&lt;br /&gt;
[[File:Assembly Prosperity.png]]&lt;br /&gt;
[[File:Assembly Vigilance.png]]&lt;br /&gt;
[[File:Assembly Wisdom.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the process of fighting Cold Sun, magicians of the Sevenfold Path have made friendly contact with the &#039;&#039;Convocation of Virtue&#039;&#039;. They are a loose, informal fellowship of scholars from across Jarm dedicated to study of the seven virtues. Some of them trace their roots back to [[Highguard|Highborn]] [[wayfarer|wayfarers]] and [[Urizen|Urizeni]] [[illuminate|illuminates]] while others have more recent origins as converts of the Sumaah or in some cases the Sarcophan Delves. A wryly admit to having converted &#039;&#039;themselves&#039;&#039; - a handful cite the influence of poorly translated copies of the &#039;&#039;[[Seer_of_the_Gateway#Publication_2|Echoes of the Labyrinth]]&#039;&#039; as instrumental in leading them to their faith. While they came to the Way by disparate paths, and members regularly disagree with each other, they are drawn together by a fundamental belief in the power of the virtues, and the exaltation of the human spirit.&lt;br /&gt;
&lt;br /&gt;
In pursuit of securing closer ties, a dramatic gift of liao was arranged by the Sevenfold Path during the Spring Equinox. The [[Conclave]] agreed that the [[Conclave order|order]] should [[388YE_Spring_Equinox_Conclave_sessions#Concord:_Sevenfold_Path_and_Convocation_of_Virtue|continue to provide their good example in Jarm]]. Unfortunately, there was a little controversy around the declaration itself. It was  brought by &#039;&#039;&#039;Damiàn i Martàn i Erigo&#039;&#039;&#039; on behalf of the Sevenfold Path, rather than being raised by the Grandmaster &#039;&#039;&#039;Elagabala&#039;&#039;&#039;. The declaration still stands however, and has still had its effect, but the magistrates are investigating the situation as a potential [[List_of_Criminal_Offences#Crimes_against_the_Processes_of_the_State|subversion of the agencies of the state]]. &lt;br /&gt;
&lt;br /&gt;
Regardless, the liao was still collected and provided to the Convocation, and the Sevenfold Path remain engaged in Jarm despite the current political hullabaloo. Some of the liao will go towards creating virtuous auras to help in the fight against Cold Sun, but perhaps more importantly it will also allow the Convocation to [[consecration|consecrate]] their meeting houses, [[dedication|dedicate]] more priests, and spread the inspirational touch of the Way to their fellow pilgrims.&lt;br /&gt;
===Regarding the Convocation===&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path has learned more about the Convocation and its practices&lt;br /&gt;
Fighting alongside them against Cold Sun has given members of the Sevenfold Path more insight into the Convocation of Virtue. They certainly appear to represent the most organised and widespread followers of the Way in Jarm. They number both magicians and mundane citizens among their number, who view the virtues as a path toward not only enlightenment but also as guides to help them pursue their personal ambitions.&lt;br /&gt;
&lt;br /&gt;
There are other notionally individual followers of the Way or even small sects spread across Jarm, but the Convocation regretfully describes them as closer to &amp;quot;cultists&amp;quot; than actual pilgrims. It&#039;s not uncommon for a group to adopt one or two of the virtues, for example, in a manner similar to the sects of the Axou, or to create their own garbled version of the [[Doctrines of the Faith]] that serve their particular agenda. There are other actual sects who follow the Way, but they are at odds with the Convocation as a whole, often insisting on a form of &amp;quot;ideological purity of faith&amp;quot; that the Convocation cannot embrace. There are even, apparently, a few cells of zealots drunk on the tents of [[Courage]] and [[Ambition]] who use criminal methods to attack the interests of the Princes, invariably leading to them meeting the same kind of end such groups would meet in the Empire. While their commitment to their interpretation of virtue is clear, they nonetheless cause real problems for those who don&#039;t share them but who look like them in the eyes of some of the suspicious Magician-Princes. &lt;br /&gt;
&lt;br /&gt;
The Convocation is somewhat conservative in its beliefs, but has wholeheartedly embraced the [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Doctrine of Enlightenment]]. They have extensively discussed the other Doctrinal changes the Empire has undertaken - but find that those relating to [[orc|orcs]] are broadly irrelevant to them. There are factions within the Convocation who are staunch abolitionists, wishing to see slavery ended in the Principalities for numerous reasons relating to [[Pride]], [[Prosperity]], and [[Ambition]]. Others see it as a necessary part of the Jarmish traditions, and point to the tenets of [[Pride]], [[Prosperity]], and [[Ambition]] as supporting the institution.&lt;br /&gt;
&lt;br /&gt;
Unlike the Synods of the Empire and [[Sumaah Republic]], there are no formal ranks within the Convocation - nothing like a [[Cardinal]] for example. Individual sects may be a little more structured, particularly the larger ones, but even there their leaders more closely resemble [[the League|League]] [[bishop|bishops]] than any Synod title. When decisions need to be made, priests reach an agreement via debate,  extensive letter-writing, and an annual meeting that takes place during the Winter Solstice each year. It&#039;s also interestingly rare for members of the Convocation to prioritise one virtue over the other six, and is often viewed as a sign that someone is straying from the path. One Sevenfold Path magician notes that if the Convocation of Virtue were to join the Imperial Synod, they would be solidly placed in the Assembly of the Way.  &lt;br /&gt;
&lt;br /&gt;
While the Convocation tends towards the scholarly, they are by no means passive. The level of proselytising varies from sect to sect, but many are committed to the ambition of sharing the virtues with anyone who will listen. Most Princes generally tolerate them - but by no means all. The Jarmish attitude to religion and faith as a purely personal matter protects them from censure, but some Princes closely identify the Convocation with the Imperial Synod and treat it with a significant degree of suspicion. There is always a threat of &#039;&#039;some&#039;&#039; kind of clampdown on the Convocation by the House of Princes - every time the Empire or Sumaah does something that annoys the Jarmish government concerns are raised about the pilgrims in the Principalities. Ultimately, though, it is the relaxed attitude to matters of faith that means nothing ever comes of this. To crack down on someone for their spiritual beliefs would not only set dangerous precedents, it would broadly be viewed as &#039;&#039;gauche&#039;&#039; by most of the people of Jarm.&lt;br /&gt;
&lt;br /&gt;
It is however hard for the Sevenfold Path to shake the suspicion that the Convocation represents a specifically &#039;&#039;Jarmish&#039;&#039; approach to the Way. Its members don&#039;t deny that they share a religion with the Empire, but they don&#039;t look to either the Imperial Synod or the Sumaah Houses of the Way as their &amp;quot;leaders&amp;quot;. They see themselves more as equals to the Synod and the Houses, laughable as that might appear. They are certainly keen to cultivate ties with the Sevenfold Path - who are after all magicians - and accept their aid in strengthening the faith in Jarm.&lt;br /&gt;
&lt;br /&gt;
==Vasilia the Pilgrim==&lt;br /&gt;
* &#039;&#039;&#039;The Convocation does not recognise paragons and exemplars&lt;br /&gt;
* &#039;&#039;&#039;They honour a figure called Vasilia the Pilgrim as their spiritual progenitor&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to learn more about Vasilia using historical research&lt;br /&gt;
One figure who is referenced several times in discussion with the Convocation of Virtue is that of &#039;&#039;Vasilia the Pilgrim&#039;&#039;. Vasilia is viewed as an inspirational figure by the Convocation of the Way. While the Convocation does not formally recognise any paragons or exemplars, they still honour inspirational figures. Stories of these figures are used as parables, as part of sermons or religious instruction, or sometimes to hide the teachings of the virtues in &amp;quot;plain sight&amp;quot; for a wider audience unaware of their religious underpinnings. Vasilia is pretty universally respected by the priests of the Convocation, many of whom speak of her with a degree of actual affection.&lt;br /&gt;
&lt;br /&gt;
According to the stories told to the Sevenfold Path, Vasilia was a magician from northern Jarm who travelled across the early Principalities and beyond in a quest to understand the unknowable. She weighed and examined the many spiritual truths she encountered through the lens of her own beloved traditions, and took every opportunity to encourage others to do the same. &lt;br /&gt;
&lt;br /&gt;
To the priests of Jarm, she is closely tied to their understanding of Pride - that shame is an anchor that drags one down; that the virtuous inspire others with their words and deeds so that they can see how to change their own lives; that every individual is fundamentally shaped by where they come from no matter how far they may travel from their homes; and that while one should never be ashamed to change one&#039;s mind, neither should one throw away the traditions and beliefs that makes someone who they are. She is also seen as a figure of great Wisdom - knowing that she did not know everything; embracing doubt over convenient certainty; carefully testing the claims of priests and spiritualists; listening sincerely to others with different experiences and opinions but never taking their words as gospel; putting together the building blocks of thought to create her own understanding of the world.&lt;br /&gt;
&lt;br /&gt;
It all gets a little esoteric in places, but fundamentally Vasilia is seen by the Convocation as ultimately being their founder, even though she apparently lived and died long before the first missionaries brought the early inkling of the Way to Jarm. When challenged on this, they explain that she created a blueprint whereby Jarmish folk interested in matters of faith and spirit could engage with it without surrendering their identity as people of the Principalities. It was through her example that the original Convocation came together, and so they view her as their spiritual progenitor.&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Vasilia the Pilgrim and Jarmish inspiration&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; Historical Research&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; Should clearly indicate it is an invitation to the Convocation of Virtue to share stories of Vasilia the pilgrim, and their approach to inspirations&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; None additional&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Produces a historical research document relating to Vasilia the Pilgrim and Jarmish attitudes to paragons and exemplars&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year; until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Dependant on the Convocation of Virtue remaining well-inclined to the Sevenfold Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
A polite enquiry by one of the Sevenfold Path members indicates that the Convocation is absolutely open to . After some discussion, the proposal is that if either the [[Lepidean_Librarian#Lepidean_University|Lepidean University]] or the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] offer a formal invitation to members of the Convocation to visit the Empire to share their stories, they would happily share more about Vasilia the Pilgrim, and about their attitude to inspirational figures in general. Obviously, this would require either the [[Lepidean Librarian]] or the [[Minister of Historical Research]] (or the [[Senate]]) to commission the appropriate [[historical research]].&lt;br /&gt;
===Path of the Spirits===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of the Pilgrim&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Coastal region on the Bay of Catazar&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 white granite, and 36 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Provides hospitality to Jarmish pilgrims of the Way visiting the Empire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Spring Equinox 389YE &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; The commission must clearly indicate it is a place for Jarmish pilgrims of the Way to find hospitality&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Convocation of Virtue proposes an edifice in the Empire to offer hospitality to visiting Jarmish pilgrims&lt;br /&gt;
The initial gift of liao is valuable, but it is only a start. After discussion, a proposal is put forward. It&#039;s currently... challenging... for Jarmish merchants to visit the Empire. There&#039;s some talk of arranging trade via Zemelslo but that doesn&#039;t feel especially efficient, given that it would be dependant on the winds of politics (which seem to be blowing in a distinctly unpredictable way at the moment). Likewise, any attempt to re-establish something along the lines of the Limitu Principality House of the Way would be utterly dependant on the patience of one Magician-Prince or another - and more importantly their entire families and all their successors.  &lt;br /&gt;
&lt;br /&gt;
What they would like is for the Sevenfold Path to arrange the creation of a pilgrim&#039;s shrine in the Empire - the &#039;&#039;House of the Pilgrim&#039;&#039;. It would need to be constructed in a coastal region on the Bay of Catazar, with a clear mandate to welcome and offer hospitality to Jarmish pilgrims who wish to visit the various [[Inspirational_location|sites of virtue]] across the Empire, and to discuss the Way with their Imperial peers (by which they mostly mean the Sevenfold Path, but also enlightened members of the Synod). It needn&#039;t be anything especially [[Edifice#Grandeur|grandiose]] - the Convocation is talking about an [[edifice]] using at least 12 wains of [[white granite]], that would take three months to build, and have a basic cost of 36 crowns in labour costs. &lt;br /&gt;
&lt;br /&gt;
Ensuring Jarmish pilgrims were welcomed, free to meet with followers of the Way in the Empire, and perhaps most crucially, free to purchase liao, then it would create an avenue for the Sevenfold Path to strengthen ties with the Convocation. In return, the Convocation would provide the [[Sevenfold_Path#Conclave_vault|vault]] of the Sevenfold Path with a number of Jarmish &amp;quot;star jewels&amp;quot; - one each of the &#039;&#039;Jewel of the Celestial Bowl&#039;&#039;, the &#039;&#039;Jewel of the Celestial Eagle&#039;&#039;, the &#039;&#039;Jewel of the Celestial Tower&#039;&#039;, and the &#039;&#039;Jewel of the Celestial Spring&#039;&#039;. These [[Magic_items#Talismans|talismans]] empower magicians to use their spells more frequently, and presumably would be useful to the members of the Order or their friends.&lt;br /&gt;
&lt;br /&gt;
The edifice presents other opportunities, although not ones that are proposed by the Convocation directly. While the Jarmish priests don&#039;t request anything of significant grandeur, a larger edifice than the minimum suggested, especially one that incorporated either beautiful gardens (representing the inclusion of at least 5 wains of [[weirwood]]), or a library combining religious and magical topics (representing the inclusion of at least 5 wains of [[mithril]]), or that was simply larger and more beautiful (representing more wains in general) could not help but impress the pilgrims.&lt;br /&gt;
&lt;br /&gt;
==Blossoms of Virtue==&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path or the Empire could pursue closer ties with the Convocation&lt;br /&gt;
* &#039;&#039;&#039;The Grandmaster of the Sevenfold Path could guide their order to engage in discussion with the Convocation&lt;br /&gt;
* &#039;&#039;&#039;Some methods have been identified; others doubtless exist&lt;br /&gt;
Other ways to further impress the Convocation, and increase their enthusiasm for the Empire, would be if the finished edifice were to be [[Consecration#True_Liao|consecrated]] with [[liao#true liao|true liao]] by the [[Pride]] assembly, or if the [[Synod]] were to [[recognition|recognise]] &#039;&#039;Vasilia the Pilgrim&#039;&#039; as an exemplar or paragon. It&#039;s impossible to predict what the outcome would be, but any of these approaches would certainly encourage friendship between the Convocation of Virtue and the Sevenfold Path  - and potentially, ultimately, the Synod.&lt;br /&gt;
&lt;br /&gt;
What doesn&#039;t seem to be on the cards at the moment is any personal contact with the Convocation. Their lack of titles and structure means that there is nobody &amp;quot;in charge&amp;quot; and while there are a number of respected scholars among them, none have so far put themselves forward. Some of the Sevenfold Path magicians believe this might be a form of precaution against censure; the more organised the Convocation becomes the easier it is to see it as a threat. Likewise, proof of &amp;quot;secret missives&amp;quot; flying back and forth between Imperial citizens and Jarmish followers of the Way risk providing grounds for the more xenophobic Princes to take action against the Convocation. For now, then, any approaches to the Convocation will need to be made with care, likely using tools such as Synod [[judgement|judgements]] and Conclave [[declaration|declarations]].&lt;br /&gt;
{{CaptionedImage|file=Elagabala Preaching.jpg|caption=&#039;&#039;&#039;Elagabala &#039;&#039;&#039;, Grandmaster of the Sevenfold Path|align=right|width=450}}&lt;br /&gt;
The Sevenfold Path currently remains in Jarm, helping to fight Cold Sun. If the [[Grandmaster]] of the Sevenfold Path wished, they could use a [[Declaration]] to [[Concord#Guiding_an_Order|guide the order]] to further engage with the Convocation. As well as continuing to battle the &#039;&#039;scions&#039;&#039;, magicians of the [[Conclave order|order]] would spend time with their Jarmish fellows and further explore their connection to the Way. The Grandmaster could name a specific question about the Convocations approach to spiritual matters, their opinion on specific doctrinal issues, the specific challenges facing them as followers of the Way in Jarm, or their attitude to touchy subjects such as slavery, orcs, or the &#039;&#039;magocracy&#039;&#039;. This would have the usual costs, but would provide an entry in the Winds of Fortune for the Autumn Equinox detailing more about the chosen topic. Even if Jarm chose to eject the Conclave Orders, the information would still be gleaned before the order was forced to leave. Guiding the order in this way would incur the usual costs.&lt;br /&gt;
&lt;br /&gt;
The civil service also urge caution. Drawing attention to the growing relationship between the Sevenfold Path and the Convocation - via discussing them in an [[Ambassador|Ambassadorial]] letter for example - could prove detrimental to the fragile ties being established. It could also cause problems for the Convocation, especially given the current situation in Jarm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Resolution==&lt;br /&gt;
* The [[Construct_Wayward_House|Wayward House]] was commissioned in [[Spiral]] to [[Full_circles#Path_of_the_Spirits|provide hospitality to Jarmish pilgrims]] of the Way visiting the Empire.&lt;br /&gt;
* The [[Sevenfold_Path#Grandmaster|Grandmaster of the Sevenfold Path]] raised a successful declaration [[388YE_Summer_Solstice_Conclave_sessions#Concord:_Sevenfold_Path_and_the_Convocation_of_Virtue|to guide their order]] to pursue [[Full_circles#Blossoms_of_Virtue|closer ties]] with the Convocation.--&amp;gt;&lt;br /&gt;
{{Jarm Links}}&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=144077</id>
		<title>Myth makers</title>
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		<updated>2026-08-21T19:09:03Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]][[Category:Grendel]][[Category:Jotun]][[Category:Thule]]&lt;br /&gt;
{{CaptionedImage|file=Advisor Frith.jpg|align=left|caption=&#039;&#039;&#039;Frith&#039;&#039;&#039;, Advisor on Orc Affairs|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Five orc nations have engaged in diplomacy of one kind or another with the Empire&#039;&#039;&#039;&lt;br /&gt;
Many of the nations that border the Empire are [[orc]] nations. Not all are barbarians; the Empire has a long-standing peace treaty with the Thule for example. There are also communities of orcs within the Empire&#039;s borders. Some are part of Imperial nations - the [[Imperial Orcs|Unshackled]], the former [[Grendel]] of [[the League]], the free [[Jotun]] thralls of [[the Marches]]. Others maintain a degree of independence while still being at least ambivalent to the Empire - the orcs of [[Mareave#Beoraidh|Beoraidh]] and the [[Feroz#Morajasse|Protectorate of Morajasse]].&lt;br /&gt;
&lt;br /&gt;
While some of these orc nations have [[ambassador|ambassadors]] appointed to speak with them on behalf of the Empire, in many cases diplomacy is handled by the [[Imperial Consul]], &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of [[Wintermark]]. The [[Advisor on Orc Affairs]], &#039;&#039;&#039;Frith&#039;&#039;&#039; of the [[Imperial Orcs|Unshackled]], is in an ideal position to provide advice when needed. In practice, many of these orc groups prefer to deal with members of certain nations with whom they have ties - the Jotun prefer to talk to the folk of Wintermark for example, while the [[Great Forest Orcs]] consider the Navarr to be their close allies (in which regard, one might take a look at the &#039;&#039;&#039;[[All I ask of you]]&#039;&#039;&#039; wind of fortune which relates to that sept this season).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=Many of the Protectorate orcs are former Stone Born, the most heavily armoured and most disciplined of the Grendel [[Elite_Grendel_troops#The_Moridun|Moridun]].|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Protectorate of Morajasse==&lt;br /&gt;
* &#039;&#039;&#039;The Grendel controlling Morajasse have been recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have asked that the Imperial Consul handles communications with them rather than the Ambassador to the Grendel&#039;&#039;&#039;&lt;br /&gt;
While [[Feroz]] has mostly been liberated from the Grendel occupation, [[Feroz#Morajasse|Morajasse]] remains in the hands of the master-strategist &#039;&#039;[[Fake empire#Gallum Fiersach|Commander Gallum Fiersach]]&#039;&#039;. Ably supported by &#039;&#039;Wind Lord Saoirse&#039;&#039; - his partner and a master of the [[Autumn magic|lore of Sand]] - along with a significant number of veteran Grendel soldiers, they control the fortress of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]]. The Senate has recognised the orcs of the Protectorate of Morajasse as foreigners, distinct from the Grendel. From there they protect not only the borders of Morajasse, but also the borders of Feroz. They have shown themselves more than willing to fight both the [[A_circle_sewn_with_fate#The_Battle_of_Oran|Children of Wrecks]] and the [[Iron Confederacy]] if it [[Each age a lens#The Protectorate of Morajasse|comes to it]]. &lt;br /&gt;
&lt;br /&gt;
The Senate [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|recognises]] Morajasse as &#039;&#039;a protectorate under the command of Gallum Fiersach, who will be deemed a foreigner as long as they remain independent from the Grendel&#039;&#039;. So far, they seem to continue to be independent of the Grendel. Indeed, the protectorate has requested that all negotiations be handled by the [[Imperial Consul]] rather than the [[Ambassador to the Grendel]].&lt;br /&gt;
&lt;br /&gt;
They clearly have hidden depths. They recently cooperated with the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] in an [[appraisal]] regarding [[The Oran operation|bridges across the Scorrero]], in which they particular expertise as scroungers and salvagers could play a key part. They&#039;ve also made an arrangement with the people of the Brass Coast to concede a treasure of the Freeborn, in return for supplies to support their forces. For the moment, the atmosphere is one of cautious cooperation.&lt;br /&gt;
===Soldiers at Anvil===&lt;br /&gt;
* &#039;&#039;&#039;A delegation from the Protectorate of Morajasse is visiting Anvil during the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;Commander Gallum has asked the Imperial Consul to arrange a meeting and listed several folk he is keen to see there&lt;br /&gt;
Following the successes of the last couple of seasons, Commander Gallum has sent a short message to the Imperial Consul indicating that some officers are coming to Anvil for the Summer Solstice. They&#039;re empowered to speak on his behalf, and on behalf of the Protectorate. This will present an opportunity to prepare a treaty to define the relationship between the Protectorate and the Empire going forward, securing the freedoms of the orcs and addressing any lingering concerns of the Freeborn of Feroz.&lt;br /&gt;
&lt;br /&gt;
The emissaries are expected to arrive at Anvil at eight in the evening on Saturday. They will make their way to the Forge, which Gallum understands is the primary drinking hole and centre of social life at Anvil. There they would like to meet with the Imperial Consul (or an agent), &#039;&#039;&#039;Garviel i Adrina i Erigo&#039;&#039;&#039; the [[Senator]] of [[Feroz]], &#039;&#039;&#039;Khalil i Carno i Guerra&#039;&#039;&#039; the holder of the [[Broken Shore Bounty]], and if possible a representative of both the [[Military Council]] and the [[Conclave]]. The latter has been requested by Wind Lord Saoirse, as she has briefed one of the visitors in line with her interests and concerns.&lt;br /&gt;
{{SOP|statement=To promote the prosperity of Feroz, we encourage the Freeborn to trade with their neighbours in the Protectorate of Morajasse.|by=Malaki, Freeborn Assembly|vote=Upheld (102-10)|when=Summer Solstice 388YE|size=small}}&lt;br /&gt;
===Spice Gardens===&lt;br /&gt;
* &#039;&#039;&#039;The Spice Gardens of Feroz are in business once again&lt;br /&gt;
* &#039;&#039;&#039;Sadiq i Isa i Erigo has resumed their position as Keeper of the Spice Gardens&lt;br /&gt;
Following the proposal of the Protectorate [[An_arrow_nocked_and_in_flight#Supplies,_Spies,_and_Spice|last season]], the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] are now once again part of [[the Brass Coast]]. &#039;&#039;&#039;Sadiq i Isa i Erigo&#039;&#039;&#039; has resumed their position as [[Keeper of the Spice Gardens]]. Negotiations between Freeborn of Feroz and the quartermasters of the Protectorate have seen several farms reopened in Morajasse, with strict quotas of food to be delivered to the orcs and the surplus being free for the farmers to dispose of as they wish. Effectively, a significant parcel of land around the Spice Gardens is now an Imperial enclave in Morajasse.&lt;br /&gt;
&lt;br /&gt;
As part of the shift from lying fallow to being in operation again, some of the farmers report unexpected assistance from disciplined orc soldiers who dig out irrigation ditches and clear land. They aren&#039;t exactly friendly, but they&#039;ve clearly been ordered to do so by someone who wants to make sure the farms are up and running (and producing food) as quickly as possible. As a consequence, Morajasse has lost the [[Region_qualities#Impoverished|impoverished]] quality - which is admittedly mostly of benefit to the orcs living there but at least represents a further move forward toward restoring Feroz to its former glories.&lt;br /&gt;
&lt;br /&gt;
There is a minor fly in the ointment - during the Summer Solstice the Freeborn &#039;&#039;&#039;Malakai&#039;&#039;&#039; raised a [[statement of principle]] calling on the Freeborn to trade with their neighbours in the Protectorate. While the intent of the statement appears clear, it just failed to achieve a [[greater majority]]. As such, while some more politically engaged priests of Segura and Feriz are aware of it, it has not had a significant impact on relations between the Freeborn and the Protectorate. There is some trade, but many of the folk of Feroz in particular continue to hold the orcs of Morajasse at arms&#039; length even after the agreement regarding the Spice Gardens. Obviously there is nothing to stop the Assembly trying again to address the situation in Feroz; the important thing from the point of view of the current situation is that they did &#039;&#039;not&#039;&#039; uphold a statement of principle with a greater majority urging their people &#039;&#039;not&#039;&#039; do deal with the Protectorate.&lt;br /&gt;
==Otkodov==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
* &#039;&#039;&#039;The orcs of Otkodov remain at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;The Thule are expanding their domain into the Forest of Ulnak, and are at war with the Druj&lt;br /&gt;
* &#039;&#039;&#039;Kindra Surefoot of Wintermark is the Ambassador to Otkodov&lt;br /&gt;
The [[Thule]] of [[Otkodov]] live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; five allegedly immortal orc sorcerers. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, peace endures. [[Dawn]] and [[Navarr]] send shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire is &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. He is still somewhat new to his post, and something of an unknown quantity, but he speaks with confidence as the voice of the rulers of Otkodov.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Forest of Ulnak regions.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===The War in the Trees===&lt;br /&gt;
* &#039;&#039;&#039;The Thule continue to seek aid for their war against the Druj in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
The orcs of Otkodov continue their invasion of the [[Forest of Ulnak]]. Precisely how their war against the northern [[the Mallum|Mallum]] is proceeding is not common knowledge, although stories from those who [[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|supported the Earthquake Drummers]] prior to the Spring Equinox have finally [[Alongside the Earthquake Drummers|spread far and wide]]. After the Spring Equinox, Imperial [[military unit|warbands]] continued to fight with the Thule, and it is likely their tales will likewise filter through to Imperial citizens with an interest in the coming months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tathenon the Gyre&#039;&#039;, the most warlike of the [[Thule_lore#Dragons|Dragons]] who rule Otkovdov, continues to direct the invasion. He apparently sees no reason to end a good relationship; his [[Voice_irresistable#Grim_Faces|invitation to the Empire]] still stands. Individual [[military unit|warbands]] are welcome to support the [[army]] of the &#039;&#039;Earthquake Drummers&#039;&#039; if they wish, and will receive a bounty of crystal mana as recognition of their efforts. Likewise any Imperial army is welcome to join the war against the Druj in the north, provided they acknowledge the strategy of &#039;&#039;Tathenon, Whose Fury is the Storm of Creation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As before, the civil service caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force. Should the two forces assail the same [[territory#regions|region]] there is an unfortunate possibility of &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
&lt;br /&gt;
The offer to fight alongside the armies of Otkodov may be of particular interest to the [[Winter Sun]], given the [[All_I_ask_of_you#Shadows_And_Light|plight]] of the [[Great Forest Orcs]].&lt;br /&gt;
&lt;br /&gt;
====Participation: Ulnak====&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
===An Imperfect Forum===&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to Otkodov is invited to attend a meeting at 22:15 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The meeting will take place in a Prospero chamber accessed from the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Circle of Zulgan Tash are invited as well&#039;&#039;&#039;&lt;br /&gt;
Runa Who-Speaks-For-The-Dragons-Undivided has invited the [[Ambassador to Otkodov]] to attend a meeting at the Summer Solstice. Runa has expressed that such a meeting would be best held in a [[Lashonar#Caucus Forum | Caucus Forum]], obviously, but that sadly Lashonar is currently unwilling to allow Imperial citizens into such chambers. As a result, the Thule have been forced to &#039;&#039;pay&#039;&#039; [[Prospero]] for use of one of his meeting rooms. Farrimond, a Herald of Prospero will collect the delegation from The Hall of Worlds at Quarter Past Ten on Friday evening and escort them to the &#039;&#039;Aureate Jetty&#039;&#039; where the delegation from Otkodov will be waiting.&lt;br /&gt;
&lt;br /&gt;
Runa  has offered his thanks to the Ambassador for supplying a list of agenda items. The Thule have added their own topics to the list, and the agenda will be as follows:&lt;br /&gt;
* The [[Vallorn]], and how to proceed in eradicating it&lt;br /&gt;
* Breaches of law and treaty, and how best to deal with them if they occur&lt;br /&gt;
* Enchantments in shared territories&lt;br /&gt;
* [[Otkodov|Otkodov&#039;s]] policy as regards the septs of [[the Mallum]]&lt;br /&gt;
* [[Great_Forest_Orcs|The orcs of Peytaht]]&lt;br /&gt;
* &amp;quot;Defectors&amp;quot;&lt;br /&gt;
* The Imperial approach to war in The Mallum, with regard to Ulnak especially&lt;br /&gt;
* Division of conquered regions in The Mallum&lt;br /&gt;
* Opportunities for economic collaboration in The Mallum&lt;br /&gt;
* The Circle of Zulgan Tash and [[Miekarova#The_Painted_Caves|the Painted Caves]]&lt;br /&gt;
&lt;br /&gt;
Runa asks that the Ambassador bring with her Aleksandr of the Circle of Zulgan Tash and Zastyt the Feeder. Runa will be accompanied by [[Invited with asperity#State Visit|Galk, of the Sunken Orb of the Brilliant Sapphire]], a warlock in service to [[Thule_lore#Dragons|Hinodir]], Who Burns Away The Shrouds of Midnight, that the two ambassadors might act as mediators in the matter of the Painted Caves. If the ambassador wishes, then that topic can be dealt with first and their guests permitted to leave the &#039;&#039;Jetty&#039;&#039; rather than be forced to sit through the other negotiations.&lt;br /&gt;
&lt;br /&gt;
===Pilgrims on the Road===&lt;br /&gt;
{{SOP|statement=The Guardian of the Maze of Zoria calls for the aid of the wise ones of the Empire. The Maze of Zoria has proven in the past to be a conduit of knowledge regarding magical beings such as the sovereigns of Varushka. Come to the Maze of Zoria, together we shall discern the nature of the creature behind the face-peelers. This creature is known as &amp;quot;The Stranger&amp;quot;, &amp;quot;The First One&amp;quot;, or less commonly &amp;quot;The Smiling One&amp;quot;. Let us learn of this threat to our Empire together.|by=Illya Nikovitch Volkov, Wisdom Assembly|when=388YE Spring Equinox|vote={{GM}} 328-0|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;Thule warlocks are observing visitors to the Maze of Zoria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several [[Varushka|Varushkan]] [[Wise One|wise ones]] (as well as other followers of [[Wisdom]]) have set out to visit the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], responding to a call from [[388YE Spring Equinox Synod judgements#Judgement 73 | Illya Nikovitch Volkov]] in the Wisdom assembly. They must travel through Thule land to reach the Maze, which pilgrims are permitted to visit under the terms of the treaty. Fortunately, most of the travellers are familiar with the importance of keeping to the road (though in this case it is the laws of Otkodov not the threat of terrible creatures awaiting them if they stray).&lt;br /&gt;
&lt;br /&gt;
It seems that the Thule are forewarned of the influx of pilgrims and a few Thule merchants make efforts to sell food, water and other essentials for Imperial coin. They do a moderate trade, but most of the travellers have come fully prepared and do not need their services. They are not the only Thule interested in the Imperial pilgrims however. Every now and then, in areas where the merchants are not present, travellers encounter a lone Thule [[Thule lore#Warlock|warlock]] standing on a nearby hill or beneath the boughs of a tree. These warlocks make no attempt to stop anyone using the road, for now at least, they only observing who is passing.&lt;br /&gt;
&lt;br /&gt;
==Beoraidh==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Loud Gull.jpg|caption=The city-state of Beoraidh continues to seek diplomatic and economic ties with the Empire, among others.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The people of Beoraidh are recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They continue to seek trade and diplomatic ties with both the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have accepted the patronage of the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ambassador to Beoraidh is the Highborn Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;&lt;br /&gt;
{{Nation|nation=[[Mareave#Beoraidh|Beoraidh]]|status=Foreigner|port=Currently none.|ambassador= Melkior of Balthazar&#039;s Vineyard of [[Highguard]]}}&lt;br /&gt;
Before [[Mareave]] was conquered by the Empire, Beoraidh was the stronghold of the [[Grendel]] Salt-Lord Ehsan and his supporters. In a surprise move, Ehsan declared independence from the [[Grendel]] and sued for peace with the Empire. He laid out a plan for his people that involved declaring the city, and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]], as a neutral state. Now a free port where both Imperial and Grendel merchants would be welcome, without favouring either, and the canny diplomat has also secured the protection of the &#039;&#039;bedelaar huisbaas&#039;&#039; of the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
The newly styled &#039;&#039;Ehsan, Lord of Sand&#039;&#039; rules from the city. They work to mould the place into a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. As discussed in the &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Polite_Correspondence|A wild night and a new road]]&#039;&#039;&#039; wind of fortune, Beoraidh has come [[All_the_night-tide#Beoraidh|under the protection]] of the [[Sarcophan Delves]] - something that has not sat entirely easily with their Imperial neighbours. How much influence the Sarcophan have is unclear but it implies that anyone attacking Beoraidh - Grendel, Imperial, or otherwise - will incur the wrath of the Delves, their warships, and their economic sanctions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Melkior of Balthazar’s Vineyard.jpeg|caption=&#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;, Ambassador to Beoraidh|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Trade Winds===&lt;br /&gt;
* &#039;&#039;&#039;A meeting between representatives of Beoraidh and Skoura took place with the aid of the Imperial civil service&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;The meeting went reasonably well&lt;br /&gt;
* &#039;&#039;&#039;As per his promise, Ehsan has arranged a meeting with a representative of the Brine Turtles for the Summer Solstice&lt;br /&gt;
&lt;br /&gt;
The big news from Beoraidh is probably that the [[Senate]] agreed to instruct the civil service to [[388YE_Spring_Equinox_Senate_sessions#Coordinate_Meeting_between_Beoraidh_and_Skoura|coordinate a meeting]] between the city and the nation of [[Skoura]]. As a descendant of the people who originally drove the Skouran ancestors into the mountains in the first place, and conquered their lowland holdings, Ehsan was perhaps rightly [[A_knock_at_the_door#Up_In_The_Peaks|concerned]] that he and his people would receive short shrift from the people of the highlands. &lt;br /&gt;
&lt;br /&gt;
According to the civil service, the initial meetings - which took place on neutral ground in [[Mareave#Eoradal|Eoradal]] were guarded but cautiously optimistic. Neither side has committed to anything despite the enthusiastic sales pitch of the Beoraidh contingent, but agreements to engage in further discussion have been made. The civil service do caution that there was an &amp;quot;advisor&amp;quot; from Sarcophan with the city state delegation and while they didn&#039;t do much talking they certainly had the opportunity to introduce themselves to the Skouran representatives.&lt;br /&gt;
&lt;br /&gt;
As per his promise, Salt Lord Ehsan has used his own influence to arrange a meeting with representatives of the Brine Turtles sept of [[Mareave#Fleisardh|Fleisardh]]. The delegation will include one of the elders of the sept, a high ranking warleader from the [[army]], and a [[Grendel]] advisor. Ehsan suggests that any Imperial delegation be kept to three likewise; he suggests the [[Senator]] for Mareave would probably be a good choice, as might the [[Ambassador to the Grendel]]. The meeting is due to take place at {{TBC}} in {{TBC}}.&lt;br /&gt;
===Investment===&lt;br /&gt;
* &#039;&#039;&#039;A new trading post exchanging Beoraidh salt for Unshackled beef has been established in Mareave&lt;br /&gt;
* &#039;&#039;&#039;Ehsan is very pleased to hear that there is further interest in investment opportunities in the city state &lt;br /&gt;
The Senator for Mareave also [[388YE_Spring_Equinox_Senate_sessions#Construct_Beoraidh_Trading_Post|commissioned a trading post]] that would allow Beoraidh to trade salt for Unshackled beef - a potentially quite lucrative trade that has brought prosperity to both the [[Shepherd of the Southern Herd]] and the [[Shepherd of the Great Herd]] in [[Skarsind]]. A healthy exchange of goods is now taking place across the borders of barren [[Mareave#Sinfoyard|Sinfoyard]]. &lt;br /&gt;
&lt;br /&gt;
It appears that the Ambassador also did a good job of warning the citizens of Beoraidh that the [[Rivers of Life]] were due to be raised over Mareave after the Spring Equinox. Ehsan has been voluble in his approval of the move, indicating that it seems to have led to a significant burst of growth in the normally quite hardscrabble farms of Sinfoyard. He is aware the effect is short-lived, and unpredictable. In an unguarded moment, he also mentions &amp;quot;strange crops&amp;quot; growing in the arid grasslands north of Beoraidh, although he does not give any details. &lt;br /&gt;
&lt;br /&gt;
With Ambassador Melkior assuring Ehsan that funding for the trade docks has been secured, and that there is significant interest in the [[A_knock_at_the_door#Diamant_Drakes| colosseum]], it seems that relations between the tiny city state and the Empire are going from strength the strength.&lt;br /&gt;
&lt;br /&gt;
===Sarcophan Concerns===&lt;br /&gt;
* &#039;&#039;&#039;Ehsan, Lord of Sand thanks the Ambassador for their words regarding the Sarcophan Delves&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh welcomes the protection of the Delves because without it they do not believe their city state can endure&lt;br /&gt;
One thing Ehsan is not entirely prepared to hear from the Ambassador however are any words of caution about the Sarcophan Delves. The self-styled &#039;&#039;Lord of Sand&#039;&#039; politely thanks Ambassador Melkior for their well meaning sentiments, but makes it clear that as a former Salt-Lord he is no naif new to the realities of politics and trade. Yes, Sarcophan will take some of the city, but in return they will deliver the kind of prosperity he and his people need to survive. When the Sarcophan approached them, he and his advisors are under no illusions about the precariousness of their situation. Both the Empire and the Grendel have good reason to want to control Beoraidh, given it represents the only anchorage where trading vessels can dock. Once one side or the other secured their control of Mareave, it would surely be only a matter of time before they began to place increasing demands on Beoraidh.&lt;br /&gt;
&lt;br /&gt;
As it is, the protection of Sarcophan means that both of their neighbours will need to think very carefully about whether they want to risk the anger of the great power. The price is well worth the protection, but the Lord of Sand does thank the Ambassador for telling him that foolish lips are dubbing the City-State a &amp;quot;protectorate&amp;quot; of Sarcophan. Just because it is basically &#039;&#039;true&#039;&#039; is no reason to say it out loud, after all.&lt;br /&gt;
==Jotun==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Jotunarmy.jpg|title=Jotun banners often show the skulls of powerful creatures.|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun remain at war with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Responsibility and authority for diplomacy with the Jotun falls to the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
The [[Jotun]] are a powerful, martial nation led by the Jarl of Jarls - Queen Yrsa Jansdóttir of [[Jotun#History|Kalsea]] and King Gudmundr Arason of [[Jotun#History|Narkyst]]. The Empire has been at war with them for most of its existence, although there have been numerous short periods of peace during that time. They encroach into Imperial lands - [[Bregasland]] and [[Liathaven]] (which they name &#039;&#039;Ashvale&#039;&#039;) are under Jotun control, and their recent invasion of [[Mitwold]] has [[Pride in the Marches#Mitwold_Triumph|only just ended]].&lt;br /&gt;
&lt;br /&gt;
There is no ambassador to the Jotun. They seem never to have been especially interested in such a formalised relationship with the Empire. That is not to say that they are incapable of engaging in diplomacy or negotiation, merely that they tend to prefer to deal with individual nations rather than the Empire as a whole. Over the centuries they have had a &amp;quot;close&amp;quot; relationship with the folk of [[Wintermark]], for example, for all that the two nations clash constantly along their borders. In recent times, they have also shown a similar degree of respect for [[the Brass Coast|the Freeborn]]. When the Empire as a whole must deal with the orcs of Kalsea and Narkyst, however, the responsibility falls to the [[Imperial Consul]].&lt;br /&gt;
===The Unity Of Deed And Word===&lt;br /&gt;
* &#039;&#039;&#039;The shrine to the Way on Gull Isle has been completed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of the Sentinel Gate provides the opportunity to enact the consecration of the shrine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Erlend&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for assembling a party to carry out the ceremony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mandate, Skáldsgrým Dunhearth, General Assembly, Spring Solstice 388YE, Vote: Upheld (1490-60)&amp;gt;The Virtuous build up their fellows, they do not tear them down. We send Erlend with a dose of true liao to consecrate the Virtuous shrine at the Meeting Place. Let us display our Loyalty through the unity of words and deeds.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slowly but surely, the wheels of Synod process turn. Last season the [[388YE_Spring_Equinox_Synod_judgements#Judgement_32|mandate of Skáldsgrým Dunhearth]] was passed by the General Assembly, following through on the opportunity to [[Who_counts_the_path_untaken%3F#The_Chains_That_Bind_Us|consecrate a shrine at the Meeting Place]]. The civil service confirms that the conjunction to the Meeting Place that was identified last season has held strong, and that the Sentinel Gate will open at 18:15 on Saturday of the forthcoming summit. Erlend, the citizen charged with fulfilling the mandate of consecration, will be in charge of assembling a group to witness the ceremony. The shrine is completed, and anchoring the consecration should be no more difficult than somewhere in Anvil.&lt;br /&gt;
&lt;br /&gt;
Gull Isle is known to be an ancient place of cooperation and cultural exchange between the ancestors of the Jotun and the Kallavesi. To honour this legacy, three ghodi have travelled to the great feasting hall to witness the ceremony. Gunnr the Watchful is announced as a respected elder, Magni Red Kite as a keen supporter of the new Meeting Place, and Eirik the Golden as a well-known yegarra who has had contact with Imperial priests before. All three hope to discuss the meaning of the aura and what it represents to the Empire.&lt;br /&gt;
&lt;br /&gt;
The Jotun understand that the Imperials will direct the ceremony as befits their faith, with whatever poems, songs and stories feel most appropriate to them. That there will be such expressions of Imperial culture seems to be taken for granted. They also make it clear that this should not be considered closed to just the Winterfolk. The Empire has many nations, after all, and they would be pleased to meet with a broad array of representatives. Any with questions to ask and stories to tell are welcome at the Meeting Place!&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
* &#039;&#039;&#039;Speaker Morna has been sarcastic at the Ambassador to the Grendel&lt;br /&gt;
* &#039;&#039;&#039;They have apparently sent a private response to Starlight Starchaser&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Grendel is Starlight Starchaser of Urizen&lt;br /&gt;
And finally... By all accounts Speaker Morna is a little surprised to hear from &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039;, the offical [[Ambassador to the Grendel]]. With the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] of the [[embassy]] in [[Redoubt#Cargo|Cargo]], he had assumed the ambassador had lost their position as well. Surely the Ambassador cannot expect the Grendel to take an Imperial diplomat without a palace seriously? Beyond suing for peace, what is the value of a pauper ambassador?&lt;br /&gt;
&lt;br /&gt;
All that said, however, Speaker Morna notes that Starlight Starchaser has sent an interesting missive and plans to reply to them directly rather than via their presumably non-existent staff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Resolution==&lt;br /&gt;
* &#039;&#039;&#039;[[Myth_makers#Protectorate_of_Morajasse|Protectorate of Morajasse:]]&#039;&#039;&#039; The delegation arrived at Anvil and met with all of the [[Myth_makers#Soldiers_at_Anvil|requested citizens]], who should know more. The Freeborn Assembly upheld a statement of principle [[388YE_Summer_Solstice_Synod_judgements#Judgement_120|encouraging trade with the Protectorate]] with a greater majority.&lt;br /&gt;
*&#039;&#039;&#039;[[Myth_makers#Otkodov|Otkodov:]]&#039;&#039;&#039; The Ambassador and representatives of the Circle of Zulgan Tash attended the meeting at the Aureate Jetty with Runa Who-Speaks-For-The-Dragons-Undivided and their staff. [[388YE_Summer_Solstice_Military_Council_orders|No Imperial armies]] joined with the Thule invasion of Ulnak following the Summer Solstice.&lt;br /&gt;
* &#039;&#039;&#039;[[Myth_makers#Beoraidh|Beoraidh:]]&#039;&#039;&#039; The Senate [[Invest_in_Beoraidh_Docks|commissioned Imperial docks at Beoraidh]].&lt;br /&gt;
*&#039;&#039;&#039;[[Myth_makers#Jotun|Jotun:]]&#039;&#039;&#039; The shrine at the new [[Kallavesa#Gull&#039;s_Isle_Hall|Meeting Place]] on Gull Isle was consecrated to Loyalty with true liao.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144076</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144076"/>
		<updated>2026-08-21T18:21:53Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
&lt;br /&gt;
==388==&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
* [[No Matter What]]&lt;br /&gt;
* [[The Oran operation]]&lt;br /&gt;
* [[Myth makers]]&lt;br /&gt;
&lt;br /&gt;
===Spring Equinox===&lt;br /&gt;
* [[On the road ahead]]&lt;br /&gt;
* [[The matter will be done]]&lt;br /&gt;
* [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)]]&lt;br /&gt;
* [[Flames and the dark]]&lt;br /&gt;
&lt;br /&gt;
==387==&lt;br /&gt;
===Winter Solstice===&lt;br /&gt;
* [[Red skies]] - bullet point format for multiple separate resolutions?&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
* [[Here comes the night]] - changed text of resolution - new text commented out under existing text&lt;br /&gt;
&lt;br /&gt;
==383==&lt;br /&gt;
===Summer Solstice===&lt;br /&gt;
* [[Comes a time]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144075</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144075"/>
		<updated>2026-08-21T18:15:33Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[On the road ahead]]&lt;br /&gt;
* [[Here comes the night]] - changed text of resolution - new text commented out under existing text&lt;br /&gt;
* [[Comes a time]]&lt;br /&gt;
* [[The matter will be done]]&lt;br /&gt;
* [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)]]&lt;br /&gt;
* [[Flames and the dark]]&lt;br /&gt;
* [[Red skies]] - bullet point format for multiple separate resolutions?&lt;br /&gt;
* [[No Matter What]]&lt;br /&gt;
* [[The Oran operation]]&lt;br /&gt;
* [[Myth makers]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=144074</id>
		<title>Myth makers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=144074"/>
		<updated>2026-08-21T18:15:17Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Foreign Nations]][[Category:Grendel]][[Category:Jotun]][[Category:Thule]]&lt;br /&gt;
{{CaptionedImage|file=Advisor Frith.jpg|align=left|caption=&#039;&#039;&#039;Frith&#039;&#039;&#039;, Advisor on Orc Affairs|width=250}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Five orc nations have engaged in diplomacy of one kind or another with the Empire&#039;&#039;&#039;&lt;br /&gt;
Many of the nations that border the Empire are [[orc]] nations. Not all are barbarians; the Empire has a long-standing peace treaty with the Thule for example. There are also communities of orcs within the Empire&#039;s borders. Some are part of Imperial nations - the [[Imperial Orcs|Unshackled]], the former [[Grendel]] of [[the League]], the free [[Jotun]] thralls of [[the Marches]]. Others maintain a degree of independence while still being at least ambivalent to the Empire - the orcs of [[Mareave#Beoraidh|Beoraidh]] and the [[Feroz#Morajasse|Protectorate of Morajasse]].&lt;br /&gt;
&lt;br /&gt;
While some of these orc nations have [[ambassador|ambassadors]] appointed to speak with them on behalf of the Empire, in many cases diplomacy is handled by the [[Imperial Consul]], &#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of [[Wintermark]]. The [[Advisor on Orc Affairs]], &#039;&#039;&#039;Frith&#039;&#039;&#039; of the [[Imperial Orcs|Unshackled]], is in an ideal position to provide advice when needed. In practice, many of these orc groups prefer to deal with members of certain nations with whom they have ties - the Jotun prefer to talk to the folk of Wintermark for example, while the [[Great Forest Orcs]] consider the Navarr to be their close allies (in which regard, one might take a look at the &#039;&#039;&#039;[[All I ask of you]]&#039;&#039;&#039; wind of fortune which relates to that sept this season).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=Many of the Protectorate orcs are former Stone Born, the most heavily armoured and most disciplined of the Grendel [[Elite_Grendel_troops#The_Moridun|Moridun]].|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Protectorate of Morajasse==&lt;br /&gt;
* &#039;&#039;&#039;The Grendel controlling Morajasse have been recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have asked that the Imperial Consul handles communications with them rather than the Ambassador to the Grendel&#039;&#039;&#039;&lt;br /&gt;
While [[Feroz]] has mostly been liberated from the Grendel occupation, [[Feroz#Morajasse|Morajasse]] remains in the hands of the master-strategist &#039;&#039;[[Fake empire#Gallum Fiersach|Commander Gallum Fiersach]]&#039;&#039;. Ably supported by &#039;&#039;Wind Lord Saoirse&#039;&#039; - his partner and a master of the [[Autumn magic|lore of Sand]] - along with a significant number of veteran Grendel soldiers, they control the fortress of [[Feroz#Mora&#039;s Rock|Mora&#039;s Rock]]. The Senate has recognised the orcs of the Protectorate of Morajasse as foreigners, distinct from the Grendel. From there they protect not only the borders of Morajasse, but also the borders of Feroz. They have shown themselves more than willing to fight both the [[A_circle_sewn_with_fate#The_Battle_of_Oran|Children of Wrecks]] and the [[Iron Confederacy]] if it [[Each age a lens#The Protectorate of Morajasse|comes to it]]. &lt;br /&gt;
&lt;br /&gt;
The Senate [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|recognises]] Morajasse as &#039;&#039;a protectorate under the command of Gallum Fiersach, who will be deemed a foreigner as long as they remain independent from the Grendel&#039;&#039;. So far, they seem to continue to be independent of the Grendel. Indeed, the protectorate has requested that all negotiations be handled by the [[Imperial Consul]] rather than the [[Ambassador to the Grendel]].&lt;br /&gt;
&lt;br /&gt;
They clearly have hidden depths. They recently cooperated with the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] in an [[appraisal]] regarding [[The Oran operation|bridges across the Scorrero]], in which they particular expertise as scroungers and salvagers could play a key part. They&#039;ve also made an arrangement with the people of the Brass Coast to concede a treasure of the Freeborn, in return for supplies to support their forces. For the moment, the atmosphere is one of cautious cooperation.&lt;br /&gt;
===Soldiers at Anvil===&lt;br /&gt;
* &#039;&#039;&#039;A delegation from the Protectorate of Morajasse is visiting Anvil during the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;Commander Gallum has asked the Imperial Consul to arrange a meeting and listed several folk he is keen to see there&lt;br /&gt;
Following the successes of the last couple of seasons, Commander Gallum has sent a short message to the Imperial Consul indicating that some officers are coming to Anvil for the Summer Solstice. They&#039;re empowered to speak on his behalf, and on behalf of the Protectorate. This will present an opportunity to prepare a treaty to define the relationship between the Protectorate and the Empire going forward, securing the freedoms of the orcs and addressing any lingering concerns of the Freeborn of Feroz.&lt;br /&gt;
&lt;br /&gt;
The emissaries are expected to arrive at Anvil at eight in the evening on Saturday. They will make their way to the Forge, which Gallum understands is the primary drinking hole and centre of social life at Anvil. There they would like to meet with the Imperial Consul (or an agent), &#039;&#039;&#039;Garviel i Adrina i Erigo&#039;&#039;&#039; the [[Senator]] of [[Feroz]], &#039;&#039;&#039;Khalil i Carno i Guerra&#039;&#039;&#039; the holder of the [[Broken Shore Bounty]], and if possible a representative of both the [[Military Council]] and the [[Conclave]]. The latter has been requested by Wind Lord Saoirse, as she has briefed one of the visitors in line with her interests and concerns.&lt;br /&gt;
{{SOP|statement=To promote the prosperity of Feroz, we encourage the Freeborn to trade with their neighbours in the Protectorate of Morajasse.|by=Malaki, Freeborn Assembly|vote=Upheld (102-10)|when=Summer Solstice 388YE|size=small}}&lt;br /&gt;
===Spice Gardens===&lt;br /&gt;
* &#039;&#039;&#039;The Spice Gardens of Feroz are in business once again&lt;br /&gt;
* &#039;&#039;&#039;Sadiq i Isa i Erigo has resumed their position as Keeper of the Spice Gardens&lt;br /&gt;
Following the proposal of the Protectorate [[An_arrow_nocked_and_in_flight#Supplies,_Spies,_and_Spice|last season]], the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] are now once again part of [[the Brass Coast]]. &#039;&#039;&#039;Sadiq i Isa i Erigo&#039;&#039;&#039; has resumed their position as [[Keeper of the Spice Gardens]]. Negotiations between Freeborn of Feroz and the quartermasters of the Protectorate have seen several farms reopened in Morajasse, with strict quotas of food to be delivered to the orcs and the surplus being free for the farmers to dispose of as they wish. Effectively, a significant parcel of land around the Spice Gardens is now an Imperial enclave in Morajasse.&lt;br /&gt;
&lt;br /&gt;
As part of the shift from lying fallow to being in operation again, some of the farmers report unexpected assistance from disciplined orc soldiers who dig out irrigation ditches and clear land. They aren&#039;t exactly friendly, but they&#039;ve clearly been ordered to do so by someone who wants to make sure the farms are up and running (and producing food) as quickly as possible. As a consequence, Morajasse has lost the [[Region_qualities#Impoverished|impoverished]] quality - which is admittedly mostly of benefit to the orcs living there but at least represents a further move forward toward restoring Feroz to its former glories.&lt;br /&gt;
&lt;br /&gt;
There is a minor fly in the ointment - during the Summer Solstice the Freeborn &#039;&#039;&#039;Malakai&#039;&#039;&#039; raised a [[statement of principle]] calling on the Freeborn to trade with their neighbours in the Protectorate. While the intent of the statement appears clear, it just failed to achieve a [[greater majority]]. As such, while some more politically engaged priests of Segura and Feriz are aware of it, it has not had a significant impact on relations between the Freeborn and the Protectorate. There is some trade, but many of the folk of Feroz in particular continue to hold the orcs of Morajasse at arms&#039; length even after the agreement regarding the Spice Gardens. Obviously there is nothing to stop the Assembly trying again to address the situation in Feroz; the important thing from the point of view of the current situation is that they did &#039;&#039;not&#039;&#039; uphold a statement of principle with a greater majority urging their people &#039;&#039;not&#039;&#039; do deal with the Protectorate.&lt;br /&gt;
==Otkodov==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
* &#039;&#039;&#039;The orcs of Otkodov remain at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;The Thule are expanding their domain into the Forest of Ulnak, and are at war with the Druj&lt;br /&gt;
* &#039;&#039;&#039;Kindra Surefoot of Wintermark is the Ambassador to Otkodov&lt;br /&gt;
The [[Thule]] of [[Otkodov]] live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; five allegedly immortal orc sorcerers. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, peace endures. [[Dawn]] and [[Navarr]] send shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire is &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. He is still somewhat new to his post, and something of an unknown quantity, but he speaks with confidence as the voice of the rulers of Otkodov.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Forest of Ulnak regions.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===The War in the Trees===&lt;br /&gt;
* &#039;&#039;&#039;The Thule continue to seek aid for their war against the Druj in the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
The orcs of Otkodov continue their invasion of the [[Forest of Ulnak]]. Precisely how their war against the northern [[the Mallum|Mallum]] is proceeding is not common knowledge, although stories from those who [[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|supported the Earthquake Drummers]] prior to the Spring Equinox have finally [[Alongside the Earthquake Drummers|spread far and wide]]. After the Spring Equinox, Imperial [[military unit|warbands]] continued to fight with the Thule, and it is likely their tales will likewise filter through to Imperial citizens with an interest in the coming months.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tathenon the Gyre&#039;&#039;, the most warlike of the [[Thule_lore#Dragons|Dragons]] who rule Otkovdov, continues to direct the invasion. He apparently sees no reason to end a good relationship; his [[Voice_irresistable#Grim_Faces|invitation to the Empire]] still stands. Individual [[military unit|warbands]] are welcome to support the [[army]] of the &#039;&#039;Earthquake Drummers&#039;&#039; if they wish, and will receive a bounty of crystal mana as recognition of their efforts. Likewise any Imperial army is welcome to join the war against the Druj in the north, provided they acknowledge the strategy of &#039;&#039;Tathenon, Whose Fury is the Storm of Creation&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As before, the civil service caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force. Should the two forces assail the same [[territory#regions|region]] there is an unfortunate possibility of &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
&lt;br /&gt;
The offer to fight alongside the armies of Otkodov may be of particular interest to the [[Winter Sun]], given the [[All_I_ask_of_you#Shadows_And_Light|plight]] of the [[Great Forest Orcs]].&lt;br /&gt;
&lt;br /&gt;
====Participation: Ulnak====&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
===An Imperfect Forum===&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to Otkodov is invited to attend a meeting at 22:15 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The meeting will take place in a Prospero chamber accessed from the Hall of Worlds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Circle of Zulgan Tash are invited as well&#039;&#039;&#039;&lt;br /&gt;
Runa Who-Speaks-For-The-Dragons-Undivided has invited the [[Ambassador to Otkodov]] to attend a meeting at the Summer Solstice. Runa has expressed that such a meeting would be best held in a [[Lashonar#Caucus Forum | Caucus Forum]], obviously, but that sadly Lashonar is currently unwilling to allow Imperial citizens into such chambers. As a result, the Thule have been forced to &#039;&#039;pay&#039;&#039; [[Prospero]] for use of one of his meeting rooms. Farrimond, a Herald of Prospero will collect the delegation from The Hall of Worlds at Quarter Past Ten on Friday evening and escort them to the &#039;&#039;Aureate Jetty&#039;&#039; where the delegation from Otkodov will be waiting.&lt;br /&gt;
&lt;br /&gt;
Runa  has offered his thanks to the Ambassador for supplying a list of agenda items. The Thule have added their own topics to the list, and the agenda will be as follows:&lt;br /&gt;
* The [[Vallorn]], and how to proceed in eradicating it&lt;br /&gt;
* Breaches of law and treaty, and how best to deal with them if they occur&lt;br /&gt;
* Enchantments in shared territories&lt;br /&gt;
* [[Otkodov|Otkodov&#039;s]] policy as regards the septs of [[the Mallum]]&lt;br /&gt;
* [[Great_Forest_Orcs|The orcs of Peytaht]]&lt;br /&gt;
* &amp;quot;Defectors&amp;quot;&lt;br /&gt;
* The Imperial approach to war in The Mallum, with regard to Ulnak especially&lt;br /&gt;
* Division of conquered regions in The Mallum&lt;br /&gt;
* Opportunities for economic collaboration in The Mallum&lt;br /&gt;
* The Circle of Zulgan Tash and [[Miekarova#The_Painted_Caves|the Painted Caves]]&lt;br /&gt;
&lt;br /&gt;
Runa asks that the Ambassador bring with her Aleksandr of the Circle of Zulgan Tash and Zastyt the Feeder. Runa will be accompanied by [[Invited with asperity#State Visit|Galk, of the Sunken Orb of the Brilliant Sapphire]], a warlock in service to [[Thule_lore#Dragons|Hinodir]], Who Burns Away The Shrouds of Midnight, that the two ambassadors might act as mediators in the matter of the Painted Caves. If the ambassador wishes, then that topic can be dealt with first and their guests permitted to leave the &#039;&#039;Jetty&#039;&#039; rather than be forced to sit through the other negotiations.&lt;br /&gt;
&lt;br /&gt;
===Pilgrims on the Road===&lt;br /&gt;
{{SOP|statement=The Guardian of the Maze of Zoria calls for the aid of the wise ones of the Empire. The Maze of Zoria has proven in the past to be a conduit of knowledge regarding magical beings such as the sovereigns of Varushka. Come to the Maze of Zoria, together we shall discern the nature of the creature behind the face-peelers. This creature is known as &amp;quot;The Stranger&amp;quot;, &amp;quot;The First One&amp;quot;, or less commonly &amp;quot;The Smiling One&amp;quot;. Let us learn of this threat to our Empire together.|by=Illya Nikovitch Volkov, Wisdom Assembly|when=388YE Spring Equinox|vote={{GM}} 328-0|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;Thule warlocks are observing visitors to the Maze of Zoria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several [[Varushka|Varushkan]] [[Wise One|wise ones]] (as well as other followers of [[Wisdom]]) have set out to visit the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], responding to a call from [[388YE Spring Equinox Synod judgements#Judgement 73 | Illya Nikovitch Volkov]] in the Wisdom assembly. They must travel through Thule land to reach the Maze, which pilgrims are permitted to visit under the terms of the treaty. Fortunately, most of the travellers are familiar with the importance of keeping to the road (though in this case it is the laws of Otkodov not the threat of terrible creatures awaiting them if they stray).&lt;br /&gt;
&lt;br /&gt;
It seems that the Thule are forewarned of the influx of pilgrims and a few Thule merchants make efforts to sell food, water and other essentials for Imperial coin. They do a moderate trade, but most of the travellers have come fully prepared and do not need their services. They are not the only Thule interested in the Imperial pilgrims however. Every now and then, in areas where the merchants are not present, travellers encounter a lone Thule [[Thule lore#Warlock|warlock]] standing on a nearby hill or beneath the boughs of a tree. These warlocks make no attempt to stop anyone using the road, for now at least, they only observing who is passing.&lt;br /&gt;
&lt;br /&gt;
==Beoraidh==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Loud Gull.jpg|caption=The city-state of Beoraidh continues to seek diplomatic and economic ties with the Empire, among others.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The people of Beoraidh are recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They continue to seek trade and diplomatic ties with both the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have accepted the patronage of the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ambassador to Beoraidh is the Highborn Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;&lt;br /&gt;
{{Nation|nation=[[Mareave#Beoraidh|Beoraidh]]|status=Foreigner|port=Currently none.|ambassador= Melkior of Balthazar&#039;s Vineyard of [[Highguard]]}}&lt;br /&gt;
Before [[Mareave]] was conquered by the Empire, Beoraidh was the stronghold of the [[Grendel]] Salt-Lord Ehsan and his supporters. In a surprise move, Ehsan declared independence from the [[Grendel]] and sued for peace with the Empire. He laid out a plan for his people that involved declaring the city, and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]], as a neutral state. Now a free port where both Imperial and Grendel merchants would be welcome, without favouring either, and the canny diplomat has also secured the protection of the &#039;&#039;bedelaar huisbaas&#039;&#039; of the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
The newly styled &#039;&#039;Ehsan, Lord of Sand&#039;&#039; rules from the city. They work to mould the place into a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. As discussed in the &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Polite_Correspondence|A wild night and a new road]]&#039;&#039;&#039; wind of fortune, Beoraidh has come [[All_the_night-tide#Beoraidh|under the protection]] of the [[Sarcophan Delves]] - something that has not sat entirely easily with their Imperial neighbours. How much influence the Sarcophan have is unclear but it implies that anyone attacking Beoraidh - Grendel, Imperial, or otherwise - will incur the wrath of the Delves, their warships, and their economic sanctions.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Melkior of Balthazar’s Vineyard.jpeg|caption=&#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;, Ambassador to Beoraidh|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Trade Winds===&lt;br /&gt;
* &#039;&#039;&#039;A meeting between representatives of Beoraidh and Skoura took place with the aid of the Imperial civil service&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;The meeting went reasonably well&lt;br /&gt;
* &#039;&#039;&#039;As per his promise, Ehsan has arranged a meeting with a representative of the Brine Turtles for the Summer Solstice&lt;br /&gt;
&lt;br /&gt;
The big news from Beoraidh is probably that the [[Senate]] agreed to instruct the civil service to [[388YE_Spring_Equinox_Senate_sessions#Coordinate_Meeting_between_Beoraidh_and_Skoura|coordinate a meeting]] between the city and the nation of [[Skoura]]. As a descendant of the people who originally drove the Skouran ancestors into the mountains in the first place, and conquered their lowland holdings, Ehsan was perhaps rightly [[A_knock_at_the_door#Up_In_The_Peaks|concerned]] that he and his people would receive short shrift from the people of the highlands. &lt;br /&gt;
&lt;br /&gt;
According to the civil service, the initial meetings - which took place on neutral ground in [[Mareave#Eoradal|Eoradal]] were guarded but cautiously optimistic. Neither side has committed to anything despite the enthusiastic sales pitch of the Beoraidh contingent, but agreements to engage in further discussion have been made. The civil service do caution that there was an &amp;quot;advisor&amp;quot; from Sarcophan with the city state delegation and while they didn&#039;t do much talking they certainly had the opportunity to introduce themselves to the Skouran representatives.&lt;br /&gt;
&lt;br /&gt;
As per his promise, Salt Lord Ehsan has used his own influence to arrange a meeting with representatives of the Brine Turtles sept of [[Mareave#Fleisardh|Fleisardh]]. The delegation will include one of the elders of the sept, a high ranking warleader from the [[army]], and a [[Grendel]] advisor. Ehsan suggests that any Imperial delegation be kept to three likewise; he suggests the [[Senator]] for Mareave would probably be a good choice, as might the [[Ambassador to the Grendel]]. The meeting is due to take place at {{TBC}} in {{TBC}}.&lt;br /&gt;
===Investment===&lt;br /&gt;
* &#039;&#039;&#039;A new trading post exchanging Beoraidh salt for Unshackled beef has been established in Mareave&lt;br /&gt;
* &#039;&#039;&#039;Ehsan is very pleased to hear that there is further interest in investment opportunities in the city state &lt;br /&gt;
The Senator for Mareave also [[388YE_Spring_Equinox_Senate_sessions#Construct_Beoraidh_Trading_Post|commissioned a trading post]] that would allow Beoraidh to trade salt for Unshackled beef - a potentially quite lucrative trade that has brought prosperity to both the [[Shepherd of the Southern Herd]] and the [[Shepherd of the Great Herd]] in [[Skarsind]]. A healthy exchange of goods is now taking place across the borders of barren [[Mareave#Sinfoyard|Sinfoyard]]. &lt;br /&gt;
&lt;br /&gt;
It appears that the Ambassador also did a good job of warning the citizens of Beoraidh that the [[Rivers of Life]] were due to be raised over Mareave after the Spring Equinox. Ehsan has been voluble in his approval of the move, indicating that it seems to have led to a significant burst of growth in the normally quite hardscrabble farms of Sinfoyard. He is aware the effect is short-lived, and unpredictable. In an unguarded moment, he also mentions &amp;quot;strange crops&amp;quot; growing in the arid grasslands north of Beoraidh, although he does not give any details. &lt;br /&gt;
&lt;br /&gt;
With Ambassador Melkior assuring Ehsan that funding for the trade docks has been secured, and that there is significant interest in the [[A_knock_at_the_door#Diamant_Drakes| colosseum]], it seems that relations between the tiny city state and the Empire are going from strength the strength.&lt;br /&gt;
&lt;br /&gt;
===Sarcophan Concerns===&lt;br /&gt;
* &#039;&#039;&#039;Ehsan, Lord of Sand thanks the Ambassador for their words regarding the Sarcophan Delves&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh welcomes the protection of the Delves because without it they do not believe their city state can endure&lt;br /&gt;
One thing Ehsan is not entirely prepared to hear from the Ambassador however are any words of caution about the Sarcophan Delves. The self-styled &#039;&#039;Lord of Sand&#039;&#039; politely thanks Ambassador Melkior for their well meaning sentiments, but makes it clear that as a former Salt-Lord he is no naif new to the realities of politics and trade. Yes, Sarcophan will take some of the city, but in return they will deliver the kind of prosperity he and his people need to survive. When the Sarcophan approached them, he and his advisors are under no illusions about the precariousness of their situation. Both the Empire and the Grendel have good reason to want to control Beoraidh, given it represents the only anchorage where trading vessels can dock. Once one side or the other secured their control of Mareave, it would surely be only a matter of time before they began to place increasing demands on Beoraidh.&lt;br /&gt;
&lt;br /&gt;
As it is, the protection of Sarcophan means that both of their neighbours will need to think very carefully about whether they want to risk the anger of the great power. The price is well worth the protection, but the Lord of Sand does thank the Ambassador for telling him that foolish lips are dubbing the City-State a &amp;quot;protectorate&amp;quot; of Sarcophan. Just because it is basically &#039;&#039;true&#039;&#039; is no reason to say it out loud, after all.&lt;br /&gt;
==Jotun==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Jotunarmy.jpg|title=Jotun banners often show the skulls of powerful creatures.|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun remain at war with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Responsibility and authority for diplomacy with the Jotun falls to the Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
The [[Jotun]] are a powerful, martial nation led by the Jarl of Jarls - Queen Yrsa Jansdóttir of [[Jotun#History|Kalsea]] and King Gudmundr Arason of [[Jotun#History|Narkyst]]. The Empire has been at war with them for most of its existence, although there have been numerous short periods of peace during that time. They encroach into Imperial lands - [[Bregasland]] and [[Liathaven]] (which they name &#039;&#039;Ashvale&#039;&#039;) are under Jotun control, and their recent invasion of [[Mitwold]] has [[Pride in the Marches#Mitwold_Triumph|only just ended]].&lt;br /&gt;
&lt;br /&gt;
There is no ambassador to the Jotun. They seem never to have been especially interested in such a formalised relationship with the Empire. That is not to say that they are incapable of engaging in diplomacy or negotiation, merely that they tend to prefer to deal with individual nations rather than the Empire as a whole. Over the centuries they have had a &amp;quot;close&amp;quot; relationship with the folk of [[Wintermark]], for example, for all that the two nations clash constantly along their borders. In recent times, they have also shown a similar degree of respect for [[the Brass Coast|the Freeborn]]. When the Empire as a whole must deal with the orcs of Kalsea and Narkyst, however, the responsibility falls to the [[Imperial Consul]].&lt;br /&gt;
===The Unity Of Deed And Word===&lt;br /&gt;
* &#039;&#039;&#039;The shrine to the Way on Gull Isle has been completed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A conjunction of the Sentinel Gate provides the opportunity to enact the consecration of the shrine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Erlend&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for assembling a party to carry out the ceremony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mandate, Skáldsgrým Dunhearth, General Assembly, Spring Solstice 388YE, Vote: Upheld (1490-60)&amp;gt;The Virtuous build up their fellows, they do not tear them down. We send Erlend with a dose of true liao to consecrate the Virtuous shrine at the Meeting Place. Let us display our Loyalty through the unity of words and deeds.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Slowly but surely, the wheels of Synod process turn. Last season the [[388YE_Spring_Equinox_Synod_judgements#Judgement_32|mandate of Skáldsgrým Dunhearth]] was passed by the General Assembly, following through on the opportunity to [[Who_counts_the_path_untaken%3F#The_Chains_That_Bind_Us|consecrate a shrine at the Meeting Place]]. The civil service confirms that the conjunction to the Meeting Place that was identified last season has held strong, and that the Sentinel Gate will open at 18:15 on Saturday of the forthcoming summit. Erlend, the citizen charged with fulfilling the mandate of consecration, will be in charge of assembling a group to witness the ceremony. The shrine is completed, and anchoring the consecration should be no more difficult than somewhere in Anvil.&lt;br /&gt;
&lt;br /&gt;
Gull Isle is known to be an ancient place of cooperation and cultural exchange between the ancestors of the Jotun and the Kallavesi. To honour this legacy, three ghodi have travelled to the great feasting hall to witness the ceremony. Gunnr the Watchful is announced as a respected elder, Magni Red Kite as a keen supporter of the new Meeting Place, and Eirik the Golden as a well-known yegarra who has had contact with Imperial priests before. All three hope to discuss the meaning of the aura and what it represents to the Empire.&lt;br /&gt;
&lt;br /&gt;
The Jotun understand that the Imperials will direct the ceremony as befits their faith, with whatever poems, songs and stories feel most appropriate to them. That there will be such expressions of Imperial culture seems to be taken for granted. They also make it clear that this should not be considered closed to just the Winterfolk. The Empire has many nations, after all, and they would be pleased to meet with a broad array of representatives. Any with questions to ask and stories to tell are welcome at the Meeting Place!&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
* &#039;&#039;&#039;Speaker Morna has been sarcastic at the Ambassador to the Grendel&lt;br /&gt;
* &#039;&#039;&#039;They have apparently sent a private response to Starlight Starchaser&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Grendel is Starlight Starchaser of Urizen&lt;br /&gt;
And finally... By all accounts Speaker Morna is a little surprised to hear from &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039;, the offical [[Ambassador to the Grendel]]. With the [[Powers_of_the_Imperial_Senate#Abrogation|abrogation]] of the [[embassy]] in [[Redoubt#Cargo|Cargo]], he had assumed the ambassador had lost their position as well. Surely the Ambassador cannot expect the Grendel to take an Imperial diplomat without a palace seriously? Beyond suing for peace, what is the value of a pauper ambassador?&lt;br /&gt;
&lt;br /&gt;
All that said, however, Speaker Morna notes that Starlight Starchaser has sent an interesting missive and plans to reply to them directly rather than via their presumably non-existent staff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Resolution==&lt;br /&gt;
* &#039;&#039;&#039;Protectorate of Morajasse:&#039;&#039;&#039; The delegation arrived at Anvil and met with all of the [[Myth_makers#Soldiers_at_Anvil|requested citizens]], who should know more. The Freeborn Assembly upheld a statement of principle [[388YE_Summer_Solstice_Synod_judgements#Judgement_120|encouraging trade with the Protectorate]] with a greater majority.&lt;br /&gt;
*&#039;&#039;&#039;Otkodov:&#039;&#039;&#039; The Ambassador and representatives of the Circle of Zulgan Tash attended the meeting at the Aureate Jetty with Runa Who-Speaks-For-The-Dragons-Undivided and their staff. [[388YE_Summer_Solstice_Military_Council_orders|No Imperial armies]] joined with the Thule invasion of Ulnak following the Summer Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh:&#039;&#039;&#039; The Senate [[Invest_in_Beoraidh_Docks|commissioned Imperial docks at Beoraidh]].&lt;br /&gt;
*&#039;&#039;&#039;Jotun:&#039;&#039;&#039; The shrine at the new [[Kallavesa#Gull&#039;s_Isle_Hall|Meeting Place]] on Gull Isle was consecrated to Loyalty with true liao.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sermersuaq&amp;diff=144073</id>
		<title>Sermersuaq</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sermersuaq&amp;diff=144073"/>
		<updated>2026-08-21T18:06:53Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* The Meeting Place */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofSermersuaq.png|caption=Rich forests, cold lakes and windswept tundra feed the people of Wintermark|title=Regions of Sermersuaq|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sermersuaq is the ancestral home of the [[Suaq]] people, taking its name from the legendary figure of the same name. The forests and tundra of this territory are rich with animal life that sustains the Winterfolk, ranging from great furred beasts to small game and hunting birds. The northern waters are home to seals and penguins, and full of fish and whales. As one travels further north, the land becomes colder and colder until a traveller comes to transient ice floes that mark the farthest extent of the land claimed by the Winterfolk. This fertile territory is under constant threat from both the [[Thule]] and the [[Jotun]] whose hunting parties also seek to exploit the profusion of life here, regularly engaging in skirmishes with the Winterfolk who live here.&lt;br /&gt;
&lt;br /&gt;
Sermersuaq is notable for the interconnected freshwater lakes of Lansipari, Ittanpari, Atkonaroq, Sarda, Rikkivesi and the Eastern Floes. Deep and frigid, often dotted with chunks of floating ice in the coldest winters, perhaps half the area of Sermersuaq is made up of these frigid &amp;quot;inland seas.&amp;quot; these massive waterways teem with fish and are said to be connected to each other by flooded underground passages and the lakes on [[Kallavesa]] and [[Hahnmark]]. Old stories speak of the lakes being &amp;quot;&#039;&#039;carved by mountains&#039;&#039;&amp;quot; in some fashion. There are many halls built along the shores of the lake that prosper through fishing and occasionally trading across the cool waters.&lt;br /&gt;
&lt;br /&gt;
Beyond the ice floes is the wasteland of Tsirku, where the ground is permanently covered in snow. The landscape is far from flat, there are ice plateaus pock-marked with crevasses and areas where the ice is rent apart giving way to cold salty lakes. Here rages the eternal ice-storm Sydanjaa, a roaring blizzard that blows all year round and from whose depths no traveller has ever returned.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Sermersuaq is appointed by the Suaq during the Summer Solstice and is almost always chosen from the Suaq tradition.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
In the Winter of 370YE the [[Jotun]] invaded in force, taking [[#Stark|Stark]] and [[#Tanikipari|Tanikipari]]. Before they could consolidate their hold, however a joint campaign by Wintermark and [[The Marches|Marcher]] armies drove them out under the leadership of a young Skarsind general named [[Empress Britta|Britta]].  Without her excellent leadership and inspirational presence is it widely believed that both Sermersuaq and Kallavesa would have been lost to the orcs. Further attempts at invasion were stymied by the re-vitalised and re-equipped armies left behind to guard against another attack. &lt;br /&gt;
&lt;br /&gt;
With their eyes focused on the western and eastern borders, however, the Empire was unprepared for the invasion of [[Skarsind]] in 373YE. Following that invasion however, the intensity of Thule raids actually declined a little as their forces focused on stripping the fallen Wintermark lands. Now that the easternmost of the Winterfolk territories is back in Imperial hands, it is assumed that the frequency of raiding bands coming through the mountains will begin to increase again. By contrast, the [[Accept Jotun_ceasefire|Jotun ceasefire]] has led to &#039;&#039;more&#039;&#039; Jotun raids from the west, as barbarian warriors denied the opportunity to face Winterfolk in battle have sought other outlets.&lt;br /&gt;
&lt;br /&gt;
In 378YE, the [[Thule]] sent armies from [[Otkodov]] to [[378YE_Summer_Solstice_winds_of_war#Thunder_in_the_Silver_Peaks|invade the Silver Peaks]], in an attempt to create a beachhead into Sermersuaq. Barbarian and Imperial forces were well matched, but the advantage appeared to lie with the Thule as they [[378YE_Autumn_Equinox_winds_of_war#Blood_on_the_Stonefields|slowly pushed the defenders back]].&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 378YE, the &#039;&#039;&#039;Battle of Ikka&#039;s Tears&#039;&#039;&#039; took place on the cold plains east of the glacier. The Thule had sent a large force of elite warriors, accompanied by a massive warbeast, to steal an artefact of unknown power from the [[#Face_of_Ikka|Face of Ikka]]. They were intercepted by a warband of the Empire&#039;s heroes using the [[Sentinel Gate]]. This powerful barbarian army inflicted a painful defeat on the Imperial heroes, perhaps the most significant since the death of [[Empress Britta]] two years previously.&lt;br /&gt;
&lt;br /&gt;
In Summer 379YE a delegation of Thule attended the Anvil summit and brokered a peace treaty with the Empire which the Senate [[Accept Thule peace treaty|later accepted]]. This required the Silver Peaks be ceded to the Thule, in return for [[Karsk#Recent History|land surrendered to the Empire elsewhere]]. With heavy hearts, the defenders of the northern mountains withdrew and allowed the Thule to take the Stonefield Ice Caves.&lt;br /&gt;
&lt;br /&gt;
The territory was relatively peaceful until Winter 381YE, when a major force of Jotun champions led by the Ice Fishers of Ldansk moved into [[#Stark|Stark]] and began [[381YE_Winter_Solstice_winds_of_war#Nothing_Will_Hold|making preparations for a major invasion]]. Shortly after the Solstice, the Jotun [[382YE_Spring_Equinox_winds_of_war#Pyre_.28Sermersuaq.29|made use of the preparations to invade]] seizing control of Stark and a significant part of [[Sermersuaq#Tanikipari|Tanikipari]]. They went on over the next three months to [[382YE_Summer_Solstice_winds_of_war#A_Light_in_the_Darkness_.28Sermersuaq.29|conquer]] the whole of Tanikipari, and to take [[#Sealtoq|Sealtoq]] as well, winning three decisive battles along the shores of the Atkonaroq culminating in the [[382YE_Summer_Solstice_winds_of_war#Battle of Atalaq|conquest of Atalaq]]. By the start of the Autumn Equinox [[382YE_Autumn_Equinox_winds_of_war#Keys_to_the_Kingdom_.28Sermersuaq.29|entire territory]] was in the hands of the Jotun.&lt;br /&gt;
&lt;br /&gt;
In the Spring of 383YE, the Thule of [[Otkodov]] proposed an [[An unexpected alignment|unlikely alliance]] with the Empire. In return for concessions elsewhere, they would commit their own armies to fight alongside Imperial soldiers against the Jotun in the liberation of Sermersuaq. Despite early misgivings by the [[Military Council]], the Empire accepted the proposal. [[Army|Armies]] of both nations engaged in a campaign of liberation in Sermersuaq that ultimately saw the Jotun driven back into [[Skallahn]] and [[Tromsa]], and the capture of two massive orc fortresses along the western border. The alliance was not without controversy; the Thule were eager to carry away Jotun thralls as slaves. Outrage swept [[Anvil]], and following a resolute stand by the [[Imperial Orcs]], the Thule ultimately forswore the practice of slavery entirely, releasing those orcs they had captured back to the Jotun as the war drew to a close. Since then, Sermersuaq has been the staging post for several successful attacks into Jotun territory.&lt;br /&gt;
&lt;br /&gt;
Time spent under Jotun control has left a permanent blight on Sermersuaq, however. The followers of [[Agramant|Blood-on-the-Snow]] took the opportunity to creep down out of the northern wastes and corrupt several groups of Winterfolk trapped under Jotun dominion. After the war, Wintermark was left with [[Watching my mistakes|several unpalatable decisions]] about what to do. Ultimately, the worst offenders were [[Anyone_but_you#For_Whom_The_Bell_Tolls|slain or driven into hiding]], and [[Anyone_but_you#The_Fate_of_the_Frayed|mercy shown]] to those who expressed true contrition.&lt;br /&gt;
{{anchor|Northern lights}}&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote&amp;gt;&#039;&#039;&#039;The Northern Lights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The northern lights are a mystery. They shimmer brightest in the Winter months, visible from the northernmost territories of Wintermark, and Varushka, and from the new demesne of the Imperial Orcs. Beautiful, terrible. They dance like fire, gold, and green, and blue, and red. &lt;br /&gt;
&lt;br /&gt;
During the coldest winters, they may be seen further south. Coiling, dancing. On nights when they are bright, wise Suaq know not to sleep outside; to lace the tent and urge their Kallavesi and Steinr friends to shutter their windows. Those who sleep under their illumination suffer unsettling dreams; stories say that in time they come to crave the touch of these dancing lights. When Spring comes, denied the light, they are maddened. They turn on themselves, or their brothers and sisters, or they disappear – last seen walking north, into Sydanjaa or Otkodov seeking some communion with the lights in the night sky. &lt;br /&gt;
&lt;br /&gt;
Perhaps these are only stories.&lt;br /&gt;
&lt;br /&gt;
Some Suaq say that their light reveals hidden messages and secret places to those who know how to look. Some Suaq starwatchers say that these nameless lights can be evoked to work magic. They are the law “things are unknown” - Wyr, or that rune that is nameless, serpentine in the night sky. The dark counterpart of the Key, and the Lock, of the Spider, and the Web. The answer to the riddle “who hides the stars?”&lt;br /&gt;
&lt;br /&gt;
Of course other stories suggest that starwatchers who try to evoke the dancing lights of the north can do so only be determining their name, by understanding what by its nature must remain unknown. They say that Barsai the Sealspeaker learnt the unknown name, and in his moment of understanding was drawn into the night sky and known no more by the Suaq, encompassed ultimately by that which he thought to encompass.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Unfortunately, Blood-on-the-Snow was not done with Sermersuaq, sending his twisted spawn to bedevil the northern reaches. Nor was he the only [[eternal]] to threaten the fragile peace there. &#039;&#039;[[Hayaak]]&#039;&#039;, the Griffon-King, [[A_wandering_fire#Lions_and_Song_.28Battle.29|unleashed his vengeance]] on the [[Thule]] warlocks gathered at [[Sermersuaq#Tanikipari|Tanikipari]] in Autumn 384YE for their part in the fight against the Jotun. The Empire tried to prevent the massacre, but they were too late to stop an army of Hayaak&#039;s followers from descending on the warlocks and ripping them limb from limb. After the Thule were dealt with, Hayaak&#039;s monsters did not return to the Summer realm. Instead, they scattered across the land. And unlike Agramant&#039;s twisted offspring, the instruments of Hayaak&#039;s bloody vengeance seem only too eager to prey on unwary travellers. &lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Sydanjaa ===&lt;br /&gt;
To the north of Sermersuaq is the great ice-storm that never abates. No one has ever entered and returned to tell what might lie on the other side. Occasionally the [[Wintermark_magical_traditions#Artok|Artok]] are found emerging from the storm, and if not tamed, return again.&lt;br /&gt;
&lt;br /&gt;
===Olgafsdottirshal===&lt;br /&gt;
Built during the occupation of Sermersuaq by the Jotun, this grand fortification dominates the land around the [[#Tanikipari|hot springs of Tanikipari]]. One of two great castles built by Igya Olgafsdottir, and bears her name. [[In_good_company#The_Siege_of_Olgafsdottirshal|Besieged]] by Imperial and Thule forces in the Summer of 384YE, the Jotun were forced to abandon it [[A_wandering_fire#Before_Olgafsdottirshal|shortly after the Solstice]]. Like the fortress of Kalant, the castle is very much built in the Jotun style - a hulking citadel of white granite carved with depictions of the orc ancestors, especially the tenacious [[Elite_Jotun_troops#Skjaldir|Skjaldi]]. Even with the crimson banners of the Jotun removed, it remains an unmistakable reminder of the Jotun defeat of the people of Wintermark and their domination of Sermersuaq. &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Olgafsdottirshal is a rank 2 [[fortification]].&lt;br /&gt;
&lt;br /&gt;
===Fortress of Kalant===&lt;br /&gt;
The other great fortification in western Sermersuaq stands in [[Sermersuaq#Stark|Stark]]. Apparently built by Igya Olgafsdottir for the Jarl of [[Skallahn#Kierheim|Kierheim]], it is in some ways even more splendid that Olgafsdottirshal. Here Skjaldi is joined by statues of wise and wily [[Elite_Jotun_troops#Ra.C3.B0lj.C3.B3st|Raðljóst]] - something that makes those Winterfolk who know the legends of the Jotun uneasy. Their tales claim that their ancestor tricked the trolls out of their mastery of the [[runes]] - and not the clever heroes of Wintermark. Few [[runesmith|runesmiths]] appreciate the reminder that, in the eyes of the Jotun, they are little more than thieves. &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Fortress of Kalant is a rank 2 [[fortification]].&lt;br /&gt;
&lt;br /&gt;
===The [[Pride of Ikka&#039;s Tears]]===&lt;br /&gt;
The Pride of Ikka&#039;s Tears is a new Bourse resource located in [[#Suaq Fount|Suaq Fount]] - the first discovered in Imperial territory in over a century. Discovered by Peter of Hintown and his companions in 380YE, the newly established mine cuts into the lower parts of the great glacier known as the [[#Face of Ikka|Face of Ikka]]. Custodianship of the Pits is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 31 Imperial wains of mithril every season. Control is allocated to any Wintermark citizen by private ballot of the [[military unit|military captains]] of the nation, during the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
=== The [[Stonefield Ice Caves]]===&lt;br /&gt;
The Stonefield Ice Caves were a Bourse resource located in the [[#Silverpeaks|Silverpeaks]]. Custodianship of the Caves was an [[Imperial Title]] that brought with it a Seat on the [[Bourse]]. It produced 5 rings of [[ilium]] every season. Control was allocated during the Spring Equinox to whichever Wintermark [[military unit]] performed the biggest raid. The Stonefield Ice Caves are no longer in Imperial hands, having been ceded to the Thule as part of the ceasefire agreement.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Beacons of Sermersuaq.png|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===The Beacons of Wintermark===&lt;br /&gt;
Shortly before the Summer Solstice 388YE, the [[Farm,_fur,_and_fish#Extraneous_Castles|beacons of Wintermark]] were truly completed, covering Sermersuaq as well as [[Hahnmark]] and [[Kallavesa]]. The central beacon, on the outskirts of Atalaq, stands close to a [[Tales_of_imagination#Wolves_and_Bears_(Cathan_Canae)|grand statue]] of a great white bear, built to recognise the support of [[Cathan Canae]] to the people of Wintermark. The beacons were largely funded by the efforts of Garth of the Renwaerd and Ragnhild &amp;quot;Honeytongue&amp;quot; &amp;quot;Thrice-Past&amp;quot; Skaersdottir. This sequence of beacons and watchtowers protects both territories from surprise invasion and allows heroic individuals to contribute to the defence of Wintermark as if they were a [[fortification]].&lt;br /&gt;
&lt;br /&gt;
===The Ford of Berusen===&lt;br /&gt;
To enter [[#Stark|Stark]] from [[#Sealtoq|Sealtoq]] means traversing the thick corridor of land between the Atkonaroq to the north and the Rikkivesi to the south. In recent years, the land bridge has been the site of two furious engagements between Imperial troops and the conquering Jotun. The first was in [[382YE_Summer_Solstice_winds_of_war#Ford_of_Berusen|Summer 382YE]] where three days of fierce battle saw the Empire fight desperately to prevent the forces of King Gudmundur of Narkyst from pushing through to assail Atalaq. Imperial troops were forced to fall back, and the Jotun raised a great burial mound at the western end of the Ford before advancing into Sealtoq. Nine months later, there was a [[383YE_Spring_Equinox_winds_of_war#Return_to_the_Ford_of_Berusen|second battle]] that nearly ended in catastrophe when the fighting spread out onto the [[383YE_Spring_Equinox_winds_of_war#The_Battle_on_the_Atkonaroq|surface of the Atkonaroq]]. Only the intervention of the &#039;&#039;hylje&#039;&#039; prevented significant loss of life by the Imperial forces. In the end they were triumphant, and the Empire managed to secure both ends of the land bridge.&lt;br /&gt;
&lt;br /&gt;
=== The Grave of the Giants ===&lt;br /&gt;
In Tsirku a great ice-cavern lies by the edge of the waters of Nutjuitoq. The way to it is through a treacherous, shifting maze of icebergs. The cave is where great sea-creatures go to die – whales, [[Mundane_beasts#Kraken|kraken]] and the like struggle up out of the sea from under the ice. No one knows why. The ivory from this place is plentiful, and particularly prized.&lt;br /&gt;
&lt;br /&gt;
=== Face of Ikka ===&lt;br /&gt;
In the [[#Suaq Fount|Suaq Fount]] a great glacier grinds into the water on the borders between Tsirku and Sermersuaq; the Face of Ikka. The salvage rights to the face of the glacier is a much-prized thing, for – hanging perilously from ropes and using snow-axes – prospectors often find ruined artefacts from the troll nation that’s said to lie under the glacier. Also, from time to time, they find other things – creatures entombed in the ice, or intact pieces of lore.&lt;br /&gt;
&lt;br /&gt;
===The Meeting Place (destroyed)===&lt;br /&gt;
To the west of Sermersuaq, outside the borders of the territories, there once stood a low stone worn by the elements. It stood by itself in a wooded glade and is relatively unremarkable. This stone however represented a place of truce where [[Jotun]] and Winterfolk representatives could meet together without fear of violence. Such meetings were irregular, but did take place - when [[Emperor Guntherm]] negotiated a ceasefire with the Jotun leaders, this is where he did it. This place was considered neutral ground, and neither human nor orc claimed it as part of their nation.&lt;br /&gt;
&lt;br /&gt;
In late 382YE, however, the stone at the Meeting Place was destroyed. The Jotun were [[Between_peace_and_hate#Jotun|extremely angry]] about this, and blamed the Empire. While the culprit was ultimately identified and executed, the Jotun refused to be mollified. The Meeting Place remains empty, and its diplomatic legacy appears permanently tarnished.&lt;br /&gt;
&lt;br /&gt;
===The Mountain Passes===&lt;br /&gt;
[[Army|Armies]] cannot pass freely through the mountains that bound Sermersuaq to the east; there are only two passes large enough to permit free movement of troops. The first - &#039;&#039;Crow&#039;s Path&#039;&#039; - is in the north, and connects [[#Silver Peaks|Silver Peaks]] with [[#Crow&#039;s Ridge|Crow&#039;s Ridge]] in [[Skarsind]]. Both [[Territory#regions|regions]] are controlled by the [[Thule]], so for an Imperial army to use the Path would require dealing with the northern orcs. &lt;br /&gt;
&lt;br /&gt;
The second path through the mountains lay in the south, but following the Winter of 383YE, a Jotun Yegarra force under the walrus banner of the human champion Eisa Winterborn [[383YE_Winter_Solstice_winds_of_war#Battle of Clattering Gulley|sealed the western end]] of [[Skarsind#Pakaanan&#039;s Pass|&#039;&#039;Pakaanan&#039;s Pass&#039;&#039;]]. At the Winter Solstice 386YE, the Conclave upheld a [[386YE_Winter_Solstice_Conclave_sessions#Alignment:_House_of_Fire_and_Flame,_Acceptance|declaration]] raised by &#039;&#039;&#039;Ashborn Trosk&#039;&#039;&#039; to accept the [[Hammers_and_boxes#Clearing_the_Pass|offer]] made by agents of the [[Estavus|Architects of Iron and Stone]]. The Pass was cleared over the following season, and Imperial armies can once again journey into Sermersuaq without having to rely on the Thule.&lt;br /&gt;
&lt;br /&gt;
These strategic considerations are only a matter for large armies; [[military unit|smaller groups of soldiers]] can still use the less-accessible paths.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Monsters of the Tundra&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the Jotun conquered [[Sermersuaq]], the ability of the [[Conclave]] to [[Alignment#Enmity|protect the territory]] from malign influences faltered. Specifically, its ability to keep [[Agramant|Blood-on-the-Snow]] at bay was removed. The Jotun erected blood-red stone markers around the main settlements, carved with runes and decorated with [[weltsilver]] and [[ambergelt]] to try and contain the malice of the howling beast. Either they don&#039;t work, or there weren&#039;t enough of them, but whatever the case, they weren&#039;t enough to stop the Howler releasing all manner of beasts and monsters into the wilds of Sermersuaq. A few of these creatures were twisted heralds of Wastewalker. Most are simply monsters, released by Agramant from the Winter realm, these horrifying beasts with snarling jaws and bloody teeth pose a terrifying danger even without the Howler&#039;s hand to guide them.&lt;br /&gt;
&lt;br /&gt;
Sadly, these horrors are not alone. &#039;&#039;[[Hayaak]]&#039;&#039;, the Griffon-King, [[A_wandering_fire#Lions_and_Song_.28Battle.29|unleashed his vengeance]] on the [[Thule]] warlocks gathered at [[Sermersuaq#Tanikipari|Tanikipari]] in Autumn 384YE. The Empire tried to prevent the massacre, but they were too late to stop an army of Hayaak&#039;s followers from descending on the warlocks and ripping them limb from limb. Bad news for the Thule maybe... but not just for them. After the Thule were dealt with, Hayaak&#039;s monsters did not return to the Summer realm. Instead they scattered across the land. And unlike Agramant&#039;s twisted offspring, the instruments of Hayaak&#039;s bloody vengeance seem only too eager to prey on unwary travellers. &lt;br /&gt;
&lt;br /&gt;
The slavering beasts that Blood-on-the-Snow and Hayaak have set on Sermersuaq will surely be a danger for years to come, threatening individual lives and posing a risk to travellers. But thanks to the establishment of the [[Banner-bearer of Atkonaroq|Hall of the Hunters]] they will not become a coherent force that could threaten the safety and security of the territory. Imperial heroes might have to travel by sentinel gate to deal with an individual monster, but they shouldn&#039;t ever become a danger that needed the attention of the Senate or the Military Council.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===East Floes===&lt;br /&gt;
The two freshwater lakes of the East Floes are called &amp;quot;&#039;&#039;Big Sister&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Little Brother&#039;&#039;&amp;quot; by the Suaq - but there is little agreement which lake is which. This is the source of some humour among outsiders, and there are several jokes and long stories told around campfires whose punchline is the inability of a traveller to tell the difference between two things so obviously unalike. The lakes are the spawning ground of the Sermer Salmon, a particularly hardy breed of fish favoured in the Empire for its rich taste, and sometimes used as a symbol of [[Courage]]. &lt;br /&gt;
&lt;br /&gt;
On the edge of the southernmost lake lies &#039;&#039;&#039;Wreck&#039;&#039;&#039;. The rib-bones of a gigantic ship of an ancient make jut from the ice here and lie part-submerged under the water. These rib-bones have been covered to make a shelter, and a small settlement has existed around it for as long as anyone can remember. The ship is sometimes credited as being the creation of [[Ogre|giants]], or trolls, while others point to the idea that it is not a ship at all - it is too wide and too deep to have travelled down any of the waterways linking the ice floes with the sea.&lt;br /&gt;
&lt;br /&gt;
===Sealtoq===&lt;br /&gt;
The most temperate of the Sermersuaq regions, Sealtoq is the site of &#039;&#039;&#039;Atalaq&#039;&#039;&#039;, the largest permanent settlement in Sermersuaq. It lies on the waters of Atkonaroq, and is a gathering and resting place for the scattered hunters who follow the Suaq traditions. Built on the shores of the cold lake, there are a large number of long piers and jetties with buildings on them and occasional stilt-homes in the Kallavesi style. It is rich in oils and pelts, a place of cunning and craft, where whale-followers, walrus-herders, [[Wintermark_magical_traditions#Icewalkers|Icewalkers]] and painted hunters return after long treks over the ice. The [[Construct Smokehouse of Atalaq|Smokehouse of Atalaq]] is found here.&lt;br /&gt;
&lt;br /&gt;
===Silver Peaks===&lt;br /&gt;
*&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Hills, [[Otkodov]]&lt;br /&gt;
The [[mine|mines]] of the silver peaks are known for silver, iron, [[Materials#Weltsilver|weltsilver]], [[Materials#Tempest Jade|tempest jade]] and even [[#The Stonefield Ice Caves|ilium]]. At the foot of the silver peaks are the &#039;&#039;&#039;Stonefields&#039;&#039;&#039;, a cratered plain covered in fragments of rock. It is known for a number of rich veins of tempest jade, quite near the surface, but it is also the location of a number of [[mana site|mana sites]] built amongst the rocks. These mana sites are regularly scavenged by packs of [[trogoni]]; no matter how many caves the defenders block up, the ravenous beasts always find a way to come back. &lt;br /&gt;
&lt;br /&gt;
Following the invasion of 378YE and the peace treaty of 379YE, the Silver Peaks were conquered by the Thule. There is a [[fortification]] here - the &#039;&#039;Citadel of Silver and Bone&#039;&#039; which appears to have been called forth permanently from the [[Realms#Summer|Summer realm]] with the permission of [[Cathan Canae]]. It has since been significantly expanded.&lt;br /&gt;
&lt;br /&gt;
===Stark===&lt;br /&gt;
On the southern border of Stark is &#039;&#039;&#039;Rest&#039;&#039;&#039;, built at the meeting point of two [[trods]] out in the far West, where enterprising souls have erected a hall specifically to welcome far-travelling Navarr - the fare is simple but wholesome, and welcome warm. The settlement is also a small garrison of Suaq scouts, who keep a careful eye to the west. Some Winterfolk and Navarr refer to the hall here as the &amp;quot;&#039;&#039;Last Lantern&#039;&#039;&amp;quot;, referring to its position as the furthest wayside inn from the heart of the Empire. A partially ruined tower near the settlement called &#039;&#039;The Sentinel&#039;s Rest&#039;&#039; serves as both a place of pilgrimage for followers of [[The Way]] dedicated to [[Vigilance]], and as the site of a beacon that can be used to warn the rest of Wintermark about barbarian orc invasions from the [[Jotun]] lands.&lt;br /&gt;
&lt;br /&gt;
After the Winter Solstice 381YE, the Jotun invasion saw Rest captured and converted to a base of operations for the western orcs.&lt;br /&gt;
&lt;br /&gt;
===Suaq Fount===&lt;br /&gt;
The wastes of Suaq Fount are among the most desolate parts of the Empire - but only with regards to permanent human habitation. Animal life is common here, but the wastes are also known to be dotted with rich fields of [[bladeroot]]. Suaq hunters claim that the animals that live here and often graze on the bitter herb are particularly wily quarry - and that the predators that prey on them have less fear of humans and are more prone to hunt the hunters in their turn. Mystics point to the [[#Face of Ikka|Face of Ikka]] as explanation, and sketch the rune [[Feresh]] in the air to ward off evil.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Sermersuaq Region Map.png|caption=A very rough region map of Sermersuaq|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Suaq Wastes===&lt;br /&gt;
The wastes, like the Suaq Fount, are fairly desolate - there are few permanent settlements here but the tundra is littered with well known camping sites used by travellers and hunters. The [[#The Grave of the Giants|Grave of the Giants]] lies on the western coast of the Suaq Wastes. The [[Banner-bearer_of_Atkonaroq#Hall_of_the_Hunters|Hall of the Hunters]] stands here on the shores of Lake Atkonaroq, serving as a haven for those who hunt the monsters unleashed by the cruel Blood-on-the-Snow and the vengeful Hayaak that still haunt Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
===Tanikipari===&lt;br /&gt;
In the middle of the cold wastes of Sermersuaq are &#039;&#039;&#039;The Hot Springs of Taniki&#039;&#039;&#039; a lagoon filled by hot springs, full of mineral goodness. Bathing in its waters is rumoured to cure any sort of ill. The springs are said to be the centre of a strong [[regio]] aligned with the realm of day and (allegedly) the [[eternal]] [[Ylenrith]]. Since time immemorial Icewalkers have used water from the springs as a focus for scrying rituals, and many [[Kallavesi]] mystics make a point of travelling there at least once in their lives to bathe in the hot springs. Travellers who have chosen to walk into [[Wintermark_culture_and_customs#Age.2C_infirmity_and_the_good_death|Sydanjaa]] follow the example of [[Empress Mariika]] and spend three days ritually cleansing themselves here before continuing their long trek north-east into Tsirku.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
{{Strategic Considerations|Sermersuaq}} The Atkonaroq lake means that [[Army|armies]] cannot move between [[#Suaq Wastes|Suaq Wastes]] and [[#Sealtoq|Sealtoq]], or between [[#Tanikipari|Tanikipari]] and Sealtoq (and vice versa). The collapse of [[Skarsind#Parkanaan&#039;s Pass|Parkanaan&#039;s Pass]] by the Jotun following the Winter Solstice 383YE prevents movement between East Floes and [[Skarsind]]. The only remaining pass large enough to allow a campaign army to move between Sermersuaq and Skarsind lies between [[#Silver Peaks|Silver Peaks]] and [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], and both regions are controlled by the [[Thule]] orcs rather than the Empire.&lt;br /&gt;
&lt;br /&gt;
It is not possible for armies to move through Nutjuitoq to the north without an appropriate opportunity.&lt;br /&gt;
{{CaptionedImage|file=Fedelmidd Sydanjaa&#039;s Heart Floer .jpg|caption=&#039;&#039;&#039;Fedelmidd Sydanjaa&#039;s Heart Floer&#039;&#039;&#039;, Senator for Sermersuaq|align=left|width=350}}&lt;br /&gt;
{{Senate Elections|Senator_for_Sermersuaq|Territory=Sermersuaq|Season=Summer|Controlled=is}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Winter Solstice 384YE, the Thule control the Silver Peaks. Wintermark, and by extension the Empire, controls the rest of the territory&lt;br /&gt;
* The Citadel of Bone and Silver in the [[#Silver Peaks|Silver Peaks]] is a rank 3 fortification.&lt;br /&gt;
* Olgafsdottirshal in [[#Tanikipari|Tanikipari]] is a rank 2 fortification.&lt;br /&gt;
* Fortress of Kalant in [[#Stark|Stark]] is a rank 2 fortification.&lt;br /&gt;
* The [[#The Beacons of Wintermark|Beacons of Wintermark]] are a unique wonder that [[Farm,_fur,_and_fish#Extraneous_Castles|helps defend]] the territory.&lt;br /&gt;
* [[farm|Farms]] in the territory do not currently benefit from the Smokehouse of Atalaq following a [[388YE_Spring_Equinox_Synod_judgements#Judgement_126|mandate]] enacted by &#039;&#039;&#039;Hildelith Kaukosdottir&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;The farms of Sermersuaq&#039;&#039;&#039;&amp;lt;br&amp;gt;Sermersuaq is a fine example of a territory where [[farm|farms]] are more likely to represent herds of animals than fields or orchards. A character from Sermersuaq could easily role-play making their money from hunting, fishing or whaling, rather than more traditional agricultural activities. [[Farm#Diversification|Diversifying]] the &amp;quot;farm&amp;quot; to include herbs and measures of [[Materials#Natural_Materials|rare natural materials]] could be a good way to support this theme.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The rarest &amp;quot;farmers&amp;quot; in Sermersuaq would be those that follow the mammoth herds, carefully picking off the weakest and oldest members of the herds and selling the meat, hide, hair and ivory produced - only a few mammoths every season would be enough to provide a character with a regular income.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rituals such as [[Blessing of New Spring]] work equally well on herds of deer or sheep, schools of fish or colonies of seals as they do on farms or orchards, but represent a great opportunity to rename and reflavour the performances to reflect their target being animals, rather than plants.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apaay Ukiuking]] - [[historical research]] touching on a pre-Wintermark chief includes some notes about the early history of Sermersuaq&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial_Territory]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144072</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144072"/>
		<updated>2026-08-21T17:47:00Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[On the road ahead]]&lt;br /&gt;
* [[Here comes the night]] - changed text of resolution - new text commented out under existing text&lt;br /&gt;
* [[Comes a time]]&lt;br /&gt;
* [[The matter will be done]]&lt;br /&gt;
* [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)]]&lt;br /&gt;
* [[Flames and the dark]]&lt;br /&gt;
* [[Red skies]] - bullet point format for multiple separate resolutions?&lt;br /&gt;
* [[No Matter What]]&lt;br /&gt;
* [[The Oran operation]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=144071</id>
		<title>The Oran operation</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Oran_operation&amp;diff=144071"/>
		<updated>2026-08-21T17:46:39Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I&#039;ve heard some of your people complain about the Senate and, let me tell you, they do not know how good they have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla quirked an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They should try dealing with a Salt Lord.&amp;quot; Grayune shook her head. &amp;quot;If we were trying this back on the Shore... Every time we suggested building a bridge to help move armies, some Salt Lord would look at the weirwood we needed and suggest building another navy instead. So we end up with shitty bridges that keep falling down, and then everyone just falls back on ferries and boats and its the soldiers that get shafted because they have to pay the boat owners for the privilege of getting to where the war is. And of course if we don&#039;t pay, the Grendel blame the &#039;landbound&#039; and... Anyway it&#039;s a nightmare.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wait, aren&#039;t &#039;&#039;you&#039;&#039; Grendel Grayune?&amp;quot; Lutomsyla&#039;s tone was mild but she was very interested in the answer. The orc sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It depends who you ask,&amp;quot; she said bitterly. &amp;quot;We call ourselves Grendel - called ourselves Grendel I mean.&amp;quot; The engineer shot the prognosticator a quick look from under furrowed brows. &amp;quot;We&#039;re the Protectorate of Morajasse now, obviously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Obviously,&amp;quot; nodded Lutomysla. The Protectorate was &#039;&#039;probably&#039;&#039; a political fiction but it was difficult to be &#039;&#039;entirely&#039;&#039; sure of that, which made exchanges like this fascinating to the Varushkan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We called ourselves Grendel but the Commander, he&#039;s a soldier. Not a sailor. There are people on the Shore who think that you&#039;re only a &#039;&#039;real&#039;&#039; Grendel if you own a boat, or sail on a boat, or build boats or... &#039;Soldiering&#039; is what the septs do. No true Grendel, and so on. You know?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wasn&#039;t sure she &#039;&#039;did&#039;&#039; know but nodded sympathetically nonetheless.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It must be quite frustrating,&amp;quot; she said encouragingly. It was rare for the normally taciturn Protectorate orcs to speak so candidly and she wanted to get the most out of it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not that the Empire&#039;s much better,&amp;quot; Grayune added hastily. &amp;quot;So many people in the mix means everything takes forever. When a Salt Lord decides they want something, they just... do it. Not so much of this arguing, and voting, and all this thing with your priests. The septs are the same - as long as they come when the Salt Lords call, they&#039;re pretty much left alone to get on with it in their lands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The orc stared off into the distance, clearly seeing something other than the marshy northern bank of the Scorrero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s the army that wins the wars,&amp;quot; she said half to herself. &amp;quot;It&#039;s the soldiers that die in the mud, die with swords in their hands. The Moridun have it better, fair enough, but only because they fought tooth and nail for their recognition. And when you&#039;re locked down by a bunch of Urizen sentinels you can&#039;t just... sail away. It wasn&#039;t the damn sailors that died at Solen&#039;s Doubt, let me tell you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Grayune shook herself, and straightened up. She raised her spyglass, studying the shores of the Siroc Bayou.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Anyway, I&#039;m sure things aren&#039;t all coffee and cream in the Imperial armies, either. It&#039;s a soldier&#039;s lot to slog over hot sand and spill blood because some silk-wearing arsehole five hundred miles away tells them to. &amp;quot;&lt;br /&gt;
&lt;br /&gt;
She barked a laugh.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;The soldier&#039;s lot is to fight and die, to fall on far sands and never know why&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla wondered who she was quoting. The uncomfortable silence stretched, becoming more awkward. Grayune broke it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right! See that? I mean obviously you can&#039;t see that because I have the spyglass, but trust me. The road there? It&#039;s a bit battered but I think it&#039;d be easier to bank and shore it than to try building a new one, most of the stone is still there it&#039;s just under the mud. Wide enough for two wagons I&#039;d judge, so if the bridge makes landfall &#039;&#039;there&#039;&#039; it&#039;ll link your trade routes quite nicely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lutomysla let the talk of salvage, stone, and swamps wash over here, making a mental note to send a note about this exchange to Gerard once they were back in Oran.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Atchafalaya Basin.jpg|align=left|caption=The transformation of southern Madruga cut the connection between the wider Empire and Feroz, and restoring the link will be a major undertaking.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=knvGBIPy3WU}}&lt;br /&gt;
In Autumn 386YE, as part of the solution to the incursion of the &#039;&#039;dry patricians&#039;&#039;, the river Scorrero was infused along its length with Spring magic resulting in [[Where the river rises|violent flooding]]. The damage caused by the withering presence of the patricians was washed away, and when the waters subsided [[Madruga]] was transfigured. The gentle farmlands of the south and west were replaced with marsh and haunted grass - [[Madruga#Crucible|Crucible]], [[Madruga#Siroc Bayou|Siroc Bayou]], and [[Madruga#Quiet_Grasses|Quiet Grasses]]. In the process, the bridges crossing the river were swept away. Only the Sobral Bridge north of the eponymous town survived.&lt;br /&gt;
&lt;br /&gt;
Last season, the Senate accepted [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|an offer]] from the Protectorate of Morajasse to work with their military engineers. They would apply their expertise to the challenge of creating new bridges to reconnect the eastern Brass Coast, and restore easy movement between [[Feroz]] and Madruga. This project is also of interest to the [[Iron Confederacy]], whose merchants used to pass along the eastern coast road via [[Feroz#Fontargenta|Bramar]] to reach the wider Empire. &lt;br /&gt;
&lt;br /&gt;
[[Appraisal#Lutomysla Niegoslava|Lutomysla Niegoslava]] was selected to lead the appraisal and liaise with the Protectorate. The project definitely does not play to her strengths as a magician who seeks magical solutions to problems, but her familiarity with the magical strangeness of the Siroc Bayou may be useful. Her main contribution, however, comes from her understanding of the Imperial civil service and bureaucracy, and smoothing interactions between the Protectorate engineers and the people of the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
==Bridges==&lt;br /&gt;
* &#039;&#039;&#039;Bridging the Scorrero between Feroz and Madruga is challenging because the river has become so tumultuous&lt;br /&gt;
* &#039;&#039;&#039;Building in the Siroc Bayou or Crucible is difficult because of the marshy terrain&lt;br /&gt;
* &#039;&#039;&#039;Siroc Bayou and Crucible are not under Imperial control&lt;br /&gt;
The main challenge in bridging the Scorrero is that the wild river has become even more dangerous since the powerful ritual that caused it to flood the wasteland created by the dry patricians. Its waters are impregnated with [[ilium]] that flows down from the [[Kahraman]] peaks. Star metal in sufficient concentration is known to have unexpected effects on magical [[enchantment|enchantments]] or [[curse|curses]] often causing them to linger considerably longer than might be expected. The &#039;&#039;Bay of Oran&#039;&#039; - the wide waters between Feroz and Madruga into which the Scorrero empties - is nowhere near as wild but is by no means untouched by the strangeness of the west. There is talk of mats of swampweed entangled with bright yellow flowers that seem to move against the tides, their long fronds trailing deep into the waters like floral jellyfish; reports of peculiarly-coloured and inquisitive shoals fish; distressingly large crabs; and gulls who stare at sailors in a way that makes them uncomfortable. So far these phenomena haven&#039;t caused any problems, but the folk of northern Feroz have learned to be a little pessimistic about such things.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs, this season we commit to a Daring Raid upon the Siroc Bayou. Keep your weather eyes open for the lost wealth of the families displaced by the magical upheaval in these territories. What we can return we will, what we cannot, we return to the nation. Suffer no Suranni insult, but spill no foreigner blood. From the Bayou we will begin to retake the Crucible. For the Freeborn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The other problem is that the northern banks of the Scorrero are now trackless marshland. The roads that used to run along the Scorrero, and cross the Sobral Bridge, were washed away by the magically spreading waters. Until this very season, the Bayou and Crucible were wild and untamed lands that were not even officially part of the Empire. The [[Red Wind Corsairs]] launch a [[Army_qualities#Daring|daring raid]] into the Bayou to bring it under Imperial control, but there is still much work to be done.&lt;br /&gt;
==Bridging Over Troubled Water==&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers have examined the situation and put together a proposal to build a bridge near Oran&lt;br /&gt;
The first step for the Protectorate is to make a proper assessment of the river - on both banks. Lutomysla secures Freeborn assistance, hiring a couple of boats for the use of the [[orc]] engineers. A [[388YE_Spring_Equinox_Synod_judgements#Judgement_133|recent statement]] in the Freeborn assembly by &#039;&#039;&#039;Malaki&#039;&#039;&#039; fell just short of the [[greater majority]] it needed to be widely distributed, but in the absence of any encouragement &#039;&#039;not&#039;&#039; to deal with the Protectorate the traditional Freeborn entrepreneurialism seems to be taking precedence. Especially given the Senate decision to accept Commander Gallum&#039;s [[An_arrow_nocked_and_in_flight#A_Garden_Proposal|offer to restore]] the [[Feroz#The_Spice_Gardens_of_Feroz|Spice Gardens of Feroz]] to Freeborn control.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RedWindCorsairs Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a little excitement when the engineers run across patrols from the Red Wind Corsairs. Soldiers on both sides have grudges against their former enemies - but the experienced prognosticator is able to defuse the situation with some careful diplomacy and Varushkan honeywine. It takes a couple of weeks, but the assessment is completed and the true extent of the challenge is made clear. Bridging the wild Scorrero itself, with a magical marsh on the northern bank, is likely to prove infeasible. It would also need a new road to be built along the northern banks of the river, through the shifting marshes. &lt;br /&gt;
&lt;br /&gt;
Instead the engineers propose building a long road bridge across the western end of the bay, downstream from where the wild river empties into the sea. One end would be anchored near Oran, the other on the coast east of where the city of [[Madruga#Siroc_(Ruined)|Siroc]] once stood. The bridge would employ [[Grendel]] techniques for crossing deep water using [https://en.wikipedia.org/wiki/Caisson_(engineering) caissons]. A frame of [[weirwood]] reinforced with [[mithril]] is constructed, and pumps mounted on pontoons are used to remove the water from within the frame, which is then filled with a mixture of cement, aggregate, mithril and steel rods, and a [[white granite]] core. This creates a line of stable pylons across which a road can run. &lt;br /&gt;
===Mother of Invention===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Bridge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz and Siroc Bayou, Madruga&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 white granite, 15 mithril, 15 weirwood, 96 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Allows armies to pass between Madruga and Feroz&lt;br /&gt;
* Removes the impoverished quality from Oranseri&lt;br /&gt;
* Restores the benefits of the Sunset Roads to Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Salt Guard increasing labour costs by 80 crowns but reducing white granite required by 15&lt;br /&gt;
* Senate can permit Protectorate engineers to salvage the Asavean Temple in Oran increasing labour costs by 45 crowns but reducing mithril and weirwood required by 5 each&lt;br /&gt;
* The labour costs may be voluntarily increased from 96 crowns to 288 crowns, ensuring everyone working on the project receives the standard wage for doing so&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year - until the end of the Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A bridge across the Bay of Oran would be expensive&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate engineers are adept at repurposing existing architecture to create new structures&lt;br /&gt;
* &#039;&#039;&#039;With Senate permission they can salvage the Salt Guard or the Temple of Balo and the Black Bull to reduce the costs of the bridge project&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=right|caption=The disciplined &amp;quot;former&amp;quot; Grendel engineers are adept at scavenging and salvaging the materials they need to support their work.|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The project will require 50 wains of white granite, 15 wains of mithril, and 15 wains of weirwood. Normally, the labour costs would be significant - especially given one end of the bridge [[Commission#Marshes|terminates in a marsh]], but there is no shortage of cheap labour in [[Region_qualities#Impoverished|impoverished]] Feroz. As such, the final cost of the project would be a mere 96 crowns, even taking into account the difficulties of working with marshland. Work would take six months to complete. &lt;br /&gt;
&lt;br /&gt;
Once the bridge was completed, it would once again be possible to move armies directly from [[Madruga#Siroc Bayou|Siroc Bayou]] to [[Feroz#Oranseri|Oranseri]]. The position the Protectorate engineers have assessed incorporates the remnants of the white granite road that once ran along the northern banks of the Scorrero into Segura. This means the bridge also restores connections vital to overland trade between Feroz and Madruga and by extension between the Iron Confederacy and the Empire. This would be a major boon to the paradors and other businesses in the town of Oran, allowing them to reclaim at least a fragment of their former glory, removing the [[Region_qualities#Impoverished|impoverished]] quality from Oranseri. &lt;br /&gt;
&lt;br /&gt;
Another positive is that the roads of Feroz are still relatively intact. Even Rahab wasn&#039;t stupid and greedy enough to destroy the arteries that allowed his soldiers - and the wealth of the Brass Coast - to flow across the territory. Thanks to the road running between Oran and [[Segura#Cerevado|Cerevado]], once Imperial merchants were able to cross from Madruga to Feroz freely it would reconnect the [[Segura#Sunset_Roads|Sunset Roads]], restoring to Segura the prosperity that was lost when the Scorrero broke its banks. Unfortunately, they won&#039;t help Feroz - at least not at the moment - given the impoverished and [[Region_qualities#Abandoned|abandoned]] state of the territory.&lt;br /&gt;
&lt;br /&gt;
Lutomysla also believes it could be a potent symbol of Feroz&#039;s reconnection to the wider Empire, literally and metaphorically building bridges between the south-western Empire and the heartlands. There is still some way to go before Feroz recovers anything like its former prosperity, but along with the recently completed [[Send_for_me#Wharfage_of_Oran|Wharfage of Oran]], it represents progress toward recovering from the ruin left by Governor Rahab.&lt;br /&gt;
&lt;br /&gt;
The sheer cost of the project appears daunting, but the Protectorate engineers have a pragmatic proposal. As former Grendel soldiers, they are adept at scavenging and repurposing materials to meet their strategic goals. Lutomysla reports that there is a degree of bitterness from the orcs - although they try to hide it - when they speak of this need for salvage. Reading between the lines and asking some carefully probing questions, it appears that units such as Commander Gallum&#039;s are constantly underfunded and undersupplied by the Salt Lords. Most of the [[army|armies]] of the Broken Shore are supported by their septs; those that are not have to skimp and save. It seems that there is significant rivalry between &amp;quot;professional&amp;quot; soldiers such as Gallum and the naval officers who receive the lion&#039;s share of the support from the Salt Lords. Necessity being the mother of invention, it has given the engineers of the Protectorate a keen eye for opportunities to repurpose existing materials.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Salvage&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;Under normal circumstances, it is not possible to recover the materials used in a commission. Only an [[opportunity]] can allow such a thing. In this case, as part of the [[appraisal]], the expertise of the Protectorate engineers has identified just such an opportunity. If the Empire no longer has diplomatic ties with the Protectorate, the salvage opportunity is not available.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any opportunity is unique and cannot be easily altered. This opportunity only applies to the construction of the bridge across the Bay of Oran - the wains represent materials scavenged specifically for that project. The Senate could &#039;&#039;not&#039;&#039; simply instruct that these buildings be salvaged to recover some of the wains spent to build them. This opportunity does not provide a way for the Empire to reclaim materials used on any other commission for any other reason outside of a plot opportunity that specifically offers that potential.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ruins and Salt===&lt;br /&gt;
* &#039;&#039;&#039;Protectorate engineers could salvage the flooded ruins of the Salt Guard to reduce the amount of white granite required&lt;br /&gt;
* &#039;&#039;&#039;It would increase labour costs by 80 crowns&lt;br /&gt;
* &#039;&#039;&#039;There is a risk of angry spirits&lt;br /&gt;
The ruins of Siroc are drowned in the mud of the marshes and the waters of the bayou. By employing divers and salvagers, some of the materials used to build the [[Madruga#The_Salt_Guard_(Ruined)|Salt Guard]] could be repurposed to help build the caissons. This would involve recruiting and organising teams to break the stone and transport it to where it could be added to the massive labour project. Again, the hunger for paying work of the people of Feroz would play into the Empire&#039;s hands here. Lutomysla looks at the engineers&#039; proposals and estimates that a further 80 crowns in labour costs would allow the ruined Salt Guard to be salvaged. This would effectively provide 15 wains of white granite toward the construction of the bridge. &lt;br /&gt;
&lt;br /&gt;
There are risks however; a lot of people died in the fall of the Salt Guard. Freeborn, [[Commonwealth]], Grendel, and [[Asavean Archipelago|Asavean]] remains still lie in the flooded ruins. As a Varushkan, Lutomysla knows better than most the dangers of disturbing a burial ground, and with the [[Feroz#Isle_of_the_Osseini_(Ruined)|Isle of the Osseini]] no longer attracting and containing the spirits of those lost at sea there is a chance that salvaging the Salt Guard in this fashion will incur the wrath of the dead. There are not believed to be any ghosts haunting the ruins of Siroc at the moment, but salvaging the Salt Guard might be one way to change that. &lt;br /&gt;
&lt;br /&gt;
Lutomysla has looked at the risk separately and believes that a drop of prevention will remove the need for an entire bucket-load of cure.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Those who fell in the battle of Siroc rest still beneath the waters of the Bay of Oran. There is a chance for the ruined fortress to once more protect the Freeborn people, but we must ensure no disrespect is offered to the dead. We send (named priest) with 75 doses of liao to ensure that the salvage of the Salt Guard does not dishonour those who sacrificed everything to defend the Brass Coast.|assembly=Freeborn National Assembly or Assembly of the Way}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed, then the salvage of the Salt Guard will proceed without incident. It must be passed and enacted at the Summer Solstice, as with any mandate, but even if the commission of the Oran Bridge is delayed it will still have full effect. If the named priest is the [[High Exorcist]]; the [[Custodian of the Imperial War Memorial]]; the [[Master of the School of Exorcism]]; &#039;&#039;&#039;Iñez i Azul-Mar i Riqueza&#039;&#039;&#039;, who was the only one to support the garrison when it fell; or the former &#039;&#039;Justicar of Osseini&#039;&#039;, &#039;&#039;&#039;Maria i Espiri i Guerra&#039;&#039;&#039;, then the liao required for the mandate is reduced to 50. It is not common for a mandate to name someone who is not part of the assembly, but in each case, the title in question is empowered to deal with restless spirits and able to bring additional resources to bear on this problem. If the mandate is not enacted, then salvaging the Salt Guard will result in some ghostly troubles in the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
The mandate can be raised in either the Freeborn National Assembly or the Assembly of the Way, and both could be upheld and enacted. In this case, it will mean a very large number of exorcists, ghost-whisperers, and occultists will descend on the Bay of Oran.&lt;br /&gt;
&lt;br /&gt;
===Foam and the Bull===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Black Bull.png|align=right|caption=Balo and the Black Bull are two of the Asavean &amp;quot;gods&amp;quot; patrons of sailors and guards respectively.|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Temple of Balo and the Black Bull has been abandoned&lt;br /&gt;
* &#039;&#039;&#039; Protectorate engineers could be permitted to salvage the temple to reduce the amount of weirwood and mithril required&lt;br /&gt;
* &#039;&#039;&#039;Doing so raises the labour costs by a further 45 crowns&lt;br /&gt;
Since the liberation of Oran, and the [[Glass_and_flame#Game_Information_:_Asavean_Diplomacy|surrender]] of the priests serving at the [[Feroz#Temple_of_Balo_and_the_Black_Bull|Temple of Balo and the Black Bull]], the structure has stood empty. [[Construct_Asavean_Temple|Constructed]] by the [[Asavean Archipelago|Asaveans]] nearly a decade ago, the place has always been controversial. During the occupation of the Grendel, though, it served as something of a place of sanctuary for Freeborn friendly to the priests and operated a covert way for those fleeing the grasp of Governor Rahab to reach safety in Madruga. The Governor could not afford to risk angering the Asavean priests and they used that protection to help many Freeborn evade the cruel tyrants grasp. &lt;br /&gt;
&lt;br /&gt;
Since the repatriation of the priests, the temple has stood empty. The proposal from the engineers is that unless the Empire is planning to convert it to some other use, it could be torn down to support the bridge building effort. There&#039;s some white granite available - although nowhere near as much as there is in the drowned [[fortification]] - but more importantly the gardens that once surrounded the temple incorporated wains of weirwood, and the roof is partially supported by mithril bars. A second team could rip the building apart to get at some of the materials inside, and contribute them to the building effort. It would increase the labour cost of the project by a further 45 crowns, but provide 5 wains each of weirwood and mithril for the production.&lt;br /&gt;
&lt;br /&gt;
Tearing down the Temple is somewhat controversial. In theory the building is the legal property of the Asaveans, but since the Empire is currently at war with them, there are no legal obstacles to the action. And most Freeborn who remember the sack of Siroc by the Asavean forces see the destruction of this heretical and blasphemous Temple as right and proper. However [[Wild_blue_yonder#Balo&#039;s_Guests|the Kanza family, who only evaded capture due to the Temple of Balo and the Black Bull]] protest that this is a poor way for the Freeborn to repay the priests for the risks they took to shelter the helpless from the Grendel.&lt;br /&gt;
&lt;br /&gt;
===Fair Prices===&lt;br /&gt;
* &#039;&#039;&#039;The labour costs for the bridge are very low thanks to the impoverished quality of Feroz&lt;br /&gt;
* &#039;&#039;&#039;The commission may instruct the civil service to pay higher wages to the labourers recruited&lt;br /&gt;
At the moment, the impoverished nature of Feroz means that any commission built in, or partly in, the territory benefits from significantly reduced labour costs. People in Feroz are poor and desperate enough to work for a fraction of what citizens elsewhere might demand for their labour. Perhaps inspired by the [[386YE_Winter_Solstice_Synod_judgements#Judgement_80|judgement]] from &#039;&#039;&#039;Vivane Knotes&#039;&#039;&#039; during the Winter Solstice 386YE, there are some who question the [[Prosperity]] of the situation. Constructing caissons is dangerous, back-breaking work, after all. Is it right for the wealthy citizens of Anvil to take advantage of the people of Feroz by paying less than the work is normally worth?&lt;br /&gt;
&lt;br /&gt;
There is nothing to stop whoever commissions the bridge from stipulating that everyone employed receive the standard payment for working on the bridge. If this were done, the labour costs for the bridge would be increased from 96 crowns to 288 crowns. This increase would not have any game effect, but it would at least send a clear message to the Freeborn, and to [[Prosperity|prosperous]] folk across the Empire, that the construction was not taking advantage of the reduced circumstances of those living in Feroz.&lt;br /&gt;
&lt;br /&gt;
==Taking a Toll==&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Oran Tollkeeper&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Freeborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 10 crowns each season &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Maintain and defend the Oran Bridge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* If the impoverished quality is removed from Morajasse, income increases by 6 crowns&lt;br /&gt;
* Removes the symbolic benefits of the bridge as a reconnection of Feroz and Madruga&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Protectorate has included plans for a tollhouse at either end of the bridge&lt;br /&gt;
* &#039;&#039;&#039;It is up to the commissioner whether to include this title&lt;br /&gt;
The final element the Protectorate includes in its proposal is included as a matter of course - provision for the tollkeepers to live near and control access to the bridge. The engineers are actually surprised when Lutomysla points out that this is not standard practice for Imperial commissions; apparently almost nothing big gets built on the Broken Shore unless someone, somewhere sees an opportunity to increase their wealth, prestige, or influence. The engineers just assumed the Empire would appoint someone to maintain the bridge - and gouge a healthy income from those who need to pay to use it. After all, anyone who doesn&#039;t want to pay to use the only bridge connecting Feroz and Madruga could still take the long-way-round to Segura or hire a boat to ferry them across.&lt;br /&gt;
&lt;br /&gt;
This in itself, however, presents a reason &#039;&#039;not&#039;&#039; to incorporate the toll gates. The bridge has a greater symbolic meaning, building it would restore the direct connection between Feroz and the rest of the Brass Coast - it would make the nation whole again. Local merchants and travellers won&#039;t balk at paying to use the bridge, more than any other nation, the Freeborn are [[The_Brass_Coast_culture_and_customs#Hospitality|accustomed to paying for things]]. However, a toll will inevitably mean less traffic on the bridge. Charging Freeborn citizens to move from Feroz to Madruga means that the two territories will remain separated by the river and the tolls that are needed to pay to cross it. It won&#039;t have a measurable effect; but it will mean that the gap between Feroz and Madruga becomes a permanent divide.&lt;br /&gt;
&lt;br /&gt;
After careful consideration Lutomysla leaves it in place. She points to the inspiration of the [[Spider&#039;s Tollkeep]] as one way an expensive bridge might be made a more appealing prospect. Whoever commissions the bridge may choose to stipulate that it will be a toll bridge, and create the title of &#039;&#039;Oran Tollkeep&#039;&#039;. This would be a [[sinecure]] that receives a portion of the tolls collected from merchants passing over the bridge, and in return would be responsible for ensuring the bridge is maintained and protected when necessary. Lutomysla calculates that it would provide an initial income of 10 crowns each season, but if the &#039;&#039;impoverished&#039;&#039; qualities were removed from Morajasse, then it would increase the income by another 6 crowns a season. &lt;br /&gt;
&lt;br /&gt;
The commission could choose to have the title appointed by the Brass Coast senators, with or without tenure. Alternatively, the commission could specify that the position be appointed by [[Tally of the Votes]]. In either case, it would need to be a Freeborn national position.&lt;br /&gt;
&lt;br /&gt;
==The Adamant Connection==&lt;br /&gt;
{{CaptionedImage|file=King Under the Mountain.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;Lutomysla proposes speaking to Adamant about making the bridge particularly sturdy&lt;br /&gt;
Lutomysla doesn&#039;t have a great deal of work to do with the bridges. She is at her best when dealing with magical matters, and the Protectorate engineers use only mundane methods in their proposal. However, after some discussion with the Freeborn magicians at the [[Hakima_of_Salt_and_Sand#Parador_of_Salt_and_Sand|Parador of Salt and Sand]], and following her own work with bridges in Madruga, the prognosticator does have a proposal of her own.&lt;br /&gt;
&lt;br /&gt;
The design of the bridge is sturdy enough to weather storms or endure all but the most concerted attempt to damage it from hostile forces. With the aid of the eternal [[Adamant|King Under the Mountain]] however, it would be possible to ensure the bridge stands despite anything wreckers might throw at it. The &#039;&#039;koboldi&#039;&#039; of the &#039;&#039;Stone Dragon&#039;&#039; could add their own expertise, and infuse portions of the structure with adamant. The eternal would need to be petitioned for their help &#039;&#039;before&#039;&#039; construction began, and doing so would fall to the [[Archmage of Summer]], but Lutomysla has no doubt that &#039;&#039;Shiraz on the Granite Throne&#039;&#039; would be amenable to assisting if requested as part of a formal [[Archmage#Plenipotentiary|plenipotentiary]].&lt;br /&gt;
&lt;br /&gt;
==Inkworks==&lt;br /&gt;
* &#039;&#039;&#039;The Inkworks of Joharra opportunity is available until the end of the Autumn Equinox 388YE&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Inkworks of Joharra&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Oranseri, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 60 white granite and 60 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Start of Winter Solstice 388YE - or until another great work increases investment in businesses is commissioned in the territory&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Increases the level of investment of businesses in Feroz by one&lt;br /&gt;
* Removes the impoverished quality from Oranseri&lt;br /&gt;
* Increases the seasonal income of scriveners by 22 rings for a year&lt;br /&gt;
* Creates the title of &#039;&#039;Scrivener of the Inkworks&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Removes the abandoned quality from Oranseri if the Oran Bridge is built&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Scrivener of the Inkworks&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Brass Coast National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; [[Tally of the Votes]] or Senate&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Receives 15 measures of iridescent gloaming each season.&lt;br /&gt;
* Receives a Therasia&#039;s Chain each year. &lt;br /&gt;
* Can make an announcement in the Senate to redirect the Inkworks if there is a [[opportunity]] that explicitly allows it.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To direct the inkworks as needed, to support the scriveners of Feroz, and to ensure contracts are being kept in the Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restriction&#039;&#039;&#039; This title will only receive a Therasia&#039;s Chain if the holder is a scrivener&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Lutomysla&#039;s colleague, [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] has already reviewed the proposed [[The_circle_game#Inkworks_at_Joharra|Inkworks at Joharra]] in her [[The circle game|recent assessment]] of Imperial ministries. Lutomysla notes that if the Oran Bridge were built, and removed the impoverished quality from Oranseri, then there would still be value in building the Inkworks - instead of removing impoverished in conjunction with the bridge it would remove the &#039;&#039;abandoned&#039;&#039; quality from the region, bringing in a new wave of settlers. The same would be true if the commissions were completed in the other order - between them they would remove both qualities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Resolution==&lt;br /&gt;
* Mandates to call upon exorcists to assist with the salvage of the Salt Guard were upheld in both the Assembly of the Way with a lesser majority ([[388YE_Summer_Solstice_Synod_judgements#Judgement_72|naming Maria i Espiri i Guerra]]) and in the Freeborn Assembly with a greater majority ([[388YE_Summer_Solstice_Synod_judgements#Judgement_102|naming Iñez i Azul-Mar i Riqueza]]).--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Feroz]]&lt;br /&gt;
* [[Madruga]]&lt;br /&gt;
* [[Protectorate of Morajasse]]&lt;br /&gt;
&lt;br /&gt;
* [[An arrow nocked and in flight]] - 388YE Spring wind of fortune regarding Protectorate diplomacy&lt;br /&gt;
* [[Send for me]] - 386YE Winter wind of fortune about restoring Feroz&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144070</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144070"/>
		<updated>2026-08-21T17:31:16Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[On the road ahead]]&lt;br /&gt;
* [[Here comes the night]] - changed text of resolution - new text commented out under existing text&lt;br /&gt;
* [[Comes a time]]&lt;br /&gt;
* [[The matter will be done]]&lt;br /&gt;
* [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)]]&lt;br /&gt;
* [[Flames and the dark]]&lt;br /&gt;
* [[Red skies]] - bullet point format for multiple separate resolutions?&lt;br /&gt;
* [[No Matter What]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=No_Matter_What&amp;diff=144069</id>
		<title>No Matter What</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=No_Matter_What&amp;diff=144069"/>
		<updated>2026-08-21T17:30:53Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 388YE Summer]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;If&#039;re we&#039;re going to make a camp down here, then I want to know what&#039;s going on with the Suranni. Someone should be keeping an eye on them.&amp;quot; Steelbane Rosk spat into the dust and pointed at the horizon where the border with the Iron Confederacy began.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s difficult. Ideally I guess we&#039;d create some kind of spy network. But most of our people are merchants, not spies. It&#039;s dangerous work being a spy if you&#039;re not prepared to lie to people. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&#039;re slavers aren&#039;t they? What&#039;s wrong with lying to slavers?&amp;quot; demanded Rosk. Ok, they&#039;re &amp;quot;serfs&amp;quot; but we all know what that means. What&#039;s wrong with lying to serfers?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lying splits your soul in two.&amp;quot; explained Estaban. We Freeborn prize honesty above all other Virtues.&lt;br /&gt;
&lt;br /&gt;
Rosk&#039;s left eye flickered slightly but he let it pass. &amp;quot;Maybe your soul does.&amp;quot; he said. &amp;quot;But I like lying to slavers. Not as much as I like running one through with my spear, but lying &#039;ll do if there&#039;s nothing better.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Sunstorm stopped for a moment to consider something then he grinned. &amp;quot;Maybe there&#039;s a way we can work together on that. You do the trading, we&#039;ll do the lying, and then when the right moment comes we can take the fight to them together?&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
A year and a half ago, the [[Imperial Orcs|Imperial Orcs]] began to seriously address the problems of aridity faced in their new territory of [[Mareave]]. Since then, amongst other wonders where once there was desert there is now an oasis in the region of Icarion. This was in large part possible because of expert Freeborn advice. That advice was not dearly, it seems they genuinely wished to aid their fellows. After all, the Imperial Orcs and the Freeborn have a bond forged by the Exemplar Ahraz that is a flame eternal. &lt;br /&gt;
&lt;br /&gt;
However, the [[the Brass Coast|Freeborn]] aid did not go unacknowledged. The Imperial Orc Assembly passed a mandate calling on the [[Sunstorm]] sept to go and offer what aid they could to the impoverished territory of [[Feroz]]. While it took a couple of seasons for the Qanat to be commissioned and for this effort to begin in earnest, for the last year members of the Sunstorm sept have been visiting Feroz to learn about the problems that beset it. Now, they are finally ready to present their ideas to the people of dust, flame, and glass - their siblings in [[Courage]].&lt;br /&gt;
&lt;br /&gt;
==Forged in battle==&lt;br /&gt;
* &#039;&#039;&#039;The Sunstorm sept could set up a military training camp in Afarjasse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The region would no longer be abandoned&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would form a good basis for an appraisal into supplying the Fire of the South out of Feroz.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of course, the Imperial Orc armies have members of all the septs amongst their number. However, two septs are the foundation of the Imperial Orc&#039;s military strength. The Autumn Hammers, who draw the majority of their number from the Ethengraw, and the Summer Storm and Winter Sun, who give their name to the Sunstorm sept that founded them. More than any other sept amongst the Unshackled, the Sunstorm have a history tightly bound with the history of orcs in the Empire and the decades of their history following [[the Orc Rebellion]] when they had no home to call their own. During this time, the nation lived in camps across the Empire, such as the small settlement that still exists in [[Semmerholm#Estmure|Estcastle]] - and, in fact, in the Brass Coast, whose rolling hills and plains provided an ample place for the nascent legions to hone their skills.&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Ajarjasse Training Camp&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Afarjasse, Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 white granite and 48 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates the title of Drill Sergeant of Afarjasse Camp&lt;br /&gt;
* Provides the Winter Sun and Summer Storm with basic training in operating in humid regions&lt;br /&gt;
* Removes the abandoned quality from Afarjasse&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Drill Sergent of Afarjasse Camp&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National (Imperial Orcs)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Imperial Orc generals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 288 rings a season. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To lead Sunstorm training and military readiness for operations in hot, humid terrain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; If a member of a sept other than the Sunstorm sept is appointed, it will cause significant problems&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These times are fondly remembered by many of the older orcs in the Sunstorm sept - a time of learning to exist alongside humans as friends and allies, after Ahraz&#039;s hard-won peace and the subsequent end of centuries of enslavement. The legion camps are mostly gone now - while small settlements and outposts do exist, many members of the Sunstorm settled in Skarsind when it was granted to them by the Senate, and many more are looking to make a home in Mareave.&lt;br /&gt;
&lt;br /&gt;
This has some in the Sunstorm concerned. It is great that the Imperial Orc nation achieved its first [[Ambition]] and won its own land, and that many septs have made a home for themselves in the nation. However, what makes the Sunstorm unique is that history of being forged not just in the heat of battle but in the discipline and order of legion life. Obviously the Winter Sun and the Summer Storm benefit from this tradition every time they resupply, but outside the fifteen thousand or so soldiers who make up those armies, there are many more orcs who would once have been part of smaller banners and legions, who do not seek to live the [[Reaver|reaving]] life.&lt;br /&gt;
&lt;br /&gt;
The Sunstorm who have travelled here have noted that Afarjasse is in many ways the region of the territory in the greatest predicament. While the herds of Afar have restored a small measure of prosperity to the struggling region, Afar itself was never large even in its heyday. The issue is that there is simply no reason to come here. Yet, the Sunstorm point out, these languid hills that roll hot and humid in the south would be a perfect place for a training encampment. That&#039;s interesting to them because Feroz is not like Mareave, which is hot but also notoriously dry, and it is certainly nothing like Skarsind, of course.&lt;br /&gt;
&lt;br /&gt;
Yet in time, they envisage, the Empire will surely go to conquer the rest of the Broken Shore, and that will mean dealing with hot and humid regions. There are said to be some parts of Claudheel, for instance, that are thick jungle. Feroz doesn&#039;t have that, but it is an excellent place for soldiers to learn how to cope with high [[Wikipedia:Wet-bulb temperature|wet bulb temperatures]], for instance. If a Sunstorm training camp was built here, it would mean that the two armies who draw their supply from the Sunstorm would have no issues operating in regions with the humid quality. It&#039;s quite likely that Claudheel, at least, has regions which are humid. &lt;br /&gt;
&lt;br /&gt;
An Imperial title would be created: the Drill Sergeant of Afarjasse Camp would take the lead of running the camp, and be paid a fair wage for their troubles. Though, it has to be said, while no restriction can legally be put on Imperial titles by sept, if a member of another sept were appointed it could well cause issues and would certainly be storing up trouble for later.&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Freeborn Supply&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; Appraise ways to increase the supply of Freeborn armies from Feroz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Necessary Details:&#039;&#039;&#039; Vainakoma Dawnstongue named as appraiser&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; Appraisal (Senate Motion) &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Summer Solstice 389YE &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Moreover, if a Sunstorm training camp was built here, in Afarjasse, then it would immediately create a market that canny Freeborn could surely be encouraged to take advantage of. A training camp needs food, it needs water, it needs entertainment (for nothing is worse for discipline than a bored soldier). If a training camp was built here, it would remove the abandoned quality from Afarjasse. However, it would be possible to go further. After all - the Brass Coast too possesses warriors who always enjoy the chance to stretch themselves. &lt;br /&gt;
&lt;br /&gt;
The Fire of the South draw much of their supply - traditionally at least - from the plans of Segura and Feroz. In recent years, however, they have really been supported primarily by the Iron Qanat alone, and certainly not by the people of underpopulated Feroz. Once the training camp was built, it would be possible to appraise - in the usual manner - the problem of supplying the Fire of the South out of Feroz. &lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to say what the outcome of such an appraisal would be, but it would almost certainly address the issue of Feroz&#039;s underpopulation. With the expert military insight of the Sunstorm, perhaps the Fire of the South might also be able to [[Army_qualities#Advanced_Qualities|advance]] their own military cunning. The appraiser Vainakoma Dawnstongue could be the best choice for this endeavour, given her military background.&lt;br /&gt;
&lt;br /&gt;
Of course, there could also be the potential for collaboration with the Protectorate of Morajasse, who are also relatively martially-minded and who might well enjoy the opportunity for joint exercises with the Sunstorm. That would be a matter for the Imperial Consul to independently pursue, however.&lt;br /&gt;
&lt;br /&gt;
==Break the chains==&lt;br /&gt;
* &#039;&#039;&#039;A spy network targeting Arbonne could be set up camouflaged as a cattle wrangling market&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sunstorm are also characterised by a strong and total rejection of the institution of slavery and the need for liberation that goes above and beyond the general antipathy that most Imperial citizens or even most other Imperial Orcs possess. They are joined in this passion, however, by the Freeborn. While other nations of the Empire have a chequered past that necessarily involves some degree of culpability in the institution of slavery, the Freeborn were passionate voices in favour of abolition from long before they joined the Empire. &lt;br /&gt;
&lt;br /&gt;
One group who certainly do &#039;&#039;not&#039;&#039; value the freedom of the individual as guaranteed in the Imperial Constitution is the Suranni, who control Arbonne, the territory to the south of Feroz. While the Iron Confederacy claim that they do not keep slaves, every account that exists of the reality of life as a serf is one that &#039;&#039;strongly&#039;&#039; resembles slavery, especially because the Suranni believe the importance of bloodlines and inheritance. Once a serf, always a serf, and so true for all your children and children&#039;s children.&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Wranglers Market&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Spy Network&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Arbonne&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 14 weirwood and 42 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Creates the title of Chief Wrangler&lt;br /&gt;
* Provides the Imperial Orc military units with a way to spy on the Suranni in Arbonne&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Chief Wrangler&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Brass Coast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Can purchase orichalcum and weltsilver &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To ensure enough cattle are traded to allow scouts to spy on the Suranni&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Ministry&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;140 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 orichalcum and 6 weltsilver&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;340 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 orichalcum and 12 weltsilver&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;600 Rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18 orichalcum and 18 weltsilver&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s an unpleasant reality. Once, Arbonne - then Kalino - was controlled by the Lasambrian Orcs. Once they were bandits and scoundrels but these days, they have embraced Virtue, if not [[the Way]]. Now the [[Iron Confederacy]] is on the doorstep of the Freeborn. More than that, the Cazar Straits are in fact now under Suranni control. They have become a daily reminder that the Empire has an uneasy peace with a people whose way of life is inimical to the Freeborn and the values of the Sunstorm.&lt;br /&gt;
&lt;br /&gt;
Now, while the Empire is at peace with the Iron Confederacy... there are ways the Freeborn and the Sunstorm could join forces to, perhaps, test the bounds of that state of affairs. Arbonne is unmapped by the Empire... so a spy network in the territory would be prudent and technically legal. &lt;br /&gt;
&lt;br /&gt;
There is a brutal truth that many Freeborn are not &#039;&#039;great&#039;&#039; at spying. They excel at scouting, but the hard work of spying is a problem for people who can&#039;t tell a lie. But working together Imperial Orcs and Freeborn might cover each other&#039;s strengths. There is the perfect cover right there in Afar, where of course the herds have recently been re-established thanks to the Great Cattle Market of &#039;87. The Sunstorm are familiar with cattle themselves - the Great Herds of Skarsind and Mareave were established under the aegis of members of the sept.&lt;br /&gt;
&lt;br /&gt;
At Bramar, a Wrangler&#039;s Market could be set up, and a Chief Wrangler appointed to manage the cattle trade there, working with the Dhomiro of Afar whose interests also lie squarely in this area. This would operate much like any other ministry, trading with the Iron Confederacy in rings (representing the exchange of cattle) in return for orichalcum and weltsilver, which the Iron Confederacy is rich in.&lt;br /&gt;
&lt;br /&gt;
But the suggestion of the Sunstorm is that the Imperial Orcs could use Wrangler&#039;s Market as a front to spy on Arbonne.  Moreover, as long as the ministry was operated each season, the Suranni would have no way at all to discover the network. Indeed it would be in the interests of corrupt officials - of which the Iron Confederacy most certainly has its fair portion - to not look too closely and even to cover up any evidence of spying that they did discover - because it might disrupt the lucrative trade.&lt;br /&gt;
&lt;br /&gt;
With the Freeborn moving large numbers of cattle through the Wranglers Market, it would be easy for Sunstorm military units to use the trade to spy on Arbonne. They could accompany the herds as they moved south, on the face of it acting like guards and wranglers, whilst actually spying on the slavers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Resolution==&lt;br /&gt;
* The Wrangler&#039;s Market was [[Construct_Wrangler%27s_Market|commissioned]] and funded. It will be appointed for the first time during the Autumn Equinox 388YE.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144068</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144068"/>
		<updated>2026-08-21T17:27:09Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[On the road ahead]]&lt;br /&gt;
* [[Here comes the night]] - changed text of resolution - new text commented out under existing text&lt;br /&gt;
* [[Comes a time]]&lt;br /&gt;
* [[The matter will be done]]&lt;br /&gt;
* [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)]]&lt;br /&gt;
* [[Flames and the dark]]&lt;br /&gt;
* [[Red skies]] - bullet point format for multiple separate resolutions&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144067</id>
		<title>Resolutions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Resolutions&amp;diff=144067"/>
		<updated>2026-08-21T17:26:56Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==List==&lt;br /&gt;
* [[On the road ahead]]&lt;br /&gt;
* [[Here comes the night]] - changed text of resolution - new text commented out under existing text&lt;br /&gt;
* [[Comes a time]]&lt;br /&gt;
* [[The matter will be done]]&lt;br /&gt;
* [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)]]&lt;br /&gt;
* [[Flames and the dark]]&lt;br /&gt;
* [[Red Skies]] - bullet point format for multiple separate resolutions&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Red_skies&amp;diff=144066</id>
		<title>Red skies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Red_skies&amp;diff=144066"/>
		<updated>2026-08-21T17:25:41Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Red sky in the morning.jpg|caption=The sun rises red, sets red, and in between, the seas run red.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Pure Morning==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=GfDwgFtW8-U}}}|300|right}}&lt;br /&gt;
The sun drags itself from its bed, spilling crimson across the eastern skies. It rises over [[Sarvos]], where the [[Red Wind Corsairs]] have left the safety of the shores and now ride the waves. The expertise of the [[corsair|corsairs]] of [[the Brass Coast]] has transformed the army into a naval force of swift, deadly Freeborn vessels. Many of the soldiers are scions of the corsair families of [[Madruga]] and [[Feroz]], eager to take their vengeance on the &#039;&#039;Children of Wrecks&#039;&#039; who stole their island homes. They are not alone. &lt;br /&gt;
&lt;br /&gt;
Over a hundred and fifty [[fleet|ships]] belonging to Imperial captains come to fight with them as the red dawn breaks. It hearkens back to the days of the [[Freeborn Storm]], when the sailors and marines of the greater Empire fought the Grendel in the waters off distant Urizen. While the majority of these crews are Freeborn, a great many sail under the glorious flags of Dawn. Indeed, there are representatives of every nation save the Imperial Orcs here - a nation not much known for its maritime prowess. There are even a scattering of ships from Urizen who have swept west across the Bay to bring justice to the Gathered Storm. Many of these vessels and crews are [[enchantment|enchanted]] with [[Piranhas Devour the Kraken|a newly established ritual]] that fills the crew with boisterous [[Summer magic]], and with the certainty that they can take on the entire world and win. Over the screams of the gulls, the wind resonates with voices raised in song and challenge.&lt;br /&gt;
&lt;br /&gt;
For their part the Gathered Storm, the naval forces of the Children of Wrecks, are likewise bolstered by the ragtag mess of raiders and murderers called to the Bay of Catazar by the promise of blood and loot from across the six seas. The &#039;&#039;Storm&#039;s Child&#039;&#039; is the vicious heart around which they gather, the flagship of the navy brought together by wrack and ruin. As well as dozens of disparate pirates, there are those Imperial traitors who have escaped justice - perhaps they relish the chance to test themselves against the ships of those still loyal to the Empire?&lt;br /&gt;
&lt;br /&gt;
Two navies face off then, surrounded by a penumbra of independent vessels. The coast of Sarvos is not big enough for the both of them, and as the sun crests the vault of the heavens, the sharks of war are loosed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[File:RedWindCorsairs_Colour.png|link=387YE_Autumn_Equinox_Military_Council_orders#Red Wind Corsairs|The Red Wind Corsairs, as deadly at sea as they are on land.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==In the waters off Trivento==&lt;br /&gt;
The Gathered Storm have twice now attempted to raid the shores of Sarvos, with mixed success. In the run up to the Autumn Equinox, their attempt to pillage Trivento was stymied in part by the presence of the Red Wind Corsairs. After the Equinox, their approach changes. With base cunning, they lay a trap for the Corsairs. Rather than attack the coast directly they plan to [[Navy_orders#Harry Shipping|assail the Corsairs]] directly, obviously expecting them to be focusing their effects on [[Navy_orders#Defend_the_Coast|defending the coast]].&lt;br /&gt;
&lt;br /&gt;
In this, as in so much else, the bloodthirsty pirates inspired by the ruinous power of &#039;&#039;Maelstrom&#039;&#039; demonstrate again that brutality is no substitute for strategy. As the pirate ships rally, vessels from across the Empire converge on the Red Wind Corsairs. As the raiders deploy their strategy, they find the corsairs committed to a furious offensive. &lt;br /&gt;
&lt;br /&gt;
Swift Freeborn vessels, supported by an array of Imperial warships from across nine nations, sweep along the coast. They intercept the Gathered Storm coming the other way, and battle is joined. At first it looks as if the forces might be just matched enough that the engagement will be inconclusive. The Gathered Storm has been weakened by six months of ineffective fighting along Sarvos, but the Red Wind Corsairs have suffered losses of their own in the defence of the League coast. It would be hard to predict who would win - a coin toss whose outcome would be shaped by the vagaries of wind and water as much as skill or strategy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs! Sarvos is safe, by Freeborn steel and League ingenuity. With the bold fleets of the Empire, we give chase. The Children of Wrecks and off the coast of Sarvos. Chase them where they run, as far as Feroz if necessary. Take them in a naval engagement, Chiara i Zayden i Riqueza takes the helm. The words of Constanza i Kalamar i Guerra go with us. Sink them to the bottom of the bay.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
Yet the Red Wind Corsairs are not fighting alone. As the battle begins, dozens of Imperial vessels arrow in from the south. Used to operating individually, the captains of the Empire&#039;s independent ships flank the Storm and punish their miscalculation with ruinous effect. Most of these fleets are bolstered by Summer magic that, while it does little to help their cohesion, grants supernatural strength to the marines and the hulls of the ships and drives them to seek victory over the foe.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Joaquim i Erigo.jpg|caption=&#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039;, General of the Red Wind Corsairs|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
A Grendel force faced with such odds might seek an orderly retreat, an opportunity to reevaluate their strategy in the face of such an egregious error. Not the Gathered Storm; the madness of Siakha flows through their veins like crimson seawater. They &#039;&#039;relish&#039;&#039; the opportunity to fight the sailors of the Empire. With bloodthirsty roars, they leap into the fray with only scant concern for their lives. The decks of Imperial and pirate ships alike are awash with violence and death. &lt;br /&gt;
&lt;br /&gt;
The heralds of Siakha are here as well, the carcharadons and the tempests and a handful of even [[Inhabitants of the realms#Guardians|stranger creatures]]. The waters churn, and anyone who goes overboard is unlikely to survive long enough to be rescued. There is no finesse on the part of the Children of Wrecks, just blunt savagery employed to shed as much blood as possible in the name of their crazed mistress.&lt;br /&gt;
&lt;br /&gt;
Ships burn, ships sink, ships are captured. Sailors die on all sides, coughing out their life onto salt-slick decks. The preternatural servants of Siakha exult in the chaos and ruin. Yet the outcome cannot be in doubt. Inexorably, it becomes absolutely clear to the Gathered Storm that they cannot prevail against the commitment of the Red Wind Corsairs. Years of anger, brewed and banked since the loss of the Freeborn Storm, stewed in the frustration and feeling of powerlessness in the wake of the fall of Shantarim and the harrowing of Osseini, of a decade of struggling with superior naval forces, is unleashed against the Children of Wrecks.&lt;br /&gt;
&lt;br /&gt;
The sun turns the western sky crimson as it tumbles down behind the mountains of distant Kahraman. As the evening gathers in, pirate vessels begin to break off from the battle, fleeing west along the coast. A handful at first, then more and more, as if those first few were the cracks in the dyke that presage utter destruction. The Gathered Storm breaks, routed, and flees. There is little enough discipline among pirates in the first place, and that is both a good thing and a bad thing. Good because once the tide turns against them it turns &#039;&#039;hard&#039;&#039;, bad because the individual vessels are used to working on their own and though they are scattering they are not falling apart. Not yet.&lt;br /&gt;
&lt;br /&gt;
A red sky at night may be a good omen, but as the sailors of Wintermark might be quick to point out, the risk with omens is that one can never be &#039;&#039;sure&#039;&#039; who they are for. &lt;br /&gt;
&lt;br /&gt;
The Corsairs do not falter. They take a moment to regather - to assess those ships too damaged to join the pursuit and send them to the safe haven of the Sarvos docks, to Caricomare and Trivento -  and then they are after the fleeing pirates. &amp;quot;&#039;&#039;Chase them where they run, as far as Feroz if necessary&#039;&#039;.&amp;quot;&lt;br /&gt;
==Swords of the South==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Kobol.PNG|align=left|caption=Kobol is named the Maiden of Battles, and is said to be the most popular of the Suranni gods.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
And speaking of Feroz... let our mind&#039;s eye arrow south and west along the coast. Past the cities of Madruga, where the vigilant watch the sea with trepidation. Past the great marshes woven with chaos magic, and the place where the City of Sails once stood. Past Oran, still seeking the shape of its future. Down along the coast as we angle out to sea, across the scattered islands of the Cazar Straits.&lt;br /&gt;
&lt;br /&gt;
Once upon a time these islands were the pride of the corsair families of Shantarim, and Cazar and a dozen smaller households. The pride of the justicars, those priests whose calling was to tend the dead of the Bay of Catazar. Sapphire blue waters and golden beaches and... now twisted by the magic of the Spring realm, waters seething with immature [[Mundane_beasts#Kraken|kraken]] and haunted by worse things. Wracked with storm winds and hail. The towns that once welcomed Freeborn sailors home now battered and broken first by the [[Asavean Archipelago|Asavean allies]] of the Grendel then by the Children of Wrecks.&lt;br /&gt;
&lt;br /&gt;
While the majority of the Wreckers&#039; forces are in the north eager to batten on the wealth of Sarvos, there are still Wreckers who have stayed &amp;quot;home&amp;quot; preferring the easier pickings along the coast of Feroz. Of late they have found their prey less amenable to being savaged, however. The orc soldiers of [[387YE_Summer_Solstice_Senate_sessions#Recognise_Protectorate_of_Gallum_Fiersach|Gallum Firesach]], the [[fortification#Bastion|garrison]] of Mora&#039;s Rock, have been true to their words and deploy their forces to protect the southern Freeborn coast from the raiders and their unnatural bloodhungry allies.&lt;br /&gt;
&lt;br /&gt;
Yet it is not the Grendel protectors who the Wreckers should be afraid of. It isn&#039;t just the Empire that has suffered indignity at the hands of the chosen of Siakha. Last year the Wreckers [[Children_of_Wrecks#Jailbreak|launched a raid]] against [[Bay_of_Catazar#Axiom_Prison|Axiom prison]], freeing prisoners including high-ranking magicians and cultists of the Suranni [[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|God of lies and corruption]]. Rumour suggests there has been some back-and-forth negotiation between the [[Iron Confederacy]] and the Empire, but it seems to have come to nothing. Now though, the Suranni are on the move. There is speculation that a [[Bedight_in_veils#Grim_Magics|wicked curse]] on the lands of the powerful [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Duke of Arbonne]] has been the final straw. While suggestions from the [[Ambassador to the Iron Confederacy]] that the Wreckers may have been involved were initially greeted with scepticism, it looks as if opinion has shifted. One insult from the Children of Wrecks too many, perhaps, means the Dukes are seemingly done with waiting. Perhaps also they are done with diplomacy, at least on this matter.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Baroness Ursule DuMoi, Admiral of the Wings of Kobol&amp;quot;&amp;gt;Enough is enough. We sail in the shadow of Kobol, north from Arbonne to the islands of Feroz. We do not fear the tempest, or the beasts of the storm, for the Maiden of Battle stands beside us at the wheel. Only those who collude with the slaves of Dumon need fear; and they will learn there is a heavy price of harming the children of Suran.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;	&lt;br /&gt;
While the Gathered Storm and the Red Wind Corsairs clash off the coast of Sarvos, a Suranni navy - the &#039;&#039;Wings of Kobol&#039;&#039; - unexpectedly sails up the coast from the south, into the Cazar Straits. The ships have none of the grace or beauty of the vessels that once formed the Freeborn Storm - they are blocky and ugly to the eyes of the corsairs. Slower, but also sturdier than equivalent Imperial ships. Rich moody greens, dark reds, and threatening black flags and standards fly above their decks, and the sails of each ship are marked with the naked sword of the [[Suranni_pantheon#Kobol_the_Warrior,_Maiden_of_Battle|Maiden of Battle]]. The ships attract the seabeasts like a dinner gong, but the immature kraken are no match for a full-strength navy. Some ships are damaged, but the immature kraken - barely a show of what they might become if allowed to mature - are taught to seek easier prey. The &#039;&#039;Wings of Kobol&#039;&#039; ignore the [[Feroz#Isle_of_the_Osseini|Isle of the Osseini]], targeting instead the ruins of [[Feroz#Shantarim|Shantarim]] and Cazar.&lt;br /&gt;
&lt;br /&gt;
The Suranni ships do not sail alone. There are reports of not one, but two armies; one in the colours of the Duke of Arbonne, the other bearing banners of the white bird against the golden sun - the army [[Soldiers_of_Suran#Our_First_Soldiers|encountered by Marko Siwarsbairn]] in [[Bay_of_Catazar#Veroigne|Veroigne]] earlier in the year. Both forces are supported by [[military unit|disciplined soldiers]] of the Iron Confederacy bearing the livery of half a dozen of the southern Dukes accompanying them. They do not threaten the Freeborn - they do not attempt to approach the coast of [[Feroz#Fontargenta|Fontargenta]] or [[Feroz#Oranseri|Oranseri]]. Their focus is entirely on the Children of Wrecks.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorIronConfederacy.png|caption=&#039;&#039;&#039;Tethros i Zuhri i Erigo&#039;&#039;&#039;, Ambassador to the Iron Confederacy|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
And that focus is utterly without mercy. Those pirates who do not die in battle are summarily executed, beheaded with the same uncaring ruthlessness that one might squash a fly. Panic sets in among the Children of Wrecks, but they are in no position to launch much of a defence. The bulk of their forces are busy fighting the Red Wind Corsairs; their magical protections are centred around the churning maelstrom that was once the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]]. They are barely able to put up a fight against the tide of iron that crashes down on them from the south.&lt;br /&gt;
&lt;br /&gt;
As the Winter Solstice draws closer and the weather worsens even more, all signs point to a crushing Iron Confederacy victory over the Children of Wrecks in Cazar Straits. In a very real way, however, this seems to be simply a case of one problem being replaced by another. The islands were not Imperial territory, but surely the Suranni must know that this is only a technicality - that the islands belong to the Freeborn? Yet they show no signs of withdrawing, and there has been no official correspondence as far as the Empire can say. Gallum Firesach has been swift to respond - his soldiers will attempt to defend the coast of Feroz against the Iron Confederacy if it comes to it. The Grendel warriors have no love for the Suranni. Yet the Castellan of Mora&#039;s Rock is under no delusions - the garrison cannot hope to do more than delay any serious invasion from the Confederacy, and his Fidelity means he will not throw away the lives of his loyal soldiers if there is no profit in it.&lt;br /&gt;
&lt;br /&gt;
What are the Suranni doing? What are their aims? Eyes turn toward the office of the [[Ambassador to the Iron Confederacy]], as &#039;&#039;&#039;Tethros i Zuhri i Erigo&#039;&#039;&#039; may know more.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=SiakhaArt.jpg|caption=Harbinger of chaos and ruin, &#039;&#039;Maelstrom&#039;&#039; does not care who is on the receiving ends of her boons.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chase them where they run==&lt;br /&gt;
The Gathered Storm and the Red Wind Corsairs know nothing of this, of course. They know only the immortal dance that is &#039;&#039;predator&#039;&#039; and &#039;&#039;prey&#039;&#039;. The Children of Wrecks have gone from driving the hounds to running before them. They sail out of Sarvos into Calvos Sound, with the Corsairs hot on their heels. Matters are complicated by the [[Thunderous Deluge|thunderous deluge]] battering Madruga, but the worst of its effects are focused inland. The seas, while their rise wild, are only a little more dangerous than usual for the experienced captains fighting across the western Bay. There are multiple smaller engagements - those captains whose crews revel in Summer&#039;s bounty tear ahead of the bulk of the navy tearing into the routed Wreckers whenever they can. &lt;br /&gt;
&lt;br /&gt;
There is nowhere for the Wreckers to hide. They could try and run to ground at Calvos, but they are not foolish enough to get themselves caught between the defenders of Calvos and the pursuing Corsairs. Nor are they desperate enough to stand and fight (not yet at least).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the decision about whether there will be another battle does not lie in the hand of the Wreckers. The Red Wind Corsairs are ultimately faster, and more focused on bringing an end to the Gathered Storm. Ships clash, and drown in the hungry waters of Calvos Sound, and the Wreckers continue to flee. If they can make it to Free Landing they may have a chance. The maelstrom there still spits out the blood-mad servants of Siakha. The tumultuous gyre there serves their mistress, not the Empire. If they can reach Atalaya they might turn at last, and face the overwhelming Imperial force toe-to-toe with a chance of at least holding them back until High Priestess Shivaarn and her sorcerous lieutenants can draw more power from the Spring realm to stymie the Empire again...&lt;br /&gt;
&lt;br /&gt;
Everything falls apart a scant two dozen leagues or so from the northernmost islands of Free Landing. With their destination almost in sight, the Red Wind Corsairs finally catch up with them. To their &amp;quot;credit&amp;quot;, the Wreckers turn to face the coming storm - but only when it is clear that continuing to flee will seal their fate regardless. The battle of Calvos Sound is even more bitter, more soaked in blood and slaughter, than that fought in the waters south of Trivento. There&#039;s neither mercy offered nor quarter demanded. In the end, perhaps, the Wreckers pay the price for relying on the boons of Siakha. The bloodlust overwhelms their self-preservation, pushes them to fight and to take as many Imperial sailors as they can, with them down into the ravenous waters of death.&lt;br /&gt;
&lt;br /&gt;
Scores of Siakhan beasts pour up from the islands to the south, from the open vortex torn into the world by the treachery of High Priestess Shivaarn. With them comes the storm. The sky darkens, black clouds racing north against the wind in defiance of natural lore. Rain pounds the decks, the waves thrash against the hulls of fragile ships locked in a fight to the death. Lightning rips across the sky, thunder drowning out the cries of the dying and the damned.&lt;br /&gt;
&lt;br /&gt;
(And perhaps there is an irony here. Siakha relishes the unleashed fury of the Freeborn just as she does the bloodthirst of the Children of Wrecks. She is an even-handed monster, after all, and today she does not play favourites, not when there is such a feast of death and ruin and carnage to harvest. There are witnesses, shuddering as they speak, who report carcharadon forgetting whose &amp;quot;side&amp;quot; they are on and falling on the defeated Wreckers they fought beside only moments before. There is no mercy for Imperial sailors... but no mercy for the pirates, either. At the end of the day, when the sky burns red, Siakha does not care &#039;&#039;who&#039;&#039; spills out their lifeblood into the depths of the thirsty sea as long as &#039;&#039;someone&#039;&#039; does.)&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;[[File:FreebornStorm_Colour.png|link=Freeborn Storm|The Freeborn Storm are gone,  their fire might still blaze again.]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Suddenly, between one breath and the next, the winds die. Sails hang loose and empty. The waves still, the roar of the tempest goes silent. The standard of the Red Wind Corsairs raised on the bloodsoaked decks of the &#039;&#039;Storm&#039;s Child&#039;&#039;, the flagship of the Gathered Storm, [[The_gathering_storm#Objective:_Recover_the_Storm&#039;s_Child_figurehead|stolen figurehead]] gleaming at the prow. The supernatural servants of Siakha fall back into the water, begin to scatter, called south by some unheard sound only they can hear. The last few ships of the Gathered Storm limp desperately away, but they do not get far. The short-lived naval forces of the Children of Wrecks founder on the rocks of the Empire, on the passion of the Red Wind Corsairs, the courage of Imperial captains who heard the call and answered it in force.&lt;br /&gt;
&lt;br /&gt;
The Red Wind Corsairs have suffered losses, but only in a limited capacity. Their superior strategy, in the face of the Wreckers&#039; hubris, means that while the Storm is utterly broken less than four hundred sailors and mariners have fallen. Many more are injured - even in defeat, the Children and their Siakhan allies are utterly brutal - but the Corsairs themselves are victorious.&lt;br /&gt;
&lt;br /&gt;
Not everyone is accounted for; some of the pirate fleets hold together under their ruthless captains and break for open waters while the Gathered Storm and the Red Wind Corsairs fight. High Priestess Shivaarn is not accounted for, either, and it is not clear the elusive chosen of Siakha was ever here. Yet there can be no doubt that the strength of the Children of Wrecks has been broken. They still control their stronghold in Free Landing, but their ability to reach beyond the islands has been savagely curtailed. Their forces in Feroz have been crushed by the Suranni, and their hold over Madruga is now tenuous at best. It is not even entirely clear if they will continue to &amp;quot;enjoy&amp;quot; the favour of the fickle &#039;&#039;Mistress of Tooth and Gale&#039;&#039; in the face of such utter defeat.&lt;br /&gt;
&lt;br /&gt;
==The Flight of Gulls==&lt;br /&gt;
It is a small thing, but there is one last matter to mention. As the last of the wreckage sinks beneath the waves, as the Red Wind Corsairs dock at Calvos and the Suranni forces complete their harrowing in Feroz, a message wings its way east from Madruga. Tied to the leg of a mad-eyed gull, wings wide as it glides along the coast.&lt;br /&gt;
&lt;br /&gt;
The gull does not reach its destination, whatever that might be. A keen-eyed soldier watching for just such a messenger from the Great Chain in Sarvos brings it down with a well-placed crossbow bolt. The message tied to its leg is in code, but not a particularly complex one. It is a short message, and one whose contents spread quickly through the markets and alehouses of the City of Masks.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;The Red Wind Corsairs have taken to the sea,&#039;&#039;&amp;quot; it reads. &amp;quot;&#039;&#039;They are in Madruga.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Perhaps it is the only such message to be sent, in this familiar Grendel cipher. Perhaps this interception means the [[orc|orcs]] of the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]] will remain unaware of the lone Imperial navy now sheltered in Calvos Sound.&lt;br /&gt;
&lt;br /&gt;
Perhaps.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
* &#039;&#039;&#039;The Gathered Storm has been destroyed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Red Wind Corsairs have moved to Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy has conquered the Cazar Straits in Feroz&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Children of Wrecks continue to hold Free Landing in Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General of the Red Wind Corsairs has possession of the stolen figurehead&#039;&#039;&#039;&lt;br /&gt;
The Empire has been victorious, in part due to a miscalculation by the Children of Wrecks but mostly thanks to the overwhelming numbers of Imperial fleets that joined their assault. The Gathered Storm is destroyed, and with it the Wreckers&#039; ability to directly threaten the coast of the Bay of Catazar. The Red Wind Corsairs have pursued the Gathered Storm to Madruga; this is not a standard situation but we&#039;ve made the decision to do this to support the narrative and in accordance with the orders of the General.&lt;br /&gt;
&lt;br /&gt;
The General of the Red Wind Corsairs has captured the &#039;&#039;Storm&#039;s Child&#039;&#039; - the flagship of the Gathered Storm, which bears the stolen figurehead which once sailed at the front of the &#039;&#039;Freeborn Storm&#039;&#039;. The decision about what to do with this spoil of war is ultimately up to the General of the Red Wind Corsairs. The figurehead would make a fine prow for any Freeborn [[fleet]], inspiring everyone who sailed in it (it would allow a Freeborn fleet owner to [[fleet#upgrade|upgrade]] their fleet for two wains less than normal). Alternatively, the prow could be given to the [[Brass Coast egregore|Freeborn egregores]] who would use it to rally Freeborn families to support the creation of a new [[Imperial navy|navy]], creating an [[opportunity]] for the Freeborn Storm to ride the waves again. The general can make their decision known by speaking to the Herald of the Council or the egregores of their nation.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Empire is sinking the Gathered Storm, a navy and two armies have come north from the Iron Confederacy and scoured the Children of Wrecks&#039; stronghold in Cazar Straits. They have not engaged Imperial forces at all, but they have now claimed the island region. It&#039;s not clear what the diplomatic situation is; it&#039;s possible the Ambassador to the Iron Confederacy knows more.&lt;br /&gt;
&lt;br /&gt;
Free Landing remains in the hands of the Children of Wrecks, and the &#039;&#039;maelstrom&#039;&#039; that churns where the Shining Beacon once stood continues to offer magical protection to the region. Following the changes to the [[fortification]] rules, &#039;&#039;The Maw of Siakha&#039;&#039; represents magical wards fuelled by ongoing Spring magic. These wards provide 4,000 strength towards determining victory and inflicting casualties, but only if Free Landing is directly attacked. The wards do not suffer casualties - there are always more Siakhan heralds and monsters to contend with - and it is not possible to enchant them, nor support them with military units.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
===A Different Skill (Morrow)===&lt;br /&gt;
*&#039;&#039;&#039;Wreckers are descending upon the geysers of Peregro with the intent of cursing them&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The &#039;&#039;Arbiter of the Four Winds&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the wreckers&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Ioan Bloodstride&#039;&#039; has been recruiting from the Navarr of Therunin, who feel as if the territory has been abandoned by the Empire. Buoyed by their enthusiasm and accompanied by heralds of the [[Siakha|Salt-born Devourer]], they have journeyed south into Peregro. If they are not stopped, they will unleash a boon from the &#039;&#039;Mother of Monsters&#039;&#039; upon the superheated geysers of the region. The boon is part of the tempest which rages eternally in the Spring realm - it is trapped in a specially prepared bottle and will wreak havoc if released. If it can be recovered, the boon could be of great use to a Spring ritualist intending to perform a [[Curse#Territory_Curses|curse on a territory]].&lt;br /&gt;
&lt;br /&gt;
Prognosticators warn that devastation will be unleashed on the [[Arbiter_of_the_Four_Winds#Prosperous_Gardens|orchard and gardens]] of the Monastery of the Four Winds, killing dozens and leaving the gardens bereft. It is the responsibility of the incumbent [[Arbiter of the Four Winds]], &#039;&#039;&#039;Athenus&#039;&#039;&#039;, to ensure the wreckers are defeated and the region protected.&lt;br /&gt;
&lt;br /&gt;
===Golden Crane (Sarvos)===&lt;br /&gt;
{{CaptionedImage|file=Rhydian de Rondell.jpg|caption=&#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;, Champion of Wisdom|align=right|width=300}}&lt;br /&gt;
*&#039;&#039;&#039;Wreckers are going to massacre a small settlement near Glass Point&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The &#039;&#039;Champion of Wisdom&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the wreckers&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
There is a Winter regio near Glass Point in [[Sarvos]] that &#039;&#039;Khobel Tavah&#039;&#039; has claimed as a way to send its heralds into the Empire, some of them offering dour warnings to the locals. Their morose heralds using it have noticed some [[Siakha#Servants_of_Siakha|carcharodons]] and wreckers travelling through the area looking to kill civilians and use their blood to destroy the regio. A dour herald of the &#039;&#039;Monarchs of the Vast&#039;&#039; has asked that the [[Champion of Wisdom]] heed their warning and forestall this doom by killing the wreckers before they can slaughter the settlement.&lt;br /&gt;
&lt;br /&gt;
The taciturn herald swears an oath that if &#039;&#039;&#039;Rhydian de Rondell&#039;&#039;&#039;, as Champion of Wisdom, organises the defeat of the wreckers, then they will be rewarded with ten vials of [[Vis#Heart&#039;s_Blood|heart&#039;s blood]].&lt;br /&gt;
&lt;br /&gt;
===As If the World Were Fog (Madruga)===&lt;br /&gt;
{{CaptionedImage|file=Giovanni von Temeschwar.jpg|caption=&#039;&#039;&#039;Giovanni von Temeschwar&#039;&#039;&#039;, Imperial Fleet Master|align=right|width=300}}&lt;br /&gt;
*&#039;&#039;&#039;A gang of wreckers have fled into the Crucible&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The &#039;&#039;Imperial Fleet Master&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the wreckers&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
The attack on the Gathering Storm has gone well, forcing many wreckers to flee before Imperial justice. &#039;&#039;Isidore i Boyaga&#039;&#039;, the corsair who [[Send_for_me#Inkworks_of_Joharra|ruined]] Joharra and ordered an [[Send_for_me#Butcher&#039;s_Yard_(Feroz)|attack]] on the [[Celesti Lighthouse Keeper|Celesti Lighthouse]], has disappeared on the Bay of Catazar. His second, ‘’Patroco i Boyaga’’, was forced to divert away from Isidore’s course and sailed up the Scorrero, eventually landing their two ships in western Siroc Bayou and fleeing into the Crucible. The [[A_beacon_of_smoke#Opportunities_and_Dangers_(Conjunctions)|Sarvos Shipwrights Syndicate]] have taken the ships into their care, and have offered the faster of the two to the [[Imperial Fleet Master]], &#039;&#039;&#039;Giovanni von Temeschwar&#039;&#039;&#039;, if they can organise the wreckers hunted down and defeated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Remnant of Transformation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;This area of the Crucible is under a powerful magical effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Everyone in this area of the Crucible is affected by a roleplaying effect: &amp;quot;&amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;You are certain that you are on the cusp of greatness and that all paths lie open to you&amp;lt;/span&amp;gt;&amp;quot; unless they have some way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Everyone in this area of the Crucible has two additional personal mana if they have the magician skill &#039;&#039;and&#039;&#039; they do not overcome the roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Everyone in this area of the Crucible has one additional hero point if they have the hero skill &#039;&#039;and&#039;&#039; they do not overcome the roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Being in the strangeness of the Crucible leaves a strange feeling of certainty and flux, which can be distracting to anyone who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome this feeling is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. A [[merrow]] can also draw on their calm nature to overcome the dangerous, heady feeling.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--==Resolution==&lt;br /&gt;
*The General of the Red Wind Corsairs delivered the figurehead of the Storm&#039;s Child to the Freeborn egregores.&lt;br /&gt;
*The Arbiter of the Four Winds defeated the wreckers at Xavier&#039;s Path.&lt;br /&gt;
*The Champion of Wisdom defeated the wreckers at Antonio&#039;s Glebe.&lt;br /&gt;
*The Imperial Fleetmaster defeated the wreckers at Draws Sward.--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fair_share_of_labour&amp;diff=143902</id>
		<title>Fair share of labour</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fair_share_of_labour&amp;diff=143902"/>
		<updated>2026-08-19T15:52:53Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Treji&amp;#039;s Legacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Jasna Kazimerczyk stared at the letter on the writing desk, struggling to believe the news could be true. She&#039;d read it three times now and still couldn&#039;t quite believe it.&lt;br /&gt;
&lt;br /&gt;
The Imperial Artisans&#039; Guild... it didn&#039;t sound like much. More like a Temeschwari carta with ideas above their station than some body of state. But according to Miloš, the civil service were appraising the prospect of making this League guild into an actual sodality. A body of state, on a par with the Conclave or the Bourse, but there to stand for artisans and to represent their interests to the Empire. No more relying on the Conclave to speak for them, no more urging the Golden Pyramid to fight their corner. The artisans would finally get the recognition they deserved.&lt;br /&gt;
&lt;br /&gt;
Of course it was far from a foregone conclusion. Miloš said they&#039;d done the same for a shipwrights sodality last season and that hadn&#039;t passed the Senate. At least not yet. There was no reason to assume this guild would fare any better. And yet Jasna dared to hope that somehow this might finally be their moment. She thought back to her own time in politics, all those years ago, agitating and arguing with people for change. Two years she&#039;d spent traipsing down to Casinea every season, walking around Anvil trying to drum up support for the cause. Always the same answer, too expensive, too difficult, too many other battles to fight. She&#039;d been full of hope when she first arrived in Anvil, convinced that the Virtue of her cause would be impossible to argue with. She&#039;d soon learned that nothing was impossible to argue with. Two years later she&#039;d quit in frustration vowing never to return.&lt;br /&gt;
&lt;br /&gt;
And now, finally, all these years later, there was a chance to do the Virtuous thing. A once in a lifetime opportunity to fix one of the great flaws in the Empire. If Urizen had been a nation of artisans rather than a nation of magicians, the Conclave would have been a hall of craftspeople and the magicians would have been stood round the edges hoping to be let in. Instead they&#039;d had four centuries of fighting for their rights, nearly forty decades fighting for their voices to be heard, the best part of four hundred years fighting for their work to be acknowledged. Surely the Senate would see the Virtue of acting? What senator wouldn&#039;t want to seize this opportunity to right this wrong? It might be too much to expect that Virtue would move them to act, but surely they would want to leave their mark on the world? To change the very nature of the Empire? What mortal soul could resist the urge to fashion something new, something better, when given the chance?&lt;br /&gt;
&lt;br /&gt;
Hope is not a virtue she told herself. Leaving this to hope was a bad idea. A very, very bad idea. If this guild was going to become the voice of the Empire&#039;s artisans it would need every ally they could muster. The new sodality would face opposition from all corners - every single vote would be needed, of that she had no doubt.&lt;br /&gt;
&lt;br /&gt;
Jasna Kazimerczyk picked up her quill, dipped it in the well and began to write. She was in no condition for waltzing off to Anvil at her age, but she still had a lot of friends across the north from her days as a preacher in the Assembly. Friends and allies she&#039;d made all those years ago when fighting for the cause. Friends who&#039;d sworn that they&#039;d back her when the time came. Well, she thought to herself, it appears that the time has finally come...&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crafting.jpg|align=left|caption=The Guild of Artisans is currently an informal sodality that welcomes all who master the arts of creating [[magic items]]; the Constitutional Court has considered what form it might take if it were recognised as a true [[Imperial sodality]].|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the recent summit, [[Emperor Vesna]] requested that the [[Scrutiny#Constitutional_Court|Constitutional Court]] [[Forever_is_composed_of_nows#The_Abraham_Gambit|appraise the implications]] of a new [[Imperial sodality]], the &#039;&#039;Imperial Guild of Artisans&#039;&#039;. Any new Imperial sodality can have significant legal ramifications, which depend on the precise wording of its manifesto. The aim of the [[Civil Service|civil service]] appraisal is to provide clarity on these consequences, to enable the [[Senate]] to better decide the matter.&lt;br /&gt;
&lt;br /&gt;
The Artisans&#039; Guild has been in existence for some time, with the Senate [[Construct_Guildhouse_of_the_Artisans|ordering the construction of a Guildhouse]] in 385YE, creating the position of [[Guildmaster of the Artisans]]. Now the Senate is in a position to consider the full implications of making the Guild into an official Imperial sodality.&lt;br /&gt;
&lt;br /&gt;
A single season remains available for [[the Throne]] to instruct the civil service to appraise the legal implications of a new sodality. Whoever is chosen this season, if any, will be the final sodality that can be reviewed in this way, unless the civil service can find the resources to make the facility permanently available (although the Senate would still be able to [[appraisal|appraise]] the implications of a new Imperial sodality of course).&lt;br /&gt;
&lt;br /&gt;
==Consequences==&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has asked the civil service to assess the constitutional implications of the Imperial Guild of Artisans&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magistrate Abraham has delivered their analysis based on the proposed manifesto&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would not be possible to create a second sodality concerned with artisans and the creation of magical items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Magistrate Abraham has conducted an analysis of the constitutional implications of the new sodality&#039;s provisional manifesto. The magistrate congratulates the Guild on the clarity and Ambition of their manifesto which has made this appraisal particularly straightforward.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Manifesto of the Guild of Imperial Artisans&amp;quot;&amp;gt; This sodality holds the following to be true: &lt;br /&gt;
* Imperial artisans are the finest in the world, deserving commensurate respect, recompense and pride;&lt;br /&gt;
* Artisans and the magic items they create are valuable strategic resources for the Empire;&lt;br /&gt;
* The voice of the Empire&#039;s artisans should be preeminent in all matters relating to artisanry.&lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to: &lt;br /&gt;
* Guide, aid, and provide consultation to the Empire&#039;s artisans, bodies of state and wider citizenry on the matter of artisanry;&lt;br /&gt;
* Support and coordinate artisans in the study, innovation, and creation of magic items;&lt;br /&gt;
* Represent the Empire&#039;s artisans, seeking and supporting opportunities within the Empire&#039;s borders and beyond.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, constitutional scholar and part of the [[Scrutiny#Constitutional Court|Constitutional Court]], has taken it upon himself to provide guidance about Imperial sodalities to the Throne.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The manifesto defines a sodality with responsibility for Imperial [[artisan|artisans]]. The magistrate notes that it makes no mention of having responsibility for the means to create magical items - there is no suggestion that the sodality should have any oversight of [[mine|mines]] or [[forest|forests]] or the [[materials]] they produce. If the Senate ratifies the decision to create the Imperial sodality, they will be responsible for the study, innovation and creation of magical items, but the manifesto would need to be updated if the Senate wanted them to take on any additional responsibilities.&lt;br /&gt;
&lt;br /&gt;
This narrow focus ensures that there is no legal conflict with either the [[Imperial Apothecaries Guild|Imperial Apothecaries&#039; Guild]] or the [[Conclave]]. The magistrate does note that the sodality&#039;s name is very similar to the Apothecaries&#039; Guild, which he predicts will inevitably cause errors to happen at some point, when the wrong thing is written down. In particular, as a body of state grows into its power, it is common to refer to it with a singular name. &#039;&#039;Technically&#039;&#039; the Conclave is the Imperial Conclave of Magicians, but literally nobody calls it that - it&#039;s just called &amp;quot;Conclave&amp;quot;. If people start referring to either the Artisans&#039; or the Apothecaries&#039; Guild as the &amp;quot;Guild&amp;quot;  then it&#039;s going to lead to problems. The Imperial Archivist apparently sent Abraham an unsolicited list of possible alternative names, but their &amp;quot;suggestions&amp;quot; appear to not have made it into the final text of the report.&lt;br /&gt;
&lt;br /&gt;
The magistrate also raises the concern that employing a name commonly used to describe a League business affiliation risks narrowing the appeal of the sodality to other nations, or giving the impression that the Guild has undue League affiliations which would obviously undermine its status as an Imperial sodality. The magistrate has spoken with members of the Guild about these concerns and understands that they have their reasons for the name and he is the first to admit that there is no legal bar to using the term Guild to describe one - or more - sodalities - but he feels he would be remiss if he did not point out the issue. Ultimately the Senate is contemplating the creation of a new branch of Imperial government - not establishing a trading [[guild]].&lt;br /&gt;
&lt;br /&gt;
Imperial sodalities must be &#039;&#039;singular&#039;&#039; - there cannot be two sodalities in the Empire with overlapping concerns. If the Imperial Senate approves the manifesto of the Artisans&#039; Guild, then it would not be possible to create a new Imperial sodality that had responsibility for the study, innovation, and creation of magic items nor otherwise represent the interests of artisans in the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Carpentry.jpg|align=right|caption=As an Imperial Sodality, the Guild of Imperial Artisans would represent all kinds of skilled magical crafters, irrespective of the materials with which they work.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
* &#039;&#039;&#039;The power to enjoin the creation, sale, use and bonding of magic items would be delegated to the Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The power to disseminate a schema would also be given to the Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any new legal powers that were &#039;&#039;solely&#039;&#039; concerned with magical items would need to be delegated to the new sodality&#039;&#039;&#039;&lt;br /&gt;
If the Artisans&#039; Guild were enacted with the provided manifesto then the ability to outlaw the creation, sale, use and bonding of magical items would be delegated to the Guild. Legally, this power currently lies with the Imperial Senate which can use a [[Senate motion]] to outlaw a specific item - such powers always default to the Senate in the absence of any other constitutional body with the legal authority to govern such activities. Once the sodality was enacted and had its first member, it would no longer be possible for the Senate to use a Senate motion to pass laws around magic items - they would need to respect the authority of the Guild.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Conclave has employed the power of [[interdiction]] to outlaw the creation of some magical items. Abraham notes that there is absolutely no constitutional basis for this activity - or for the interdiction of potions or similar. It represents a very clear overreach of the powers of the Conclave, which ought properly to be restricted to the oversight of magicians and the use of magic. The Constitutional Court failed to notice this at the time, in part because there were no good alternatives in the past. That is definitely not the case now that there is an entire body of Imperial government that has oversight of potions - and certainly wouldn&#039;t be the case if the Empire chose to make the Artisans&#039; Guild an Imperial sodality.&lt;br /&gt;
&lt;br /&gt;
The Court haven&#039;t taken the step of ruling that the Conclave cannot continue to interdict magic items at this time, if only because they are clearly hoping that the Senate will resolve the problem for them. If the Guild were created, that conflict would be resolved. Any items that are currently outlawed by the Senate or interdicted by the Conclave would remain illegal to create, use, sell or bond - but the power to change their status would pass to the sodality. It would require a majority vote of members present at a session of the sodality to enjoin or permit the use of a specific magic item.&lt;br /&gt;
&lt;br /&gt;
The Guild would also gain the legal power to disseminate a [[Magic_items#Schema|schema]], the detailed instructions that allow an artisan to learn how to create a magic item. Currently the Imperial Senate has this power, but it would pass to the sodality if it were enacted. By default, the sodality would need to provide the ten thrones required to disseminate the schema - the Senate could pass a motion to permit these costs to be borne by the Imperial treasury if they wished.&lt;br /&gt;
&lt;br /&gt;
There are no other legal powers that currently exist that would be automatically delegated to the Guild, but if the Senate created new legal powers in the future whose &#039;&#039;&#039;sole&#039;&#039;&#039; remit was concerned with the creation and use of magical items then the well-worn path for the exercise of those powers would be by vote of the sodality members. Any legal powers that were related to magic items, but were not solely concerned with them, &#039;&#039;could&#039;&#039; be delegated to the Guild, provided they did not impinge on the constitutionally protected roles of the other houses. For example, the sodality could be given the right to prohibit some citizens from crafting magic items in the same way the [[Conclave]] can [[declaration|declare]] someone a [[sorcery|sorcerer]]. &lt;br /&gt;
&lt;br /&gt;
The Senate could grant the sodality the ability to announce one or more [[commission|commissions]] each season. They might include [[Edifice|edifices]] or [[sinecure|sinecures]] that provided materials, but the ability to commission new [[runeforge|runeforges]] would fall squarely within the sodality&#039;s remit.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Runeforge Symbol.jpg|caption=The creation of the Imperial Sodality would mean some titles would automatically be appointed by the Guild, while others &#039;&#039;may&#039;&#039; be appointed depending on the decision of the Senate.|width=200px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
* &#039;&#039;&#039;The well worn path for any Imperial title whose responsibilities primarily relate to the creation, acquisition, distribution or research of magical items would be election by the Artisans&#039; Guild&#039;&#039;&#039;&lt;br /&gt;
The civil service have conducted a preliminary review of all current [[Imperial title|Imperial titles]] to identify those whose responsibilities involve the creation, acquisition, distribution or research of magical items. In all cases these titles &#039;&#039;could&#039;&#039; be appointed by the new sodality if it were passed.&lt;br /&gt;
&lt;br /&gt;
Where a title relates primarily or solely to magical items, then the sodality would become the &#039;&#039;only&#039;&#039; constitutionally valid way to appoint the position. In that case, the title would be automatically amended if the sodality is created. If the are other constitutionally valid ways to appoint a title after the sodality is created, then there will be no change to the method of appointment without direct action by the Senate.&lt;br /&gt;
&lt;br /&gt;
No other details would change; if a position had tenure, it would only come up for election by the sodality at the point where the incumbent died, stepped down, or was [[revocation|revoked]]. National positions would be voted on by all members of the sodality, but only citizens of the relevant nation would be eligible to hold the title.&lt;br /&gt;
&lt;br /&gt;
The constitutional implications of the sodality&#039;s existence would also impact any [[New Imperial titles|new Imperial title]]. The [[New_Imperial_titles#Well_Worn_Paths|well worth path]] for any position whose sole or primary responsibility relates to magical items would be appointment by simple vote of members of the Artisans&#039; Guild.&lt;br /&gt;
===Amended Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Automatically Amended Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Guildmaster of the Artisans]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dean of Runesmith&#039;s Caution]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Keeper of the Runegrott]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Seer of the Spiral Sword]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Four titles would be automatically amended to be appointed by the Guild&#039;&#039;&#039;&lt;br /&gt;
The civil service have identified four Imperial titles whose responsibilities are solely or primarily concerned with the research of new magical items, training new artisans or representing the interests of artisans. If the proposed sodality were passed by the Senate, then the only constitutionally valid way to appoint the listed titles would be by a vote of members of the sodality.&lt;br /&gt;
&lt;br /&gt;
If the Senate pass the motion to create the Artisans&#039; Guild, then all four listed titles will be amended to be appointed by the sodality.&lt;br /&gt;
===Potential Titles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 350px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Potential Titles&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Architect of the Crucible]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Blackroot Broker]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Burgher of Ketsov]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dhomiro of the Cinnabar Hills]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Marracossa Sendito]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Preceptor of the Skarsind College of Warcasting]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Imperial titles whose responsibilities partially relate to artisans or magical items could be elected by the Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The titles will continue to be elected by the current method if the Senate declines to act&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are six titles that could be changed with a single Senate motion to have them all elected by the sodality&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The civil service have identified six Imperial titles whose responsibilities include the creation or acquisition of magical items, but it is not their sole responsibility. It would be possible for the Guild to appoint these six titles, but it is not obligatory.&lt;br /&gt;
&lt;br /&gt;
Given their split responsibilities, creating the new sodality wouldn&#039;t change the appointment method of any of the positions. They could be amended by the Senate; a single [[Senate motion|motion]] could be used to amend any one title or all six simultaneously if desired, making them appointments of the Imperial Guild of Artisans.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court have noted that the Blackroot Broker could be appointed by the Imperial Apothecaries&#039; Guild, the Imperial Artisans&#039; Guild, or the [[Vallornguard]] - the position has responsibilities claimed by all three sodalities, so it would be acceptable for either one to appoint the position. The [[Burgher of Ketsov]] and the [[Marracossa Sendito]] both deal with groups of artisans who provide the benefits the title enjoys. Before changing their appointment methods it would be wise to consult the Ketsov and the Marracossans respectively.&lt;br /&gt;
&lt;br /&gt;
==Support==&lt;br /&gt;
A number of groups have indicated that they might be interested in supporting the Imperial Guild of Artisans, if it were given a broad remit by the Imperial Senate and backed with significant legal powers. As is usually the case, few groups have any interest in supporting a talking shop; they are only prepared to support the sodality if it is clear that it can wield actual power.&lt;br /&gt;
&lt;br /&gt;
===Fire and Stone===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Estavus001a.png|align=right|caption=The [[Estavus|City of Fire and Stone]] welcomes a formal sodality of artisans, and is keen to offer their support.|width=300}}&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The eternal Estavus would be open to serving as a patron of the new sodality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the sodality is given control of Imperial runeforges, Estavus will provide the sodality with a new schema each season for a year&#039;&#039;&#039;&lt;br /&gt;
[[Estavus|&#039;&#039;The Forgemistress]] is known to favour those who build, construct and create - she is a patron of architects, builders, shipwrights and most especially artisans. Her heralds have made it clear that the &#039;&#039;Prince of Shikal&#039;&#039; would be pleased if the Artisan&#039;s Guild where made an Imperial sodality and given the power and authority that goes with that onerous responsibility.&lt;br /&gt;
&lt;br /&gt;
If that happens, then the eternal will be open to serving as a patron of the new sodality, should they request it. As an example of what benefits their support might entail, they would provide the sodality with a single schema each season for the year after it passes the Senate. Estavus can make any item that is made in the mortal world, each season they would provide the Guild with a list of three schema to pick between. The Guild would need to use a simple vote to select the schema they wanted - and a second vote to select what type of magical item (e.g. [[:Category:Rods|rod]], [[:Category:Shields|shield]] or [[:Category:Foci|foci]]) that they would like to replace it on the list at the next summit.&lt;br /&gt;
&lt;br /&gt;
The eternal asks for nothing in exchange for these gifts - they are pleased simply to do what they can to encourage the creation of the new sodality. Should the sodality find the relationship beneficial, then the eternal would be open to discussing the potential to formalise the relationship by officially recognising the Prince of Shikal as the patron of the sodality.&lt;br /&gt;
&lt;br /&gt;
===Carmine Band===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=OrderGoldenPyramid.jpg|title=Order of the Golden Pyramid|caption=The [[Golden Pyramid]] [[Conclave order]] has long been committed to representing and supporting the rights of Imperial artisans.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Carmine Band will triple their donations to the Golden Pyramid if the Artisans&#039; Guild passes the Senate&#039;&#039;&#039;&lt;br /&gt;
There are many groups of artisans and their allies across the Empire who have campaigned for years for the craft to receive the same recognition and status that the magicians of the Conclave enjoy. Many of them have thrown their support behind the Golden Pyramid, hoping that the order would be true to its noble manifesto and work to establish the prominence of Imperial artisans. &lt;br /&gt;
&lt;br /&gt;
Now that the moment is at hand, these groups are looking to the Grandmaster of the Golden Pyramid to throw their weight behind the new sodality. Artisans have always been an afterthought in the Conclave: denied entry in their own right to the Hall of Worlds, they have lacked a voice ever since the Empire was founded. Supporting the Golden Pyramid in the hope that the order would uphold the promises made in its manifesto has been one of the few ways for artisans to get their views aired.&lt;br /&gt;
&lt;br /&gt;
For such groups, this is a historic moment, a chance to right a fundamental wrong in the make-up of the Empire&#039;s constitution. As such, there is a heavy expectation that the new grandmaster, Terentia of Sarangrave Reforged, will throw the support of his order behind this proposal - and make clear to the Senate that it has the backing of the Conclave.&lt;br /&gt;
&lt;br /&gt;
If that happens - if Conclave passes a [[declaration]] of [[concord]] calling on [[the Throne]] and the [[Senate]] to ratify the plans for the new Artisans&#039; Guild, then the Carmine Band will increase their regular donations to the order&#039;s vaults, providing an additional three measures of Beggars Lye each season. If the efforts are successful, that is if the Senate creates the new sodality, then the Carmine Band add a further three measures of Tempest Jade to the Order&#039;s vaults each season in perpetuity, in gratitude for their political support at this crucial juncture.&lt;br /&gt;
&lt;br /&gt;
The Carmine Band are clear that they do expect the grandmaster to support the sodality at this vital moment - if that doesn&#039;t happen, or worse the grandmaster is seen as working to prevent the sodality from being ratified, then the Carmine Band will abandon their support of the order.&lt;br /&gt;
&lt;br /&gt;
===Treji&#039;s Legacy===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Starsrest/Goodfellow Brokerage&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Treji, The Glen of Shadows, Hercynia &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 weirwood, and 36 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 1 season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Increases investment in forests and mines in Hercynia&lt;br /&gt;
* The benefits of the hall could be redirected by the Broker of the Treji Wayhouse using a Senate announcement if there was an appropriate opportunity&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Opportunity ends if not commissioned before the end of Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Can only be built if the Imperial Senate approve the Imperial Guild of Artisans&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=right|caption=The artisans of [[Hercynia#Treji|Treji]] call on their people to support the newly proposed sodality.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The artisans and brokers of Treji offer to work to boost production of mines and forests in Hercynia if the Artisans&#039; Guild passes the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the guild becomes a sodality, the Empire could commission a great work in Treji to boost the production of forests and mines in the territory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The settlement of [[Hercynia#Treji|Treji]] has a long and sorrowful history. Overrun by the Thule when they conquered Hercynia, the countless artisans who worked there were forced to work for the Thule churning out weapons and armour for their soldiers. When the settlement was finally relieved, scores were freed, but scores more had been taken north, to labour in the frigid lands of the Thule, creating powerful magic items for the dragons. &lt;br /&gt;
&lt;br /&gt;
Not until many years later after protracted negotiation with the Thule were the artisans of Treji finally freed and allowed to come home. Slowly, steadily, they have rebuilt Treji, restoring the forges and with the establishment of the [[Broker of Treji Wayhouse]] the town has been restored to life. Prosperous and busy, it has become the beating heart of Hercynia, a place where brokers gather to buy and sell the materials that the artisans of Treji need and the valuable items they create.&lt;br /&gt;
&lt;br /&gt;
The artisans who toiled for so many years under the brutal dominion of the Thule are fierce advocates of the Artisans&#039; Guild. It goes unsaid, mostly, but there is a quiet sentiment that if the Guild had existed a decade ago, then things might have been different. If there had been a political body to rival the Conclave but which existed to represent the interests of artisans then they could have been released sooner. As a result the Treji artisans are eager to offer their support.&lt;br /&gt;
&lt;br /&gt;
Of course there is not much they can do by themselves, but they do have the support of many of the brokers who live in Hercynia. Together they have created a plan designed to try and win the support of their fellow Navarr, both across the North and elsewhere. They hope to persuade the senator for Hercynia and hopefully other senators to back the proposal for the Guild when it comes before the Senate. If the motion passes and the Guild becomes an Imperial sodality then they will propose the commission of a network of brokers, and a small central meeting place to coordinate the movements of brokers working right the way across the territory. The brokers would work to ensure that mines and forests were supplied with all the tools and equipment they needed to maximise their productivity. Several Treji artisans propose to call the central hall &#039;&#039;Starsrest&#039;&#039;, after the obscure historical figure many of them have a particular fondness for. Equally, the brokers in Hercynia are more keen on &#039;&#039;Goodfellow Brokerage&#039;&#039; as a name, pointing to the inspiration of the [[Long Tom Goodfellow]], who worked hard to provide support for those who needed it and was especially good at speaking to people of all nations.&lt;br /&gt;
&lt;br /&gt;
Regardless of what it ends up being called, the benefits it provides would be the same. If the Imperial Guild of Artisans becomes an Imperial sodality, then the Empire could commission &#039;&#039;Starsrest&#039;&#039;/&#039;&#039;Goodfellow Brokerage&#039;&#039; in Treji in the [[Hercynia#The_Glen_of_Shadows|Glen of Shadows]] of [[Hercynia]]. The hall would require 12 wains of weirwood and 36 crowns and take a season to build, but once complete it would raise the level of investment in forests and mines across the territory. The central hub would fall under the aegis of the Broker of Treji Wayhouse, allowing the title holder to use a Senate announcement to redirect the efforts of the brokers and artisans associated with it if the [[opportunity]] presented itself.&lt;br /&gt;
&lt;br /&gt;
===The Last Calling===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Pride.png|align=right|width=300|caption=Folk from every Imperial nation take great pride in their skills, and seek to form Imperial sodalities to exalt others who share their interests.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Members of the Pride Assembly are agitating for their Assembly to throw their support behind the Guild&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Pride Assembly could use their highest calling to support Imperial sodalities, old and new&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&amp;quot;The Virtuous inspire others to greatness; they do not demean them,&amp;quot;&#039;&#039; is one of the five tenets of [[Pride]]. It is often interpreted to mean that members of the Assembly should seek to lift up their fellows, empowering them to take Pride in themselves. One member of the Assembly, Jasna Kazimerczyk, is a skilled artisan who likes to practice what they preach, providing a [[Biting Blade]] once a year to young [[schlacta]] who are seeking to prove themselves in defence of their home, the vales of [[Miekarova#Perumaki|Perumaki]] in [[Miekarova]] from wolves.&lt;br /&gt;
&lt;br /&gt;
Jasna is adamant that the artisans of the Empire should finally get the recognition and reward they deserve. Since the Empire was founded, artisans have always been the poor relations of the magicians, condemned to the sidelines of Imperial politics, overlooked and ignored. They argue that the Senate approving the Imperial Artisans&#039; Guild is the only Proud outcome - and they are hoping that the Pride Assembly will employ what influence they have to ensure that happens. &lt;br /&gt;
&lt;br /&gt;
And while Jasna cares passionately about artisans and their fate, she is not blind to the fact that [[Imperial Apothecaries Guild]] was made into an Imperial sodality, but the Senate has pointedly refused to grant the Guild significant legal powers. Jasna accuses them of demeaning the apothecaries, treating them like servants who are obligated to do the Senate&#039;s bidding, but denied the authority and standing they would need to make Virtuous choices and take Pride in their status. Jasna is keen that the Assembly do what it can to ensure the new Artisans&#039; Guild does not share the same fate as the Apothecaries Guild - or perhaps as bad - the fate of the Court of the Far Horizons who appear to have been passed over completely.&lt;br /&gt;
&lt;br /&gt;
Jasna makes an impassioned plea for the Assembly to remind the Senate that the Empire must take Pride in the way it conducts itself - that the Senate has a responsibility to inspire others to greatness, not to demean them. If the Assembly agrees, they could offer their backing to the proposed sodality, but they could go much further. Last season the Assembly judged three different highest callings, but in the end none of them achieved a greater majority. If the Pride Assembly made supporting the new Imperial sodalities their highest calling it would lead to opportunities that would put more pressure on the Senate to create new sodalities and give them the authority to match their responsibilities.&lt;br /&gt;
&lt;br /&gt;
===Only So Many Hours===&lt;br /&gt;
* &#039;&#039;&#039;The Constitutional Court note that the proposals and incentives mentioned here are likely only the tip of the iceberg&#039;&#039;&#039;&lt;br /&gt;
Magistrate Abraham ends his report by noting that the handful of proposals put forward by groups such as the City of Fire and Stone or the Carmine Band are potentially just the tip of the iceberg. There are many interests in the Empire who work with magic items and artisan lore directly - and also plenty of crafters outside the Empire who would likely respond positively to overtures from such a sodality. The [[Prosperity]] assembly for example may have thoughts on the creation of Imperial sodalities that support the industry and rewards of Imperial citizens once they have discharged their [[The_highest_calling#The_Highest_Calling|highest calling]] in [[Feroz]]. He also mentions the people of [[Skoura]], who are known to elevate artisanry to a fine art, and even people like the smiths of [[Weaving_tangled_nets#Murolosch|Murolosch]] in the [[Commonwealth]]. &lt;br /&gt;
&lt;br /&gt;
Appraising every such possibility is beyond his remit, but he is at pains to point out that this is true of &#039;&#039;every&#039;&#039; Imperial sodality. As bodies of state they cannot help but attract ongoing attention and opportunities from groups within the Empire, across the Known World, and in the eternal [[realms]].&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Imperial sodality]]&lt;br /&gt;
* [[Crafting skills#Artisan|Artisan]]&lt;br /&gt;
* [[Guildmaster of the Artisans]]&lt;br /&gt;
&lt;br /&gt;
* [[In the Court of Far Horizons]] - 388YE Summer appraisal of the Court of Far Horizons&lt;br /&gt;
* [[Arranging grace]] - 388YE Spring appraisal of the [[Cat&#039;s Graces]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sarangrave&amp;diff=143895</id>
		<title>Sarangrave</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sarangrave&amp;diff=143895"/>
		<updated>2026-08-19T15:16:07Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Miasma Pillars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Urizen]][[Category:Imperial_Territory]][[Category:Druj]] [[Category:Gazetteer]][[Category:The Mallum]][[Category:Vallorn]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Sarangrave is the south-western territory of [[the Mallum]]. It borders [[Therunin]], [[Zenith]], [[Axos]], and [[the Barrens]], as well as the [[Salt Flats of Sanath]]. It absolutely teems with life - where [[Ossium]] was grim and dour, strangled with dark forests, Sarangrave is wide open and fecund. It is bounded to the south by the [[Tsark|Mountains of the Moon]] and the peaks of Axos.&lt;br /&gt;
&lt;br /&gt;
There is a great deal of agriculture here - both crops and herd animals in great profusion. The Great Forest orcs speak of the Sarangrave in dark tones. They say that there is something corrupt in the marsh, a malignant presence that the [[Druj]] commune with. Some speculate that it is perhaps related to the terrible spirit that occupies the great ruins that lie along the northern river - the river that flows out of the Feverwater in Therunin.&lt;br /&gt;
&lt;br /&gt;
There are three clans of Druj in Sarangrave; the south is dominated by the Thornwasp clan, the northern regions are controlled by the Banded Snake, and the eastern regions are under control of the Marshlizard. These three powerful clans rule over a number of smaller clans, septs of subject orcs, and a few handfuls of humans.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
It is likely that, were the territory conquered by the Empire, it would experience similar problems to those encountered in Ossium with regard to establishing [[commission|commissions]] and the like. Sarangrave appears on the surface to be a very fertile territory - perhaps even on par with parts of [[the Marches]] - and it is likely that [[farm|farms]] would be readily established and prosper here.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The Druj are secure in their domination of the Sarangrave. Until very recently, the territory was completely unknown to the Empire. The [[Great Forest Orcs]] were the first to name the place, when they provided [[The Mallum#Sarangrave|what information they possessed]] to their Imperial allies. In Summer 383YE, however, a [[spy network]] was [[Construct_spy_network_in_the_Sarangrave|commissioned here]] by the [[Senate]]. Thanks to a joint effort between the [[Penumbral Watcher]], Imperial [[military unit|military captains]] and [[Axos|Axou]] scouts the territory was carefully infiltrated, explored, and mapped in the run-up to the Winter Solstice of that year. The information here was made public after the summit. The Axou contingent was composed of Toxatai skirmishers, many of them [[Magical skills#Magician|magicians]]. These scouts cooperated fully with their Imperial counterparts, sharing information and coordinating their movements through the fens and forests. Two of them were accompanied by ghostly advisors - remnant spirits summoned by &#039;&#039;necromantia&#039;&#039; as part of an [[enchantment]] that helped guide the Axou in their investigation of the territory. The Axou have the same information as is provided here. &lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Miasma Pillars===&lt;br /&gt;
The entire territory is in the grip of the [[Druj miasma]] - the oppressive aura of despair and fear that the orcs of the Mallum cultivate wherever they establish their dominion. It causes nightmares and impedes efforts to conquer the territory. As with other Druj territories the Empire has encountered, the crushing atmosphere is supported by [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions.&lt;br /&gt;
&amp;lt;!-- Parts of the territory still suffer in the grip of the [[Druj miasma]] - the oppressive aura of despair and fear that the orcs of the Mallum cultivate wherever they establish their dominion. It causes nightmares and impedes efforts to conquer the territory. A [[The_poisoned_air|survey by Urizen&#039;s seers]] established that the crushing atmosphere was supported by [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the six regions they once controlled. Unsurprisingly, there were none in Bendol. During the Spring Equinox 388YE, [[388YE_Summer_Solstice_winds_of_fortune#Minor_Conjunctions|half a dozen conjunctions]] offered opportunities to address many of the pillars across Sarangrave. At least one pillar remains in both Bloodwater Marsh and Nesustak Forest, but the key pillars in the Turan Flats, Kroll, Thornfen, and Whisperwood have been destroyed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trods===&lt;br /&gt;
There are currently no [[trods]] in Sarangrave, although the presence of a [[vallorn]] heart here no doubt means the [[Navarr]] will be keen to establish some.&lt;br /&gt;
&lt;br /&gt;
===Béantal Dol===&lt;br /&gt;
The ”corrupting spirit” that the Great Forest speak of is almost certainly the [[vallorn]] that lurks at the heart of the Sarangrave. There is little doubt that this is the location of the ruins of the Terunael city Béantal Dol. Obviously the Imperial scouts find it difficult to do more than identify the outskirts of the area, so the presence of the ruins is pretty much still speculation. There is even more speculation about why the vallorn is not significantly larger. There are no Navarr among the spies studying Sarangrave, but some of the Axou have experience of the immense vallorn that occupies the heart of their own nation. They say there&#039;s no sign that the vallorn has ever been any bigger than it currently is. The best guess of their magician-scouts it has something to do with the peculiar stones that serve as a boundary around the central region.&lt;br /&gt;
&lt;br /&gt;
The Druj for their part tend to just avoid the place. There are few settlements other than Grynbor in the [[#Nesustak_Forest|Nesustak forest]] that are especially close to the borders, and no signs of any [[steading|steadings]] or permanent [[striding|stridings]] within. Following the Winter Solstice 385YE, the [[Imperial Spymaster]] Bernard Dugdale took advantage of [[A_thousand_years_of_longing#The_Mystery_of_Béantal_Dol|an opportunity]] to launch a more detailed exploration of this region. The results of that investigation were [[Into Béantal Dol|published]] following the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
===Tower of the Skink===&lt;br /&gt;
There is a very large [[fortification]] of white granite and twisted weirwood in [[#Thornfen|Thornfen]]. It isn&#039;t built in the pass that connects Sarangrave and Axos but it still defends the territory from invasion. The Druj &amp;quot;city&amp;quot; of Sephals sprawls in the shadow of this large castle.&lt;br /&gt;
&lt;br /&gt;
===Palace of the Sleepers===&lt;br /&gt;
In northern [[#Kroll|Kroll]] is the Palace of the Sleepers. A peculiar almost conical hill, riddled with passages and shrouded in twisted trees and an enduring cloak of dirty mist. It stands on the edge of a great dark watered lake and the local populace give it a wide berth. There&#039;s also a weird statue of a giant multi-armed horror next to the slumped conical mound, right on the edge of the lake.&lt;br /&gt;
&lt;br /&gt;
It is tricky to get close to the structure - there are some particularly horrible creatures living in the marshes that have not been encountered elsewhere. A breed of large carnivorous multi-armed horror similar to a miniature [[Mundane_beasts#Kraken|kraken]] (they seem to grow no more than six feet long), and an amphibious lizard similar to a crocodile or alligator that seems to possess a supernatural ability to sneak up on its prey. Those spies with magical awareness suspect that there is an aura here reminiscent of the ritual Dripping Echoes of the Fen but on a much smaller scale. &lt;br /&gt;
&lt;br /&gt;
The orcs are not alone here – there are a noticeable number of human slaves here and the spies believe they are primarily of recent [[Urizen]] and [[Axos|Axou]] origin.&lt;br /&gt;
&lt;br /&gt;
Difficult as it is to believe for some of the spies, the Palace of the Sleepers appears to be a [[college of magic]], dedicated to the study of either the [[Night magic|Night]] or [[Spring magic|Spring]] realms. It&#039;s impossible to get much of a feel for it, but the Axou agree. The [[Druj_lore#Ghulai|ghulai]] here are studying and developing magic, whatever else they are up to.&lt;br /&gt;
&lt;br /&gt;
===The [[Fingers of the Devourer]]===&lt;br /&gt;
In western [[#Whisperwood|Whisperwood]] is a rich [[weirwood]] forest. The trees themselves are a little peculiar – they have a sinuous quality not seen in other forests, with drooping curved branches. There&#039;s no doubt they are actually weirwood, but they seem particularly adapted to living in the damp soil from which they sprout.&lt;br /&gt;
&lt;br /&gt;
Estimates suggest the forest provides 20 wains of weirwood each season. It&#039;s not impossible that if they were in Imperial hands it might provide more wains.&lt;br /&gt;
&lt;br /&gt;
===Path of the Eye===&lt;br /&gt;
The mountains of the southern Sarangrave prevent easy passage between Axos and the Mallum. The only route for [[Army|armies]] to move between the two nations is the Path of the Eye, a broad pass that connects  [[#Thornfen|Thornfen]] and the Axou territory of [[Axos#Axou_Territories|Kabanja]].&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|caption=A very rough region map of the Sarangrave|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Nesustak Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The  Nesustak Forest is dank and unpleasant. It is dominated by the Banded Snake clan, ruled from nearby &#039;&#039;&#039;Turan&#039;&#039;&#039;, but there are few Druj settlements here. Most of the populace are made up of orc septs, with one obvious exception. At the point where the river leaves the vallorn-infested region of Bendol there is a small town given over to a predominantly human sept who call themselves the Grynbor (which also seems to be the name of their settlement). &lt;br /&gt;
&lt;br /&gt;
The exact status of these Grynbor is difficult to determine - they are surely subjects of the Druj but like the [[Ossium#Ketsov|Ketsov]] in [[Ossium]] they seem to have a certain amount of freedom. They &amp;quot;farm&amp;quot; the forests for wood, but they also seem to &amp;quot;farm&amp;quot; the vallorn to the south. Small expeditions press into the infested region, braving the miasma, apparently in search of treasures and peculiar plants for their Druj overlords. They also operate flat-bottomed boats that carry lumber down the river. &lt;br /&gt;
&lt;br /&gt;
One particularly grim practice observed by the spies is that it seems that whenever a Grynbor becomes sick, or too old to work, they are offered up to the vallorn of Bendol. Some scouts are able to observe such a ceremony; there is a sense of pageantry about it as the &amp;quot;sacrifice&amp;quot; voluntarily walks into the vallorn with neither weapons nor armour.&lt;br /&gt;
&lt;br /&gt;
As with all the regions that border Bendol, Nesustak forest shows signs of having been warped by vallorn power in the past although there seems to be little evidence of vallornspawn at the current time. After the storm of 384YE, the area bordering Therunin has become significantly more marshy, but for the most part the waters spreading across the border were contained by Druj slave gangs.&lt;br /&gt;
&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh, Fortification, [[Region qualities#Outlaw Druj|Outlaw Druj]]&lt;br /&gt;
The Thornfen is controlled by the Marshlizard Clan of the Druj, and the heart of their territory is the sprawling town of &#039;&#039;&#039;Sephals&#039;&#039;&#039; which is by far the most significant settlement in the Sarangrave - a sprawling stinking almost-city with a population on par with [[Mitwold#Meade|Meade]]. It squats in the shadow of the Tower of the Skink, an impressive fortified complex of white granite and twisted weirwood. &lt;br /&gt;
&lt;br /&gt;
The majority of the structures in Sephals are of a wattle and daub construction; hovels for the countless slaves who serve under the whips of their masters. These are in stark contrast to a few buildings near the gates of the [[#Tower of the Skink|Tower of the Skink]], built of limestone and ornamented with marble. These manors are equal in size and splendour to some of the finest in [[the League]], the largest of which serves as both residence and workshop for the [[Druj_lore#Buruk_Tepel|buruk tepel]] Grahkunuz and their apprentices. &lt;br /&gt;
&lt;br /&gt;
There is a pass here through the mountains into north-western Axos – the [[#Path of the Eye|Path of the Eye]] - which is how the Druj invade that foreign nation. After the Autumn Equinox 387YE, during the battle for the Sarangrave, the Druj [[Fire_and_the_flood#Jarangir&#039;s_Levy|broke Jarangir&#039;s Levy]], causing a disastrous flood in the northern Thornfen and destroying roads, settlements, and farms alike.&lt;br /&gt;
&lt;br /&gt;
===Turan Flats===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh, Outlaw Druj&lt;br /&gt;
A sprawling, stinking marshland bisected by a slow-moving river that feeds from the Feverwater. The Flats are heavily farmed, primarily wild rice, tubers that flourish in partially drained beds, caged fish and water fowl, and herds of fat pig-like animals that grow a thick coarse wool. Slave villages are scattered across the marshes, under the cruel fist of the Banded Snake clan. &lt;br /&gt;
&lt;br /&gt;
The ruler of &#039;&#039;&#039;Turan&#039;&#039;&#039; is a [[Druj_champion#Het|het]] of the Banded Snakes called Trakaa who is viewed with almost superstitious dread by the populace, and is known to take particular pleasure in acquiring captured Imperial soldiers and breaking them body and soul.&lt;br /&gt;
&lt;br /&gt;
Healthy trade routes flow between the Turan Flats, the [[Salt Flats of Sanath]], and [[the Barrens]].&lt;br /&gt;
&lt;br /&gt;
===Kroll===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh, Outlaw Druj&lt;br /&gt;
Apart from Bendol this is the wildest region in Sarangrave. It is dominated by the Marshlizard clan, but part of it is held by an entirely different group of orcs - a cabal of Ghulai called the Sept of Masks. They are based around a peculiar almost conical hill, called the [[#Palace of the Sleepers|Palace of the Sleepers]], riddled with passages and shrouded in twisted trees and an enduring cloak of dirty mist. &lt;br /&gt;
&lt;br /&gt;
The rest of the region is given over to some light farming and a scattering of settlements belonging to slaves of the Marshlizards. Some of these settlements are involved in panning or sieving the marsh waters, especially those along the streams and rivers that cascade down out of the mountains between [[#Kroll|Kroll]] and Axos. It&#039;s likely they are looking for precious metals, which might conceivably include a little ilium.&lt;br /&gt;
&lt;br /&gt;
===Bendol===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh, Forest, Vallorn, Vallornheart&lt;br /&gt;
This region is shunned by the Druj, because it is occupied by a seething vallorn heart. There are believed to be Terunael ruins here, but the scouts are unable to penetrate particularly into the region for obvious reasons. Of particular interest is a series of misshapen stones that circle the region - several of them mired in the lake - which bear carved designs somewhat reminiscent of curling Navarr patterns. &lt;br /&gt;
&lt;br /&gt;
There is no sign of any trods in the region- and the vallorn does not appear quiescent so much as &#039;&#039;contained&#039;&#039;. It is notable that parts of the marsh and forest in all the regions that border Bendol show signs of having been touched by the vallorn. There is no [[Vallorn#Vallorn_Miasma|miasma]] but the plants and some of the animals show signs of having been twisted by vallorn magic. &lt;br /&gt;
&lt;br /&gt;
===Whisperwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Outlaw Druj&lt;br /&gt;
The southern borders of Whisperwood rise vertiginously into a great plateau, which borders the Mountains of the Moon - the isolated nation of [[Tsark]]. The woodlands are dominated by the Thornwasp clan of the Druj, who also control [[#Bloodwater Marsh|Bloodwater Marsh]]. In the western part of the region is a weirwood grove with the rather unsettling name of [[#The Fingers of the Devourer|The Fingers of the Devourer]] which seems to be the source of a lot of the Thornwasp clan wealth. &lt;br /&gt;
&lt;br /&gt;
The eastern parts of the region are given over to farms - but no less forested for it. The orcs practice an advanced form of agriculture that allows them to grow a variety of produce even in the shadow of the trees.&lt;br /&gt;
&lt;br /&gt;
There is a large settlement here, roughly in the middle of the region, which is named &#039;&#039;&#039;Uklead&#039;&#039;&#039;. The Thornwasp palace squats in the centre of the settlement, and is notable because unlike most Druj towns and villages it has several tall towers rather than being largely one-and-two storey ramshackle buildings.&lt;br /&gt;
&lt;br /&gt;
===Bloodwater Marsh===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
Grim fens and dour marshes and dozens of streams and rivers feed into the Feverwater. There are a couple of Druj settlements here on the shores of the lake, mostly dedicated to fishing and raiding Therunin. This is where the Druj forces invaded Zenith from. The largest settlement here is probably &#039;&#039;&#039;Lahkev&#039;&#039;&#039;, along the eastern shores of the Feverwater, close to the twisted vallorn of [[#Bendol|Bendol]]. A sept of orcs who seem to take pride in emulating the Druj are found here - they curry favour with their masters in the Thornwasp clan by scouting and raiding in [[Therunin]] and [[Zenith]]. Lahkev has rotten docks - barely maintained enough to support the fisherfolk. There are signs that some of the buildings here are very old indeed - or at least parts of them are.&lt;br /&gt;
{{Senate Elections|Senator_for_Sarangrave|Territory=Sarangrave|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Summer Solstice 388YE, the vallorn holds sway in Bendol; Urizen controls Turan Flats, Kroll, Bloodwater Marsh, and Whisperwood; Axos control Thornfen; and rebels control Nesustak Forest. Sarangrave is an Imperial territory.&lt;br /&gt;
* The Tower of the Skink is a rank four [[fortification]].&lt;br /&gt;
* &#039;&#039;&#039;Strategic consideration&#039;&#039;&#039;: Thanks to the presence of the Feverwater, [[Army|campaign armies]] cannot move west from [[#Bloodwater Marsh|Bloodwater Marsh]] to [[Therunin]], nor can Bloodwater Marsh be invaded from the west, &#039;&#039;without&#039;&#039; an appropriate [[opportunity]]. The lake also prevents passage between [[#Nesustak_Forest|Nesustak Forest]] and [[#Bloodwater Marsh|Bloodwater Marsh]].&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The Mallum]]&lt;br /&gt;
* [[Thorn and bone]] - Summer 388YE wind of war on the defence against the vallorn and repulsing the Druj&lt;br /&gt;
* [[Other monstrous geographies]] - Spring 388YE wind of war on the conquest of Thornfen and the unleashing of the vallorn&lt;br /&gt;
* [[Fire and the flood]] - Winter 387YE wind of war continuing the campaign in Sarangrave&lt;br /&gt;
* [[Everything is trying to kill us]] - Winter 387YE wind of fortune with the broad problems facing Urizen in the territory&lt;br /&gt;
* [[Even darkness must pass]] - Autumn 387YE wind of war continuing the campaign in Sarangrave&lt;br /&gt;
* [[Hope and fear]] - Summer 387YE appraisal of Druj military supply&lt;br /&gt;
* [[Root and branch]] - Summer 387YE wind of war continuing the invasion of Sarangrave&lt;br /&gt;
* [[Unlock thy hidden gate]] - Spring 387YE wind of war about the initial invasion of Sarangrave&lt;br /&gt;
* [[Into Béantal Dol]] - Spring 386YE results of a foray into Bendol to explore the vallorn there&lt;br /&gt;
* [[Make it happen]] - Summer 384YE wind of fortune regarding [[appraisal]] of the chances of creating an uprising in Sarangrave using the [[spy network]] there&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sarangrave&amp;diff=143894</id>
		<title>Sarangrave</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sarangrave&amp;diff=143894"/>
		<updated>2026-08-19T15:16:00Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Miasma Pillars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Urizen]][[Category:Imperial_Territory]][[Category:Druj]] [[Category:Gazetteer]][[Category:The Mallum]][[Category:Vallorn]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Sarangrave is the south-western territory of [[the Mallum]]. It borders [[Therunin]], [[Zenith]], [[Axos]], and [[the Barrens]], as well as the [[Salt Flats of Sanath]]. It absolutely teems with life - where [[Ossium]] was grim and dour, strangled with dark forests, Sarangrave is wide open and fecund. It is bounded to the south by the [[Tsark|Mountains of the Moon]] and the peaks of Axos.&lt;br /&gt;
&lt;br /&gt;
There is a great deal of agriculture here - both crops and herd animals in great profusion. The Great Forest orcs speak of the Sarangrave in dark tones. They say that there is something corrupt in the marsh, a malignant presence that the [[Druj]] commune with. Some speculate that it is perhaps related to the terrible spirit that occupies the great ruins that lie along the northern river - the river that flows out of the Feverwater in Therunin.&lt;br /&gt;
&lt;br /&gt;
There are three clans of Druj in Sarangrave; the south is dominated by the Thornwasp clan, the northern regions are controlled by the Banded Snake, and the eastern regions are under control of the Marshlizard. These three powerful clans rule over a number of smaller clans, septs of subject orcs, and a few handfuls of humans.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
It is likely that, were the territory conquered by the Empire, it would experience similar problems to those encountered in Ossium with regard to establishing [[commission|commissions]] and the like. Sarangrave appears on the surface to be a very fertile territory - perhaps even on par with parts of [[the Marches]] - and it is likely that [[farm|farms]] would be readily established and prosper here.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The Druj are secure in their domination of the Sarangrave. Until very recently, the territory was completely unknown to the Empire. The [[Great Forest Orcs]] were the first to name the place, when they provided [[The Mallum#Sarangrave|what information they possessed]] to their Imperial allies. In Summer 383YE, however, a [[spy network]] was [[Construct_spy_network_in_the_Sarangrave|commissioned here]] by the [[Senate]]. Thanks to a joint effort between the [[Penumbral Watcher]], Imperial [[military unit|military captains]] and [[Axos|Axou]] scouts the territory was carefully infiltrated, explored, and mapped in the run-up to the Winter Solstice of that year. The information here was made public after the summit. The Axou contingent was composed of Toxatai skirmishers, many of them [[Magical skills#Magician|magicians]]. These scouts cooperated fully with their Imperial counterparts, sharing information and coordinating their movements through the fens and forests. Two of them were accompanied by ghostly advisors - remnant spirits summoned by &#039;&#039;necromantia&#039;&#039; as part of an [[enchantment]] that helped guide the Axou in their investigation of the territory. The Axou have the same information as is provided here. &lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Miasma Pillars===&lt;br /&gt;
The entire territory is in the grip of the [[Druj miasma]] - the oppressive aura of despair and fear that the orcs of the Mallum cultivate wherever they establish their dominion. It causes nightmares and impedes efforts to conquer the territory. As with other Druj territories the Empire has encountered, the crushing atmosphere is supported by [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Parts of the territory still suffer in the grip of the [[Druj miasma]] - the oppressive aura of despair and fear that the orcs of the Mallum cultivate wherever they establish their dominion. It causes nightmares and impedes efforts to conquer the territory. A [[The_poisoned_air|survey by Urizen&#039;s seers]] established that the crushing atmosphere was supported by [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the six regions they once controlled. Unsurprisingly, there were none in Bendol. During the Spring Equinox 388YE, [[388YE_Summer_Solstice_winds_of_fortune#Minor_Conjunctions|half a dozen conjunctions]] offered opportunities to address many of the pillars across Sarangrave. At least one pillar remains in both Bloodwater Marsh and Nesustak Forest, but the key pillars in the Turan Flats, Kroll, Thornfen, and Whisperwood have been destroyed. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trods===&lt;br /&gt;
There are currently no [[trods]] in Sarangrave, although the presence of a [[vallorn]] heart here no doubt means the [[Navarr]] will be keen to establish some.&lt;br /&gt;
&lt;br /&gt;
===Béantal Dol===&lt;br /&gt;
The ”corrupting spirit” that the Great Forest speak of is almost certainly the [[vallorn]] that lurks at the heart of the Sarangrave. There is little doubt that this is the location of the ruins of the Terunael city Béantal Dol. Obviously the Imperial scouts find it difficult to do more than identify the outskirts of the area, so the presence of the ruins is pretty much still speculation. There is even more speculation about why the vallorn is not significantly larger. There are no Navarr among the spies studying Sarangrave, but some of the Axou have experience of the immense vallorn that occupies the heart of their own nation. They say there&#039;s no sign that the vallorn has ever been any bigger than it currently is. The best guess of their magician-scouts it has something to do with the peculiar stones that serve as a boundary around the central region.&lt;br /&gt;
&lt;br /&gt;
The Druj for their part tend to just avoid the place. There are few settlements other than Grynbor in the [[#Nesustak_Forest|Nesustak forest]] that are especially close to the borders, and no signs of any [[steading|steadings]] or permanent [[striding|stridings]] within. Following the Winter Solstice 385YE, the [[Imperial Spymaster]] Bernard Dugdale took advantage of [[A_thousand_years_of_longing#The_Mystery_of_Béantal_Dol|an opportunity]] to launch a more detailed exploration of this region. The results of that investigation were [[Into Béantal Dol|published]] following the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
===Tower of the Skink===&lt;br /&gt;
There is a very large [[fortification]] of white granite and twisted weirwood in [[#Thornfen|Thornfen]]. It isn&#039;t built in the pass that connects Sarangrave and Axos but it still defends the territory from invasion. The Druj &amp;quot;city&amp;quot; of Sephals sprawls in the shadow of this large castle.&lt;br /&gt;
&lt;br /&gt;
===Palace of the Sleepers===&lt;br /&gt;
In northern [[#Kroll|Kroll]] is the Palace of the Sleepers. A peculiar almost conical hill, riddled with passages and shrouded in twisted trees and an enduring cloak of dirty mist. It stands on the edge of a great dark watered lake and the local populace give it a wide berth. There&#039;s also a weird statue of a giant multi-armed horror next to the slumped conical mound, right on the edge of the lake.&lt;br /&gt;
&lt;br /&gt;
It is tricky to get close to the structure - there are some particularly horrible creatures living in the marshes that have not been encountered elsewhere. A breed of large carnivorous multi-armed horror similar to a miniature [[Mundane_beasts#Kraken|kraken]] (they seem to grow no more than six feet long), and an amphibious lizard similar to a crocodile or alligator that seems to possess a supernatural ability to sneak up on its prey. Those spies with magical awareness suspect that there is an aura here reminiscent of the ritual Dripping Echoes of the Fen but on a much smaller scale. &lt;br /&gt;
&lt;br /&gt;
The orcs are not alone here – there are a noticeable number of human slaves here and the spies believe they are primarily of recent [[Urizen]] and [[Axos|Axou]] origin.&lt;br /&gt;
&lt;br /&gt;
Difficult as it is to believe for some of the spies, the Palace of the Sleepers appears to be a [[college of magic]], dedicated to the study of either the [[Night magic|Night]] or [[Spring magic|Spring]] realms. It&#039;s impossible to get much of a feel for it, but the Axou agree. The [[Druj_lore#Ghulai|ghulai]] here are studying and developing magic, whatever else they are up to.&lt;br /&gt;
&lt;br /&gt;
===The [[Fingers of the Devourer]]===&lt;br /&gt;
In western [[#Whisperwood|Whisperwood]] is a rich [[weirwood]] forest. The trees themselves are a little peculiar – they have a sinuous quality not seen in other forests, with drooping curved branches. There&#039;s no doubt they are actually weirwood, but they seem particularly adapted to living in the damp soil from which they sprout.&lt;br /&gt;
&lt;br /&gt;
Estimates suggest the forest provides 20 wains of weirwood each season. It&#039;s not impossible that if they were in Imperial hands it might provide more wains.&lt;br /&gt;
&lt;br /&gt;
===Path of the Eye===&lt;br /&gt;
The mountains of the southern Sarangrave prevent easy passage between Axos and the Mallum. The only route for [[Army|armies]] to move between the two nations is the Path of the Eye, a broad pass that connects  [[#Thornfen|Thornfen]] and the Axou territory of [[Axos#Axou_Territories|Kabanja]].&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sarangrave Region Map.png|caption=A very rough region map of the Sarangrave|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Nesustak Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The  Nesustak Forest is dank and unpleasant. It is dominated by the Banded Snake clan, ruled from nearby &#039;&#039;&#039;Turan&#039;&#039;&#039;, but there are few Druj settlements here. Most of the populace are made up of orc septs, with one obvious exception. At the point where the river leaves the vallorn-infested region of Bendol there is a small town given over to a predominantly human sept who call themselves the Grynbor (which also seems to be the name of their settlement). &lt;br /&gt;
&lt;br /&gt;
The exact status of these Grynbor is difficult to determine - they are surely subjects of the Druj but like the [[Ossium#Ketsov|Ketsov]] in [[Ossium]] they seem to have a certain amount of freedom. They &amp;quot;farm&amp;quot; the forests for wood, but they also seem to &amp;quot;farm&amp;quot; the vallorn to the south. Small expeditions press into the infested region, braving the miasma, apparently in search of treasures and peculiar plants for their Druj overlords. They also operate flat-bottomed boats that carry lumber down the river. &lt;br /&gt;
&lt;br /&gt;
One particularly grim practice observed by the spies is that it seems that whenever a Grynbor becomes sick, or too old to work, they are offered up to the vallorn of Bendol. Some scouts are able to observe such a ceremony; there is a sense of pageantry about it as the &amp;quot;sacrifice&amp;quot; voluntarily walks into the vallorn with neither weapons nor armour.&lt;br /&gt;
&lt;br /&gt;
As with all the regions that border Bendol, Nesustak forest shows signs of having been warped by vallorn power in the past although there seems to be little evidence of vallornspawn at the current time. After the storm of 384YE, the area bordering Therunin has become significantly more marshy, but for the most part the waters spreading across the border were contained by Druj slave gangs.&lt;br /&gt;
&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh, Fortification, [[Region qualities#Outlaw Druj|Outlaw Druj]]&lt;br /&gt;
The Thornfen is controlled by the Marshlizard Clan of the Druj, and the heart of their territory is the sprawling town of &#039;&#039;&#039;Sephals&#039;&#039;&#039; which is by far the most significant settlement in the Sarangrave - a sprawling stinking almost-city with a population on par with [[Mitwold#Meade|Meade]]. It squats in the shadow of the Tower of the Skink, an impressive fortified complex of white granite and twisted weirwood. &lt;br /&gt;
&lt;br /&gt;
The majority of the structures in Sephals are of a wattle and daub construction; hovels for the countless slaves who serve under the whips of their masters. These are in stark contrast to a few buildings near the gates of the [[#Tower of the Skink|Tower of the Skink]], built of limestone and ornamented with marble. These manors are equal in size and splendour to some of the finest in [[the League]], the largest of which serves as both residence and workshop for the [[Druj_lore#Buruk_Tepel|buruk tepel]] Grahkunuz and their apprentices. &lt;br /&gt;
&lt;br /&gt;
There is a pass here through the mountains into north-western Axos – the [[#Path of the Eye|Path of the Eye]] - which is how the Druj invade that foreign nation. After the Autumn Equinox 387YE, during the battle for the Sarangrave, the Druj [[Fire_and_the_flood#Jarangir&#039;s_Levy|broke Jarangir&#039;s Levy]], causing a disastrous flood in the northern Thornfen and destroying roads, settlements, and farms alike.&lt;br /&gt;
&lt;br /&gt;
===Turan Flats===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh, Outlaw Druj&lt;br /&gt;
A sprawling, stinking marshland bisected by a slow-moving river that feeds from the Feverwater. The Flats are heavily farmed, primarily wild rice, tubers that flourish in partially drained beds, caged fish and water fowl, and herds of fat pig-like animals that grow a thick coarse wool. Slave villages are scattered across the marshes, under the cruel fist of the Banded Snake clan. &lt;br /&gt;
&lt;br /&gt;
The ruler of &#039;&#039;&#039;Turan&#039;&#039;&#039; is a [[Druj_champion#Het|het]] of the Banded Snakes called Trakaa who is viewed with almost superstitious dread by the populace, and is known to take particular pleasure in acquiring captured Imperial soldiers and breaking them body and soul.&lt;br /&gt;
&lt;br /&gt;
Healthy trade routes flow between the Turan Flats, the [[Salt Flats of Sanath]], and [[the Barrens]].&lt;br /&gt;
&lt;br /&gt;
===Kroll===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh, Outlaw Druj&lt;br /&gt;
Apart from Bendol this is the wildest region in Sarangrave. It is dominated by the Marshlizard clan, but part of it is held by an entirely different group of orcs - a cabal of Ghulai called the Sept of Masks. They are based around a peculiar almost conical hill, called the [[#Palace of the Sleepers|Palace of the Sleepers]], riddled with passages and shrouded in twisted trees and an enduring cloak of dirty mist. &lt;br /&gt;
&lt;br /&gt;
The rest of the region is given over to some light farming and a scattering of settlements belonging to slaves of the Marshlizards. Some of these settlements are involved in panning or sieving the marsh waters, especially those along the streams and rivers that cascade down out of the mountains between [[#Kroll|Kroll]] and Axos. It&#039;s likely they are looking for precious metals, which might conceivably include a little ilium.&lt;br /&gt;
&lt;br /&gt;
===Bendol===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh, Forest, Vallorn, Vallornheart&lt;br /&gt;
This region is shunned by the Druj, because it is occupied by a seething vallorn heart. There are believed to be Terunael ruins here, but the scouts are unable to penetrate particularly into the region for obvious reasons. Of particular interest is a series of misshapen stones that circle the region - several of them mired in the lake - which bear carved designs somewhat reminiscent of curling Navarr patterns. &lt;br /&gt;
&lt;br /&gt;
There is no sign of any trods in the region- and the vallorn does not appear quiescent so much as &#039;&#039;contained&#039;&#039;. It is notable that parts of the marsh and forest in all the regions that border Bendol show signs of having been touched by the vallorn. There is no [[Vallorn#Vallorn_Miasma|miasma]] but the plants and some of the animals show signs of having been twisted by vallorn magic. &lt;br /&gt;
&lt;br /&gt;
===Whisperwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Outlaw Druj&lt;br /&gt;
The southern borders of Whisperwood rise vertiginously into a great plateau, which borders the Mountains of the Moon - the isolated nation of [[Tsark]]. The woodlands are dominated by the Thornwasp clan of the Druj, who also control [[#Bloodwater Marsh|Bloodwater Marsh]]. In the western part of the region is a weirwood grove with the rather unsettling name of [[#The Fingers of the Devourer|The Fingers of the Devourer]] which seems to be the source of a lot of the Thornwasp clan wealth. &lt;br /&gt;
&lt;br /&gt;
The eastern parts of the region are given over to farms - but no less forested for it. The orcs practice an advanced form of agriculture that allows them to grow a variety of produce even in the shadow of the trees.&lt;br /&gt;
&lt;br /&gt;
There is a large settlement here, roughly in the middle of the region, which is named &#039;&#039;&#039;Uklead&#039;&#039;&#039;. The Thornwasp palace squats in the centre of the settlement, and is notable because unlike most Druj towns and villages it has several tall towers rather than being largely one-and-two storey ramshackle buildings.&lt;br /&gt;
&lt;br /&gt;
===Bloodwater Marsh===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
Grim fens and dour marshes and dozens of streams and rivers feed into the Feverwater. There are a couple of Druj settlements here on the shores of the lake, mostly dedicated to fishing and raiding Therunin. This is where the Druj forces invaded Zenith from. The largest settlement here is probably &#039;&#039;&#039;Lahkev&#039;&#039;&#039;, along the eastern shores of the Feverwater, close to the twisted vallorn of [[#Bendol|Bendol]]. A sept of orcs who seem to take pride in emulating the Druj are found here - they curry favour with their masters in the Thornwasp clan by scouting and raiding in [[Therunin]] and [[Zenith]]. Lahkev has rotten docks - barely maintained enough to support the fisherfolk. There are signs that some of the buildings here are very old indeed - or at least parts of them are.&lt;br /&gt;
{{Senate Elections|Senator_for_Sarangrave|Territory=Sarangrave|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Summer Solstice 388YE, the vallorn holds sway in Bendol; Urizen controls Turan Flats, Kroll, Bloodwater Marsh, and Whisperwood; Axos control Thornfen; and rebels control Nesustak Forest. Sarangrave is an Imperial territory.&lt;br /&gt;
* The Tower of the Skink is a rank four [[fortification]].&lt;br /&gt;
* &#039;&#039;&#039;Strategic consideration&#039;&#039;&#039;: Thanks to the presence of the Feverwater, [[Army|campaign armies]] cannot move west from [[#Bloodwater Marsh|Bloodwater Marsh]] to [[Therunin]], nor can Bloodwater Marsh be invaded from the west, &#039;&#039;without&#039;&#039; an appropriate [[opportunity]]. The lake also prevents passage between [[#Nesustak_Forest|Nesustak Forest]] and [[#Bloodwater Marsh|Bloodwater Marsh]].&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The Mallum]]&lt;br /&gt;
* [[Thorn and bone]] - Summer 388YE wind of war on the defence against the vallorn and repulsing the Druj&lt;br /&gt;
* [[Other monstrous geographies]] - Spring 388YE wind of war on the conquest of Thornfen and the unleashing of the vallorn&lt;br /&gt;
* [[Fire and the flood]] - Winter 387YE wind of war continuing the campaign in Sarangrave&lt;br /&gt;
* [[Everything is trying to kill us]] - Winter 387YE wind of fortune with the broad problems facing Urizen in the territory&lt;br /&gt;
* [[Even darkness must pass]] - Autumn 387YE wind of war continuing the campaign in Sarangrave&lt;br /&gt;
* [[Hope and fear]] - Summer 387YE appraisal of Druj military supply&lt;br /&gt;
* [[Root and branch]] - Summer 387YE wind of war continuing the invasion of Sarangrave&lt;br /&gt;
* [[Unlock thy hidden gate]] - Spring 387YE wind of war about the initial invasion of Sarangrave&lt;br /&gt;
* [[Into Béantal Dol]] - Spring 386YE results of a foray into Bendol to explore the vallorn there&lt;br /&gt;
* [[Make it happen]] - Summer 384YE wind of fortune regarding [[appraisal]] of the chances of creating an uprising in Sarangrave using the [[spy network]] there&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_poisoned_air&amp;diff=143884</id>
		<title>The poisoned air</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_poisoned_air&amp;diff=143884"/>
		<updated>2026-08-19T14:58:51Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Assassins of the Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Spring]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mantra of the Scribes of Atonaius, a Sect who were lost to Druj assassins investigating the miasma pillar of Kroll&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;I am the words and the voice&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;I am the paper and pen&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;I am the light and the mirror&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;I am the essence and its cession&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;What is true is what is written&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;And what is written is true&amp;lt;/br&amp;gt;&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Miasma.png|caption=The miasma in Sarangrave hangs thickly over the land.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For the first time in recorded history, no part of the dominion of the [[Druj]] holds sway over the [[Sarangrave]]. Their armies are beaten, their defences smashed, their fortresses have fallen. In their wake they have left behind a land poisoned and cursed by a thousand years of cruelty. The Imperial [[Senate]] have seen fit to [[387YE_Autumn_Equinox_Senate_sessions#Assign_Sarangrave|grant this land to the Urizen]]. Where the Druj blanketed the land in darkness, the [[Urizen]] will bring [[Urizen_hearth_magic#Illumination|&#039;&#039;light&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
Eager to begin the arduous task of moulding it to their utopic designs, the nation asked their [[Seer|seers]] to seek out the [[Urizen_hearth_magic#Truth|truth]] of the [[Druj_miasma#Miasma_Pillars|miasma pillars]] that blight the territory. The Druj may be fleeing, but this vile remnant endures, the horror that is their pernicious legacy. Eager to play their role despite the dangers, the seers have fanned out across the territory in search of everything they can find.&lt;br /&gt;
&lt;br /&gt;
While most have returned, some have not, lost to the malice of the Druj and the terrible dangers of the Empire&#039;s newest territory. Despite the losses, the seers of Urizen have risen to the task and played their role. What they have seen and experienced has left them scarred: many of the survivors have forsworn ever returning to the accursed land. Those who once dwelled in Spiral compare it to living in their former home when the {{Black Plateau}} was at its worst. The National Assembly will need to draw on others in the future.&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=Seers of the Spires! We call on your expertise. The crushing dread of the miasma in the Sarangrave inhibits virtuous action and impedes our aspirations in the territory. Use your arete to locate the pillars that anchor this miasma, and send this information to those most able to leverage it.|by=Solas of the Spire of the Waxing Sun, Urizen National Assembly|vote=250-10|when=Winter 388YE}}&lt;br /&gt;
&lt;br /&gt;
==Reason==&lt;br /&gt;
Much of what the Empire already knows about miasma pillars was learned in the campaigns in Zenith and Ossium. Many of these, especially the ones in Ossium, were hastily erected affairs, wrought quickly and presumably cheaply. &lt;br /&gt;
&lt;br /&gt;
The pillars of the Sarangrave are a different matter entirely; ancient, powerful, well-protected. It is clear that the Druj invested heavily in these pillars, determined to ensure they lasted. Deeply rooted in their ecosystem, they have warped and changed the world around them. Whole generations of flora and fauna have had to adapt and grow under the oppressive weight of the miasma. To the invading forces, the miasma hits like a thick wall which suffocates and succumbs even those of strongest will; yet the natives of Sarangrave were born drowning - it is all they have ever known. No piece of infrastructure, no building, no statue, nor even what little artwork exists can express the feelings of hope or joy: elation is a foreign language to the people of this land.&lt;br /&gt;
&lt;br /&gt;
One of the seers points out what may be the most awful truth of all. The Druj have ways to armour themselves against the worst effects of the miasma on battlefields, but they&#039;re not &#039;&#039;completely&#039;&#039; immune to the effects. They have the strength to resist the dolour, but they still experience it. The price they willingly chose to inflict this horror on everyone they ruled was to be forced to live in squalor themselves. It is hard to fathom what possible reason they could have to choose this fate.&lt;br /&gt;
&lt;br /&gt;
==Magic (Participation)==&lt;br /&gt;
* &#039;&#039;&#039;Any Urizeni with a resource in the Sarangrave may be affected by the miasma whenever they cast magic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most of the experience the Empire has with the miasma pillars has been focussed on destroying them. While the seers assume that is the ultimate objective here, if that was all the nation required, they would presumably have sent in the sentinels. The seers believe they were chosen because of their unrivalled mastery of divination - their goal is to find out everything they can about the pillars and allow others to cut them down.&lt;br /&gt;
&lt;br /&gt;
Interacting with a miasma pillar is dangerous, and miserable, in equal measures. The things radiate an almost physical pall of dread and despair that infests everything around it. People who have encountered the miasma described it as “clawing at the spirit”, “slowly grinding away every positive emotion”, and “threatening to undermine every virtuous thought”.&lt;br /&gt;
&lt;br /&gt;
Now that the Urizeni are beginning to settle here, the miasma is already beginning to affect them. The poison that washes off the pillars leeches into the the leylines of the territory and is starting to poison the magic of the first wave of settlers. Any Urizeni with their personal resource in the Sarangrave may experience the following effect whenever they cast ritual magic, and for a short period after. The effect is especially pronounced if that resource is a mana site:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spring&#039;&#039;&#039; - You feel as though there is a great predator stalking you, just beyond your vision. The best way to make yourself safe is to lash out at anyone who comes near you so that they keep their distance.&lt;br /&gt;
*&#039;&#039;&#039;Summer&#039;&#039;&#039; - You feel as though those around you are judging you and finding you lacking; you feel the urge to challenge them to prove your worth.&lt;br /&gt;
*&#039;&#039;&#039;Autumn&#039;&#039;&#039; - You feel as though others are trying to take advantage of you, manipulating you to their advantage and your detriment. You feel the urge to dominate those you treat with until they have no room to manoeuvre against you.&lt;br /&gt;
*&#039;&#039;&#039;Winter&#039;&#039;&#039; - You sense that those around you are plotting your downfall; you feel the urge to prepare to strike back, before they can act against you.&lt;br /&gt;
*&#039;&#039;&#039;Day&#039;&#039;&#039; - You feel as though you are missing some vital piece of information, and that until you can figure out what it is, you will never be able to achieve your goals.&lt;br /&gt;
*&#039;&#039;&#039;Night&#039;&#039;&#039; - You sense that things are not quite as they seem; it feels like people are hiding things from you no matter what they say.&lt;br /&gt;
&lt;br /&gt;
[[Changeling|Changelings]] may overcome any of these effects by taking advantage of their lineage boon, as can anyone in the normal way via anointing, spending a hero point, or using some other appropriate source of [[Roleplaying effects#Overcoming_Roleplaying_Effects|spiritual strength]].&lt;br /&gt;
&lt;br /&gt;
These effects are only going to grow worse the longer the Urizeni live there. At the moment, the superior will of the Urizeni people is allowing them to push back, not to ignore the effects the miasma brings on when they use magic, but to fight back against them. That will not last - even the masters of [[Urizen_culture_and_customs#Poise|poise]] cannot endure this misery forever. If left unchecked, the pillars will eventually begin to make the Urizeni living here feel helpless, vulnerable, powerless, and weak. Nobody knows how long that will take, possibly years, maybe generations, but the nation must fight back &#039;&#039;now&#039;&#039;, while they can still wield magic effectively.&lt;br /&gt;
&lt;br /&gt;
==Ambition==&lt;br /&gt;
The seers have been studying these effects and they warn that if the pillars are not destroyed, then the effects will steadily get worse. Having studied the pillars, the seers have discovered that their primary purpose is not to defend the land against Imperial assault, but to break the will of the people who live under the Druj. The miasma is designed to break the will of the people who experience it; it uses fear as a weapon to invoke feelings of despair and hopelessness. It doesn&#039;t simply affect individuals; it targets groups, septs, nations - attacking their collective sense of identity and purpose.&lt;br /&gt;
&lt;br /&gt;
The pillars are not attacking magic, they&#039;re attacking the Urizeni&#039;s sense of themselves as masters of magic. The thing that makes the magicians of the High Peaks the greatest magicians in the world, the [[Urizen|three pillars]] of Urizeni society, ambition, reason, and magic, are the very things the miasma uses to attack them. If there were Marchers living here, they would be wrestling with an ever-growing fear that their crops would fail, that the things they took Pride in were worthless, and that those on whose Loyalty they relied would fail them.&lt;br /&gt;
&lt;br /&gt;
The pillars are the perfect embodiment of the evil of the Druj. They are deliberately built to poison the souls of the people the Druj have conquered. They sap their spirit and crush their will. They render people passive and pliant and unresisting. They dissolve the bonds of unity between people and the unwashed masses that endure are stripped of their individuality. Some Urizeni have spent a thousand years trying to find a way to make ushabti able to think and act like people. The Druj spent that time trying to make people think and act like ushabti.&lt;br /&gt;
&lt;br /&gt;
As one seer comments, the Empire sometimes wrestles with their conscience and asks, &amp;quot;are we evil&amp;quot;? Compared to the Druj, the Empire are new-born children. Their entire society is built on evil, built to perpetuate an unimaginable evil. An evil they embraced themselves, because it was the only way they could think of to hold on to power. In the words of the fallen seer, Belisar of the Scribes of Atonaius - &#039;&#039;&amp;quot;When the Empire have the opportunity, we build great works, when the Druj have the opportunity they build miasma pillars.&amp;quot;&#039;&#039; It&#039;s evil on such a breath-taking scale, you almost have to respect the [[Ambition]] of it. &#039;&#039;Almost&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;&amp;quot;Where there is darkness, we will make light.&amp;quot;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
* &#039;&#039;&#039;The seers have tried to identify the single most important pillar in each region&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Destroying a pillar will cause the miasma in that region to dissipate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are several conjunctions that will allow the Empire to act now to try to destroy a pillar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These pillars require Dreadful Ending or a rank 15 consecration to destroy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The only current alternative would be for an Imperial army to spend a season here to destroy one of these pillars while Bound by Common Cause&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are numerous pillars spread out across the territory, each designed to reinforce each other, especially when they are in close proximity. In this case removing the power of a single pillar often fails - all the nearby pillars need to be deactivated simultaneously. Rather than waste time identifying ever pillar, or trying to start with the simplest least well-defended pillars, the Seers have settled on the opposite approach. They&#039;ve used the Net of the Heavens to identify the biggest, most important pillar in each region. The keystone - the central node.&lt;br /&gt;
&lt;br /&gt;
Of course these are among some of the best-defended and the most difficult to destroy. But taking them out will remove the miasma from the region in a single stroke. It will weeks to fade, but fade it will. There &#039;&#039;may&#039;&#039; be individual smaller pillars that need to be destroyed, such is the way of things, but their effects will be small and localised and they can dealt with when they are discovered. The Net of the Heavens demands the seers identify the &#039;&#039;pivotal&#039;&#039; nodes, the pillars on which the whole network depends. &lt;br /&gt;
&lt;br /&gt;
There are (unsurprisingly) none in Bendol; the one in the Whisperwood was already removed; one in Turan; and two each in Thornfen, Bloodwater Marsh, and Kroll. The seers believe that there is one in Nesustak forest, but they were not permitted access to locate it by the former Druj subjects. Unfortunately the seers with the information on one of the Pillars in Bloodwater Marsh have been captured, but [[Other_monstrous_geographies#Battlefield_Opportunity:_Rescue_the_Seers|there may yet be a chance to rescue them]]. &lt;br /&gt;
&lt;br /&gt;
There have been conjunctions identified to potentially deal with the others. If this attempt fails, then any Imperial [[army]] enchanted with [[Bound by Common Cause]], or which was [[Army_qualities#Devoted|devoted]] could take a [[Army_orders#Heroic_Stand|heroic stand]] to destroy a single identified pillar as long as they were not otherwise involved in a campaign that season.&lt;br /&gt;
&lt;br /&gt;
These pillars that the seers have identified are the strongest and the oldest pillars in the territory. Ancient and too deep rooted, they are well-connected to pillars across the region, which makes it impossible to destroy them with [[Chimes of Annulment]].  Each will need to be destroyed utterly and overwhelmingly by either a casting of [[Dreadful Ending]] or a rank 15 [[consecration]] ceremony.&lt;br /&gt;
&lt;br /&gt;
===Strangle===&lt;br /&gt;
* &#039;&#039;&#039;This expedition to Thornfen will need to cut their way through the foliage with axes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This encounter is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Gardener of Pallas&#039;&#039; is responsible for destroying the miasma pillar&#039;&#039;&#039;&lt;br /&gt;
In the deepest, darkest part of the woods of Thornfen lies a Miasma pillar overgrown with trees, weeds and vines. The malignance of the pillar has leaked into the ground and granted the flora an almost semi-sentience that encourages it to wrap itself around unwary interlopers and slowly strangle them to death. Indeed, two Seers lost their lives before the true danger was uncovered. They have managed to confirm that there is no spring magic here, this is no vallorn, it is decades if not centuries of the land being poisoned by the nature of the Miasma Pillar.&lt;br /&gt;
&lt;br /&gt;
Imperial heroes will need to take some who are strong of arm wielding axes or similar weapons to cut through the overgrown foliage to make a path and keep the grasping vines at bay while the pillar itself is destroyed. If the pillar is not destroyed within twenty-five minutes of entering the area, anyone who has not fled will be completely overwhelmed, trapped, and perish.&lt;br /&gt;
&lt;br /&gt;
The [[Gardener of Pallas]], &#039;&#039;&#039;Arephanes of Tropaion Citadel&#039;&#039;&#039; is tasked with taking charge of this dangerous expedition. They will need to destroy the pillar with [[Dreadful Ending]] or a rank 15 [[consecration]] once they have dealt with the malignant foliage surrounding it.&lt;br /&gt;
&lt;br /&gt;
===Suffocate===&lt;br /&gt;
* &#039;&#039;&#039;An expedition will need to purge the poison from the cauldron in Bloodwater Marsh&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone entering the area will be affected by VENOM, which cannot be removed until the poison is neutralised, or they leave the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Guild Leader of the Apothecaries&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for destroying the miasma pillar&#039;&#039;&#039;&lt;br /&gt;
Where natural defences do not come about, the Druj are more than happy to invent their own. This miasma pillar in Bloodwater Marsh is enveloped in a thick cloud of toxins so deadly that a single inhalation can be fatal. Fortunately, the Druj had to leave in such a hurry that they have left their cauldron behind, and the Seers have spent hours working flat out to understand exactly how the cauldron works. As a result of their efforts, they have carefully prepared a guide to negate its effects so that the pillar can be destroyed. &lt;br /&gt;
&lt;br /&gt;
The following steps must be completed in order in order to neutralise the fumes:&lt;br /&gt;
&lt;br /&gt;
*The cauldron must be taste-tested to identify which deadly poison sits as a layer on top, then the antidote prepared and poured in. Whoever taste-tests will presumably also need a dose of the antidote.&lt;br /&gt;
*The concoction will then start emitting a scent which will be one of the six standard potions that allow magicians to substitute personal mana for crystal mana. Which one it is will need to be identified and matched to reduce the liquid to a paste.&lt;br /&gt;
*This paste will take the form of a Salve. The only way to extract it will be for someone to stick their arm in to absorb whatever effects it has. It should be one known to Imperial [[apothecary|apothecaries]] however.&lt;br /&gt;
*What remains should be weak enough to be destroyed by mixing in a single dose of [[beggar&#039;s lye]]. After a few seconds, the fumes around the pillar should change from deadly green to (relatively) safe white and allow the rest of the team to get close enough to destroy it.&lt;br /&gt;
&lt;br /&gt;
It is important to note that those who go will need to neutralise the concoction or leave before &#039;&#039;&#039;15 minutes&#039;&#039;&#039; has passed, otherwise they will have inhaled too much of the noxious poison and will become [[terminal]] when they leave the area.&lt;br /&gt;
&lt;br /&gt;
Whoever is appointed as the [[Apothecaries Guild#Guild Leader|Guild Leader of the Imperial Apothecaries]] at the upcoming summit is tasked with arranging a group who can deal with the cauldron. The pillar will need to be destroyed with either [[Dreadful Ending]] or a rank 15 [[consecration]] once the poison of the cauldron is neutralised.&lt;br /&gt;
&lt;br /&gt;
===Scream===&lt;br /&gt;
* &#039;&#039;&#039;An expedition will need to dealt with an anguished ghost guarding a pillar in Thornfen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ghost repels everyone who tries to draw close enough to exorcise it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;High Exorcist&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for ensuring the ghost is dealt with&#039;&#039;&#039;&lt;br /&gt;
The seers were not able to approach the &#039;&#039;other&#039;&#039; pillar in Thornfen due to a powerful ghost that seems to be anchored to the area. Whenever anyone gets too close they are driven back are driven back by the screams of the apparition. This wall of anguish makes it impossible to get close enough to exorcise the ghost. This seems to be an &#039;&#039;intentional&#039;&#039; feature by the Druj, who seem to have marked out a perimeter of the ghost&#039;s power, beyond which it is safe to approach. There are a number of items in the area that [[detect magic]] confirms could be investigated with [[Skein of Years|Day magic]]; it was too difficult for the seers to perform the ritual but they recommend this course first.&lt;br /&gt;
&lt;br /&gt;
The [[High Exorcist]], &#039;&#039;&#039;Belmarie de Courtenay Wyldrose&#039;&#039;&#039;, is tasked with arranging a team to investigate and deal with the ghost. Once the ghost is removed, the pillar will need to be destroyed with [[Dreadful Ending]] or a rank 15 [[consecration]].&lt;br /&gt;
&lt;br /&gt;
==Against the Kallad==&lt;br /&gt;
Unfortunately, two elite bands of Druj [[Arkad#Kallad|Kallad]] have remained behind to defend the miasma pillars and stymie Imperial efforts to remove their taint from the land. Over a dozen seers sent to investigate Turan and Kroll did not return, presumably captured and murdered (or worse) by these murderous servants of the Buruk-Tepel.&lt;br /&gt;
&lt;br /&gt;
These pillars are less powerful and can be destroyed with [[Chimes of Annulment]], [[Dreadful Ending]], or a rank 15 consecration ceremony. &lt;br /&gt;
&lt;br /&gt;
{{KaelaGift}}&lt;br /&gt;
===Desecrators of the Wasteland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Content Warning&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;This encounter will contain depictions of torture. This is integral to the encounter and we would recommend players exercise caution if they are not comfortable experiencing this.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A band of Kallad are leading a group of Druj guarding a miasma pillar in Turan Flats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A Druj Winter coven are attempting to curse Sarangrave with Winter&#039;s Ghosts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Keeper of the Tower of the Fall&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for destroying the miasma pillar and stopping the ritual&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
The pillar in Turan appears to be guarded by the &#039;&#039;Kull&#039;&#039;, banner of Kallad who bargain with the [[The_Thrice-cursed_Court|less reputable]] denizens of the Winter realm, and even the [[Agramant|Dread Maw]] itself. It is they who that corrupted the [[Keeper_of_the_Tower_of_the_Fall#The_Tower_of_the_Fall|Tower of the Fall]] to unleash the &#039;&#039;Endless Stalker&#039;&#039; as the Druj retreated from [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
Given this connection, it is the responsibility of the [[Keeper of the Tower of the Fall]], &#039;&#039;&#039;Sabine&#039;&#039;&#039;, to arrange a force to drive them out and destroy the pillar. The Kull are in league with a Winter coven of ghulai, who are attempting to make use of a Winter regio - the Culling Stone - to [[Winter&#039;s Ghosts|curse]] the territory before they withdraw, as repayment for a favour owed to the Kull.&lt;br /&gt;
&lt;br /&gt;
The pillar can be destroyed with [[Chimes of Annulment]], [[Dreadful Ending]], or a rank 15 consecration ceremony. &lt;br /&gt;
&lt;br /&gt;
===Assassins of the Forest===&lt;br /&gt;
* &#039;&#039;&#039;A band of Kallad are leading a group of Druj guarding a pair of miasma pillars in Kroll&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Knight-protector of Spring&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for destroying the two miasma pillars&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
While the great beast of the lake remains absent, a banner of Kallad called the &#039;&#039;Kri&#039;&#039; remain to guard two of the miasma pillars of Kroll against those who would seek to remove the last of the Druj influence from the territory. Supported by skilled practitioners of the realm of Spring, who are favoured by [[Arhallogen]] and employ both the magic of the realm and their own specially brewed poisons to bring swift or slow deaths to their enemies as pleases them.&lt;br /&gt;
&lt;br /&gt;
As there are two of them in tandem, it is possible to use the ritual [[Chimes of Annulment]] to create a link between the pillars and destroy them. Given the link between the Kri and the Spring realm, it is the responsibility of the [[Knight-protector|Knight-protector of Spring]], &#039;&#039;&#039;Clint Leohart De Licorne&#039;&#039;&#039; to face this threat.&lt;br /&gt;
&lt;br /&gt;
The pillars can be destroyed with [[Chimes of Annulment]], [[Dreadful Ending]], or a rank 15 consecration ceremony.&lt;br /&gt;
&lt;br /&gt;
==The Miasma==&lt;br /&gt;
* &#039;&#039;&#039;All of these encounters take place under the effect of the Druj miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The miasma causes [[Calls#WEAKNESS|WEAKNESS]] to everyone exposed to it unless they have a way to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All conjunctions on this wind of fortune lead to locations under the the effect of the Druj miasma. Anyone entering the area will need to protect themselves from the clawing dread or succumb to a weakening terror that creeps into their mind.&lt;br /&gt;
&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, by only by becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Druj_miasma&amp;diff=143881</id>
		<title>Druj miasma</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Druj_miasma&amp;diff=143881"/>
		<updated>2026-08-19T14:27:11Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* The Miasma in Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Miasma.png|align=left|caption=Omnipresent, usually unseen, the miasma is sometimes visible as a heavy, cloying fog that brings with it near overwhelming feelings of dread and despair.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
The Druj miasma, or shroud of dread, was first encountered by Imperial troops crossing into [[Reikos]] during the Winter 378YE counter offensive against the [[orc|orcs]], but has since been encountered throughout [[the Mallum]], and in the attempt to liberate [[Zenith]]. Described as an almost physical pall of dread and despair, it infested the air, the water, and the soil. It was described by those exposed to it in fanciful terms; “clawing at the spirit”, “slowly grinding away every positive emotion”, and “threatening to undermine every virtuous thought”. &lt;br /&gt;
&lt;br /&gt;
At night, the effects of the miasma intensified. It seemed to take advantage of the long hours of darkness to play upon the natural fears, doubts, and uncertainties that come naturally to mortal minds. Some exposed to the miasma describe hallucinations, especially of deceased loved ones. There is no suggestion, however, that this effect is actually producing images of the dead – several soldiers reported catching sight of loved ones they knew were alive and safe at home, but seemingly murdered and weeping. The shroud of dread significantly impacts Imperial efforts to liberate territories claimed by the [[Druj]], slowing the advance of armies, and making it harder for them to claim territory from the eastern orcs.&lt;br /&gt;
==Study of the Miasma==&lt;br /&gt;
The Druj Miasma is not fully understood by Imperial scholars. It does not appear to have been created with conventional [[Rituals|ritual magic]]. Rather, it bears more similarity to a massive [[Religious_skills#Consecration|consecration]] associated with the [[Malign_spiritual_presences#Malign_Spiritual_Presences|malign spiritual presence]] of [[Malign_spiritual_presences#Fear|fear or dread]]. Yet the existence of a magical method to deal with the [[Roleplaying_effects#Area_Effects_.28Auras.29|aura]] (coupled with [[orc]] inability to use [[liao]] ceremonies) points to it being more than a purely spiritual effect.&lt;br /&gt;
&lt;br /&gt;
Of particular interest is the fact that the miasma appears to have little or no effect on the Druj orcs themselves. Whether this is due to some property of the miasma, or because the Druj are &amp;quot;desensitized&amp;quot; to the fearsome effects of the shroud of dread, is not clear. It is notable that the Druj&#039;s subject &#039;&#039;septs&#039;&#039; are not inured to its influence - even those who have lived their entire lives under its effects still feel the clawing dread.&lt;br /&gt;
&lt;br /&gt;
There is significant speculation that the aura is useful to the Druj for more than simply slowing the advance of the Imperial forces. It also contributes to the atmosphere of terror and despair the orcs create among both their human prisoners and conquered septs - making it harder for their slaves to rebel against their authority. &lt;br /&gt;
==Miasma Pillars==&lt;br /&gt;
While the aura spreads across an entire [[territory]] it is &amp;quot;anchored&amp;quot; by misshaped stone monoliths dubbed &amp;quot;miasma pillars&amp;quot;. Each [[Territory#Region|region]] of the territory will contain at least one such pillar, and often holds several. The pillars appear to reinforce or supplement one another when they were in close proximity, and in this case removing the power of a single pillar proves ineffective if there are other pillars nearby. All nearby pillars needed to be deactivated simultaneously. If a single pillar is deactivated, there is little noticeable effect on the local miasma. Once all the pillars in a location are deactivated, however, the miasma quickly fades from the region. Unsurprisingly, the Druj often take pains to ensure that the pillars in a region are well defended. When they were first encountered, destroying miasma pillars presented a significant challenge for both those engaged in breaking their power, and the soldiers protecting them.&lt;br /&gt;
&lt;br /&gt;
While the miasma is unpleasant in the wider territory, the &#039;&#039;miasma pillars&#039;&#039; themselves are surrounded by the aura of dread in its most primal form. Even approaching a miasma pillar can prove extremely difficult without significant precautions such as ceremonial [[Religious_skills#Anointing|anointing]]; the use of a ritual protection such as [[Crystal Clarity of the Rational Soul]]; or the use of [[magic items]] such as a [[Circlet of Falling Snow]].&lt;br /&gt;
&lt;br /&gt;
In early 380YE, a combination of captains fighting to protect the legacy of Highguard, survivors motivated by the power of [[Courage]], and the [[a season of mushrooms|rampant power]] of the eternal [[Llofir]], most of the Druj miasma pillars in [[Reikos]] were located and destroyed. After the conquest of [[Ossium]], the miasma pillars were quickly identified and destroyed by Imperial Scouts and agents of the [[Vigilance]] assembly. They proved more durable in [[Zenith]], where they were commonly protected by tormented souls - former Imperial champions twisted to the service of the Druj by foul magic - eventually requiring the intervention of both the Imperial Senate, the [[Granite Pillar]], and the Highborn Assembly before the last one could be removed and the territory freed. &lt;br /&gt;
&lt;br /&gt;
There is evidence that both [[Sarangrave]] and [[The_Mallum#The_Forest_of_Ulnak|Forest of Ulnak]] have miasma pillars, and it is assumed they are also present in the [[The_Mallum#The_Salt_Flats_of_Sanath|Salt Flats of Sanath]]. It seems to take a little time for the Druj to spread their miasma over a territory - and there are no signs of them starting to do so before conquering the entire area. The one place they have controlled for extended periods of time without any sign of miasma is [[the Barrens]], but it&#039;s not clear why. Some scholars theorise that the territory is too large, but that is purely speculation. As with so much else about the miasma, and the Druj themselves, it remains a mystery.&lt;br /&gt;
&lt;br /&gt;
In each of the territories where the miasma has been cleared, a handful of lesser pillars still exist. Their influence is extremely limited - no more than a mile at most around an active pillar.&lt;br /&gt;
&lt;br /&gt;
==Destroying Pillars==&lt;br /&gt;
Initially, the only way to destroy a miasma pillar was to use the [[consecration]] ceremony, and a significant amount of [[liao]] (and priests capable of wielding it). In Summer 379YE, the [[Chimes of Annulment]] ritual was developed and codified at the [[Morrow#The_Halls_of_Knowledge_.28ruined.29|Halls of Knowledge]] in [[Zenith]], specifically to aid in destroying Miasma Pillars. Some have speculated that the Druj invasion of the territory, and their subsequent foray into [[Morrow]] that saw the Halls destroyed, were a reaction to the creation of the ritual. This seems unlikely - the Druj are petty but to launch an entire military campaign to &amp;quot;punish&amp;quot; the Urizen for creating a single ritual seems to be an extreme response even for them. There is also the question of how they would even know it existed. Either way, the ritual was added to the body of Imperial lore by [[declaration#Declaration of Imperial Lore|declaration]] of the [[Conclave]] in 379YE.&lt;br /&gt;
&lt;br /&gt;
A second ritual, [[Dreadful Ending]], was added to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] in Spring 385YE. This [[Winter magic|Winter]] ritual is much less subtle than Chimes of Annulment, using &amp;quot;brute force&amp;quot; to shatter and tear at whatever force it is that empowers the pillars. It is harder to use, but particularly effective at dealing with situations where there are multiple pillars in close proximity.&lt;br /&gt;
&lt;br /&gt;
The [[eternal|eternals]] [[Zakalwe]] and [[Janon]] are known to despise the miasma, and the pillars that anchor it. Zakalwe [[Carnival_of_rust#Late_Goodbye_.28Battle_Opportunity.29|offered assistance]] during a [[Sentinel_Gate#Major_Conjunctions|major conjunction]] of the [[Sentinel Gate]] during the liberation of Zenith, for example. Janon is known to have created some boons specifically to empower rituals intended to destroy the pillars even though they are not part of the lore of [[Night magic]].&lt;br /&gt;
&lt;br /&gt;
==The Miasma in Play==&lt;br /&gt;
* &#039;&#039;&#039;The miasma [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, but at the expense of becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
In addition to the rituals mentioned already, it&#039;s also possible to unmake a miasma pillar with a powerful consecration: a [[Consecration#Removal|ceremony strength]] of 15 is commonly needed, requiring the cooperation of several characters and large amounts of [[liao]].&lt;br /&gt;
&lt;br /&gt;
Even when the miasma is removed from a territory, it may still be encountered during quests, skirmishes, or player events taking place in the former Druj dominion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;The poisonous quality&amp;lt;br&amp;gt;&lt;br /&gt;
The forests of [[Holberg#Utterlund|Utterlund]] and [[Holberg#Misericorde|Misericorde]] gained the &#039;&#039;poisonous&#039;&#039; quality shortly before the Summer solstice 380YE as a result of Druj activity. This quality is distinct from Druj miasma. Each campaign army that moved through, or fought in, one of these regions would have suffered 250 casualties during that season of campaigning. The effect was removed in 382YE, but the Druj attempted to establish a similar effect during their occupation of Zenith. Imperial heroes stopped them then, but a few years later were unable to prevent the Druj from poisoning the Lower Tarn Valley of Therunin. It is possible that the poisonous quality may be encountered in the Mallum or created in other parts of the Empire.&amp;lt;/box&amp;gt;&lt;br /&gt;
[[Category: Barbarians]]&lt;br /&gt;
[[Category:Druj]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Druj_miasma&amp;diff=143879</id>
		<title>Druj miasma</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Druj_miasma&amp;diff=143879"/>
		<updated>2026-08-19T14:26:12Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Miasma.png|align=left|caption=Omnipresent, usually unseen, the miasma is sometimes visible as a heavy, cloying fog that brings with it near overwhelming feelings of dread and despair.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
The Druj miasma, or shroud of dread, was first encountered by Imperial troops crossing into [[Reikos]] during the Winter 378YE counter offensive against the [[orc|orcs]], but has since been encountered throughout [[the Mallum]], and in the attempt to liberate [[Zenith]]. Described as an almost physical pall of dread and despair, it infested the air, the water, and the soil. It was described by those exposed to it in fanciful terms; “clawing at the spirit”, “slowly grinding away every positive emotion”, and “threatening to undermine every virtuous thought”. &lt;br /&gt;
&lt;br /&gt;
At night, the effects of the miasma intensified. It seemed to take advantage of the long hours of darkness to play upon the natural fears, doubts, and uncertainties that come naturally to mortal minds. Some exposed to the miasma describe hallucinations, especially of deceased loved ones. There is no suggestion, however, that this effect is actually producing images of the dead – several soldiers reported catching sight of loved ones they knew were alive and safe at home, but seemingly murdered and weeping. The shroud of dread significantly impacts Imperial efforts to liberate territories claimed by the [[Druj]], slowing the advance of armies, and making it harder for them to claim territory from the eastern orcs.&lt;br /&gt;
==Study of the Miasma==&lt;br /&gt;
The Druj Miasma is not fully understood by Imperial scholars. It does not appear to have been created with conventional [[Rituals|ritual magic]]. Rather, it bears more similarity to a massive [[Religious_skills#Consecration|consecration]] associated with the [[Malign_spiritual_presences#Malign_Spiritual_Presences|malign spiritual presence]] of [[Malign_spiritual_presences#Fear|fear or dread]]. Yet the existence of a magical method to deal with the [[Roleplaying_effects#Area_Effects_.28Auras.29|aura]] (coupled with [[orc]] inability to use [[liao]] ceremonies) points to it being more than a purely spiritual effect.&lt;br /&gt;
&lt;br /&gt;
Of particular interest is the fact that the miasma appears to have little or no effect on the Druj orcs themselves. Whether this is due to some property of the miasma, or because the Druj are &amp;quot;desensitized&amp;quot; to the fearsome effects of the shroud of dread, is not clear. It is notable that the Druj&#039;s subject &#039;&#039;septs&#039;&#039; are not inured to its influence - even those who have lived their entire lives under its effects still feel the clawing dread.&lt;br /&gt;
&lt;br /&gt;
There is significant speculation that the aura is useful to the Druj for more than simply slowing the advance of the Imperial forces. It also contributes to the atmosphere of terror and despair the orcs create among both their human prisoners and conquered septs - making it harder for their slaves to rebel against their authority. &lt;br /&gt;
==Miasma Pillars==&lt;br /&gt;
While the aura spreads across an entire [[territory]] it is &amp;quot;anchored&amp;quot; by misshaped stone monoliths dubbed &amp;quot;miasma pillars&amp;quot;. Each [[Territory#Region|region]] of the territory will contain at least one such pillar, and often holds several. The pillars appear to reinforce or supplement one another when they were in close proximity, and in this case removing the power of a single pillar proves ineffective if there are other pillars nearby. All nearby pillars needed to be deactivated simultaneously. If a single pillar is deactivated, there is little noticeable effect on the local miasma. Once all the pillars in a location are deactivated, however, the miasma quickly fades from the region. Unsurprisingly, the Druj often take pains to ensure that the pillars in a region are well defended. When they were first encountered, destroying miasma pillars presented a significant challenge for both those engaged in breaking their power, and the soldiers protecting them.&lt;br /&gt;
&lt;br /&gt;
While the miasma is unpleasant in the wider territory, the &#039;&#039;miasma pillars&#039;&#039; themselves are surrounded by the aura of dread in its most primal form. Even approaching a miasma pillar can prove extremely difficult without significant precautions such as ceremonial [[Religious_skills#Anointing|anointing]]; the use of a ritual protection such as [[Crystal Clarity of the Rational Soul]]; or the use of [[magic items]] such as a [[Circlet of Falling Snow]].&lt;br /&gt;
&lt;br /&gt;
In early 380YE, a combination of captains fighting to protect the legacy of Highguard, survivors motivated by the power of [[Courage]], and the [[a season of mushrooms|rampant power]] of the eternal [[Llofir]], most of the Druj miasma pillars in [[Reikos]] were located and destroyed. After the conquest of [[Ossium]], the miasma pillars were quickly identified and destroyed by Imperial Scouts and agents of the [[Vigilance]] assembly. They proved more durable in [[Zenith]], where they were commonly protected by tormented souls - former Imperial champions twisted to the service of the Druj by foul magic - eventually requiring the intervention of both the Imperial Senate, the [[Granite Pillar]], and the Highborn Assembly before the last one could be removed and the territory freed. &lt;br /&gt;
&lt;br /&gt;
There is evidence that both [[Sarangrave]] and [[The_Mallum#The_Forest_of_Ulnak|Forest of Ulnak]] have miasma pillars, and it is assumed they are also present in the [[The_Mallum#The_Salt_Flats_of_Sanath|Salt Flats of Sanath]]. It seems to take a little time for the Druj to spread their miasma over a territory - and there are no signs of them starting to do so before conquering the entire area. The one place they have controlled for extended periods of time without any sign of miasma is [[the Barrens]], but it&#039;s not clear why. Some scholars theorise that the territory is too large, but that is purely speculation. As with so much else about the miasma, and the Druj themselves, it remains a mystery.&lt;br /&gt;
&lt;br /&gt;
In each of the territories where the miasma has been cleared, a handful of lesser pillars still exist. Their influence is extremely limited - no more than a mile at most around an active pillar.&lt;br /&gt;
&lt;br /&gt;
==Destroying Pillars==&lt;br /&gt;
Initially, the only way to destroy a miasma pillar was to use the [[consecration]] ceremony, and a significant amount of [[liao]] (and priests capable of wielding it). In Summer 379YE, the [[Chimes of Annulment]] ritual was developed and codified at the [[Morrow#The_Halls_of_Knowledge_.28ruined.29|Halls of Knowledge]] in [[Zenith]], specifically to aid in destroying Miasma Pillars. Some have speculated that the Druj invasion of the territory, and their subsequent foray into [[Morrow]] that saw the Halls destroyed, were a reaction to the creation of the ritual. This seems unlikely - the Druj are petty but to launch an entire military campaign to &amp;quot;punish&amp;quot; the Urizen for creating a single ritual seems to be an extreme response even for them. There is also the question of how they would even know it existed. Either way, the ritual was added to the body of Imperial lore by [[declaration#Declaration of Imperial Lore|declaration]] of the [[Conclave]] in 379YE.&lt;br /&gt;
&lt;br /&gt;
A second ritual, [[Dreadful Ending]], was added to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] in Spring 385YE. This [[Winter magic|Winter]] ritual is much less subtle than Chimes of Annulment, using &amp;quot;brute force&amp;quot; to shatter and tear at whatever force it is that empowers the pillars. It is harder to use, but particularly effective at dealing with situations where there are multiple pillars in close proximity.&lt;br /&gt;
&lt;br /&gt;
The [[eternal|eternals]] [[Zakalwe]] and [[Janon]] are known to despise the miasma, and the pillars that anchor it. Zakalwe [[Carnival_of_rust#Late_Goodbye_.28Battle_Opportunity.29|offered assistance]] during a [[Sentinel_Gate#Major_Conjunctions|major conjunction]] of the [[Sentinel Gate]] during the liberation of Zenith, for example. Janon is known to have created some boons specifically to empower rituals intended to destroy the pillars even though they are not part of the lore of [[Night magic]].&lt;br /&gt;
&lt;br /&gt;
==The Miasma in Play==&lt;br /&gt;
* &#039;&#039;&#039;The miasma [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it&#039;&#039;&#039;&lt;br /&gt;
The primary effect of the miasma is that it [[Calls#WEAKNESS|weakens]] anyone exposed to it who does not have the ability to [[Roleplaying_effects#Overcoming_Roleplaying_Effects|overcome]] it. The easiest method to overcome the miasma is to receive an [[anointing]], but particularly [[Heroic_skills#Hero|heroic]] individuals, or those in possession of certain [[enchantment|enchantments]] or [[magic items]] may also be able to counteract the effect. In particular, those of the [[changeling]] [[lineage]] are able to fight the effects of the miasma, but at the expense of becoming &#039;&#039;extremely&#039;&#039; angry - which can cause problems all its own.&lt;br /&gt;
&lt;br /&gt;
In addition to the rituals mentioned already, it&#039;s also possible to unmake a miasma pillar with a powerful consecration: a [[Consecration#Removal|ceremony strength]] of 15 is commonly needed, requiring the cooperation of several characters and large amounts of [[liao]].&lt;br /&gt;
&lt;br /&gt;
Even when the miasma is removed from a territory, it may still be encountered during quests, skirmishes, or player events taking place in the former Druj dominion.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;The poisonous quality&amp;lt;br&amp;gt;&lt;br /&gt;
The forests of [[Holberg#Utterlund|Utterlund]] and [[Holberg#Misericorde|Misericorde]] gained the &#039;&#039;poisonous&#039;&#039; quality shortly before the Summer solstice 380YE as a result of Druj activity. Each campaign army that moved through, or fought in, one of these regions would have suffered 250 casualties during that season of campaigning. The effect was removed in 382YE, but the Druj attempted to establish a similar effect during their occupation of Zenith. Imperial heroes stopped them then, but a few years later were unable to prevent the Druj from poisoning the Lower Tarn Valley of Therunin. It is possible that the poisonous quality may be encountered in the Mallum or created in other parts of the Empire.&amp;lt;/box&amp;gt;&lt;br /&gt;
[[Category: Barbarians]]&lt;br /&gt;
[[Category:Druj]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_dose_makes_the_poison&amp;diff=143863</id>
		<title>The dose makes the poison</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_dose_makes_the_poison&amp;diff=143863"/>
		<updated>2026-08-19T12:31:44Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Axe of Dusk.jpg|align=left|caption=The Golden Axe brave the rotting marshes of Therunin, and the spiteful poison that pools there.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Gold Axe and Iron Boot==&lt;br /&gt;
The rich bayou and dense forests of [[Therunin]] are a shadow of what they once were. Since the [[Ashes#Ring_of_Ashes|surprise assault]] of the Druj a little over two years ago, the [[Navarr]] territory has been torn by war and poison, ravaged by [[Spring magic#Chaos|chaos]] and [[Spring magic#Ruin|ruin]]. The [[Thimble]] was lost, the [[Therunin#Holt_of_the_Oak_(ruined)|Holt of the Oak]] fell, [[Isaella&#039;s Dance]] and the [[Iron Helms]] made the ultimate sacrifice to help their allies win free of a Druj trap, the ancient hospital of [[Therunin#Peakedge Stead|Peakedge Stead]], the newly built apothecary college of [[Thornsinger#Thornsong House|Thornsong House]] burned, and [[Ossegrahn|Lord Rain]] withdrew his healing rains from the Empire. Worse, the wicked sorcerers of the [[Druj_armies#Tainted_Basilisk|Tainted Basilisk]] roused the vallorn of Tharunind. Only the [[Songs_like_trees#That_Hill_and_Wood_Shall_Slay|valiant efforts]] of [[Wolves of War|League soldiers]] and [[Golden Sun|Dawnish knights]] saved [[Therunin#Peakedge Stead|Peakedge Stead]] from being overwhelmed; only the courage of [[Pilgrim&#039;s Defiance|Highborn pilgrims]] protected [[Therunin#East Ashes|East Ashes]] from [[A_bright_cerulean_flame|being consumed]]. Despite all that sacrifice, all that valorous desperation, [[Therunin#Eastring|Eastring]] was [[Crimson_and_green|still lost]] and while the Druj paid a high price for their arrogance, there is no hope of the steadings or the [[weirwood]] groves being recovered until that day when the Empire takes the final battle to the vallorn.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vojsuli Cherenkov, General of the Golden Axe&amp;quot;&amp;gt;Warriors of the Axe, this season we march to Therunin. We march to where the Iron Helms &amp;amp; Isaella&#039;s Dance paid the ultimate price. To where the bonds of Loyalty between Varushka and Navarr were deepened. For too long have the people of Therunin been cut off from our Empire. The dread gaze of Blood-on-the-Snow has turned to the people of Therunin offering false hope. We reject the lies of this Eternal! We march to show the people of Therunin that they are not forgotten. To the Navarr of Therunin, look to the east. We are coming.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Into this crucible of pain comes the worst of all possible friends - the [[eternal]] known as &#039;&#039;Twigsnap&#039;&#039;, as the &#039;&#039;Giver of Gifts&#039;&#039; and &#039;&#039;Blood-on-the-Snow&#039;&#039;. &#039;&#039;He who calls the Lost to Feast&#039;&#039;. [[Agramant]]. &amp;quot;&#039;&#039;Nobody else cares about Therunin save me&#039;&#039;&amp;quot;, he whispers. &amp;quot;&#039;&#039;I am the only friend to the people of Therunin&#039;&#039;&amp;quot;, he claims. &amp;quot;&#039;&#039;I will help you take back what the Empire has denied you&#039;&#039;&amp;quot;, he wheedles. And to be sure he has [[The_thing_with_feathers#Heartbreaking_(Agramant)|offered sweet gifts]], and [[The_keys_of_blood#The_Beast_Below_(Agramant)|despite the warnings]] some of those who still remain in Therunin have heeded his words.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=GoldenAxe Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the Empire responds, and the warriors of the [[Golden Axe|Axe]] march to Therunin. They march in part to deepen the bonds between [[Varushka]] and Navarr, and to urge the people to reject the false hope offered by the &#039;&#039;Cannibal King&#039;&#039;. Up out of the [[Sarangrave#Turan Flats|Turan Flats]] they go, fording the Unnamed River at [[Sarangrave#Turan|Turan]], thence to the [[The_Barrens#The_Bleaks|Bleaks]] and a sojourn at the [[The_Barrens#Last_Battle_Wayhouse|Last Battle Wayhouse]]. There the captains meet with the steading that calls that place home, still, despite the jealous anger of the Karass. The Navarr scouts have kept as close an eye on the [[Therunin#Lower Tarn Valley|Lower Tarn Valley]] as they have on the Sarangrave; they are ready to serve as guides to the poisoned morass the Druj have made of that once-beautiful marshland.&lt;br /&gt;
&lt;br /&gt;
The dour Varushkan warriors are bound around with [[Day magic]] that grants vital [[Clarity of the Master Strategist|clarity]] for the battle that is to come. A half-handful of [[Military unit|Imperial captains]] accompany them, but for the most part it is the warriors of the Axe alone that walk south out of the Barrens into the ruin of the Lower Tarn. As they march, orcs watch them from the trees. The Karass resent the Last Battle, and resent the Imperials who visit. They make no effort to impede the army - they are not so brave - but neither do they offer any aid. It&#039;s doubtful they have much to give anyway; their warriors are busy in [[the Mallum]] after all.&lt;br /&gt;
{{CaptionedImage|file=GeneralGoldenAxe.jpg|caption=&#039;&#039;&#039;Vojsuli Cherenkov&#039;&#039;&#039; (right), General of the Golden Axe|align=right|width=300}}&lt;br /&gt;
So, gathering momentum as they go, the Golden Axe leaves the Bleaks and enters a Therunin that is, at least in theory, still held by the Druj.&lt;br /&gt;
&lt;br /&gt;
==Haunted Bayou==&lt;br /&gt;
Therunin is haunted, there can be no doubt. For the Golden Axe, it is the spectre of the Iron Helms that they spy beneath the hunched trees of the Tarn Valley. They paid an ultimate price, paid it willingly, and if the story is to be believed some of them still fight on despite having died a year or more ago. The [[Quickening Cold Meat|bitter gifts]] of [[Winter magic]] have a way of lingering. Perhaps it was those lingering spirits who fought beside the Iron Helms that drew the black-eyed gaze of the &#039;&#039;Devourer of the Fallen&#039;&#039; here in the first place. Either way, every Varushkan knows that death is certain, and rarely pretty.&lt;br /&gt;
&lt;br /&gt;
Dwelling on the dead does not pave the path to victory, however, and the soldiers of the Golden Axe are rarely given to introspection when there is battle to be joined. It is not the dead, or their echo, that faces them in the Lower Tarn Valley but the very real threat of the remaining Druj and the [[Region_qualities#Poisoned|poisonous]] legacy of [[Ashes#Objective:_Prevent_the_use_of_the_Sephals_Cauldron|the Sephals Cauldron]] that occupies their thoughts. The Last Battle scouts warned the Varushkans how bad it was, but even so they are barely prepared.&lt;br /&gt;
&lt;br /&gt;
Its been two years since the Druj spilled the Sephals Cauldron in the Lower Tarn, in an effort to punish Imperial armies fighting in the territory, and a failed attempt to spread their wickedness into the Barrens. Since then, time and [[Spring magic]] both have worked a terrible transformation on the once-fertile Lower Tarn Valley. With the waters poisoned, much of the vegetation here has died and rotted, creating a foul-smelling miasma that hangs at the bottom of the valley like a curse. The skeletons of people, oxen, and beasts lie in stagnant pools of filth, undisturbed by scavengers or predators, food only for the flies that everywhere swarm in buzzing black clouds. What few trees remain, hardy enough to resist or with roots deep enough to reach untainted water far below, are still clearly sick. Their fruit is blotched, marred by the taint of venom, and the first fool to ignore the caution of their friends and pluck a misshapen apple from a sagging bough dies raving within the day. &lt;br /&gt;
&lt;br /&gt;
Not everything is dead - mushroom and fungus both prosper here, feeding on death, untouched by the residue of that twisted cauldron. A particular kind of moss, of all things, has adapted to the poison in the worst possible way. &#039;&#039;Toragh&#039;s Beard&#039;&#039; as it has been named by the Navarr, in &amp;quot;honour&amp;quot; of an infamous master of the poisoners arts, hangs in strands from dying trees and the moisture that drips from it contains concentrated venom that burns the skin like acid. Some of the great insects that Therunin is known for have survived, but as with the trees they show signs of sickness. Many have clearly been driven mad by constant pain. Even here, though, their numbers are greatly depleted. One of the things that presses on the awareness of the Varushkan soldiers is the oppressive silence. For hours on end the only sounds are those of boots squelching in mud, the splash of feet in shallow water, ragged breathing, the susurrus of dying wind through dead reeds.&lt;br /&gt;
&lt;br /&gt;
==Those Left Behind==&lt;br /&gt;
{{CaptionedImage|file=Druj2.jpg|title=The Razor Skink - symbol of the Chikad|caption=The Razor Skink - symbol of the Chikad|align=right|width=200}}&lt;br /&gt;
The Golden Axe are not here for a nature walk though, they are [[Army orders#Overwhelming Assault|here to conquer]]. There are still Druj in the Lower Tarn Valley. Most have taken over the abandoned steadings, or the settlements once raised by the [[Great Forest Orcs]]. At first they present a nearly negligible threat to the Varushkan warriors, armed with up-to-date intelligence provided by the Last Battle steading. It is also clear that, with the route east into Sarangrave sealed by the vallorn and the Empire, they have fragmented and fallen to that factionalism that so often overcomes the barbarians of the Mallum where there is neither outside threat, nor a strong leader to keep them together.  &lt;br /&gt;
&lt;br /&gt;
Fortunately, or unfortunately, depending on where one stands, news of the Golden Axe spreads in widening ripples across the Tarn Valley, and up into Peakedge Song. The first few engagements go overwhelmingly in favour of the Varushkans, the Druj barely able to respond before their life-blood spills out onto the poisoned ground. Then, after less than a week, the silence is riven by the pounding of drums, those great echoing drums some Druj use to communicate over great distances. &amp;quot;&#039;&#039;Beware!&#039;&#039;&amp;quot; they shout to those who know how to understand their tongue. &amp;quot;&#039;&#039;The Empire comes! The Het summons!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A [[Druj_champion#Het|Het]], then, in the Lower Tarn Valley. The Navarr had rumours of such a thing - a warlord of one of the [[Arkad]] who sought to weld the Druj remnants in Therunin into some kind of order. &#039;&#039;Egrech Skinrazor&#039;&#039;, a second-rate [[Arkad#Chikad|Chikad]] commander marooned in western Therunin when they fled the fall of Eastring to the vallorn. With the backing of neither [[Druj lore#Buruk Tepel|Buruk Tepel]] nor sept, they brought together the remaining &#039;&#039;Tepel&#039;&#039; apothecaries and sought to kill any who would not accept their &amp;quot;protection&amp;quot;. Controlling the [[potion|potions]] and [[herb|herbs]] the Druj are used to having in profusion, they seek to control those left in the Tarn Valley. The Last Battle say they have done well, considering the naturally treacherous nature of the Druj.&lt;br /&gt;
&lt;br /&gt;
From that point on, the fighting is a little less one sided. Oh, there is never any doubt the Golden Axe will prevail. There are nearly seven thousand Varushkan warriors, possessed of supernatural strategic acumen, supported by scouts who have made a study of both the weaknesses and strengths of the forces here. Yet there is a cost to their victories; soldiers lives are spent to overrun the barbarians&#039; positions. The poison that seeps into everything begins to take a toll of its own; supplies of fresh water and wholesome food are all very well but there is only so much that can be done. Open wounds allow poison to seep into the blood. Even something as simple as slipping in the mud, never mind being knocked prone by some renegade [[Arkad#Pakkad|pakkad]] in the fury of battle, can lead to tainted water or droplets of poisoned mud being swallowed. The healers that accompany the Varushkans do their best, but the pace has been set hard and fast. The emphasis here is on &#039;&#039;victory&#039;&#039; and all too often a [[surgical skills#Physick|physick]] arrives to find their patient already cooling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Druj are not the only people in the Tarn Valley, however. There are a handful of isolated Navarr steadings who have refused to leave. Through everything - the rampage of the Druj and the poisoning of the marshes and the rousing of the vallorn - they have remained steadfast. Most paid the ultimate price, tortured by the invaders or forced to seek the cold oblivion of [[Kaela#The_Gift_of_Kaela|Kaela&#039;s Gift]]. Some withdrew to the places they knew the Druj would not follow, into the depths of [[Therunin#Greenheart|Greenheart]], and while many were lost as Tharunind awoke, others survived and continue to strike against the Druj encampments to the north.&lt;br /&gt;
&lt;br /&gt;
Some of these steadings emerge as the Varushkans press south into the Tarn Valley. They are on the verge of collapse, starved of provisions and supplies, but still they fight. There is no doubt that some of them have heard the words of &#039;&#039;Wastewalker&#039;&#039;, and like &#039;&#039;Dochas Weeping Glade&#039;&#039; have taken his gifts, but now is not the time to balance that scale. It is not the Varushkan way to question those who feel they must take dark bargains to survive and as long as they are discreet, most soldiers do not pry too closely. Don&#039;t ask questions you don&#039;t want answered, older soldiers tell their younger comrades. It is for [[general|generals]] and [[archmage|archmages]] and priests to argue over the right and the wrong of tainted weapons, not those who know they must face the greater darkness. Even so there are a few too far gone to trust. The thorns of &#039;&#039;Willowjoy Steading&#039;&#039;, who file their teeth to points, who wear armour decorated with flayed orc faces, and who openly fight alongside the long-armed, black-clawed, shaggy beasts of the [[Realms#Winter|Wasteland]] receive short shrift. When a Varushkan soldier spies them gnawing their way into the belly of a fallen Druj, the response is swift, merciless, and bloody.&lt;br /&gt;
&lt;br /&gt;
Realistically it is only a few of the emerging Navarr who are suspect. The rest have done what their people always do. Scattered, hidden, prepared, rationed their food, and water, and arrows. Made contingencies, used their mastery of woodcraft to scout and where possible ambush or assassinate. They may treat the Varushkans with a little suspicion - more than one voices surprise it is the Golden Axe and not the [[Black Thorns]] or the [[Quiet Step]] that have come to Therunin and the small number of orcs of the Great Forest who fled with them have their own reason to be cautious of Varushkan warriors. Yet for all that, they nonetheless welcome the Imperial soldiers as cousins, and a welcome sign the Empire has not forgotten them. Their intelligence, added to that provided by the Last Dance, paints a more detailed picture of life in the Lower Tarn Valley.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Egrech Skinrazor&#039;&#039; has gathered his forces around him at the &#039;&#039;Razorhill&#039;&#039; - the ruins of what was once the [[Therunin#Holt_of_the_Oak_(ruined)|Holt of the Oak]]. Partially reinforced with [[weirwood|wood]] from the Thimble - before the tendrils of the vallorn sealed all access to the weirwood grove - they fly poorly-painted banners of black lizards from their palisade, and adorn the walls with mortal remains stolen from the defiled [[Navarr_culture_and_customs#Funerals|corpse glades]]. They raid those other septs who do not bow to Egrech&#039;s dominion, seeking always to claim the herbs they need to ensure their warriors continue to resist the very taint the Druj brought to the Lower Tarn. They trade their jealously hoarded supply of weirwood to the warlords of the Upper Tarn and Peakedge for more herbs but their reserves must by now be dwindling.&lt;br /&gt;
&lt;br /&gt;
It is ironic, perhaps, that a region once known for the generosity of its herb gardens has been so ruined that even [[true vervain]] must be carefully rationed. A perfect example of the madness of the Druj.&lt;br /&gt;
&lt;br /&gt;
==On Razorhill==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thorns.png|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;Blackrazor&#039;&#039; aspire to be a sept but they are really little more than a rabble of murderers and thieves. Egrech may fancy themselves a great het, but they are clearly nothing more than a scrabbling power-hungry fool desperate to enforce their will on those weaker than them, living in fear of those stronger. For all their talk, as the Golden Axe approach the low hill where the Holt of the Oak once stood the forces &amp;quot;loyal&amp;quot; to Egrech are quick to retreat behind their ramshackle walls. Once a beautiful structure of living wood and timber shaped by the Great Forest Orcs as a sign of their alliance with the Navarr, the Razorhill is little more than a lopsided palisade with a handful of watch towers surrounded by a shallow moat. The moat, rather than the walls or the wooden towers, is the real danger here. The foul, filthy water that fills it stinks like an open sewer but there are telltale rainbow patterns on the surface that speak of the concentrated poison that fills the wide trench.&lt;br /&gt;
&lt;br /&gt;
The Golden Axe do not waste time when they arrive. Forewarned by the Navarr, they carry as part of their baggage train three dozen tree trunks cut down on the edges of the Bleaks where the trees still stand hale and hearty. They also have two wagons filled with the rubble and ruin of the broken steadings and settlements they have dealt with on their route here. Even as Druj archers begin their hail of arrows on the attackers, the Golden Axe raise their heavy shields to protect those charged with putting these preparations to good use. Bridges are laid down, and sections of the trench are filled with rubble, allowing the Varushkans to chop their way through the leaning perimeter wall and force the Druj to face them directly.&lt;br /&gt;
&lt;br /&gt;
Egrech Razorscale has tried to rule by fear, and it shows. Without the bare minimum protection granted by keeping the Golden Axe at bowlength, any suggestion of discipline or coordination melts like ice on an anvil. As veterans of the Mallum know, however, desperation makes these barbarians more dangerous, not less. Flame erupts as some of the tents and shanty buildings catch fire; cornered Druj hurl themselves with murderous fury at the attackers. Many are clearly using the preparation the Imperial Orcs euphemistically dubbed &#039;&#039;[[Double-sided Blade#Warming Armour|Warming Armour]]&#039;&#039; but the Druj know as &#039;&#039;Warspice&#039;&#039;. It drives them into a frenzy, lets them fight long after the point where they should have collapsed, but when they finally succumb to their wounds death claims them quickly, the blood flowing hot and fast into the churned mud within the walls of Razorhill.&lt;br /&gt;
&lt;br /&gt;
The cunning Druj still have surprises for the Empire. With half the army on one side of the shallow, poison moat and the rest inside the walls of Razorhill, a hundred or so orc barbarians erupt from hides and shallow pits along their flanks. It&#039;s a tactic the barbarians have used before, but never in such poisoned earth. Many of the ambushers show signs of spreading poison, but they hardly seem to care - &#039;&#039;[[Double-sided_Blade#Weakening Sun|Corpseskin]]&#039;&#039; the Druj call it, a drug that removes pain but makes those who use it all too pliable and suggestible. They fight with a grim determination, grinning as the Varushkans hack them apart. For a brief period it looks like this attack might cause some real problem for the Imperial forces - many of the hidden orcs bear bows that they use with deadly accuracy despite their drugged state.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Fire and thorns.jpg|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Then, without warning, the ambushers are themselves ambushed. A cohort of silent Navarr appear seemingly out of nowhere, and rain their own arrows down on the attackers from behind. Caught between the Varushkan anvil and the Navarr hammer, the balance shifts catastrophically against the Druj attackers. They fall pierced by red-fletched shafts or hewn by iron axes. For a moment, the two forces stare at each other over the pile of bodies; then the unexpected archers disappear back into the gathering darkness of late evening. Some of the thorns fighting with the Varushkan army later identify them as warriors of the Weeping Glade; those who have gathered to the banner of &#039;&#039;Dochas&#039;&#039; and openly bear the fell boons offered by &#039;&#039;Whisperer&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Inside the palisade, the fighting is almost done when Egrech Razorscale reveals the final element of their trap. The fire that spreads among the tents is not an accident; barrels of oil and pitch gathered from conquered steadings have been cunningly hidden in the rough encampment. Some of the Druj have concealed themselves with hand-axes and as the fire spreads they smash these barrels flooding sections of the ruined keep with a horrible, sticky, flammable substance. Others hurl clay pots full of the stuff and follow them with lit torches. Within minutes, the flames are beyond control. The Varushkans are forced to pull back, as walls of fire erupt into the darkened sky.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the Druj, the soldiers of the Golden Axe are neither fools nor bloodthirsty barbarians. Once it is clear what is happening the retreat sounds and the army falls back across the bridges to the other side of the moat. Razorhill is consumed, the roaring of the conflagration almost drowning out the screams of the Druj left behind, immolated by flames set by their own leader. The tongues of fire leap high into the sky, visible for miles across the flat, poisoned marshes.&lt;br /&gt;
&lt;br /&gt;
Egrech Razorscale is not here. The self-styled het of the Blackrazors was never here. Along with the tepel herbalists they had impressed, along with the core of their supporters, they have fled west towards the Upper Tarn Valley, leaving the bulk of those foolish enough to trust to their leadership to die. Sacrificed to try and harm the Varushkan army enough that it would give up, perhaps. If that was the intent of the Razorscale, it represents a woeful lack of understanding of the Varushkan spirit.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Ripple effect on water.jpg|caption=Despite the victory of the Golden Axe, the insidious poison created by the Sephals Cauldron continues to taint the Lower Tarn Valley.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mopping Up==&lt;br /&gt;
Over the next few weeks, the Golden Axe meet with limited resistance. Any Druj who were not lured to Razorhill by Egrech&#039;s hollow promise of security, or who did not flee west, are mercilessly and swiftly dealt with. As the Autumn Equinox gets closer, the Golden Axe declares victory. There are still a few warbands of Druj here and there but they are in disarray, fleeing, easy prey for anyone who would hunt them. &lt;br /&gt;
&lt;br /&gt;
Very few prisoners or slaves were liberated from the Druj encampments; presumably any Navarr that had not fled or sought sanctuary in the isolated steadings chose to take that bitter gift that [[Kaela]] offers Imperial citizens captured by the Druj. There are a handful of terrified orc thralls, dragged here by the Druj when they thought they might make Therunin a part of the Mallum, who cower from the Varushkans as they cowered from their cruel overlords. The Golden Axe have minimal comfort to offer them, but most are taken in by the Navarr who still abide in Therunin.&lt;br /&gt;
&lt;br /&gt;
There is one unexpected treasure amidst the rot and ruin of Therunin. One of the last Druj encampments dealt with by the Golden Axe lies along the raised road that once connected the Lower Tarn Valley to Eastring. Here, concealed beneath canvas and mud, the soldiers uncover wagons laden with weirwood. There&#039;s no doubt that this is a shipment of wains from the Thimble, likely being transported west to shore up Druj defences as the vallorn ate their settlements to the east. It is only a fraction of the bounty of the Thimble - five wains - but even so it is doubtless better to deny the Druj this treasure. The Golden Axe take custody of the material. Even this offers scant comfort, however, to those sickened by the poison that still infests the marshes here. To those who have lost comrades, friends, loved ones to the Druj or to the mud. Maybe as many as three hundred soldiers have died here, more often to the terrible residue of the Sephals Cauldron that to the fight with the Druj - and that poison is not going anywhere any time soon.&lt;br /&gt;
{{CaptionedImage|file=Regionsoftherunin.png|title=Regions of Therunin|align=right|width=400}}&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Therunin===&lt;br /&gt;
* &#039;&#039;&#039;The Golden Axe have claimed the region of the Lower Tarn Valley&lt;br /&gt;
* &#039;&#039;&#039;The General of the Golden Axe has received 5 wains of weirwood recovered from Therunin&lt;br /&gt;
* &#039;&#039;&#039;The Druj still control Peakedge Song, Upper Tarn Valley, and East Ashes; Sweetglades, Greenheart, and Eastring are completely dominated by the vallorn&lt;br /&gt;
* &#039;&#039;&#039;Lower Tarn Valley still has the poisoned quality&lt;br /&gt;
The Empire now controls the ruins of the Lower Tarn Valley. The Druj control three regions, and the vallorn controls the other three. As such, no one force has overall control of the territory. The Lower Tarn Valley still has the [[Region_qualities#Poisoned|poisoned]] quality, and will cause casualties to any Imperial armies that fight there or move through it on their way to attack somewhere else. A key element in the victory here was the assistance of Last Battle Wayhouse in the Barrens - the fact the Lower Tarn Valley has the [[Region_qualities#Under_Threat|Under Threat]] quality provided a major advantage toward claiming an actual beachhead in the territory. The Imperial attack also benefitted from the support of Dochas and the warriors of the Weeping Glade, who attacked at the pivotal moment at the battle of Razorhill.&lt;br /&gt;
&lt;br /&gt;
The General of the Golden Axe has received 5 wains of weirwood, recovered from the territory. While the weirwood clearly came from the groves of the [[Thimble]], it is legally the property of the general.&lt;br /&gt;
&lt;br /&gt;
None of the military units supporting the Golden Axe received a share of the Imperial Guerdon.&lt;br /&gt;
&lt;br /&gt;
There are a few Navarr steadings in Therunin that resist the Druj, the most prominent being that led by [[The_keys_of_blood#The_Beast_Below_(Agramant)|Dochas Weeping Glade]]. The wicked eternal [[Agramant]] has been offering aid to the Navarr to take back their territory from the Druj, while denouncing the Empire for abandoning the territory and the people who remain here. There are signs of heralds of the Whisperer everywhere in Therunin, but the situation does not seem to have got any worse in the last season at least.&lt;br /&gt;
&lt;br /&gt;
The stretch of land controlled by the vallorn that runs across the middle of Therunin creates a strategic challenge, similar to that which exists in [[Brocéliande]] and once caused problems in [[Liathaven]]. It is not possible to move between East Ashes to the south and the northern regions of the territory, and vice versa, without passing through the vallorn. Any fighting there would be considered a separate engagement to fighting in the north, and the [[A_bright_cerulean_flame|recent engagement]] of the Pilgrim&#039;s Defiance there indicates that there is still a Druj presence in East Ashes centred around the Feverwater Docks.&lt;br /&gt;
&lt;br /&gt;
===Poisoned Marsh===&lt;br /&gt;
* &#039;&#039;&#039;The poisoned quality presents a strategic challenge&lt;br /&gt;
The [[Region_qualities#Poisoned|poisoned]] quality means that each Imperial campaign army that moves through, or fights in, the region suffers 250 casualties during that season of campaigning (which may be increased by the orders issued to the army). The ritual [[Why Sulemaine Walked Away From The Baker]] protects an army from this effect, but orders have no effect to reduce these casualties. &lt;br /&gt;
&lt;br /&gt;
The Empire now has a beachhead in Therunin, but the virulence of the poisoned quality there presents a challenge to any attempts to use that beachhead to attack the [[Therunin#Upper Tarn Valley|Upper Tarn Valley]]. There are two options here:&lt;br /&gt;
* Imperial forces could move to attack Upper Tarn Valley, using the beachhead they have created here. If they do so, any army participating will suffer the effects of the poisoned quality. &lt;br /&gt;
* Alternatively, they could pull back out of Therunin and attack the Upper Tarn Valley from [[the Barrens#Hope&#039;s Rest|Hope&#039;s Rest]] - avoiding the poisoned quality but needing to take a new beachhead to do so.&lt;br /&gt;
&lt;br /&gt;
All this presupposes that the poisoned quality still persists, of course.&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=240}}&lt;br /&gt;
===Sucking the Poison===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Imperial Apothecaries&#039; Guild could act to treat the poison in the Lower Tarn Valley&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any member of the sodality that takes the special action to treat the poison for the season will see their production halved&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The work will require at least 30 members of the sodality to act each season to make progress&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Two seasons of success will be required to clear the poison&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will cost the Imperial treasury thirty thrones each season until the poison is removed&#039;&#039;&#039;&lt;br /&gt;
The &amp;quot;antidote&amp;quot; to the Druj poison is known thanks to the [[Imperial Apothecaries Guild|Imperial Apothecaries&#039; Guild]]. [[Wasp_nest#Isolating_an_Antidote|Ioric&#039;s Elixir]] is a herbal preparation that can be combined with fresh water to cleanse the Lower Tarn Valley of the horror the Sephals Cauldron has created here. Indeed, shortly after the [[Imperial sodality]] was formed, they tried to deal with the poison but ran afoul of an invading Druj army and were forced to abandon their efforts. The [[Senate]] already [[386YE_Winter_Solstice_Senate_sessions#Imperial_Apothecaries_Guild_to_Therunin|instructed]] the Apothecaries&#039; Guild to apply the antidote in 383YE so there&#039;s no need for further license to empower the sodality to get to work. All that is required is for the sodality to meet and vote to begin their work in the Lower Tarn Valley. A simple majority of the members attending a meeting to discuss the matter would be sufficient, and even if they were to vote not to undertake the effort immediately, as long as the situation didn&#039;t change dramatically there&#039;d be no problem with them delaying a season or two.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as mentioned already, the two years that have passed since the [[opportunity]] was first presented have not been kind. The poison has sunk deep into the earth and water of Therunin. The [[Wasp_nest#Practical_Solutions|basic principle]] is sound; removing the poisoned quality will take six months, and cost the [[Imperial treasury]] 30 thrones each season. There is some risk - there are still Druj in Therunin - but the enemy there are disorganised and the remaining Navarr and their winter allies are prepared to offer protection to the Guild if need be.&lt;br /&gt;
&lt;br /&gt;
Once the Apothecaries&#039; Guild votes to start cleansing the poison, it will cost the Senate 30 Thrones each season until the project is completed or the guild votes to abandon it. It will however require a much more focused effort to actually cleanse the poison, and more expert work not only to deal with the problem itself but to protect those confronting it. &lt;br /&gt;
&lt;br /&gt;
If the sodality votes to undertake the work, it will create a special opportunity in downtime following the event. This opportunity will be available &#039;&#039;only&#039;&#039; to members of the Apothecaries&#039; Guild who possess &#039;&#039;either&#039;&#039; the [[Surgical skills#Physick|physick]] or [[Surgical skills#Apothecary|apothecary]] skill. Other characters can roleplay their involvement, but only those with expert knowledge of how to use [[herbs]] will be able to directly contribute to the cleansing of the Lower Tarn Valley. Each season it will require &#039;&#039;&#039;at least 30 members&#039;&#039;&#039; with the appropriate skill to support the operation, or it will make no headway. It requires two seasons (which need not be consecutive) to complete the work. &lt;br /&gt;
&lt;br /&gt;
The nature of the opportunity varies depending on their personal resource, but involves participating in the cleansing of Lower Tarn Valley. Any character who does so is assumed to either travel to the territory, or to provide support and resources to those doing the work. &lt;br /&gt;
&lt;br /&gt;
* If a character supporting the operation in the Lower Tarn Valley controls a [[fleet]] or [[military unit]], it will be able to take a &#039;&#039;guarding&#039;&#039; [[voyage]] or [[venture]] as appropriate, which will provide a standard military unit or fleet with seven random herbs. Rituals that boost a fleet or military unit that is undertaking a guarding action will benefit as normal. &lt;br /&gt;
* A congregation will be able to perform a [[Congregation#Lectures|lecture]] that means they will receive Synod votes as normal but lose &#039;&#039;all&#039;&#039; their [[liao]]. &lt;br /&gt;
* A character with any other personal resource will lose &#039;&#039;half&#039;&#039; its production for that season.&lt;br /&gt;
&lt;br /&gt;
This personal cost has caused some people associated with the Imperial Apothecaries&#039; Guild to question the wisdom of trying to deal with the poison - it comes at a significantly greater cost to the members than it would have done two years ago. Nobody has quite come out and said it, but perhaps the sodality might wish to negotiate with the Senate to secure some concessions in return for putting their livelihoods - and potentially their lives - on the line.&lt;br /&gt;
&lt;br /&gt;
====Peak Pharmacy====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Highborn.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Benefactor of High Chalcis could choose to support the Apothecaries&#039; Guild by redirecting herbs from Highguard&lt;br /&gt;
* &#039;&#039;&#039;The Gardens of High Chalcis would provide no benefits, the Benefactor would lose their sinecure, and the High Herbalist of Sybella would have fewer herbs available to them, but&lt;br /&gt;
* &#039;&#039;&#039;Doing so would remove the need for the Senate to pay to support the Apothecaries&#039; Guild efforts&lt;br /&gt;
The poison in Therunin has advanced to the point where it is no longer feasible for the [[Benefactor of High Chalcis]] to simply [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|redirect the bounty]] of Reikos to [[Wasp_nest#Peak_Pharmacy|resolve it]]. That is not to say that the herbalists of Reikos could not provide valuable assistance. They could however provide the large number of herbs needed and remove the cost to the Imperial Treasury. Instead the majority of the herbs would come from High Chalcis, and any shortfall would be made up by devout herbalists in other parts of [[Highguard]]. As always, however, using this power would mean the [[great work]] would provide no additional herbs to the herb gardens of Reikos during the time it took to clear the poisonous taint, and the Benefactor themselves would receive no personal herbs either. This decision would &#039;&#039;also&#039;&#039; have implications for the [[High Herbalist of Sybella]] – with fewer herbs available to buy in Highguard they would lose access to the top two ranks of their ministry while the purification takes place (this would not impact their ability to buy herbs from the Kruidenkenner however).&lt;br /&gt;
&lt;br /&gt;
Once committed, the effects would start as soon as the Apothecaries&#039; Guild chose to begin cleansing the taint, and persist until the corruption was removed from the Lower Tarn Valley, the Benefactor chose to end them with another announcement, or the sodality ended the endeavour.&lt;br /&gt;
====Militant Physicks====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ValiantPegasus_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=BloodCloak_Colour.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Valiant Pegasus, Bloodcloaks, or an army under Bound by Common Cause could help clear the poison, reducing the time needed to a single season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any army working in the region would suffer the effects of poison unless protected by the enchantment Why Sulemaine Walked Away From The Baker&#039;&#039;&#039;&lt;br /&gt;
The poison has sunk in, but there is still a chance for the [[Bloodcloaks]] or [[Valiant Pegasus]] to offer their aid here, even [[Wasp_nest#Militant_Physicks|after two years]]. Unfortunately, things have progressed to the point where it needs much more expert herbal lore than even the physicks of these two armies can easily provide. If either of these armies were to come to Therunin, however, and use their [[Army_qualities#Physick|Tend the Fallen]] order they would reduce the time needed to cleanse the region from six months to three months. There is a risk to such a plan, of course, in that the army would be exposed to the very poison quality they were cleansing. But the magisters of Highguard point out that the Winter ritual [[Why Sulemaine Walked Away From The Baker]] provides protection to soldiers from poison. The Valiant Pegasus – or the physicks of the [[Bloodcloaks]] of [[Wintermark]] – could be defended from the corruption of the Tarn Valley if they bore the enchantment.&lt;br /&gt;
&lt;br /&gt;
Regardless, an army involved in helping to deal with the poisoning of the Lower Tarn Valley would &#039;&#039;not&#039;&#039; be eligible for natural resupply while assisting the Apothecaries&#039; Guild.&lt;br /&gt;
&lt;br /&gt;
It would still cost the Imperial treasury 30 thrones, unless the people of Reikos provided their herbs, and still need the Imperial Apothecaries&#039; Guild to commit themselves and their resources to the project for a season.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Therunin]]&lt;br /&gt;
* [[The_keys_of_blood#The_Beast_Below_(Agramant)|The keys of blood]] - 386YE Autumn wind of fortune relating to the interest of Agramant in Therunin&lt;br /&gt;
* [[The_thing_with_feathers#Heartbreaking_(Agramant)|The thing with the feathers]] - 387YE Winter wind of fortune about Agramant&#039;s attitude to Therunin&lt;br /&gt;
* [[Ashes#Poison_and_Ashes_(Battle_Opportunity)|Poison and ashes]] - 386YE battle opportunity around the Sephals Cauldron&lt;br /&gt;
* [[Wasp nest]] - 386 Winter wind of fortune discussing the poisoning of Lower Tarn Valley; while the opportunities here have been superseded the history and context remain the same&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_interlude&amp;diff=143859</id>
		<title>388YE Autumn Equinox interlude</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_interlude&amp;diff=143859"/>
		<updated>2026-08-19T12:31:15Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=All Happening in the Square.jpg|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Downtime following the Summer Solstice is now open. It allows players to process their character&#039;s downtime choices. Not all resources allow a player to make a choice about how they operate between events, but we&#039;ve provided information about new opportunities for [[congregation]], [[fleet]], and [[military unit]] owners in particular, as well as a reminder about existing opportunities created at earlier events. &lt;br /&gt;
&lt;br /&gt;
On this page, we&#039;ve outlined and offered some context for various effects and events. As always, these include quick summaries, mostly out of character, to explain effects such as large-scale [[enchantment|enchantments]] and [[curse|curses]]. &lt;br /&gt;
&lt;br /&gt;
In some cases, there may be further developments around the events listed here in the Summer Solstice winds of fortune. They may also be handled with a &#039;&#039;Resolution&#039;&#039; entry on the appropriate Wind, or a note in the &#039;&#039;Other Events&#039;&#039; section of next events Winds of Fortune page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The deadline for Downtime submissions is midnight on Sunday the 9th of August&#039;&#039;&#039;&lt;br /&gt;
==Choices==&lt;br /&gt;
* &#039;&#039;&#039;During the Summer Solstice, there were a number of Senate motions, Conclave declarations, Synod judgements, Military Council orders, Sodality resolutions, and elections &#039;&#039;&#039;&lt;br /&gt;
Each summit the [[Senate]] raises and votes on [[Senate motion|motions]], the [[Conclave]] debates [[declaration|declarations]], the assemblies of the [[Synod]] discuss [[judgement|judgements]], the [[general|generals]] of the [[Military Council]] issue [[Army orders|orders]] to their [[Army|armies]], [[Imperial sodality|Imperial sodalities]] decide on resolutions, and citizens are elected to Imperial titles. You can find details of these many decisions here:&lt;br /&gt;
* [[388YE Summer Solstice Senate sessions|Senate sessions]]&lt;br /&gt;
* [[388YE Summer Solstice Synod judgements|Synod judgements]]&lt;br /&gt;
* [[388YE Summer Solstice Conclave sessions|Conclave sessions]]&lt;br /&gt;
* [[388YE Summer Solstice Military Council orders|Military Council orders]]&lt;br /&gt;
* [[388YE Summer Solstice Sodality resolutions|Sodality resolutions]]&lt;br /&gt;
* [[388YE Summer Solstice Imperial elections|Imperial elections]]&lt;br /&gt;
The Civil Service is responsible for ensuring that these motions, judgements, declarations, orders, resolutions, and elections 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.&lt;br /&gt;
&lt;br /&gt;
==Imperial Guerdon==&lt;br /&gt;
The [[Powers_of_the_Imperial_Senate#Guerdon|Imperial Guerdon]] is a bursary set up by the Imperial Senate primarily to reward military units that support Imperial armies, spy networks, and fortifications. The value of the Imperial Guerdon is divided between each military unit and fleet that supports an army in proportion to their effective strength. The [[Quartermaster General of the Imperial Armies]] has the power to exclude any or all Imperial armies and navies, fortifications, or special projects (such as spy networks) from the Guerdon. If they do so, then a character who supports such an army, fortification, or special project will receive nothing for doing so. &lt;br /&gt;
&lt;br /&gt;
The Guerdon remains at &#039;&#039;&#039;350 Thrones&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This season, the [[Quartermaster General of the Imperial Armies]] has [[388YE_Summer_Solstice_Senate_sessions#Assign_the_Guerdon|announced]] that shares of the Guerdon will be shared between military units supporting the following armies:&lt;br /&gt;
&lt;br /&gt;
* [[Burning Falcon]] in [[Bregasland]]&lt;br /&gt;
* [[Citadel Guard]] in [[Salt Flats of Sanath]]&lt;br /&gt;
* [[Eastern Sky]] in [[Mareave]]&lt;br /&gt;
&lt;br /&gt;
No other armies, or actions by military units or fleets, will receive shares of the Guerdon.&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
File:BurningFalcon Colour.png|[[388YE_Summer_Solstice_Military_Council_orders#Burning_Falcon|Burning Falcon]]&lt;br /&gt;
File:CitadelGuard Colour.png|[[388YE_Summer_Solstice_Military_Council_orders#Citadel Guard|Citadel Guard]]&lt;br /&gt;
File:EasternSky Colour.png|[[388YE_Summer_Solstice_Military_Council_orders#Eastern Sky|Eastern Sky]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
* &#039;&#039;&#039;Players who control military units can choose from a number of downtime options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not every military unit is eligible to participate in every venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Left to their own devices, a military unit defaults to the &#039;&#039;mercenary work&#039;&#039; option&#039;&#039;&#039;&lt;br /&gt;
Any player whose character controls a [[military unit]] can choose from several downtime options by logging into the downtime system. They may choose to [[Military_unit#Campaigning|support an army]], [[Military_unit#Guarding|defend a fortification]], or [[Military_unit#Scouting|support a spy network]]. They can also choose one of the many [[Venture|ventures]]. Left to their own devices, a military unit defaults to [[Venture#Mercenary_Work|mercenary work]], guaranteeing an income of money along with a random chance of herbs, more money, mana crystals, ingots or measures.&lt;br /&gt;
&lt;br /&gt;
Players who want to support one of the [[Army|Imperial armies]] can also read the [[Army_orders|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 &#039;&#039;&#039;[[388YE Spring Equinox Military Council orders]]&#039;&#039;&#039; 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&#039;s also possible for players without military units to see the orders, without waiting for the Winds of War (assuming the orders related to an area that produced a full write-up).&lt;br /&gt;
&lt;br /&gt;
As per the [[Online#You_May_Not_Post_Military_Updates|the guidelines around discussing military matters]], you must not post statements encouraging people where to send their military units and fleets in downtime. &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Stürmherra, General of the White Mountain Fire&amp;quot;&amp;gt;The Druj have started to remember why they fear the high peaks of Otkodov. Remind them of their weakness and show them the shade of their blood in the summer sun. We shall claim Bonewall and the Great Pit&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Support White Mountain Fire===&lt;br /&gt;
* &#039;&#039;&#039;Imperial military units can support the White Mountain Fire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Thule army is part of a larger effort to invade the Forest of Ulnak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard military unit that takes this action will receive 7 mana crystals&#039;&#039;&#039;&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] continues to offer mana crystals to Imperial captains in the Forest of Ulnak, though this season it is in support of the White Mountain Fire. A continued invitation has been made, with [[Voice_irresistable#Grim_Faces|the same details as presented two seasons ago]]; any military unit is welcome to support the White Mountain Fire and a standard military unit will be rewarded with 7 [[Game_items#Mana_Crystals|mana crystals]], with an [[Military unit#Upgrades|upgraded]] or [[enchantment|enchanted]] military unit receiving proportionally more.&lt;br /&gt;
&lt;br /&gt;
===Rescue the Great Forest Orcs===&lt;br /&gt;
* &#039;&#039;&#039;Navarr and Imperial orcs can take an action to rescue the Great Forest Orcs from the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units contribute their full strength to this raiding action and receive half the returns of &#039;&#039;Raid the Druj&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Congregations that take the &#039;&#039;Rescue the Great Forest Orcs&#039;&#039; lecture contribute half their strength and receive no liao, normal votes in the Synod, and remain in the same Virtue Assembly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fleets that take the &#039;&#039;Rescue the Great Forest Orcs&#039;&#039; voyage contribute half their strength and receive half the returns of &#039;&#039;Raid the Druj&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All other resources that take the &#039;&#039;Rescue the Great Forest Orcs&#039;&#039; undertaking contribute half their strength and receive half normal production&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reduced production does not affect enchantments or great works&#039;&#039;&#039;&lt;br /&gt;
The [[Druj]] have sent missives to Chief Vallack of the Great Forest Orcs threatening to murder his people if he doesn&#039;t collaborate with them. There is a chance, an opportunity, to launch a raid to [[All_I_ask_of_you#Rescue_the_Great_Forest|rescue the orcs of the Great Forest]] from the groves where they toil under the Druj. But it would require at least &#039;&#039;fifteen thousand&#039;&#039; strength to achieve simply thwart &#039;&#039;Nimon Rue&#039;&#039;, the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] who rules [[Forest_of_Ulnak#Cassad_Ûln|Cassad Ûln]]. To go further, to venture into the [[Salt Flats of Sanath]] and the [[Salt_Flats_of_Sanath#Grove_of_Woe|Grove of Woe]] would require a strength of at least &#039;&#039;forty-five thousand&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
There is also the chance to go further than that, to humiliate the Druj in their own groves... that would require a vast host of more than &#039;&#039;seventy thousand&#039;&#039; strength.&lt;br /&gt;
&lt;br /&gt;
===Scout the Tsirku Scouting Network===&lt;br /&gt;
* &#039;&#039;&#039;Tsirku is so large and inhospitable that only a single region can be explored each season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The venture requires at least fifteen hundred strength to gain any useful information&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units assigned to &#039;&#039;Conceal the Northern Lights&#039;&#039; will reduce the effective strength of this venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units from nations other than Wintermark and Varushka suffer a one-rank penalty due to the cold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are no rewards for taking this option&#039;&#039;&#039;&lt;br /&gt;
The region of [[Warriors&#039; Gate|Warriors Gate]] has been explored! Now, at the behest of [[Imperial Spymaster]], &#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, the scouts will aim northwards, towards [[Sermersuaq#Sydanjaa|Sydanjaa]] and the region described as &amp;quot;&#039;&#039;icy, covered in snow, with vicious-looking chasms&#039;&#039;&amp;quot;. It doesn&#039;t seem that Sydanjaa extends &#039;&#039;into&#039;&#039; this region, but it is one that those walking that way would pass through.&lt;br /&gt;
&lt;br /&gt;
The vast territory of Tsirku, is so inhospitable that it [[Snap_rope_and_pass_foil#Scouts|represents a huge challenge to scouts]]. Rather than exploring the entire territory in one go, the scouting network will explore a single region each season. If the scouts are successful, the Imperial Spymaster will be able to choose where to explore next. Only once the entire territory has been scouted will a map suitable for scrying be created. There are no rewards publicly available for anyone taking this option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Strength&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Tsirku Scouting Network Outcome&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1500&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;An overview of the region including the names of significant features such as lakes, frozen seas, or mountain ranges.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Details of any significant Jotun or Thule presence in the region, along with any connections to Otkodov, Tromsa, or Skallahn, as well as information about locations with a tie to Agramant or other hostile eternals.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A thorough overview of the region, showing the locations of any significant outside presences, several points of interest located in the region, and the names and a short overview of the terrain of adjoining regions.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Empire has seen that &#039;&#039;[[Whisper Gallery|Masked Courtiers of Secrets]]&#039;&#039; have tried to hire military units to thwart efforts to scout the wastes. Every military unit that takes the venture to &#039;&#039;&#039;Conceal the Northern Lights&#039;&#039;&#039; will count its military strength &#039;&#039;against&#039;&#039; the total strength of those trying to explore Tsirku.&lt;br /&gt;
&lt;br /&gt;
===Conceal the Northern Lights===&lt;br /&gt;
* &#039;&#039;&#039;The Whisper Gallery is eager to prevent the secrets of Tsirku from being spoiled&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters that have had contact with the eternal can take this action to reduce the effective strength of efforts to Scout Tsirku&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units from nations other than Wintermark and Varushka suffer a one-rank penalty due to the cold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of the eternal will provide crystal fire and luxury goods to anyone who helps to thwart the efforts to scout the territory&#039;&#039;&#039;&lt;br /&gt;
The [[Whisper Gallery]] is determined to prevent Imperial scouts from [[Snap_rope_and_pass_foil#Tsirku_is_Secret|destroying the secrets of Tsirku by exposing them to the sterile light of day]]. The &#039;&#039;Court of the Shadowed Oracle&#039;&#039; [[Monarchs_and_outcasts#Tyrannical_Discipline_(Whisper_Gallery)|have made an offer]] to those Steinr poets, offering [[crystal fire]] and luxury goods to anyone who will help them try to thwart the efforts of the scouts by creating false trails, spoiling supplies and otherwise sabotaging the efforts to discover more. Every military unit working to &#039;&#039;&#039;Conceal the Northern Lights&#039;&#039;&#039; subtracts their military strength from those attempting to scout Tsirku. &lt;br /&gt;
&lt;br /&gt;
Only characters with a military unit who have had contact with the Whisper Gallery can take this action. A starting military unit will receive two pieces of crystal fire and luxury goods worth 72 rings for their help; an upgraded military unit will gain proportionately more.&lt;br /&gt;
&lt;br /&gt;
===Reconquer Therunin===&lt;br /&gt;
* &#039;&#039;&#039;Navarr can send their military units to support efforts to reconquer Therunin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The efforts are led by &#039;&#039;Dochas Weeping Glade&#039;&#039; and heralds of Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Agramant will help military units claim heart&#039;s blood as spoils of war from those slain&#039;&#039;&#039;&lt;br /&gt;
[[The_keys_of_blood#The_Beast_Below_(Agramant)|Dochas Weeping Glade]], who claims to take inspiration from Gobaith of Summer&#039;s Grove reborn, has managed to form a settlement of survivors in [[Therunin]]. The settlement wishes to take back the nominally Druj-controlled territory with Agramant&#039;s aid. Any Navarri can support this action, and as long as at least ten military units take this action, it will also be available next season, and Agramant will do whatever it takes to ensure the settlement survives.&lt;br /&gt;
&lt;br /&gt;
Only Navarri can take this campaigning action. A starting military unit will receive two pawns of [[heart&#039;s blood]] as spoils of war; an upgraded military unit will gain proportionately more.&lt;br /&gt;
&lt;br /&gt;
A list of everyone whose military unit - or enchanted resource - supported this action will be widely publicised; they will be committing the crime of [[List_of_Criminal_Offences#Crimes_of_Position|treason]], which will likely end in execution.&lt;br /&gt;
&lt;br /&gt;
===Hunt the Suaq Wastes===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark and Dawn military units sent to &#039;&#039;Hunt the Suaq Wastes&#039;&#039; will focus their efforts on securing Treachers Dagger&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The powerful Winter regio is guarded by dozens of servants of Agramant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard military unit taking this the &#039;&#039;Hunt the Suaq Wastes&#039;&#039; action will receive a magic item from the cultists and heralds in the area&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, the Wintermark Assembly voted to uphold a [[388YE_Summer_Solstice_Synod_judgements#Judgement_91|judgement]] submitted by &#039;&#039;&#039;Hildelith Kaukosdottir&#039;&#039;&#039; and enacted by &#039;&#039;&#039;Ceolmund Dreth&#039;&#039;&#039; to lead [[Heroism|heroes]] and [[Glory|glory-seekers]] to [[Warriors%27_Gate#Dangers_and_Hunters|Treachers Dagger]]. Instead of the normal wasteland vis, money, and Keen Lifeblood, hunters will receive a [[magic items|magic item]] from the defenders of the Winter regio. Military units that are substantially upgraded or enchanted will also receive money, representing tokens and treasures won from the dead.&lt;br /&gt;
&lt;br /&gt;
Provided at least 5,000 strength supports the venture after the Summer Solstice, the servants of Agramant will be scattered, and an [[opportunity]] to permanently sever the regio will be available.&lt;br /&gt;
&lt;br /&gt;
===Swords Against Darkness===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, League, and Dawnish military units can take a questing action to attack the threats in Spiral&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If at least two thousand strength is assigned to the action for three seasons over the next year, then the venture will remain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard military unit that takes this action will receive three mana crystals and two doses of liao&#039;&#039;&#039;&lt;br /&gt;
After a lot of work persuading some of the wealthier Apulian merchants and key [[arbiter|arbiters]], Naomi has been able to persuade them to back an attempt to [[My_friends_are_my_estate#Swords_Against_Darkness|solve the problem]]. The solution is simple enough, and for once, Naomi&#039;s idea requires relatively little upfront investment. If the Empire can muster enough military units to directly attack the threats in Spiral, then the inhabitants of the territory would be able to get on top of the problem. If that could be achieved, it would only need a little support on an ongoing basis to keep the threats under control. Naomi likens it to weeding an overgrown garden - it requires a lot more effort to get the weeds under control than it does to keep it that way.&lt;br /&gt;
&lt;br /&gt;
With the backing of wealthy patrons, the venture would provide 3 mana crystals and two liao to any standard military unit taking part. A military unit with at least 200 effective strength (from upgrades or rituals) would receive a [[Circlet of Falling Snow]] as part of their rewards. The potential returns aren&#039;t great - but of course the Senate could always apply the Guerdon to the expedition.&lt;br /&gt;
&lt;br /&gt;
The venture lasts for a year - but if at least 2000 strength of military units undertakes the venture on three seasons out of the four, then the venture will remain available for the foreseeable future. If that happens, then the taxation of the territory would permanently increase by 6 thrones a season, and the current penalty to military units from the {{Black Plateau}} would be permanently removed.&lt;br /&gt;
&lt;br /&gt;
The efforts of Urizen, League, and Dawnish military units were effective last season; at least one more season of attacking the threats in Spiral will see the horrors of the {{Black Plateau}} beaten back.&lt;br /&gt;
&lt;br /&gt;
==Fleets==&lt;br /&gt;
* &#039;&#039;&#039;Players who control fleets can choose from several downtime options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Not every fleet is eligible to participate in every voyage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Left to their own devices, a fleet defaults to the &#039;&#039;maritime escort&#039;&#039; option&#039;&#039;&#039;&lt;br /&gt;
Any player whose character controls a [[fleet]] can choose from several downtime options by logging into the downtime system. They may choose to [[Fleet#Trading|trade]] with a [[Foreign_ports|foreign port]], engage in [[Fleet#Raiding|raiding]] barbarians, [[Fleet#Questing|quest]] in search of glory or renown, [[Fleet#Scouting|scout]] either to support a [[smugglers cove]] or as part of another stealthy option, or commit to [[Fleet#Guarding|guarding]] a convoy of other ships.&lt;br /&gt;
&lt;br /&gt;
Left to their own devices, a fleet defaults to [[Voyage#Maritime_Escort|maritime escort]], guaranteeing an income of money along with a random chance of herbs, more money, mana crystals, ingots or measures.&lt;br /&gt;
{{CaptionedImage|file=FjorknaeSymbol.png|align=right|width=200}}&lt;br /&gt;
===Depredations of the Fjorknae===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark fleets suffer a two-rank penalty to the &#039;&#039;Escort the Fisherfolk of Westerhal&#039;&#039; voyage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marcher fleets suffer a two-rank penalty to the &#039;&#039;Raid Kalsea&#039;s Coastline&#039;&#039; voyage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fleets from both nations suffer a two-rank penalty to trade with Caitun&#039;&#039;&#039;&lt;br /&gt;
The [[Fjorknae]] have been [[Pride_in_the_Marches#Worrisome_Gullet|roused]], and their ships are active in the Gullet. At the moment, the presence of these ships is focused in the Gullet and the northern Sea of Snow - Marcher and Wintermark ships that sail fast and don&#039;t stop for anything are able to outrun the raiders.&lt;br /&gt;
&lt;br /&gt;
===Trade Summary===&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets can trade with ports in Axos, the Commonwealth, Faraden, the Iron Confederacy, the Sarcophan Delves, and the Sumaah Republic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Production depends on the port chosen, and can be increased by upgrades and enchantments&#039;&#039;&#039;&lt;br /&gt;
Imperial fleets can [[Fleet#Trading|trade]] with a number of foreign nations who have chosen to open some of their ports to visitors from the Empire. The assumption is that a ship trading with a foreign nation makes enough from selling their cargo to cover their running costs, crew salaries and the like, but that there is enough profit to provide the character who owns the fleet with valuable goods of interest to the folk who attend [[Anvil]]. What goods are received for visiting a port is changeable, and heavily influenced by Imperial diplomacy.&lt;br /&gt;
* &#039;&#039;&#039;Axos:&#039;&#039;&#039; The ports of the &#039;&#039;&#039;[[Foreign_ports#Towers_of_Kantor|Towers of Kantor]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Foreign_ports#Axos|Chambers of Issyk]]&#039;&#039;&#039; welcome Imperial fleets. Navarr fleets receive a frosty reception due to the association with the &#039;&#039;Scions of Cavan&#039;&#039; and suffer a two-rank penalty; more information can be found in the &#039;&#039;&#039;[[Wise_and_measured#Treason_and_the_Vallorn|Wise and measured]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth:&#039;&#039;&#039; The ports of &#039;&#039;&#039;[[Foreign_ports#Leerdam|Leerdam]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Foreign_ports#Volkavaar|Volkavaar]]&#039;&#039;&#039;, as well as the new port of &#039;&#039;&#039;[[Foreign_ports#Murolosch|Murolosch]]&#039;&#039;&#039; welcome Imperial traders. Imperial fleets suffer a one-rank penalty with both ports whilst the Commonwealth are furious with the Empire following [[War_games#Commonwealth_Fury|revelations]] about Lantir.&lt;br /&gt;
* &#039;&#039;&#039;Faraden:&#039;&#039;&#039; The port of &#039;&#039;&#039;[[Foreign_ports#Caitun|Caitun]]&#039;&#039;&#039; welcomes Imperial fleets. Fleets from the Marches and Wintermark benefit from a one-rank bonus due to close proximity. &lt;br /&gt;
* &#039;&#039;&#039;Iron Confederacy:&#039;&#039;&#039; The port of &#039;&#039;&#039;[[Foreign_ports#Robec|Robec]]&#039;&#039;&#039; is available for Imperial fleets.&lt;br /&gt;
* &#039;&#039;&#039;Sarcophan Delves:&#039;&#039;&#039; The usual ports of &#039;&#039;&#039;[[Foreign_ports#Sarcophan|Sarcophan]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Foreign_ports#Betovering|Betovering]]&#039;&#039;&#039; welcome Imperial traders.&lt;br /&gt;
* &#039;&#039;&#039;Sumaah Republic:&#039;&#039;&#039; The port of &#039;&#039;&#039;[[Foreign_ports#Zemeh|Zemeh]]&#039;&#039;&#039; welcomes Imperial traders.&lt;br /&gt;
* &#039;&#039;&#039;Zemelslo:&#039;&#039;&#039; The port of &#039;&#039;&#039;[[My_passions_from_a_common_spring#Free_Ports_And_Free_People|Radosmo]]&#039;&#039;&#039; has been closed to Imperial fleets following an embargo [[388YE_Summer_Solstice_Senate_sessions#Embargo_Zemelslo|announced]] by the [[Imperial Consul]]&lt;br /&gt;
&lt;br /&gt;
==Congregations==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;In addition to the standard preaching options taken by owners of congregations, special &#039;&#039;lectures&#039;&#039; may be available&#039;&#039;&#039;&lt;br /&gt;
During downtime, the owner of a [[congregation]] can choose to take a [[Congregation#Downtime_Options|preaching]] action. Normally, these actions are used to preach one of the Imperial virtues, or the general teachings of [[the Way]], allowing a Synod member to change which of the virtue assemblies they belong to. &lt;br /&gt;
&lt;br /&gt;
After the Summer Solstice, there are four lectures available.&lt;br /&gt;
&lt;br /&gt;
===Pride of Temeschwar===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_League.png|align=right}}{{CaptionedImage|file=Assembly_Pride.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Temeschwari with a congregation can choose to preach Pride in recognition of their great city&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard congregation that takes the &#039;&#039;Preach Pride - Pride of Temeschwar&#039;&#039; action will receive no liao, but 12 votes in the Synod&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A congregation that takes this action will be in the Pride Assembly at the next summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This lecture is availble until the start of the Winter Solstice 388YE&#039;&#039;&#039;&lt;br /&gt;
Virtue&#039;s Respite has been remade! The [[Bloody_Custodian_of_Pride#Bloody_Massive_Pride_of_Temeschwar|Bloody Massive Pride of Temeschwar]] stands triumphant near one of the two river gates. Now is the time for all Proud citizens of Temeschwar to extol the greatness of their fine city. Temeschwar has a long and storied past, and the bishops and other leaders of congregations are encouraged to employ their oratory in speaking on its history.&lt;br /&gt;
&lt;br /&gt;
===Courage in Convalescence===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Courage.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Anyone with a congregation can choose to preach Courage and seek out stories from those who have thrown off the yoke of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard congregation that takes the &#039;&#039;Preach Courage - Courage in Convalescence&#039;&#039; action will receive no liao, and 10 votes in the Synod&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A congregation that takes this action will be in the Courage Assembly at the next summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This lecture is only available after the Summer Solstice 388YE&#039;&#039;&#039;&lt;br /&gt;
When it comes to recovering from living under the malice of miasma pillars, it is the people like the Sandfishers, the Yerende, or the Ketsov who would be best able to testify on what it is like to learn how to live without the crushing weight of the Druj yoke on their shoulders. &lt;br /&gt;
&lt;br /&gt;
Priests who partake will compile a summary of various accounts in time for the Autumn Equinox (and become members of the Courage Assembly if they are not already). This report will not contain any particular action points, commissions or actions that the machinery of state might employ to dispel fear, but will instead help priests understand the dark scars in the hearts of those who suffered the cruelty of the Buruk Tepel. The hope is that it will help make them more able to provide pastoral support to those they hope to liberate.&lt;br /&gt;
&lt;br /&gt;
===Discuss Prosperity with the Adepts of Tsark===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Urizen.png|align=right}}{{CaptionedImage|file=Assembly Prosperity.png|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Urizen with a congregation can choose to preach Prosperity and discuss the virtue with Adepts of Tsark&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A standard congregation that takes the &#039;&#039;Preach Prosperity - Discuss Prosperity with the Adepts of Tsark&#039;&#039; action will receive no liao, one dose of Zaboravi, and 10 votes in the Synod&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A congregation that takes this action will be in the Prosperity Assembly at the next summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This lecture is only available after the Summer Solstice 388YE&#039;&#039;&#039;&lt;br /&gt;
Camilla is the primary representative from Tsark to the Empire on the subject of Prosperity. Camilla&#039;s parents were Urizeni who found a way to Tsark a generation ago and decided to stay, so she is a little familiar with the Empire and the Way as a result. Camilla says that she intends to stay a little while at the Garden of the Perfect World. There are other adepts and sages who intend to visit in the season that follows: she has been asked to prepare the way. The Council of Sages believes, from what it understands of Prosperity, that the Virtue may be one that fits in the perfect world that the Tsarkoi seek - in accordance with their esoteric beliefs - to bring about.&lt;br /&gt;
&lt;br /&gt;
Camilla and the other adepts chosen for this initiative would be delighted to meet with Urizen who wish to share their perspective on Prosperity. Those who make the journey to Occursion - either by themselves or with their whole congregation - will meet with Adept Camilla and her fellows, to discuss Prosperity and demonstrate the auras associated with it.&lt;br /&gt;
&lt;br /&gt;
===Foretell the Coming of the Second Age of Virtue===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Labyrinth.jpg|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Anyone with a congregation can choose to preach the Way by encouraging pilgrims to support the Grand Inspiration of the Way&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A congregation that takes the &#039;&#039;Foretell the Coming of the Second Age of Virtue&#039;&#039; action will receive the normal amount of liao and Synod votes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Congregations taking this action will contribute at least seven rings to the labour costs of the Grand Inspiration of the Way&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A congregation that takes this action will be in the Way Assembly at the next summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This lecture is available until the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
Following on from the [[Lay the foundations|highest calling]] of the Highborn Assembly, the congregations of the Empire can preach the good news of the Second Age of Virtue. The more congregations that took part each season, the greater the benefits would be. The individual effects would be tiny, but a thousand raindrops can quickly turn into a flood. Virtuous citizens would make a pilgrimage to [[Bastion]], to volunteer to help with the work of completing the Grand Inspiration, working to raise the monument to the heavens - doing their part to support the Grand Inspiration and ushering in a new era. They may not be builders, but they believe in the dream to be given form. Children, the elderly, all united by faith to add even a single brick and know they were part of this momentous occasion in the history of mortal ascension.&lt;br /&gt;
&lt;br /&gt;
==Arcane Projections==&lt;br /&gt;
* &#039;&#039;&#039;Arcane projections must be submitted before the close of downtime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to submit arcane projections that create personal curses&#039;&#039;&#039;&lt;br /&gt;
The deadline for submitting an [[arcane projection]] is now the close of downtime. This is a significantly shorter window than previously. We&#039;ve made this change to improve our ability to process arcane projections - an earlier deadline means that the game team have more time to consider each arcane projection, which will allow us to be more detailed and consistent in our responses.&lt;br /&gt;
&lt;br /&gt;
As detailed in the &#039;&#039;&#039;[[The_moth_for_the_star#A_Drowning_Sailor|The moth for the star]]&#039;&#039;&#039; wind of fortune, it is not currently possible to create an arcane projection that involves a [[curse]] directed at a character. &lt;br /&gt;
&lt;br /&gt;
===Colleges and Forges===&lt;br /&gt;
* &#039;&#039;&#039;We&#039;ve changed the email address for college of magic and runeforge submissions&#039;&#039;&#039;&lt;br /&gt;
It is important for characters responsible for a [[college of magic]] or [[runeforge]] to remember that the deadline for submitting rituals for codification, or instructions to the runeforge, is also the point that downtime closes. You &#039;&#039;must&#039;&#039; use let us know how you plan to use your college or forge by this point, otherwise it will not be possible to submit anything and the season will be lost.&lt;br /&gt;
&lt;br /&gt;
The e-mail address to which such instructions should be sent is now {{plot}} rather than rules. The rules decisions about an arcane projection that is being codified, or a new item, have already been made, and it is the plot team who deal with the creation of ritual texts, unique items, or schema.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
* &#039;&#039;&#039;If you are creating an artefact you will need to email plot@profounddecisions.co.uk with the requested name and roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Artisans can use [[ilium]] to make a permanent artefact version of any magic item they can create. These powerful items retain their properties indefinitely, are readily identifiable as unique named items, and can exert powerful [[roleplaying effects]] over anyone bonded to them.&lt;br /&gt;
&lt;br /&gt;
Anyone wanting to create an artefact should email {{plot}} before downtime closes with their CID and what magic item they want to be an artefact. They should also include what name they want the artefact to have and the desired roleplaying effect. With roleplaying effects, it is best to avoid anything with religious themes; that is the purview of the [[hallow]] ceremony. It is best to avoid naming specific concepts: a roleplaying effect of &amp;quot;&#039;&#039;You feel an urge to protect Urizen lore&#039;&#039;&amp;quot; would be returned as &amp;quot;&#039;&#039;You feel an urge to preserve the magical secrets of your people&#039;&#039;&amp;quot;. It can be interpreted as the same for someone in [[Urizen]], but it would encourage someone in [[Wintermark]] to protect [[Runesmith&#039;s Law]], or a magician-prince of [[Jarm]] to protect their own collection of ritual texts.&lt;br /&gt;
&lt;br /&gt;
As with [[hallow#Effects|hallow]], comedic names or names which are &#039;&#039;obviously&#039;&#039; taken from existing works of fiction are not appropriate for item names in Empire and will be rejected when identified.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Effects==&lt;br /&gt;
* &#039;&#039;&#039;After every event there will be a range of special effects that have an impact on downtime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each effect is automatically applied to the appropriate personal resources; this provides details of what has caused each effect&#039;&#039;&#039;&lt;br /&gt;
Every season sees large-scale effects impact individuals and nations. Some arise as the result of [[Judgement|Synod judgements]], [[Senate motion|Senate motions]] or [[Declaration|Conclave declarations]]. Others are the results of winds of fortune or war, or magical effects such as [[enchantment|enchantments]] or [[curse|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.&lt;br /&gt;
&lt;br /&gt;
===Rivers Run Clear (Mareave)===&lt;br /&gt;
* &#039;&#039;&#039;Rivers of Life has been cast on Mareave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;As well as reducing casualties to armies in the territory, the magic infuses all water there with life-giving Spring power&#039;&#039;&#039;&lt;br /&gt;
The Imperial territory of [[Mareave]] has had [[Rivers of Life]] woven over it. This potent magic preserves life, healing all save the most grievous wounds overnight and infusing water across the territory with restorative powers. As well as the typical effect of reducing losses to any [[Army|armies]] fighting in the territory, the magic has other, more narrative effects. Wounds heal, animals and plants are healthy and fertile, and people find it easier to start or expand their families.&lt;br /&gt;
&lt;br /&gt;
===Echoes and Citadels===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Echoes of the Fen has been cast on one region&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Frozen Citadel of Cathan Canae has been cast on three regions&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:800px;&amp;quot;}&lt;br /&gt;
|-&lt;br /&gt;
! Ritual !! Region !! Coven&lt;br /&gt;
|-&lt;br /&gt;
| [[Dripping Echoes of the Fen]] || West Marsh, [[Kallavesa]] || Sussivari Frost Coven&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Clisearn, [[Mareave]] || 	Phoenix Rising&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Nadir, [[Mareave]] || 	Phoenix Rising&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Icarion, [[Mareave]] || 	Phoenix Rising&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shadows in the Mist (Ossium)===&lt;br /&gt;
* &#039;&#039;&#039;Ossium has been enchanted with a magnitude 80 arcane projection of the Night realm&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, an [[arcane projection]] was performed targeting the Varushkan territory of [[Ossium]]. Wooded areas throughout the territory, especially areas of wilderness, become harder to navigate. Travellers easily find themselves becoming lost or turned around even in familiar woodlands. Odd creatures may be spotted or encountered in these woods. Many inhabitants of the territory will experience vivid dreams of dark forests, filled with strange foliage and dream-like creatures that seem to shift in size, shape and colour. &lt;br /&gt;
&lt;br /&gt;
While the enchantment persists, encounters with the Night realm will become more common. People are more likely to encounter Night regio or find existing Night regio have increased in potency. Heralds of Night eternals and the eternals of Night themselves will become more active following the performance of this ritual, and more interested in the activities of citizens living in that territory. There is a chance that the territory could be permanently altered in some subtle way, more closely aligning it with Night magic.&lt;br /&gt;
&lt;br /&gt;
===Shadows over the Bayou (Madruga)===&lt;br /&gt;
* &#039;&#039;&#039;Madruga has been enchanted with a magnitude 80 arcane projection of the Night realm&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, an [[arcane projection]] was performed targeting the Freeborn territory of [[Madruga]]. Strange dreams are common for those who live in the territory. Often, they involve a vast and mysterious forest, with foliage that shifts in shape, size, and colour. &lt;br /&gt;
&lt;br /&gt;
While the enchantment persists, encounters with the Night realm will become more common. People are more likely to encounter Night regio or find existing Night regio have increased in potency. Heralds of Night eternals and the eternals of Night themselves will become more active following the performance of this ritual, and more interested in the activities of citizens living in that territory. There is a chance that the territory could be permanently altered in some subtle way, more closely aligning it with Night magic.&lt;br /&gt;
&lt;br /&gt;
===Hammers of Fury (Upwold)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Estavus001a.png|align=tight|title=The City of Fire and Stone throngs with smiths and smelters}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Upwold has been enchanted with the &#039;&#039;Hammers of Fury&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This speeds the mustering of a new Imperial army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It also reduces the ingots produced by each mine in the territory by 2, but grants a pouch of warm ashes in their place&#039;&#039;&#039;&lt;br /&gt;
Over the coming months, the power of the [[Realm#Autumn|Autumn realm]] is focused on the [[The Marches|Marcher]] [[territory]] of [[Upwold]]. The &#039;&#039;Cabal Lyktan&#039;&#039; coven has invoked the &#039;&#039;[[Hammers of Fury]]&#039;&#039; to speed the mustering of a new [[army]] in the territory. This magical service provided by the [[Estavus|City of Fire and Stone]] [[enchantment|enchants]] the forges, foundries, and smithies throughout the territory, infusing them with the heat of Shikal&#039;s forges to help them forge arms and armour with supernatural speed. It also sends traders from the Fire Mountain to acquire more resources, meaning that [[mine|mines]] throughout the territory will see their production of metals reduced by two ingots, but in their place the mine owners each gain one pawn of [[Vis#Warm Ashes|warm ashes]] - Autumn [[vis]].&lt;br /&gt;
&lt;br /&gt;
===Heron&#039;s Fortune (The Barrens)===&lt;br /&gt;
* &#039;&#039;&#039;Dawnguard has been enchanted with a magnitude 80 arcane projection of the Autumn realm&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, an [[arcane projection]] was performed targeting Dawnguard in the Dawnish territory of [[the Barrens]]. The town of Drycastle and the region surrounding it will draw traders and wanderers.&lt;br /&gt;
&lt;br /&gt;
While the enchantment persists, encounters with the Autumn realm will become more common. People are more likely to encounter Autumn regio or find existing Autumn regio have increased in potency. Heralds of Autumn eternals will become more active following the performance of this ritual, and more interested in the activities of citizens living in the region.&lt;br /&gt;
&lt;br /&gt;
===Aegis of the Architect (Sarangrave)===&lt;br /&gt;
* &#039;&#039;&#039;Sarangrave has been enchanted with Hand of the Dhomiro&#039;&#039;&#039;&lt;br /&gt;
Over the coming season, those attempting to flee or traverse the territory may find themselves subtly guided towards the best path to avoid enemy patrols, their cart running unusually smooth and shrugging off potholes that might otherwise have broken axles or thrown wheels. Meanwhile, the enemy patrols may find their luck quite the opposite, or themselves arriving just too late to catch a merchant. If a wagon, business or home is being ransacked the ritual won’t stop the most obvious or largest valuables being stolen, but might subtly protect smaller valuables, purses of coin, jewellery or other trinkets from being taken.&lt;br /&gt;
&lt;br /&gt;
===Heart of the Land Regrown (Sermersuaq and Mitwold)===&lt;br /&gt;
*&#039;&#039;&#039;Mitwold and Sermersuaq have been enchanted with Regrow the Land&#039;s Heart&#039;&#039;&#039;&lt;br /&gt;
Over the next season, soft rains fall on the territory, 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 territories might 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 Mitwold or Sermersuaq this season are more likely to express the [[briar]] lineage.&lt;br /&gt;
&lt;br /&gt;
===Stirring the Pot===&lt;br /&gt;
* &#039;&#039;&#039;Marchers with a military unit, fleet, herb garden, mine or forest can change to a farm of equivalent level in the same territory with no cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marchers can upgrade their farm for one less weirwood (to a minimum of one) until the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leaguers with a military unit, fleet, herb garden, mine or forest can change to a business of equivalent level in the same territory with no cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leaguers can upgrade their business for one less white granite (to a minimum of one) until the start of the Spring Equinox 389YE&#039;&#039;&#039;&lt;br /&gt;
During the Winter Solstice 387YE, two mandates were enacted; one in the Marcher Assembly by &#039;&#039;&#039;Richard Conscience&#039;&#039;&#039; and one in the League Assembly by &#039;&#039;&#039;Frideswide Adelaar van Holberg&#039;&#039;&#039;. These mandates encourage the people in their respective nations to [[The circle game|support efforts]] to embrace their national traditions and support the Imperial economy. They also create a groundswell of support for League and Marchers looking to improve their resources.&lt;br /&gt;
&lt;br /&gt;
==Magical Lore==&lt;br /&gt;
* &#039;&#039;&#039;Every summit it is possible that new rituals, magic items, or potions may become available to Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of these options are only available to characters from certain nations, such as those entered into Urizen Lore or Runesmith&#039;s Law&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, one ritual was added to Urizen lore, and two rituals was put forward for inclusion in Imperial Lore:&lt;br /&gt;
* [[Discern the Marked Allegiance]] was [[388YE_Summer_Solstice_Conclave_sessions#Imperial_Lore:_Discern_the_Marked_Allegiance|raised]] by &#039;&#039;&#039;Syl&#039;&#039;&#039; the [[Dean of the Lyceum]] and funded by &#039;&#039;&#039;Tiberius Stormspire Cascade&#039;&#039;&#039; &lt;br /&gt;
* [[Herthfire&#039;s Hospitality]] was [[388YE_Summer_Solstice_Conclave_sessions#Imperial_Lore:_Herthfire&#039;s_Hospitality|raised]] by &#039;&#039;&#039;Lord Milton de Vere&#039;&#039;&#039;, on behalf of the [[Rod and Shield]] and funded by &#039;&#039;&#039;Lord Milton de Vere&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Heaven&#039;s Spear Sunders the Mountain]] was added to [[Urizen lore]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=143857</id>
		<title>The keys of blood</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_keys_of_blood&amp;diff=143857"/>
		<updated>2026-08-19T12:30:55Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* The Beast Below (Agramant) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Marginalia in London, British Library, Harley MS 2433, fol. 82r.png|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
__TOC__&lt;br /&gt;
Six [[Realms|realms of magic]] align with the mortal world, whose [[Inhabitants of the realms|inhabitants]] are fundamentally different to the people of the mortal world and yet, to a degree, share some of their concerns. They are both complex and simple at the same time, seeking to change the world to match their perception of how it should work. They bargain and negotiate, threaten and cajole, and while it can be difficult to predict exactly where their gifts or curses might lead, still they have much to offer.&lt;br /&gt;
&lt;br /&gt;
The Empire can reach out to the [[eternal|eternals]] through the powers of the [[Archmage|Archmages]] and the [[Conclave]], but the creatures of the realms may sometimes take the initiative themselves. The power of [[alignment]] allows the Conclave to make it easier or harder for them to touch the world, relationships shaped by the tension between true friends and dire enemies. Some desire that state of [[Alignment#amity|amity]], some revel in the [[Alignment#enmity|enmity]] they have earned, but none can deny the power of the Conclave to guard the borders of the Empire.&lt;br /&gt;
&lt;br /&gt;
It is a rare season that passes without an eternal, or a handful, seeking to influence the Empire. There are other winds of fortune that speak of different situations. The responses to the [[archmage#plenipotentiary|plenipotentiary]] missives of the Archmages from this season is covered in the &#039;&#039;&#039;[[Ambassadors of death]]&#039;&#039;&#039; wind of fortune, while &#039;&#039;&#039;[[A wizard did it]]&#039;&#039;&#039; deals with magic of an astronomantic, mortal, or mysterious provenance.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===An Unexpected Ally (Basileia)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A Grendel mercenary company are threatening the Grove of Wittal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grendel leader wishes to defect but can&#039;t do it openly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grimnir of Wittal Grove&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the Grendel and potentially rescue the Iontach&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Organising and funding Grendel mercenary groups is a challenging market. With the chaotic presence of the wreckers, naval superiority in the Bay of Catazar isn’t a given for fledgling mercenary companies. Enterprising mercenary paymasters have, in recent years and with encouragement from their [[Asavea|allies]], started to probe other waters for opportunity. The Gullet passes from the Sea of Snow past Jotun shores to the very heart of Kallavesa. One ship has managed to avoid the monsters of the Sea of Snow, the ships of the Fjorknae, and the Winterfolk and Marcher fleets to land close in [[Kallavesa#Wittal_Grove|Wittal Grove]]. Now, they march on Wittal itself, intent to raid the Healing House of Wittal Grove. However, Iontach &#039;&#039;Meddool Miniog&#039;&#039; has something even more audacious planned.&lt;br /&gt;
&lt;br /&gt;
A representative of the Matchmaker&#039;s Forum, of the [[Basileia|City of Locks]] travelled to Anvil with a message just a week before the Summer Solstice. It appears that Iontach &#039;&#039;Miniog&#039;&#039; wishes to defect, referencing a cousin living in luxury in Apulian. They have arranged for their mercenary band to accompany them into Kallavesa under the understanding that they are going to raid the Healing House of Wittal Grove. From discussion with the herald, [[League_Egregore|Guise]] believes they would certainly be able to accept the oath of Meddool; if Meddool is able to be rescued they will be able to join the League.&lt;br /&gt;
&lt;br /&gt;
The herald of the City of Locks, therefore, offers the following contract to &#039;&#039;&#039;Theowold Vakarsson&#039;&#039;&#039;, the Grimnir of Wittal Grove:&lt;br /&gt;
&lt;br /&gt;
Escort the Iontach to Anvil a free orc. In exchange, the Iontach will provide a sum of six thrones after the summit.&amp;lt;br&amp;gt;&lt;br /&gt;
The mercenary company should be defeated to ease the rescue of Meddool, but the company&#039;s continued survival is not a factor.&amp;lt;br&amp;gt;&lt;br /&gt;
Failure to secure the Iontach will see the mercenaries go ahead with raiding the Healing House, preventing the [[great work]] from providing herbs until after the Autumn Equinox 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Prospero001a.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Arratan Surety (Estavus)===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Arratan Surety&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Edifice&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Enterio, Tassato&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 250 thrones in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Six months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Increases white granite production of Arratan Gamble by five wains a season&lt;br /&gt;
* Increases upkeep of Arratan Gamble by three thrones a season&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Architect of Hammers has used their power to assess the Arratan Gamble&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Architects of Iron and Stone have investigated and uncovered an opportunity to quarry the largest vein from the other side&#039;&#039;&#039;&lt;br /&gt;
The Architects of Iron and Stone were incredibly excited to receive their first assignment from the [[Architect of Hammers]]. The newly elected &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039; wasted no time in setting them to work in assessing the [[Arratan Gamble]] in Enterio, [[Tassato]]. The Arratan Gamble works incredibly well, but there is always room for improvement! &#039;&#039;Architect Noether&#039;&#039; calculates that with the amount of wains that have already been quarried, there is enough in the ground for at least another two hundred years! &#039;&#039;Noether&#039;&#039; presents a plan for a small quarrying outpost, nothing too fancy, on the other side of the largest vein that will allow workers to come at it from the two best angles. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;&#039;&#039;Arratan Surety&#039;&#039;&amp;quot;, a mirthful jest at the name of the quarry, would increase the amount of white granite produced by the Bourse seat by five wains a season. It would have substantial initial costs, and the extra workers and gangers would see the upkeep increased by three thrones a season.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
&lt;br /&gt;
===It is a Diamond (Sinokenon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=SinokenonArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A disparate group are travelling to Anvil to speak to the Grandmaster of the Celestial Arch and possibly others&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They do not want to speak to the Grandmaster of the Sevenfold Path&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The group aims to arrive just after six on Friday&#039;&#039;&#039;&lt;br /&gt;
Last summit, the Eternal [[Sinokenon]] declared that it was [[Monarchs_and_outcasts#The_Turning_of_the_Wheel_(Sinokenon)|engaging in an initiative]] to reach out to the foundation-stones of the Empire, to gauge receptiveness to Sinokenon&#039;s ideals and to send its ministers to attempt to combat what it believed to be misunderstandings as to the intentions and nature of the Turning Mirror. They duly arrived, bring with them pamphlets and small gifts for those they met.&lt;br /&gt;
&lt;br /&gt;
Since the Spring Equinox, its heralds have been engaged in a similar campaign in many places across the Empire. While &#039;&#039;Diamondmind&#039;&#039; only enjoys [[alignment|neutrality]] - and hence does not have the unfettered access to the Empire enjoyed by those eternals who have the [[Conclave|Conclave&#039;s]] amity - there are many Day regios in the Empire to which its heralds have access, and no small number of individuals happy to assist them in their work. After all - Sinokenon has been on at worst distant and at times even somewhat gregarious terms with the Empire since its foundation! They are particularly prevalent in [[Urizen]], Varushka, and in the [[Skarsind|northernmost territory of the Unshackled]].&lt;br /&gt;
&lt;br /&gt;
The greatest number of Apex Hyperion&#039;s heralds are seen across the spires of Urizen. The mountain nation is a particular favourite of &#039;&#039;That Which Lives In Its Name&#039;&#039;. It sees their pursuit of a perfect world as most pleasing, and approves of their structured, ordered way of life. The illuminates of [[Zenith#Occursion|Occursion]] have often enjoyed its favour - reportedly, the people of [[Tsark]], just a short distance across the mountain range, enjoy similar attentions.&lt;br /&gt;
&lt;br /&gt;
In [[Varushka]], it has long been known as &#039;&#039;Silver Sovereign&#039;&#039; - a name that befits its status, perhaps, as a powerful and potentially dangerous supernatural entity, but one that can be bargained with. There are a number of vales, especially in the hills of [[Karov#Wieliczka|Wieliczka]], where &#039;&#039;Singular Point&#039;&#039; is sometimes consulted on matters of rulership. It has often expressed an approval of the vale as a unit of societal structure, because of the way the rule of boyars is born from strength but cannot rest on tyranny. A vale is a communal decision by a community to live in a place of order, separating themselves from the wilds. &lt;br /&gt;
&lt;br /&gt;
It has looked with favour on the Imperial Orcs since their nation was formally founded. While the Way of Hierarchy is famously not one to deal with societies in the process of revolutionary change or great reform (and thus somewhat turned its face from the Empire during the years of the orc rebellion), it was in favour of the nascent nation once it was formally founded. Again, the ordered nature of legion life is something Tomorrow And Tomorrow greatly approves of and which it wishes to see prosper. The Unshackled also represent the Empire forgoing what it sees as the &amp;quot;irrationality&amp;quot; of forced slavery, though this is a somewhat abstruse and philosophical perspective which not every Imperial Orc is willing to hear. In recent years, apparently, it has also attempted to build a relationship with some of the Tamazi who dwell in [[Skarsind#Gildenheim|Gildenheim]] - a relationship founded on a mutual dislike of the Axou.&lt;br /&gt;
&lt;br /&gt;
Anyone who has spent time in the Empire in the past season, especially in these three nations or in any other part of the Empire where structure and order are prized, may choose to have met one of the heralds of Sinokenon. They will invariably have been polite and friendly, distributing copies of a curious pamphlet entitled [[:File:Sinokenon_and_You.pdf|Sinokenon and You]]. Any difficult questions on any topic will have been waved away - the heralds will have been clear that they are there primarily as messengers, and to learn.&lt;br /&gt;
&lt;br /&gt;
It seems that they have indeed learned something - and it is not to their liking. As the Summer Solstice draws near, rumours begin to spread - in part carried by the heralds of Friend Of All - that the [[Grandmaster]] of the [[Sevenfold Path]] nurses a strong animosity to Sinokenon. The eternal grows concerned they are planning to bring the enmity of the Conclave down upon Sinokenon.&lt;br /&gt;
&lt;br /&gt;
Whether this is true or not is hard to say. It is clear, however, that it causes the heralds some distress. They are not alone, however - for the &#039;&#039;Argent Mantra&#039;&#039; is not without mortal supporters - allies the eternal has patiently cultivated over the years. Representatives from the [[illuminate|illuminates]] of [[Zenith]], the vales of Wieliczka, and the [[Tamazi]] of Gildenheim are seen making their way to Anvil. Apparently they intend to arrive as soon as they can - perhaps a little after the sixth hour of the evening on the Friday - and intend to lobby to ensure that their relationship with That Which Lies Above All is not disrupted.&lt;br /&gt;
&lt;br /&gt;
They particularly want to speak to the Grandmaster of the [[Celestial Arch]], who apparently they are assuming will naturally take their side in this matter, but are happy to speak to any grandmaster &#039;&#039;except&#039;&#039; that of the Sevenfold Path, who, if rumour is indeed to believed, has made up her mind already. They will have just a few hours until the Conclave begins, and the truth (or otherwise) of these rumours are known.&lt;br /&gt;
&lt;br /&gt;
===Eclectic Eye (Kimus)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Kimus001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Kimus has announced that with the help of Imperial citizens, it has completed a means to safely scry upon the actions of Cold Sun.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It informs the Conclave that it shall use this tool, the &#039;&#039;Corlucis&#039;&#039;, to provide information on what it perceives.&#039;&#039;&#039;&lt;br /&gt;
Robed in purest white, its garb edged in [[weltsilver|weltsilver thread]], a [[Kimus#Viziers|Vizier]] of [[Kimus|&#039;&#039;the Thousand Eyes of Sun and Moon&#039;&#039;]] unfolds at the entrance to the Hall of Worlds like the opening of an eye. Those who are subjected to its stare feel the force of its ruby-coloured gaze as it communicates with language both scant yet heavily freighted with meaning. It explains that through the prescient sacrifice of &#039;&#039;The Circle of Enduring Wisdom&#039;&#039; and incisive action of those Imperial heroes that braved the dangers of [[Monarchs_and_outcasts#Staring_at_the_Sun_(Kimus)|&#039;&#039;Terminus Sol&#039;&#039;]] the &#039;&#039;&#039;&#039;&#039;Corlucis&#039;&#039;&#039;&#039;&#039; has been assembled. This arcane tool now permits &#039;&#039;She Who Watches&#039;&#039; to scrutinise and observe the poisoned light of the regio, to understand it and through understanding gain foresight over the machinations of [[Cold Sun|Cold Sun]], the entity that poisoned it.&lt;br /&gt;
&lt;br /&gt;
At this last pronouncement, the herald almost appears to express something other than scholarly focus. Whether it is a satisfied twitch of its lips or a slight pursing before it continues, it soon resumes its lecture. As was agreed, the Corlucis shall also be used to provide the [[Conclave|Conclave]] forewarning on the actions of Cold Sun. While at present, &#039;&#039;the Celestial Eye&#039;&#039; might only discern the largest of motions within the light it sees that in time that it will achieve a greater degree of acuity in its peering. The herald falls silent with the final assertion that the Empire has opened a new eye towards the future. With a final, appraising glance about the chamber, the herald is gone in a blink of light.&lt;br /&gt;
&lt;br /&gt;
===Silence in the Library (Phaleron)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Phaleron002.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An attendant of Phaleron will be arriving at 18:00 on Saturday to hand an arcane projection to &#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They request the presence of the Archmage of Day, the Emissary to the Celestial Library, and/or a Grandmaster&#039;&#039;&#039;&lt;br /&gt;
The Conclave has [[388YE_Spring_Equinox_Conclave_sessions#Acceptance:_Phaleron_and_Phoebus_Al-Pulpi|made their decision]] regarding [[Flames_and_the_dark#The_Dying_Night|what to do]] about the [[Redoubt#Tower_of_Light_and_Shadow|Tilphussian Reach]] following its ruin at the hands of the Grendel. A deal offered and accepted, the [[Phaleron|Archives of Silence]] are bound to fulfil their part of the bargain; provision of the Arcane Projection to Entreat with Al-Pulpi to the raising magician.&lt;br /&gt;
&lt;br /&gt;
This does not mean at all that the &#039;&#039;Coral Library&#039;&#039; does not have some concerns. Given recent revelations to the Conclave, it is rather worried about handing over this very special bit of magic to someone with the surname &amp;quot;Vicente&amp;quot;. The [[Whisper_Gallery|Whisper Gallery]] are the natural enemy of the &#039;&#039;Celestial Library&#039;&#039;, as they are of all thinking beings. In any case, while Phaleron is definitely going to hand it over, a herald has shown up to the [[civil service]] to ask if the [[Archmage of Day]], [[Emissary to the Celestial Library]] and/or a [[Grandmaster]] might consider being present to the trade off to make sure that everything is done &amp;quot;in the light&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The attendant in charge of the projection is scheduled to arrive in the Hall of Worlds to hand it off to &#039;&#039;&#039;Fiorente Vicente d&#039;Apulian&#039;&#039;&#039; at 18:00 on Saturday of the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Fire, Fury, and Flame (Janon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Janon002b.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Janon has been placed under enmity by the Conclave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Janon seems to be enthused by this change in the Empire&#039;s passions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Armed bands of heralds have entered Ossium and Sarangrave and are promising to curse both territories unless they are stopped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Shadowed Fire&#039;&#039; is a mercurial being at the best of times. Embodying fire and passion in all things, zie cares little for the difference between love and hate. As such, conclave&#039;s declaration of [[Alignment#Enmity|enmity]] has not had the chastening effect on him that might have been hoped for. As spring shades into summer, small bands of armed heralds march across the borders of [[Ossium]] and [[Sarangrave]]. Both of them begin spreading the message to any people that they can find. &#039;&#039;Tinder-of-Anarchy&#039;&#039;, who is well pleased with her new titles, is overjoyed that it gets to experience the Empire&#039;s rage and hatred. Less than a year ago &#039;&#039;Blasphemy&#039;s Matchmaker&#039;&#039; asked to be brought tales of [[Upon_a_midnight_dreary#Affection_and_Animosity_(Janon)|beloved rivals]], those who are implacably set against one another yet who are bonded closer than any friends might be. Hopefully the Empire will embrace this new relationship just as much as Janon has.&lt;br /&gt;
&lt;br /&gt;
Thus, the heralds issue their challenges. The ones they have called out will bring forces to fight against them, or else to celebrate with them, or perhaps both. They shall match blades and hearts in the eternal contest of passion. Then, if the heralds are alive at the end of it, they will go to the nearest Night regio and immolate themselves. Once that is done, Janon&#039;s power will be invoked and the territory will be place under a &amp;quot;blessing&amp;quot;, bringing the &amp;quot;blessing&amp;quot; of [[Unfettered Anarchy]] to those who dwell there.&lt;br /&gt;
&lt;br /&gt;
Scouts indicate that these heralds, despite being lightly armoured, seem to be possessed of immense reserves of [[Heroic_skills|heroic spirit]], and that some among them seem to be capable of inflicting Unfettered Anarchy on people with as much ease as any [[Magical_skills#Battle_Mage|battle mage]] delivering a spell of their own.&lt;br /&gt;
&lt;br /&gt;
====Fire The Forests (Ossium)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Shadowed Torchbearer&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
&lt;br /&gt;
Upon marching over the border from the [[Forest of Ulnak]], the heralds made their reasons for choosing this place perfectly clear. Ossium is the home territory of the [[Shadowed Torchbearer]], the one who conclave selected to promote passion within the Empire and to stand between them and &#039;&#039;the Muse of Fire&#039;&#039;. Let Vellenka Vanyanova come to face them, and show where her passions truly lie! Soldiers from the resupplying Gryphon&#039;s Pride attempt to catch the heralds and finish the matter quickly, but the heralds run fast and do not allow themselves to be caught. They will be faced by the one of their choosing, or they will not be caught at all.&lt;br /&gt;
&lt;br /&gt;
Grudgingly accepting that the best thing they can do is inform the proper authorities, the scouts of the Gryphon&#039;s Pride pass on that the heralds keep returning to the Burned Glade in Echofell. It is the responsibility of &#039;&#039;&#039;Vellenka Vanyanova&#039;&#039;&#039;, the Shadowed Torchbearer, to resolve the situation before any harm can be caused. If the heralds cannot be stopped, they will curse Ossium with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Boil The Swamps (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse on Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Sevenfold Path&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
The path to Sarangrave is considerably shorter for the heralds of &#039;&#039;Whirling Chaos&#039;&#039;, as they emerge from a regio over the border in [[Axos]], where the enmity of the [[Conclave]] has no effect. Once in Imperial territory, they begin to call out the [[Grandmaster]] of the [[Sevenfold Path]]. Elagabala brought this declaration against &#039;&#039;the Voice of Zorech&#039;&#039;, and they are overjoyed to witness the passion of the Urizeni. &amp;quot;Come fight us, sword scholar,&amp;quot; they cry, &amp;quot;as your loathed founder once fought the Highborn!&amp;quot; Nobody bothers trying to explain to them that the sword scholars have splintered. It does not seem likely that they would listen.&lt;br /&gt;
&lt;br /&gt;
The heralds have taken the field around Slow Worm&#039;s Hill in Kroll. It is the responsibility of &#039;&#039;&#039;Elagabala&#039;&#039;&#039;, Grandmaster of the Sevenfold Path, to prevent any explosions of undirected passion. If the heralds cannot be stopped, they will curse Sarangrave with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
===Partners in Crime (Whisper Gallery)===&lt;br /&gt;
* &#039;&#039;&#039;The Whisper Gallery seeks communications from citizens of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is illegal to cast the ritual to communicate with the eternal as they under enmity&#039;&#039;&#039;&lt;br /&gt;
Similarly to [[Monarchs_and_outcasts#Tyrannical_Discipline_(Whisper_Gallery)|last season]], individual members of the [[Whisper Gallery]] are petitioning imperial citizens to once again get in touch with them over matters that, while they may sound trivial, seem to be of great importance to them:&lt;br /&gt;
&lt;br /&gt;
* The Vizier Arrayed in the Raiment of Dawn is interested in the advice that boyars and wise ones of [[Varushka]] might have for leaders both formal and cultural.&lt;br /&gt;
* The Lover Glad in Crimson is feeling a little down, and wishes to be cheered up by love stories with happy endings from any [[troubadour]] of [[Dawn]].&lt;br /&gt;
&lt;br /&gt;
During the Summer Equinox, any magician who casts [[Whispering Shadow Courtiers]] using an additional measure of [[iridescent gloaming]] and incorporating both message and messenger into the performance will receive three crystal fire in thanks. Again, each person is limited to a single submission, but ritualists can help as many people as please them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note&#039;&#039;&#039;: Anyone wanting to take advantage of this opportunity will need to ensure that the boyar, wise one or troubador is a participant in the roleplay of the ritual (they do not need to be a [[Rituals#Contributors|contributor]]). Both the performers and the poet should speak to either a referee at the regio tent or a member of the GOD staff after performing the ritual.&lt;br /&gt;
&lt;br /&gt;
===Enlightenment (Azoth)===&lt;br /&gt;
* &#039;&#039;&#039;During the Spring Equinox the Archmage of Night vacated their post.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Azoth believes that their absence has had an unwanted effect on the plenipotentiary they offered.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Azoth invites the next Archmage of Night to investigate uncompensated musicians their predecessor was charged with arranging and to suggest a boon for those who could not attend.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Azoth#Heralds|&#039;&#039;Distillations&#039;&#039;]] of [[Azoth|&#039;&#039;the Azoth&#039;&#039;]] emerge from the Imperial Regio clad in fur and feathers of swirling ochre, shimmering jade and shifting red. Resembling [[Kallavesi|Kallavesi]] [[Mystic|mystics]] though bearing an orcish mein, the heralds are at first mistaken for unannounced [[Jotun]] emissaries. If the visitors have an opinion on this reaction, it is well hidden beneath a cool, almost inert demeanour. &lt;br /&gt;
&lt;br /&gt;
Once the matter is resolved, the agents of &#039;&#039;the Rebis&#039;&#039; explain the purpose of their visit: that the Azoth understands that during the spring equinox the [[Archmage_of_Night#Recent Elections|Archmage of Night]] was extracted from their role and so, by extension from the [[Key_of_dreams#Finder_of_Paths_Unseen_(Night)|crucible of change offered as plenipotentiary]]. With the formula so adjusted, the heralds continue, it seems that impurities did arise from the mix which diminished the whole. &lt;br /&gt;
&lt;br /&gt;
The most polluting of these is that the Archmage was charged by [[Sung]] to instil mystery into the [[Key_of_dreams#Finder_of_Paths_Unseen_(Night)|Shadow Souk]] through the commissioning of musicians. Azoth knows that musicians did play within the chamber and that their playing did indeed serve as a suitable catalyst. However, it is not clear whether these elements were properly compensated for their aural alchemy with gifts provided by the &#039;&#039;Rainbow Serpent&#039;&#039; to the Archmage for this purpose. &#039;&#039;The Great Work&#039;&#039; has offered to provide the [[Cat&#039;s_Graces#Maestro|Maestro]] of the [[Cat&#039;s Graces]] a lump sum of twenty [[crystal fire]] if they&#039;re willing to promise to ensure it goes to those musicians who attended. If they are willing to agree to this, they should cast [[operate portal]] on the regio at the Summer Solstice, using three names of the &#039;&#039;Rebis&#039;&#039; and agreeing to the arrangement.&lt;br /&gt;
&lt;br /&gt;
==Spring==&lt;br /&gt;
&lt;br /&gt;
===Do Some Harm (Arhallogen)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Centipede General.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to kill a significant number of Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Unlikely_or_Contained|combat unlikely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Grandmaster of the Silver Chalice&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for poisoning the Grendel&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Last season, the eternal [[Arhallogen]] made a [[Key_of_dreams#Sharp_Fangs_Behind_The_Leaves_(Spring)|series of offers]] to the Imperial Conclave in order to help them avoid, in its eyes, a steep decline into disaster. To the great surprise of the &#039;&#039;Centipede General&#039;&#039;, it was none other than the [[Silver Chalice]] who accepted its offer of a boon to kill a significant number of [[Grendel]], if they were willing to put the nefarious [[Ossegrahn]] under Enmity. Perhaps, says the &#039;&#039;Envenomed Blade&#039;&#039;, they misunderstood the [[Silver Chalice]]. To value ones own lives and the lives of ones allies by ruthlessly killing those who would threaten them is indeed a philosophy she can align herself with. When one commits to &#039;&#039;&amp;quot;Ensure that Conclave is reminded of the value of life, and that it makes decisions with that value in mind&amp;quot;&#039;&#039;, perhaps this means understanding the value in taking life from their foes? Yes, yes, this will do indeed.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Maw-of-Spikes&#039;&#039; has located an encampment of the marines from the Grendel navy, the Golden Winds, based downstream from a potent Spring regio that provides it with unnaturally clear water. Such places were rare in [[Mareave]] until recently, and it is no surprise that the orcs of the Broken Shore would set up a camp there to take advantage of it. The &#039;&#039;Shadow Blade&#039;&#039; has a simple offer for the Silver Chalice; all they have to do is curse someone with [[Curse of Gangrenous Flesh]] where the ritualists have [[Regio#Using_Regio|drawn]] on the regio and invoke three of Arhallogen&#039;s names. This will corrupt the regio and poison the supply of the Grendel Encampment. While they will eventually realise and move on, they will take five hundred casualties before the source of their woes is identified. The regio is not untended, but to sweeten the deal, &#039;&#039;Many Move as One&#039;&#039; will send her heralds to neutralise them before the Grandmaster or her representatives arrive.&lt;br /&gt;
&lt;br /&gt;
The conjunction to the Golden Wind&#039;s encampment will be at 15:45 on Saturday, and the [[Silver Chalice|Grandmaster of the Silver Chalice]],  &#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, will be responsible for ultimately poisoning the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Varushkan goes to War (Surut)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Surut001.png|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Surut is impressed by the orders of the general of the Northern Eagle and offers a boon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He is happy to offer similar aid to other generals as well, if they wish the help of the Burnt Prince&#039;&#039;&#039;&lt;br /&gt;
The [[Surut|&#039;&#039;Charred Prince&#039;&#039;]] rarely gives much attention to the pontification of wizards and their ever-increasing esoteric arcane musings, he is far more interested in the people who actually get things done and get their hands dirty. Specifically, the generals and heroes of the Empire. Recently, he has been eagerly following the [[388YE_Spring_Equinox_Military_Council_orders#Northern_Eagle|adventures of General &#039;&#039;&#039;Aksel Reznov Razoradze&#039;&#039;&#039;]] in the [[Salt Flats of Sanath]].&lt;br /&gt;
&lt;br /&gt;
While he nominally favours the Druj in the conflict, he has been savouring their desperation and exacting greater and greater tribute for his continued support. He has no particular preference to whether they survive being crushed between the Empire and the [[Thule]]. Should the General invoke the name of the &#039;&#039;Burnt Steward&#039;&#039; in their orders the next time that the [[Northern Eagle]] infiltrate Sanath, he will intercede to help find opportunities for them to engage in further acts of arson if they so choose.&lt;br /&gt;
&lt;br /&gt;
The [[Inhabitants_of_the_realms#Heralds|herald]] relaying this information to Jorgen at the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] reminds him that the &#039;&#039;Raging Inferno&#039;&#039; is perfectly happy to offer his aid to other members of the [[Military Council]] as well. Should they seek his aid, they have to impress him in the orders they submit. Provided they draw his attention by including his name in their orders, he will pay attention and offer help to those who have shown they deserve it.&lt;br /&gt;
&lt;br /&gt;
===Call to Arms (Tharim)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=Tharim 001.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A legion of Tharim&#039;s Ashen Knights has travelled to Karov&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The legion intends to remain there for the foreseeable future&#039;&#039;&#039;&lt;br /&gt;
The mood of [[Tharim]] is wroth this season. His chosen has stepped down, and both Skathe and Surut continue to be welcomed by the Conclave, even if they do not enjoy its friendship as he does. The only light in the twilight of his dark halls is the fate of Jem Bribban. It is apt, then, that the mood of the Ashen Knights is similar. They arrive in Karov a month before the Summer Solstice and by the time of the summit have established a camp just outside of [[Karov#Wieliczka|Vorota]]. &lt;br /&gt;
&lt;br /&gt;
Why they are here, however, is beyond anyone&#039;s guess. A few volhovs on their way from Delev tried to discuss it with them, but were unable to get much beyond stoic, monosyllabic answers. Why the Ashen Knights are here, and why &#039;&#039;now&#039;&#039;, is anyone&#039;s best guess. If the notoriously vindictive eternal&#039;s mood is souring, it does not bode well. Tharim can be a powerful ally to his friends, but a bitter enemy to those he believes have wronged him or failed to give him his due.&lt;br /&gt;
&lt;br /&gt;
===The Beast Below (Agramant)===&lt;br /&gt;
{{SOP|statement=Agramant has sent his servants to &#039;aid&#039; Imperial citizens abandoned in Therunin. This must shame us. Highguard cannot tolerate a monster such as the Abominable One being seen as a rescuer while the Empire&#039;s own people suffer. Highguard has chapters, military units, congregations, physicks, priests, pilgrims, the Unconquered and more. We can send virtuous aid where aid is desperately needed. So let Highguard act! Let our citizens escort the refugees and support the healers of High Chalcis, while our chapters and military units aid the Navarri in escaping Therunin. The hungry, frightened, and desperate must find Imperial support. We will deny Agramant the worship of desperation. Only actions are virtuous. If we would calls ourselves guardians of the Empire&#039;s soul, then we must prove it where that soul is endangered.|by=Synchar of Ebon&#039;s Hall, Highguard National Assembly|vote=216-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The eternal Agramant is preying on those fleeing Therunin - offering them aid, and interdicted means for any to contact him for thanks or further &#039;help&#039;. Those he preys on feel they are alone. That he is the only place they can turn. Along with Navarri guides, we call on Loyalty dedicants to travel to the places these Navarri refugees gather. We must prove to them they are not alone, and show them what loyalty is, and what it is not.|by=Neri of Ebon&#039;s Hall, Loyalty Assembly|vote=306-0|when=Spring 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The refugees of Therunin are being manipulated by Agramant into believing he is their only option for help. He targets those who are weak and alone, and seeks to gain access to their spirits and our nation. We call upon Navarr to remind these refugees we are here and we support them. Open your doors if you can and stop Agramant from targetting those in need.|by=Xandor Trodbroker, Navarr National Assembly|vote={{GM}} 256-0|when=Spring 388YE|size=small}}&lt;br /&gt;
The Imperial Synod, including a [[general]] of an Imperial [[army]] has had a great deal to say about [[Agramant|Agramant&#039;s]] offers of help in [[Therunin]] in recent months. To this, it pointedly says that it is materially helping the Navarri reclaim what is rightfully theirs and fulfil their ancient oaths, &#039;&#039;while the Empire is not&#039;&#039;. The Military Council is welcome to take over and fulfil their promises to the people of Navarr any time they so choose by sending in the full might of Imperial steel, Agramant will not stop them.&lt;br /&gt;
&lt;br /&gt;
In the meantime, it sees no reason not to continue as it has been doing and showing it it is truly the &#039;&#039;Friend of the Forgotten&#039;&#039;. Wherever the Empire has abandoned people. Wherever it has allowed innocents to suffer. Wherever it has broken trust. Agramant will be there to pick up the pieces - to bear the burden that the Empire finds too heavy to shoulder.&lt;br /&gt;
&lt;br /&gt;
While many have fled to Reikos, some Navarri who have stayed, chosen to side with the &#039;&#039;Wastewalker&#039;&#039; to reclaim their homes from the Druj and continue to fulfil their oath in combatting the power of the vallorn of Tharunind. One such individual is Dochas Weeping Glade, who claims to take inspiration from Gobaith of Summer&#039;s Grove reborn. They have managed to form a settlement of survivors in the nominally Druj-controlled territory and, with Agramant&#039;s aid, wishes to take back Therunin for the Navarr whether the Military Council chooses to help them or not.&lt;br /&gt;
&lt;br /&gt;
This downtime (and perhaps for the foreseeable future) any Navarri military unit can take the &#039;&#039;&#039;Reconquer Therunin&#039;&#039;&#039; campaigning venture, which will cause their unit to join Dochas and with his followers and heralds of Agramant, begin to retake a region from the Druj. A standard military unit will receive two pawns of Heart&#039;s Blood for their aid, with upgraded or enchanted Military Units receiving proportionally more. As long as at least ten military units take this action, it will also be available next season and Agramant will do whatever it takes to ensure the settlement survives.&lt;br /&gt;
&lt;br /&gt;
This venture appears to be completely illegal, and anyone who takes part is almost certainly going to face execution by the magistrates for working hand in glove with a forbidden eternal. Agramant does not wish to sow suspicion or concern among the Empire, so the names of every citizen from Anvil who takes part will be known. The Howler understands that they risk death at the hands of the Empire for trying to fulfil their oaths and save their fellow Navarri, but is determined that the names of those prepared to sacrifice themselves in this way should not go unrecorded. Sacrifice is the Pride of the Navarr after all.&lt;br /&gt;
&lt;br /&gt;
While the Synod itself may have spoken out against Agramant&#039;s actions, the &#039;&#039;Voice of the Pines&#039;&#039; believe that in her heart, the [[Emperor Vesna|Empress of the Hearth]] surely appreciates its struggle to aid her subjects. Should she mention him or [[Therunin]] &#039;&#039;in any capacity&#039;&#039; in her next imperial address, he has let it be known that he will take that as a sign that she approves of his aid to her citizens, and will send even more heralds to aid in the campaign there.&lt;br /&gt;
&lt;br /&gt;
===Light at the End (Khobel Tavah)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px; clear:right;&amp;quot;&amp;gt;{{CaptionedImage|file=KhobelTavah.jpg}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In the months following the Spring Equinox, the Imperial Regio is once more subject to the ghastly presence of the Speaker for the Drowned, the herald of Khobel Tavah who takes the form of a drowned Highborn sailor. This dolorous figure, whose every movement is accompanied by the ringing of bells, makes its way to the Civil Service hub once invited into Anvil. It seems it has more messages from Old Tom Flotsam and Mary Bitters to deliver. &lt;br /&gt;
&lt;br /&gt;
Firstly, regarding the &#039;&#039;lost flotsam&#039;&#039; that is Eilian Sweetwater. It does not intend to repeat its warnings of &#039;&#039;jetsam&#039;&#039; uttered in darkness to the Empire&#039;s keepers of wreck. However, it wants to make quite clear the state of Eilian. The medicaments offered for him granted a temporary release from the &#039;&#039;suspension in terror&#039;&#039; that Eilian is undergoing - but it was only temporary. He has proven unusually resilient - the Speaker makes clear that &#039;&#039;Harbinger&#039;&#039; in particular is impressed at a mortal whose mind can withstand her abyssal salt to such a degree. If the Conclave chooses to claim its &#039;&#039;lost flotsam&#039;&#039; and with it the &#039;&#039;jetsam&#039;&#039; at the Summer Solstice, the Speaker believes Eilian will be able to return to work within the season.&lt;br /&gt;
&lt;br /&gt;
However, if the Conclave tarries longer, then the mind of the Empire&#039;s resolute servant will, says the Speaker, surely begin to fray. The &#039;&#039;Prophet of the Last Light&#039;&#039; has seen this in omens and visions - no mortal can withstand immersion in abyssal salt forever. If they wait until the Autumn Equinox, then Eilian will require at least a season of recovery before he returns to work. If they wait until Winter, he will need a year or more of recovery. Beyond that he will be broken: in mind if not in body. He will, of course, survive if they tarry longer - but he will never be in a position to serve the Empire again. Salt preserves the body - but the spirit&#039;s light eludes even the touch of Tideless Scream.&lt;br /&gt;
&lt;br /&gt;
Secondly, the Speaker wants to reiterate another offer. Two summits ago Khobel Tavah sent their Lighthouse-Keeper to speak with the people of the Empire to offer aid to the Empire in the building of lighthouses. Specifically, &#039;&#039;Fear Death By Water&#039;&#039; offered, via their Keeper, an Everlasting Flame. This light, made from ghostfire of the Winter Realm, would never go out so long as the lighthouse in which it is placed stands. This could be either a [[For_those_in_peril_on_the_sea#A_Warning_Light|lighthouse]], a [[For_those_in_peril_on_the_sea#A_Welcoming_Beacon|great lighthouse]], or another commission to build a lighthouse arising as the result of an opportunity. &lt;br /&gt;
&lt;br /&gt;
If Khobel Tavah ever became aware of any doom that would otherwise befall the territory where it was placed then it would send grim omens that portended the coming disaster. The flame would also gather to it the spirits of the restless dead. This would give the region the [[Region_qualities#Haunted|haunted quality]]. The ghosts would not be hostile - in the [[opportunity|right situation]] they might even be bargained with to aid the Empire.&lt;br /&gt;
&lt;br /&gt;
The Speaker for the Drowned believes that the Empire may have selected Rebekah&#039;s Leap in [[Redoubt#Naris|Naris]] as the location for the Everlasting Flame. This is well, though they may wish to wait for the return of their &#039;&#039;lost flotsam&#039;&#039; as plans for the Lighthouse at Nikephoros would probably combine well with any planned lighthouse in the same region. However, &#039;&#039;Foretold-by-Bells&#039;&#039; does require that the Conclave announce a [[declaration]] of [[Alignment#Acceptance|acceptance]] to name the commission where the ghostfire will be housed. The commission would not need to be finished, but it would need to be begun, and consent to place the Everlasting Flame within the lighthouse would have to be provided as part of the necessary details.&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===The Long Game (Jaheris)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 175px;&amp;quot;&amp;gt;{{CaptionedImage|file=JaherisArt.jpg|width=300px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Jaheris wishes to encourage ambition amongst newcomers to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of his heralds will meet with some newcomers, chosen by egregores&#039;&#039;&#039;&lt;br /&gt;
The [[Jaheris|Moonsilver Prince]] has made an offer to the egregores of each of the ten nations; he has provided them with a badge and charged them to give it to a member of their nation who is new(er) to Anvil and who they see as a citizen of great promise. They will be invited to a meeting with the &#039;&#039;Argent Preceptor&#039;&#039;, one of the heralds of the &#039;&#039;Unicorn King&#039;&#039; charged with encouraging new talent to pursue and achieve their ambitions. Under his previous guise, this might be rather concerning, yet the [[Jaheris#A_New_Demesne|new face of Jaheris]] seems far more trustworthy. As far as eternals go, of course.&lt;br /&gt;
&lt;br /&gt;
The Preceptor will meet with the candidates at the standing stones at the entrance to the Hall of Worlds at 12:45 on the Saturday of the Summer Solstice. From there, they will be taken through the Hall of Worlds to a specially prepared chamber to discuss what ambitious schemes they might be interested in pursuing at Anvil.&lt;br /&gt;
&lt;br /&gt;
===The Greatest Prize (Rhianos)===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Cede Tournament Grounds of Laroc&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Motion Type:&#039;&#039;&#039; [[Powers_of_the_Imperial_Senate#Concedence|Concedence]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Cedes the Tourney Grounds of Laroc to [[Rhianos]]&lt;br /&gt;
* Removes the investment in businesses in Astolat&lt;br /&gt;
* Increases investment in military units in Astolat&lt;br /&gt;
* Military units in Astolat engaging in a questing or raiding venture will receive an additional 36 rings&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the start of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Costs can be covered by treasure at the Stone of Thonkilch&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Rhianos has asked for the Tourney Grounds of Laroc to be ceded to them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Tournament Grounds are ceded to Rhianos then the eternal will grant his favour to the Eastern Sky&#039;&#039;&#039;&lt;br /&gt;
Originally [[Down_the_cavalier_road|proposed]] almost four years ago, the quest of the [[Eastern Sky]] has seen wondrous works of magic, grand challenges completed, and great statues raised. &#039;&#039;[[Rhianos|Shimmergold]]&#039;&#039; is open about their willingness to accept a similar statue to that built for [[Cathan Canae]], but the Grand Tour has enticed &#039;&#039;Coruscating Oarfish&#039;&#039;. What then, could &#039;&#039;Seadragon&#039;&#039; wish for? &lt;br /&gt;
&lt;br /&gt;
The answer, it turns out, is quite simple. The &#039;&#039;Auspicious Mariner&#039;&#039; wants the [[Astolat#Laroc|tournament grounds of Laroc]]. The &#039;&#039;King of the Nine Tides&#039;&#039; will send his heralds through to ready those daring knights and knights-errant who are readying to go on a [[Venture#Questing_Ventures|quest]] or even a [[Venture#Raiding_Ventures|raid]]. They will be offered help, advice, or even simply a refreshing drink that encourages the pursuit of adventure. Any Dawnish [[military unit]] in Astolat that undertakes either a questing or raiding venture will receive an additional 36 rings.&lt;br /&gt;
&lt;br /&gt;
Of course, nothing is simple when it comes to the denizens of the realms. The [[business]] owners of the territory will no longer receive a share of the profits brought in by the tourneys. Instead, those proceeds would go towards mending and repairing the arms, legs, arms, and armour of those adventuring over the horizon. In order for this to work, &#039;&#039;Lightning Fish&#039;&#039; will need to have the Tourney Grounds ceded to it. If it were as simple as sending heralds to go and encourage good Dawnish folks, then they wouldn&#039;t need to ask. Indeed, several heralds of &#039;&#039;Lady Gullscry&#039;&#039; already visit the tourney grounds, albeit in (very bad) disguises.&lt;br /&gt;
&lt;br /&gt;
Such an act will require the Senate to vote to [[Powers_of_the_Imperial_Senate#Concedence|cede]] the great work to the eternal. Separately, &#039;&#039;Swoopingfeather&#039;&#039; has a further request for the people of Dawn, and specifically the incumbent General of the [[Eastern Sky]]...&lt;br /&gt;
&lt;br /&gt;
====Oddities (Sarangrave)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are trying to sacrifice treasure to Agramant in exchange for aid in the Sarangrave&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;General of the Eastern Sky&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for recovering the treasure&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Swoopingfeather&#039;&#039; warns that the Druj are well on their way to sacrificing the treasure to [[Agramant|Ropebiter]] in Sarangrave. The herald of Leaf-on-the-Breeze provides enthralling detail, the Druj &#039;&#039;Het Tavix Boneshaver&#039;&#039; must ensure that the Stone of Thonkilch, and the treasure placed there, remain undisturbed for a full week. They will have almost finished their vigil by the start of the summit, and it will end by the stroke of midnight on the first night. There is a chance then, for the General of the Eastern Sky and their allies to prove their mettle and disrupt the Druj. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dame Aurum De Castellan&#039;&#039;&#039;, the incumbent [[Eastern Sky|General of the Eastern Sky]], is charged by &#039;&#039;Swoopingfeather&#039;&#039; to take their allies and travel to the Turan Flats, disrupt the Druj efforts and recover the treasure. If the Druj retain the treasure, then [[Inhabitants_of_the_realms#Drudges|creatures]] of &#039;&#039;Brokenhull&#039;&#039; will enter the region. They won&#039;t prove a threat to armies, but it would require some opportunity to remove them and would be yet [[Everything is trying to kill us|another problem]] for those trying to settle Sarangrave. If the treasure can be recovered, then it will take central pride of place in the tourney grounds. And if it can&#039;t, then &#039;&#039;Flyingfish&#039;&#039; will keep looking for another piece of treasure that can be recovered from dangerous enemies...&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143808</id>
		<title>Come together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143808"/>
		<updated>2026-08-18T16:58:32Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* House of the Lost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Didn&#039;t you try this once already?&amp;quot; Aedan asked the dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
The old woman ignored the obvious hint of pity in her apprentice&#039;s question. &amp;quot;Yes, you&#039;re quite right dear, this is an utter waste of time. What is it they teach young people in schools these days. If at first you don&#039;t succeed, give up immediately because it clearly wasn&#039;t meant to happen. Have I got it right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Haha.&amp;quot; he replied to the obvious sarcasm. &amp;quot;You know what I mean,&amp;quot; he tried again, &amp;quot;people debated it. For years. Then they decided to do the Temple instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordelia nodded her head, her long grey braid bobbing in time. &amp;quot;No need to remind me, my memory isn&#039;t that bad you know. But the Temple is finished now is it not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah but it&#039;s taken us &#039;&#039;years&#039;&#039;. We&#039;ll never get people to agree to another project on this scale. It&#039;s just not possible.&amp;quot; Even as he said it, Aedan knew what his teacher was going to say. The same thing she &#039;&#039;always&#039;&#039; said when someone told her something was impossible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything is impossible until someone does it Aedan. And nothing is impossible afterwards. It&#039;s the bit in-between the two that is tricky. Did I ever tell you about the old Wintermark...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Topi?&amp;quot; said Aedan butting in. &amp;quot;Yes, yes you did. Moved all his books to Gildenheim with the help of beavers. You&#039;ve told me that story many, many times Cords.&amp;quot; said Aedan. He smiled at her kindly to take the sting out of his words even as he stubbornly refused to let her regale him for the umpteenth time with the story of Topi&#039;s books. &amp;quot;This is different, it&#039;s not about chasing your dreams, it&#039;s a question of &#039;&#039;priorities&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The aging dreamspeaker laughed, apparently more amused than offended. &amp;quot;No, no Aedan, you&#039;re quite wrong. Priorities are literally what chasing dreams is all about...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=300px|caption=Thornsong House was lost to the Druj, but the dream it represented still endures.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The completion of the &#039;&#039;City of Dreams&#039;&#039; - the transformation of [[Miaren#Seren|Seren]] and the construction of the [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] - has inspired some of the [[dreamspeaker|dreamspeakers]] to present [[Dream on|visions of the future]] to be considered by the Navarr nation as a whole. At the same time however, it has reminded the Navarri of the importance of dreaming big, pursuing ambition, and preparing for the future they want to see.&lt;br /&gt;
&lt;br /&gt;
One of the terrible losses when [[Therunin]] fell to the [[Druj]] was [[Thornsinger#Thornsong_House|Thornsong House]]. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herbmastery could not ultimately be protected from the orcs of [[the Mallum]]. Thornsong House burned, but many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
==Live And Learn==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of the Heart&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Serenael, Miaren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 90 weirwood, 40 white granite, 20 mithril and 450 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 4 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Increases investment in Miaren for herb gardens providing  2 true vervain and 1 cerulean mazzarine each season&lt;br /&gt;
* Allows the Imperial Apothecary&#039;s Guild to direct research into new potion recipes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, opportunity is lost after the end of Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 10 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeakers propose an ambitious new project - the Gardens of the Heart&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require 90 weirwood, 40 white granite, 20 mithril, and 450 crowns and a year to build&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Gardens would raise the level of investment in herb gardens in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They would allow the Imperial Apothecaries Guild to direct research on new potions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The costs could be slashed with the support of other nations&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=200}}&lt;br /&gt;
The Navarr are widely acknowledged to be masters of the herbal arts in the Empire. Until recently that expertise was focused at [[Thornsinger#Thornsong_House|Thornsong House]] in [[Therunin]], but the unique apothecarion&#039;s college was destroyed by the [[Crimson_and_green|Druj invasion]] in 387YE. Though the building could not be saved, the Navarr were able to rescue many of the [[Crimson_and_green#Under_an_Oak_(Therunin)|inhabitants]] of Peakedge Stead, some of whom have now settled in Miaren. &lt;br /&gt;
&lt;br /&gt;
Years ago, when the [[Comes a time|Temple of the Waking Dream was first proposed]], it was not the only option available. &#039;&#039;Bronwen of the Silver Falls&#039;&#039; argued for a great work that would boost the production of [[herb garden|herb gardens]] across the territory. Her proposals are defunct now, but the completion of the Temple has inspired Bronwen and her allies to consider something similar, something that would help the [[Prosperity]] of Miaren and restore the Empire&#039;s ability to create new potions. It is an ambitious proposal, but Seren is now the City of Dreams - people are eager to imagine what could be!&lt;br /&gt;
&lt;br /&gt;
The plan would require 90 wains of weirwood, 40 wains of white granite, 20 wains of mithril, and cost 450 crowns. The Gardens could only be commissioned using a [[Senate motion]], and would take a year to build. Once complete they would raise the level of investment in herb gardens in the territory, providing each herb garden with two additional [[true vervain]] and one additional [[Imperial roseweald]] each season.&lt;br /&gt;
&lt;br /&gt;
Seren already has a number of fine schools where students study the [[Surgical skills#Apothecary|apothecary]] arts, but the presence of the gardens would draw dedicated masters of the natural sciences from across the nation and beyond, eager to take advantage of what Seren could offer. Now that the [[Imperial Senate]] has created the [[Imperial Apothecaries Guild]] to &#039;&#039;&amp;quot;Coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs&amp;quot;&#039;&#039;, that [[Imperial sodality]] could take charge of the efforts to create new potions in Seren, coming together to direct the research, exactly like the [[Thornsinger]] used to do in Therunin.&lt;br /&gt;
&lt;br /&gt;
If the great work were completed then the Empire would be presented with three potential avenues of investigation that could be pursued. A simple vote of the Apothecaries Guild would determine which promising option to focus. The herbalists in Seren would pursue that research, using herbs provided by the &#039;&#039;Gardens of the Heart&#039;&#039;. They would need to be paid of course - research is not cheap - so the Gardens would have an upkeep of 10 thrones a season. Once the research was complete, the resulting &#039;&#039;herbal&#039;&#039; would be presented to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]].&lt;br /&gt;
&lt;br /&gt;
==Obvious Problems==&lt;br /&gt;
* &#039;&#039;&#039;The Gardens are very expensive&lt;br /&gt;
* &#039;&#039;&#039;The Apothecaries Guild is charged with overseeing potion research in the Empire&lt;br /&gt;
From the perspective of the Navarr, there are two clear problems. The first are the enormous costs. The Navarr are not a wealthy nation - it took years to fund the creation of the Temple of Waking Dreams - and the latest proposal is a commission nearly twice that size. The second is that control of the research would lie with the Apothecaries Guild rather than with the nation. &lt;br /&gt;
&lt;br /&gt;
However, Bronwen argues that the requirement to involve the Apothecaries Guild is actually a &#039;&#039;benefit&#039;&#039;. The Gardens of the Heart would provide a huge benefit to the occupants of Miaren, but they would also provide a big boost to the prestige and power of the new sodality. If the nation embraced membership of the sodality, they might be able to work with members of the guild from other nations to raise the funds needed to build the Gardens. It may be impossible for either the Navarr or the sodality to arrange the construction alone, but maybe not if they worked together?&lt;br /&gt;
&lt;br /&gt;
The Navarr [[Eight_for_a_wish#Bound_by_Thorn_(Navarr)|chose to embrace]] the [[Vallornguard]], accepting them as allies who could help fight the ancient enemy. They could take a similar approach to the Apothecaries Guild. Working with the sodality would create opportunities to collaborate with herb masters of every supportive nation. It needn&#039;t be a competition, argues Bronwen, and cooperation could allow the Navarr and the Guild to benefit together.&lt;br /&gt;
==Where It Comes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The wayhouses in Ossium, Holberg, Reikos, and Skarsind could be used to take advantage of the great works there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the great works in the territories were reassigned to support the Gardens it would significantly reduce the costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In the event that the proposal got the support of all four nations the college would have more options to choose from&#039;&#039;&#039;&lt;br /&gt;
The existence of Navarr wayhouses in [[Ossium]], [[Holberg]], and [[Reikos]] presents a unique opportunity for the Navarr to cooperate with those nations on the work for the Gardens. In each territory, there is a [[great work]] that provides benefits to everyone across the territory. If one or more of these great works were redirected to support the construction of the Gardens for the next year, then that would make it significantly cheaper to build the Gardens. In fact if all three were put to the task, then no wains would be needed at all!&lt;br /&gt;
&lt;br /&gt;
There are four possible great works that could be reassigned to help construct the Gardens, they are:&lt;br /&gt;
&lt;br /&gt;
* The [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] could be reassigned for one year to reduce the amount of weirwood required by 50 wains&lt;br /&gt;
* [[Holberg#Holmauer_Park|Holmauer Park]] could be reassigned for a year to reduce the amount of white granite required by 40 wains&lt;br /&gt;
* [[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]] could also be reassigned for a single year to reduce the amount of weirwood required by 40 wains&lt;br /&gt;
* [[Skarsind#The_Red_Blade_Memorial|Red Blade Memorial]] in [[Skarsind]] could be reassigned for a single year to reduce the amount of mithril required by 20 wains.&lt;br /&gt;
&lt;br /&gt;
In each case, the great work would provide no benefits for the year, but doing so would reduce the number of wains needed. Herbs from High Chalcis would enable the Gardens to be established quicker and easier; the materials from Krustrozi&#039;s Lumbermill would provide the tools needed and could be used to replace some of the materials needed; the money from Holmauer Park would be used to buy other outstanding resources; and contributions from the [[Yerende]] and Imperial Orcs bonesetters would remove the requirement for mithril in the construction.&lt;br /&gt;
&lt;br /&gt;
Reassigning all these great works would be a diplomatic challenge to put it mildly. It&#039;s not even fully clear who could authorise such work. The [[Benefactor of High Chalcis]] has the authority to reassign the benefits of the Gardens of High Chalcis - all that would be required would be for the current Benefactor, &#039;&#039;&#039;Enoch of Atun&#039;s Sanctuary&#039;&#039;&#039;, to make an appropriate [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|announcement in the Senate]]. Persuading them, and presumably the other benefactors to make that sacrifice, might be more difficult.&lt;br /&gt;
&lt;br /&gt;
Still, in the unlikely event that the plan benefitted from the support of all four nations throughout, then the college would ultimately benefit from having such a wide base of support. The assistance of the skilled apothecaries in Reikos and the [[Yerende]], coupled with the knowledgeable doctors and learned wise ones of the League and Varushka respectively, would widen the base of study for the college. That would mean it would have four potions to pick from each time a choice was needed, rather than three.&lt;br /&gt;
&lt;br /&gt;
==Take You Away==&lt;br /&gt;
* &#039;&#039;&#039;The Senate could create sinecured titles to oversee the great works in Holberg, Ossium and Skarsind&#039;&#039;&#039;&lt;br /&gt;
There is no equivalent figure who could do the same in Holberg, Ossium, or Skarsind but that is not an insurmountable obstacle. The [[Senate]] could create a sinecured Imperial title and give them authority over the great work in question, with similar powers to distribute its bounty when needed. &lt;br /&gt;
&lt;br /&gt;
In addition to specific benefits, each of these titles would be given the ability to redirect the bounty of the great work when an appropriate [[opportunity]] was identified by the Civil Service. To use this power, the title would provide an [[Senate_announcement|announcement]] to the Civil Service, who would present the decision to the [[Senate]]. There would be no voting, but the [[Synod]] may, however, choose to exercise their [[veto]] as normal. If the bounty of the great work is redirected, then they will provide no benefit to the territory, nor would the title holder receive the benefits of their sinecure for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
In the view of many dreamspeakers, these titles would provide a clear benefit to the nation (and the Empire) even if the nations that build them don&#039;t want to support the Gardens of the Heart. The dreamspeakers proposal demonstrates what a great work is capable of - how it can be used to support a grand ambition. The League, Varushka, and the Imperial Orcs might not want to support this dream, but they may feel differently about some other [[opportunity]] in the future. The proposed sinecures would empower the nations in question to better pursue their dreams - and that makes them a net good in the view of most dreamspeakers even if they can&#039;t be persuaded to back the Gardens.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Watchhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Holmauer, Holberg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Holmauer Watchcaptain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchcaptain&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment: &#039;&#039;&#039;Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 9 crystal mana each season; can redirect funds from the Gates of Holmauer great work &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To keep an eye on Holmauer Park, and ensure that any problems caused by the cursed park are dealt with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The sinecure only provides crystal mana as long as the Gates of Holmauer great work does&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A watchhouse could be incorporated into the Gates of Holmauer Park&lt;br /&gt;
* &#039;&#039;&#039;The title of Holmauer Watchcaptain charged with overseeing the safety of visitors and the funds raised by the gates&lt;br /&gt;
The Gates of Holmauer Park allow the League to charge admission to the wonders of that Winter-cursed locale. Yet even the people of Holberg must admit that everyone would feel a little safer with some active presence of people ready to leap in in the unlikely event flesh-hungry ghouls burst out of hiding and start eating visitors. An office to oversee a small contingent of dedicated watch, given the power to reallocate the funds raised by visitors, would provide several benefits. The &#039;&#039;Holmauer Watchcaptain&#039;&#039; would look after the [[Gates of Holmauer Park]], and be responsible for ensuring that any threats arising within, or as a consequence of the [[Winter magic]] the infuses the park, are dealt with efficiently. It would make sense to ensure they had access to the crystal mana that might be needed to put down an incursion of ravenous [[Inhabitants of the realms#Boggarts|boggarts]], or confront a [[coven]] of [[Agramant]] cultists bent on turning everyone in Holberg into cannibals. For example.&lt;br /&gt;
&lt;br /&gt;
===Darkwoods Wagonhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Darkwoods Wagonhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Kurstrozi Lumberjack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Kurstrozi Lumberjack&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 11 crowns each season, can redirect the bounty of Kurstrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To look after Kurstrozi&#039;s Lumbermill and support the prosperity of the forest owners of Osium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives money while Kurstrozi&#039;s Lumbermill great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A wagonhouse at Kurstrozi&#039;s Lumbermill could be dedicated to transporting raw lumber and dressed wood across Ossium and beyond&lt;br /&gt;
* &#039;&#039;&#039;The title of Kurstrozi Lumberjack would support forest owners in Ossium and oversee the bounty provided by the lumbermill&lt;br /&gt;
Likewise, Kurstrozi&#039;s Lumbermill is a hive of industry and activity in Ossium. Sawblades manufactured there are spread across the territory, and it is the most likely destination for lumber in the territory. The addition of warehouses and ox-pens dedicated to transporting the bounty of Ossium&#039;s rich forests across the Empire would be obvious. The &#039;&#039;Kurstrozi Lumberjack&#039;&#039; would maintain Kurstrozi&#039;s Lumbermill, distribute its bounty on the occasions where opportunities were presented, and just as importantly support and protect the forest owners of Ossium when they needed it. There is no doubt that those who owe their livelihood to the Lumbermill would be prepared to show their appreciation for the Lumberjack.&lt;br /&gt;
&lt;br /&gt;
===House of the Lost===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of the Lost&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Gildermark, Skarsind&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Rhyv&#039;s Blade&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Rhyv&#039;s Blade&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives five ingots of weltsilver, five measures of ambergelt, and three measures of beggar&#039;s lye each season, can redirect the bounty of Red Blade Memorial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Look after the Red Blade Memorial, support the warriors of the Unshackled with potions and healing herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives materials while Red Blade Memorial great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A school could be built at Red Blade Memorial to ensure as many young orcs as possible learn the basics of field medicine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The title of Rhyv&#039;s Blade would look after the memorial and protect the bonesetters there, and ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Red Blade Memorial in Skarsind is a gathering place for the [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] of the Imperial Orcs, veterans with plenty of experience of desperate last-minute medicine on the battlefield. Not only do they understand the need for plenty of herbs, they know the value of a well-placed potion. The [[Yerende]] sept in particular are excited by the potential of the Gardens of the Heart. They suggest that a hospital be combined with the memorial, one that would focus specifically on ensuring as many young orcs as possible learn the basics of field medicine; orcs have only one life to live after all and so being in a position to save those lives is a high calling. The title of &#039;&#039;Rhyv&#039;s Blade&#039;&#039; would be charged with looking after the memorial and protecting the bonesetters there, as well as working to ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions. In return they would enjoy a bounty of magical metals, which could prove invaluable to creating [[:Category:Tools|magical tools]] for Imperial Orcs physicks and apothecaries.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=Orinn Embracing Fold was the last [[Thornsinger]]; do the Navarr still hold the ambition to see the Empire&#039;s apothecaries embrace the future?|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dream Big===&lt;br /&gt;
* &#039;&#039;&#039;The Navarr and Apothecaries Guild will likely need to work hard to convince the Senate to support the new college&lt;br /&gt;
At first glance it seems unlikely the Senate, or the people of the League and Varushka, will see the value of such costly action. Bronwen argues however that the benefits are obvious - the nation in question receives not only additional prosperity from the new title, but the ability to in the future put their Prosperity to work in supporting their own people or the people of their allied nations. She does, however, point out that if the Navarr and the Apothecaries&#039; Guild want this support, they may have to work for it - speaking to people in those nations to secure their support and bring pressure to bear on their senators. This, she says, is one of the many benefits of having a wayhouse in another nation - the Navarr who live there are in the best position to influence the politics of that nation after all.&lt;br /&gt;
&lt;br /&gt;
==Paths Not Taken==&lt;br /&gt;
* &#039;&#039;&#039;This opportunity supersedes that offered in Winter 387YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity presented by the Yerende is no longer available&lt;br /&gt;
* &#039;&#039;&#039;The only constitutional way for the college of apothecary to be appointed is via the Imperial Apothecaries Guild&lt;br /&gt;
Bronwen&#039;s proposal supersedes the [[opportunity]] that was [[Crimson_and_green#Under_an_Oak_(Therunin)|offered]] in Winter 387YE. The plans are more ambitious, but have caught the enthusiasm of the Navarr and especially those who survived the fall of Thornsong House. Likewise, the opportunity [[It%27s_what_we_do#Weeds_and_Seeds|presented by]] the [[orc|orcs]] of the [[Yerende]] sept is no longer available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Court|Constitutional Court]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the [[Apothecaries Guild]] was first established, the [[Scrutiny#Constitutional_Court|Constitutional Court]] offered guidance that there was no requirement for a college of the apothecary arts to fall under the purview of the Imperial Sodality. They have since offered new guidance, revising their original position. The Court are currently [[preparing a report]] on the Artisans Guild and they are strongly minded to rule that the Guild must have authority over the Empire&#039;s [[runeforge|runeforges]] if it is to meet the needs of the manifesto proposed by the Throne. The legal parallel with the Apothecary&#039;s Guild is overwhelming and demands that the two sodalities be treated the same.&lt;br /&gt;
&lt;br /&gt;
Of course, by that logic, the Imperial Conclave should be the only body able to direct the research of the Empire&#039;s colleges of magic. An exception can justified for the [[Doyen of the Spires]] on the grounds that that college is completely unique - it is utterly reliant on the distinctive magical skills of the Urizen and could never be reproduced in a similar form elsewhere. Sadly, legal consistency fails with regard to the [[Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]] which is a national bourse appointment, but that can&#039;t used as legal precedent because in the words of [[Scrutiny#Constitutional_Court|&#039;&#039;Magistrate Abraham&#039;&#039;]] &#039;&#039;&amp;quot;it is a constitutional abomination which should never have been allowed to pass&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As such, as long as the Apothecaries Guild continues to exist to &#039;&#039;coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs to Imperial citizens&#039;&#039; then a vote of the Guild would be the [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for directing the research done by any apothecarion&#039;s college.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apothecaries Guild]] - the [[Imperial Sodality]]&lt;br /&gt;
* [[Thornsinger#Thornsong House|Thornsong House]] - the destroyed apothecary college in Therunin&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143715</id>
		<title>Come together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143715"/>
		<updated>2026-08-17T14:35:05Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Live And Learn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Didn&#039;t you try this once already?&amp;quot; Aedan asked the dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
The old woman ignored the obvious hint of pity in her apprentice&#039;s question. &amp;quot;Yes, you&#039;re quite right dear, this is an utter waste of time. What is it they teach young people in schools these days. If at first you don&#039;t succeed, give up immediately because it clearly wasn&#039;t meant to happen. Have I got it right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Haha.&amp;quot; he replied to the obvious sarcasm. &amp;quot;You know what I mean,&amp;quot; he tried again, &amp;quot;people debated it. For years. Then they decided to do the Temple instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordelia nodded her head, her long grey braid bobbing in time. &amp;quot;No need to remind me, my memory isn&#039;t that bad you know. But the Temple is finished now is it not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah but it&#039;s taken us &#039;&#039;years&#039;&#039;. We&#039;ll never get people to agree to another project on this scale. It&#039;s just not possible.&amp;quot; Even as he said it, Aedan knew what his teacher was going to say. The same thing she &#039;&#039;always&#039;&#039; said when someone told her something was impossible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything is impossible until someone does it Aedan. And nothing is impossible afterwards. It&#039;s the bit in-between the two that is tricky. Did I ever tell you about the old Wintermark...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Topi?&amp;quot; said Aedan butting in. &amp;quot;Yes, yes you did. Moved all his books to Gildenheim with the help of beavers. You&#039;ve told me that story many, many times Cords.&amp;quot; said Aedan. He smiled at her kindly to take the sting out of his words even as he stubbornly refused to let her regale him for the umpteenth time with the story of Topi&#039;s books. &amp;quot;This is different, it&#039;s not about chasing your dreams, it&#039;s a question of &#039;&#039;priorities&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The aging dreamspeaker laughed, apparently more amused than offended. &amp;quot;No, no Aedan, you&#039;re quite wrong. Priorities are literally what chasing dreams is all about...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=300px|caption=Thornsong House was lost to the Druj, but the dream it represented still endures.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The completion of the &#039;&#039;City of Dreams&#039;&#039; - the transformation of [[Miaren#Seren|Seren]] and the construction of the [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] - has inspired some of the [[dreamspeaker|dreamspeakers]] to present [[Dream on|visions of the future]] to be considered by the Navarr nation as a whole. At the same time however, it has reminded the Navarri of the importance of dreaming big, pursuing ambition, and preparing for the future they want to see.&lt;br /&gt;
&lt;br /&gt;
One of the terrible losses when [[Therunin]] fell to the [[Druj]] was [[Thornsinger#Thornsong_House|Thornsong House]]. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herbmastery could not ultimately be protected from the orcs of [[the Mallum]]. Thornsong House burned, but many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
==Live And Learn==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of the Heart&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Serenael, Miaren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 90 weirwood, 40 white granite, 20 mithril and 450 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 4 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Increases investment in Miaren for herb gardens providing  2 true vervain and 1 cerulean mazzarine each season&lt;br /&gt;
* Allows the Imperial Apothecary&#039;s Guild to direct research into new potion recipes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, opportunity is lost after the end of Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 10 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeakers propose an ambitious new project - the Gardens of the Heart&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require 90 weirwood, 40 white granite, 20 mithril, and 450 crowns and a year to build&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Gardens would raise the level of investment in herb gardens in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They would allow the Imperial Apothecaries Guild to direct research on new potions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The costs could be slashed with the support of other nations&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=200}}&lt;br /&gt;
The Navarr are widely acknowledged to be masters of the herbal arts in the Empire. Until recently that expertise was focused at [[Thornsinger#Thornsong_House|Thornsong House]] in [[Therunin]], but the unique apothecarions college was destroyed by the [[Crimson_and_green|Druj invasion]] in 387YE. Though the building could not be saved, the Navarr were able to rescue many of the [[Crimson_and_green#Under_an_Oak_(Therunin)|inhabitants]] of Peakedge Stead, some of whom have now settled in Miaren. &lt;br /&gt;
&lt;br /&gt;
Years ago, when the [[Comes a time|Temple of the Waking Dream was first proposed]], it was not the only option available. &#039;&#039;Bronwen of the Silver Falls&#039;&#039; argued for a great work that would boost the production of [[herb garden|herb gardens]] across the territory. Her proposals are defunct now, but the completion of the Temple has inspired Bronwen and her allies to consider something similar, something that would help the [[Prosperity]] of Miaren and restore the Empire&#039;s ability to create new potions. It is an ambitious proposal, but Seren is now the City of Dreams - people are eager to imagine what could be!&lt;br /&gt;
&lt;br /&gt;
The plan would require 90 wains of weirwood, 40 wains of white granite, 20 wains of mithril, and cost 450 crowns. The Gardens could only be commissioned using a [[Senate motion]], and would take a year to build. Once complete they would raise the level of investment in herb gardens in the territory, providing each herb garden with two additional [[true vervain]] and one additional [[Imperial roseweald]] each season.&lt;br /&gt;
&lt;br /&gt;
Seren already has a number of fine schools where students study the [[Surgical skills#Apothecary|apothecary]] arts, but the presence of the gardens would draw dedicated masters of the natural sciences from across the nation and beyond, eager to take advantage of what Seren could offer. Now that the [[Imperial Senate]] has created the [[Imperial Apothecaries Guild]] to &#039;&#039;&amp;quot;Coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs&amp;quot;&#039;&#039;, that [[Imperial sodality]] could take charge of the efforts to create new potions in Seren, coming together to direct the research, exactly like the [[Thornsinger]] used to do in Therunin.&lt;br /&gt;
&lt;br /&gt;
If the great work were completed then the Empire would be presented with three potential avenues of investigation that could be pursued. A simple vote of the Apothecaries Guild would determine which promising option to focus. The herbalists in Seren would pursue that research, using herbs provided by the &#039;&#039;Gardens of the Heart&#039;&#039;. They would need to be paid of course - research is not cheap - so the Gardens would have an upkeep of 10 thrones a season. Once the research was complete, the resulting &#039;&#039;herbal&#039;&#039; would be presented to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]].&lt;br /&gt;
&lt;br /&gt;
==Obvious Problems==&lt;br /&gt;
* &#039;&#039;&#039;The Gardens are very expensive&lt;br /&gt;
* &#039;&#039;&#039;The Apothecaries Guild is charged with overseeing potion research in the Empire&lt;br /&gt;
From the perspective of the Navarr, there are two clear problems. The first are the enormous costs. The Navarr are not a wealthy nation - it took years to fund the creation of the Temple of Waking Dreams - and the latest proposal is a commission nearly twice that size. The second is that control of the research would lie with the Apothecaries Guild rather than with the nation. &lt;br /&gt;
&lt;br /&gt;
However, Bronwen argues that the requirement to involve the Apothecaries Guild is actually a &#039;&#039;benefit&#039;&#039;. The Gardens of the Heart would provide a huge benefit to the occupants of Miaren, but they would also provide a big boost to the prestige and power of the new sodality. If the nation embraced membership of the sodality, they might be able to work with members of the guild from other nations to raise the funds needed to build the Gardens. It may be impossible for either the Navarr or the sodality to arrange the construction alone, but maybe not if they worked together?&lt;br /&gt;
&lt;br /&gt;
The Navarr [[Eight_for_a_wish#Bound_by_Thorn_(Navarr)|chose to embrace]] the [[Vallornguard]], accepting them as allies who could help fight the ancient enemy. They could take a similar approach to the Apothecaries Guild. Working with the sodality would create opportunities to collaborate with herb masters of every supportive nation. It needn&#039;t be a competition, argues Bronwen, and cooperation could allow the Navarr and the Guild to benefit together.&lt;br /&gt;
==Where It Comes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The wayhouses in Ossium, Holberg, Reikos, and Skarsind could be used to take advantage of the great works there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the great works in the territories were reassigned to support the Gardens it would significantly reduce the costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In the event that the proposal got the support of all four nations the college would have more options to choose from&#039;&#039;&#039;&lt;br /&gt;
The existence of Navarr wayhouses in [[Ossium]], [[Holberg]], and [[Reikos]] presents a unique opportunity for the Navarr to cooperate with those nations on the work for the Gardens. In each territory, there is a [[great work]] that provides benefits to everyone across the territory. If one or more of these great works were redirected to support the construction of the Gardens for the next year, then that would make it significantly cheaper to build the Gardens. In fact if all three were put to the task, then no wains would be needed at all!&lt;br /&gt;
&lt;br /&gt;
There are four possible great works that could be reassigned to help construct the Gardens, they are:&lt;br /&gt;
&lt;br /&gt;
* The [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] could be reassigned for one year to reduce the amount of weirwood required by 50 wains&lt;br /&gt;
* [[Holberg#Holmauer_Park|Holmauer Park]] could be reassigned for a year to reduce the amount of white granite required by 40 wains&lt;br /&gt;
* [[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]] could also be reassigned for a single year to reduce the amount of weirwood required by 40 wains&lt;br /&gt;
* [[Skarsind#The_Red_Blade_Memorial|Red Blade Memorial]] in [[Skarsind]] could be reassigned for a single year to reduce the amount of mithril required by 20 wains.&lt;br /&gt;
&lt;br /&gt;
In each case, the great work would provide no benefits for the year, but doing so would reduce the number of wains needed. Herbs from High Chalcis would enable the Gardens to be established quicker and easier; the materials from Krustrozi&#039;s Lumbermill would provide the tools needed and could be used to replace some of the materials needed; the money from Holmauer Park would be used to buy other outstanding resources; and contributions from the [[Yerende]] and Imperial Orcs bonesetters would remove the requirement for mithril in the construction.&lt;br /&gt;
&lt;br /&gt;
Reassigning all these great works would be a diplomatic challenge to put it mildly. It&#039;s not even fully clear who could authorise such work. The [[Benefactor of High Chalcis]] has the authority to reassign the benefits of the Gardens of High Chalcis - all that would be required would be for the current Benefactor, &#039;&#039;&#039;Enoch of Atun&#039;s Sanctuary&#039;&#039;&#039;, to make an appropriate [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|announcement in the Senate]]. Persuading them, and presumably the other benefactors to make that sacrifice, might be more difficult.&lt;br /&gt;
&lt;br /&gt;
Still, in the unlikely event that the plan benefitted from the support of all four nations throughout, then the college would ultimately benefit from having such a wide base of support. The assistance of the skilled apothecaries in Reikos and the [[Yerende]], coupled with the knowledgeable doctors and learned wise ones of the League and Varushka respectively, would widen the base of study for the college. That would mean it would have four potions to pick from each time a choice was needed, rather than three.&lt;br /&gt;
&lt;br /&gt;
==Take You Away==&lt;br /&gt;
* &#039;&#039;&#039;The Senate could create sinecured titles to oversee the great works in Holberg, Ossium and Skarsind&#039;&#039;&#039;&lt;br /&gt;
There is no equivalent figure who could do the same in Holberg, Ossium, or Skarsind but that is not an insurmountable obstacle. The [[Senate]] could create a sinecured Imperial title and give them authority over the great work in question, with similar powers to distribute its bounty when needed. &lt;br /&gt;
&lt;br /&gt;
In addition to specific benefits, each of these titles would be given the ability to redirect the bounty of the great work when an appropriate [[opportunity]] was identified by the Civil Service. To use this power, the title would provide an [[Senate_announcement|announcement]] to the Civil Service, who would present the decision to the [[Senate]]. There would be no voting, but the [[Synod]] may, however, choose to exercise their [[veto]] as normal. If the bounty of the great work is redirected, then they will provide no benefit to the territory, nor would the title holder receive the benefits of their sinecure for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
In the view of many dreamspeakers, these titles would provide a clear benefit to the nation (and the Empire) even if the nations that build them don&#039;t want to support the Gardens of the Heart. The dreamspeakers proposal demonstrates what a great work is capable of - how it can be used to support a grand ambition. The League, Varushka, and the Imperial Orcs might not want to support this dream, but they may feel differently about some other [[opportunity]] in the future. The proposed sinecures would empower the nations in question to better pursue their dreams - and that makes them a net good in the view of most dreamspeakers even if they can&#039;t be persuaded to back the Gardens.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Watchhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Holmauer, Holberg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Holmauer Watchcaptain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchcaptain&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment: &#039;&#039;&#039;Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 9 crystal mana each season; can redirect funds from the Gates of Holmauer great work &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To keep an eye on Holmauer Park, and ensure that any problems caused by the cursed park are dealt with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The sinecure only provides crystal mana as long as the Gates of Holmauer great work does&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A watchhouse could be incorporated into the Gates of Holmauer Park&lt;br /&gt;
* &#039;&#039;&#039;The title of Holmauer Watchcaptain charged with overseeing the safety of visitors and the funds raised by the gates&lt;br /&gt;
The Gates of Holmauer Park allow the League to charge admission to the wonders of that Winter-cursed locale. Yet even the people of Holberg must admit that everyone would feel a little safer with some active presence of people ready to leap in in the unlikely event flesh-hungry ghouls burst out of hiding and start eating visitors. An office to oversee a small contingent of dedicated watch, given the power to reallocate the funds raised by visitors, would provide several benefits. The &#039;&#039;Holmauer Watchcaptain&#039;&#039; would look after the [[Gates of Holmauer Park]], and be responsible for ensuring that any threats arising within, or as a consequence of the [[Winter magic]] the infuses the park, are dealt with efficiently. It would make sense to ensure they had access to the crystal mana that might be needed to put down an incursion of ravenous [[Inhabitants of the realms#Boggarts|boggarts]], or confront a [[coven]] of [[Agramant]] cultists bent on turning everyone in Holberg into cannibals. For example.&lt;br /&gt;
&lt;br /&gt;
===Darkwoods Wagonhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Darkwoods Wagonhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Kurstrozi Lumberjack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Kurstrozi Lumberjack&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 11 crowns each season, can redirect the bounty of Kurstrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To look after Kurstrozi&#039;s Lumbermill and support the prosperity of the forest owners of Osium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives money while Kurstrozi&#039;s Lumbermill great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A wagonhouse at Kurstrozi&#039;s Lumbermill could be dedicated to transporting raw lumber and dressed wood across Ossium and beyond&lt;br /&gt;
* &#039;&#039;&#039;The title of Kurstrozi Lumberjack would support forest owners in Ossium and oversee the bounty provided by the lumbermill&lt;br /&gt;
Likewise, Kurstrozi&#039;s Lumbermill is a hive of industry and activity in Ossium. Sawblades manufactured there are spread across the territory, and it is the most likely destination for lumber in the territory. The addition of warehouses and ox-pens dedicated to transporting the bounty of Ossium&#039;s rich forests across the Empire would be obvious. The &#039;&#039;Kurstrozi Lumberjack&#039;&#039; would maintain Kurstrozi&#039;s Lumbermill, distribute its bounty on the occasions where opportunities were presented, and just as importantly support and protect the forest owners of Ossium when they needed it. There is no doubt that those who owe their livelihood to the Lumbermill would be prepared to show their appreciation for the Lumberjack.&lt;br /&gt;
&lt;br /&gt;
===House of the Lost===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of the Lost&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Rhyv&#039;s Blade&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Rhyv&#039;s Blade&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives five ingots of weltsilver, five measures of ambergelt, and three measures of beggar&#039;s lye each season, can redirect the bounty of Red Blade Memorial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Look after the Red Blade Memorial, support the warriors of the Unshackled with potions and healing herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives materials while Red Blade Memorial great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A school could be built at Red Blade Memorial to ensure as many young orcs as possible learn the basics of field medicine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The title of Rhyv&#039;s Blade would look after the memorial and protect the bonesetters there, and ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Red Blade Memorial in Skarsind is a gathering place for the [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] of the Imperial Orcs, veterans with plenty of experience of desperate last-minute medicine on the battlefield. Not only do they understand the need for plenty of herbs, they know the value of a well-placed potion. The [[Yerende]] sept in particular are excited by the potential of the Gardens of the Heart. They suggest that a hospital be combined with the memorial, one that would focus specifically on ensuring as many young orcs as possible learn the basics of field medicine; orcs have only one life to live after all and so being in a position to save those lives is a high calling. The title of &#039;&#039;Rhyv&#039;s Blade&#039;&#039; would be charged with looking after the memorial and protecting the bonesetters there, as well as working to ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions. In return they would enjoy a bounty of magical metals, which could prove invaluable to creating [[:Category:Tools|magical tools]] for Imperial Orcs physicks and apothecaries.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=Orinn Embracing Fold was the last [[Thornsinger]]; do the Navarr still hold the ambition to see the Empire&#039;s apothecaries embrace the future?|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dream Big===&lt;br /&gt;
* &#039;&#039;&#039;The Navarr and Apothecaries Guild will likely need to work hard to convince the Senate to support the new college&lt;br /&gt;
At first glance it seems unlikely the Senate, or the people of the League and Varushka, will see the value of such costly action. Bronwen argues however that the benefits are obvious - the nation in question receives not only additional prosperity from the new title, but the ability to in the future put their Prosperity to work in supporting their own people or the people of their allied nations. She does, however, point out that if the Navarr and the Apothecaries&#039; Guild want this support, they may have to work for it - speaking to people in those nations to secure their support and bring pressure to bear on their senators. This, she says, is one of the many benefits of having a wayhouse in another nation - the Navarr who live there are in the best position to influence the politics of that nation after all.&lt;br /&gt;
&lt;br /&gt;
==Paths Not Taken==&lt;br /&gt;
* &#039;&#039;&#039;This opportunity supersedes that offered in Winter 387YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity presented by the Yerende is no longer available&lt;br /&gt;
* &#039;&#039;&#039;The only constitutional way for the college of apothecary to be appointed is via the Imperial Apothecaries Guild&lt;br /&gt;
Bronwen&#039;s proposal supersedes the [[opportunity]] that was [[Crimson_and_green#Under_an_Oak_(Therunin)|offered]] in Winter 387YE. The plans are more ambitious, but have caught the enthusiasm of the Navarr and especially those who survived the fall of Thornsong House. Likewise, the opportunity [[It%27s_what_we_do#Weeds_and_Seeds|presented by]] the [[orc|orcs]] of the [[Yerende]] sept is no longer available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the [[Apothecaries Guild]] was first established, the [[Scrutiny#Constitutional_Court|Constitutional Court]] offered guidance that there was no requirement for a college of the apothecary arts to fall under the purview of the Imperial Sodality. They have since offered new guidance, revising their original position. The Court are currently [[preparing a report]] on the Artisans Guild and they are strongly minded to rule that the Guild must have authority over the Empire&#039;s [[runeforge|runeforges]] if it is to meet the needs of the manifesto proposed by the Throne. The legal parallel with the Apothecary&#039;s Guild is overwhelming and demands that the two sodalities be treated the same.&lt;br /&gt;
&lt;br /&gt;
Of course, by that logic, the Imperial Conclave should be the only body able to direct the research of the Empire&#039;s colleges of magic. An exception can justified for the [[Doyen of the Spires]] on the grounds that that college is completely unique - it is utterly reliant on the distinctive magical skills of the Urizen and could never be reproduced in a similar form elsewhere. Sadly, legal consistency fails with regard to the [[Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]] which is a national bourse appointment, but that can&#039;t used as legal precedent because in the words of [[Scrutiny#Constitutional_Court|&#039;&#039;Magistrate Abraham&#039;&#039;]] &#039;&#039;&amp;quot;it is a constitutional abomination which should never have been allowed to pass&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As such, as long as the Apothecaries Guild continues to exist to &#039;&#039;coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs to Imperial citizens&#039;&#039; then a vote of the Guild would be the [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for directing the research done by any apothecarion&#039;s college.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apothecaries Guild]] - the [[Imperial Sodality]]&lt;br /&gt;
* [[Thornsinger#Thornsong House|Thornsong House]] - the destroyed apothecary college in Therunin&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143714</id>
		<title>Come together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143714"/>
		<updated>2026-08-17T14:31:49Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* House of the Lost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Didn&#039;t you try this once already?&amp;quot; Aedan asked the dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
The old woman ignored the obvious hint of pity in her apprentice&#039;s question. &amp;quot;Yes, you&#039;re quite right dear, this is an utter waste of time. What is it they teach young people in schools these days. If at first you don&#039;t succeed, give up immediately because it clearly wasn&#039;t meant to happen. Have I got it right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Haha.&amp;quot; he replied to the obvious sarcasm. &amp;quot;You know what I mean,&amp;quot; he tried again, &amp;quot;people debated it. For years. Then they decided to do the Temple instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordelia nodded her head, her long grey braid bobbing in time. &amp;quot;No need to remind me, my memory isn&#039;t that bad you know. But the Temple is finished now is it not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah but it&#039;s taken us &#039;&#039;years&#039;&#039;. We&#039;ll never get people to agree to another project on this scale. It&#039;s just not possible.&amp;quot; Even as he said it, Aedan knew what his teacher was going to say. The same thing she &#039;&#039;always&#039;&#039; said when someone told her something was impossible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything is impossible until someone does it Aedan. And nothing is impossible afterwards. It&#039;s the bit in-between the two that is tricky. Did I ever tell you about the old Wintermark...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Topi?&amp;quot; said Aedan butting in. &amp;quot;Yes, yes you did. Moved all his books to Gildenheim with the help of beavers. You&#039;ve told me that story many, many times Cords.&amp;quot; said Aedan. He smiled at her kindly to take the sting out of his words even as he stubbornly refused to let her regale him for the umpteenth time with the story of Topi&#039;s books. &amp;quot;This is different, it&#039;s not about chasing your dreams, it&#039;s a question of &#039;&#039;priorities&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The aging dreamspeaker laughed, apparently more amused than offended. &amp;quot;No, no Aedan, you&#039;re quite wrong. Priorities are literally what chasing dreams is all about...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=300px|caption=Thornsong House was lost to the Druj, but the dream it represented still endures.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The completion of the &#039;&#039;City of Dreams&#039;&#039; - the transformation of [[Miaren#Seren|Seren]] and the construction of the [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] - has inspired some of the [[dreamspeaker|dreamspeakers]] to present [[Dream on|visions of the future]] to be considered by the Navarr nation as a whole. At the same time however, it has reminded the Navarri of the importance of dreaming big, pursuing ambition, and preparing for the future they want to see.&lt;br /&gt;
&lt;br /&gt;
One of the terrible losses when [[Therunin]] fell to the [[Druj]] was [[Thornsinger#Thornsong_House|Thornsong House]]. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herbmastery could not ultimately be protected from the orcs of [[the Mallum]]. Thornsong House burned, but many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
==Live And Learn==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of the Heart&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Serenael, Miaren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 90 weirwood, 40 white granite, 20 mithril and 450 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 4 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Increases investment in Miaren for herb gardens providing  2 true vervain and 1 cerulean mazzarine each season&lt;br /&gt;
* Allows the Imperial Apothecary&#039;s Guild to direct research into new potion recipes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, opportunity is lost after the end of Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 10 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeakers propose an ambitious new project - the Gardens of the Heart&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require 90 weirwood, 40 white granite, 20 mithril, and 450 crowns and a year to build&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Gardens would raise the level of investment in herb gardens in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They would allow the Imperial Apothecaries Guild to direct research on new potions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The costs could be slashed with the support of other nations&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=200}}&lt;br /&gt;
The Navarr are widely acknowledged to be masters of the herbal arts in the Empire. Until recently that expertise was focused at [[Thornsinger#Thornsong_House|Thornsong House]] in [[Therunin]], but the unique apothecarions college was destroyed by the [[Crimson_and_green|Druj invasion]] in 378YE. Though the building could not be saved, the Navarr were able to rescue many of the [[Crimson_and_green#Under_an_Oak_(Therunin)|inhabitants]] of Peakedge Stead, some of whom have now settled in Miaren. &lt;br /&gt;
&lt;br /&gt;
Years ago, when the [[Comes a time|Temple of the Waking Dream was first proposed]], it was not the only option available. &#039;&#039;Bronwen of the Silver Falls&#039;&#039; argued for a great work that would boost the production of [[herb garden|herb gardens]] across the territory. Her proposals are defunct now, but the completion of the Temple has inspired Bronwen and her allies to consider something similar, something that would help the [[Prosperity]] of Miaren and restore the Empire&#039;s ability to create new potions. It is an ambitious proposal, but Seren is now the City of Dreams - people are eager to imagine what could be!&lt;br /&gt;
&lt;br /&gt;
The plan would require 90 wains of weirwood, 40 wains of white granite, 20 wains of mithril, and cost 450 crowns. The Gardens could only be commissioned using a [[Senate motion]], and would take a year to build. Once complete they would raise the level of investment in herb gardens in the territory, providing each herb garden with two additional [[true vervain]] and one additional [[Imperial roseweald]] each season.&lt;br /&gt;
&lt;br /&gt;
Seren already has a number of fine schools where students study the [[Surgical skills#Apothecary|apothecary]] arts, but the presence of the gardens would draw dedicated masters of the natural sciences from across the nation and beyond, eager to take advantage of what Seren could offer. Now that the [[Imperial Senate]] has created the [[Imperial Apothecaries Guild]] to &#039;&#039;&amp;quot;Coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs&amp;quot;&#039;&#039;, that [[Imperial sodality]] could take charge of the efforts to create new potions in Seren, coming together to direct the research, exactly like the [[Thornsinger]] used to do in Therunin.&lt;br /&gt;
&lt;br /&gt;
If the great work were completed then the Empire would be presented with three potential avenues of investigation that could be pursued. A simple vote of the Apothecaries Guild would determine which promising option to focus. The herbalists in Seren would pursue that research, using herbs provided by the &#039;&#039;Gardens of the Heart&#039;&#039;. They would need to be paid of course - research is not cheap - so the Gardens would have an upkeep of 10 thrones a season. Once the research was complete, the resulting &#039;&#039;herbal&#039;&#039; would be presented to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]].&lt;br /&gt;
&lt;br /&gt;
==Obvious Problems==&lt;br /&gt;
* &#039;&#039;&#039;The Gardens are very expensive&lt;br /&gt;
* &#039;&#039;&#039;The Apothecaries Guild is charged with overseeing potion research in the Empire&lt;br /&gt;
From the perspective of the Navarr, there are two clear problems. The first are the enormous costs. The Navarr are not a wealthy nation - it took years to fund the creation of the Temple of Waking Dreams - and the latest proposal is a commission nearly twice that size. The second is that control of the research would lie with the Apothecaries Guild rather than with the nation. &lt;br /&gt;
&lt;br /&gt;
However, Bronwen argues that the requirement to involve the Apothecaries Guild is actually a &#039;&#039;benefit&#039;&#039;. The Gardens of the Heart would provide a huge benefit to the occupants of Miaren, but they would also provide a big boost to the prestige and power of the new sodality. If the nation embraced membership of the sodality, they might be able to work with members of the guild from other nations to raise the funds needed to build the Gardens. It may be impossible for either the Navarr or the sodality to arrange the construction alone, but maybe not if they worked together?&lt;br /&gt;
&lt;br /&gt;
The Navarr [[Eight_for_a_wish#Bound_by_Thorn_(Navarr)|chose to embrace]] the [[Vallornguard]], accepting them as allies who could help fight the ancient enemy. They could take a similar approach to the Apothecaries Guild. Working with the sodality would create opportunities to collaborate with herb masters of every supportive nation. It needn&#039;t be a competition, argues Bronwen, and cooperation could allow the Navarr and the Guild to benefit together.&lt;br /&gt;
==Where It Comes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The wayhouses in Ossium, Holberg, Reikos, and Skarsind could be used to take advantage of the great works there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the great works in the territories were reassigned to support the Gardens it would significantly reduce the costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In the event that the proposal got the support of all four nations the college would have more options to choose from&#039;&#039;&#039;&lt;br /&gt;
The existence of Navarr wayhouses in [[Ossium]], [[Holberg]], and [[Reikos]] presents a unique opportunity for the Navarr to cooperate with those nations on the work for the Gardens. In each territory, there is a [[great work]] that provides benefits to everyone across the territory. If one or more of these great works were redirected to support the construction of the Gardens for the next year, then that would make it significantly cheaper to build the Gardens. In fact if all three were put to the task, then no wains would be needed at all!&lt;br /&gt;
&lt;br /&gt;
There are four possible great works that could be reassigned to help construct the Gardens, they are:&lt;br /&gt;
&lt;br /&gt;
* The [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] could be reassigned for one year to reduce the amount of weirwood required by 50 wains&lt;br /&gt;
* [[Holberg#Holmauer_Park|Holmauer Park]] could be reassigned for a year to reduce the amount of white granite required by 40 wains&lt;br /&gt;
* [[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]] could also be reassigned for a single year to reduce the amount of weirwood required by 40 wains&lt;br /&gt;
* [[Skarsind#The_Red_Blade_Memorial|Red Blade Memorial]] in [[Skarsind]] could be reassigned for a single year to reduce the amount of mithril required by 20 wains.&lt;br /&gt;
&lt;br /&gt;
In each case, the great work would provide no benefits for the year, but doing so would reduce the number of wains needed. Herbs from High Chalcis would enable the Gardens to be established quicker and easier; the materials from Krustrozi&#039;s Lumbermill would provide the tools needed and could be used to replace some of the materials needed; the money from Holmauer Park would be used to buy other outstanding resources; and contributions from the [[Yerende]] and Imperial Orcs bonesetters would remove the requirement for mithril in the construction.&lt;br /&gt;
&lt;br /&gt;
Reassigning all these great works would be a diplomatic challenge to put it mildly. It&#039;s not even fully clear who could authorise such work. The [[Benefactor of High Chalcis]] has the authority to reassign the benefits of the Gardens of High Chalcis - all that would be required would be for the current Benefactor, &#039;&#039;&#039;Enoch of Atun&#039;s Sanctuary&#039;&#039;&#039;, to make an appropriate [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|announcement in the Senate]]. Persuading them, and presumably the other benefactors to make that sacrifice, might be more difficult.&lt;br /&gt;
&lt;br /&gt;
Still, in the unlikely event that the plan benefitted from the support of all four nations throughout, then the college would ultimately benefit from having such a wide base of support. The assistance of the skilled apothecaries in Reikos and the [[Yerende]], coupled with the knowledgeable doctors and learned wise ones of the League and Varushka respectively, would widen the base of study for the college. That would mean it would have four potions to pick from each time a choice was needed, rather than three.&lt;br /&gt;
&lt;br /&gt;
==Take You Away==&lt;br /&gt;
* &#039;&#039;&#039;The Senate could create sinecured titles to oversee the great works in Holberg, Ossium and Skarsind&#039;&#039;&#039;&lt;br /&gt;
There is no equivalent figure who could do the same in Holberg, Ossium, or Skarsind but that is not an insurmountable obstacle. The [[Senate]] could create a sinecured Imperial title and give them authority over the great work in question, with similar powers to distribute its bounty when needed. &lt;br /&gt;
&lt;br /&gt;
In addition to specific benefits, each of these titles would be given the ability to redirect the bounty of the great work when an appropriate [[opportunity]] was identified by the Civil Service. To use this power, the title would provide an [[Senate_announcement|announcement]] to the Civil Service, who would present the decision to the [[Senate]]. There would be no voting, but the [[Synod]] may, however, choose to exercise their [[veto]] as normal. If the bounty of the great work is redirected, then they will provide no benefit to the territory, nor would the title holder receive the benefits of their sinecure for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
In the view of many dreamspeakers, these titles would provide a clear benefit to the nation (and the Empire) even if the nations that build them don&#039;t want to support the Gardens of the Heart. The dreamspeakers proposal demonstrates what a great work is capable of - how it can be used to support a grand ambition. The League, Varushka, and the Imperial Orcs might not want to support this dream, but they may feel differently about some other [[opportunity]] in the future. The proposed sinecures would empower the nations in question to better pursue their dreams - and that makes them a net good in the view of most dreamspeakers even if they can&#039;t be persuaded to back the Gardens.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Watchhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Holmauer, Holberg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Holmauer Watchcaptain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchcaptain&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment: &#039;&#039;&#039;Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 9 crystal mana each season; can redirect funds from the Gates of Holmauer great work &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To keep an eye on Holmauer Park, and ensure that any problems caused by the cursed park are dealt with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The sinecure only provides crystal mana as long as the Gates of Holmauer great work does&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A watchhouse could be incorporated into the Gates of Holmauer Park&lt;br /&gt;
* &#039;&#039;&#039;The title of Holmauer Watchcaptain charged with overseeing the safety of visitors and the funds raised by the gates&lt;br /&gt;
The Gates of Holmauer Park allow the League to charge admission to the wonders of that Winter-cursed locale. Yet even the people of Holberg must admit that everyone would feel a little safer with some active presence of people ready to leap in in the unlikely event flesh-hungry ghouls burst out of hiding and start eating visitors. An office to oversee a small contingent of dedicated watch, given the power to reallocate the funds raised by visitors, would provide several benefits. The &#039;&#039;Holmauer Watchcaptain&#039;&#039; would look after the [[Gates of Holmauer Park]], and be responsible for ensuring that any threats arising within, or as a consequence of the [[Winter magic]] the infuses the park, are dealt with efficiently. It would make sense to ensure they had access to the crystal mana that might be needed to put down an incursion of ravenous [[Inhabitants of the realms#Boggarts|boggarts]], or confront a [[coven]] of [[Agramant]] cultists bent on turning everyone in Holberg into cannibals. For example.&lt;br /&gt;
&lt;br /&gt;
===Darkwoods Wagonhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Darkwoods Wagonhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Kurstrozi Lumberjack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Kurstrozi Lumberjack&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 11 crowns each season, can redirect the bounty of Kurstrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To look after Kurstrozi&#039;s Lumbermill and support the prosperity of the forest owners of Osium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives money while Kurstrozi&#039;s Lumbermill great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A wagonhouse at Kurstrozi&#039;s Lumbermill could be dedicated to transporting raw lumber and dressed wood across Ossium and beyond&lt;br /&gt;
* &#039;&#039;&#039;The title of Kurstrozi Lumberjack would support forest owners in Ossium and oversee the bounty provided by the lumbermill&lt;br /&gt;
Likewise, Kurstrozi&#039;s Lumbermill is a hive of industry and activity in Ossium. Sawblades manufactured there are spread across the territory, and it is the most likely destination for lumber in the territory. The addition of warehouses and ox-pens dedicated to transporting the bounty of Ossium&#039;s rich forests across the Empire would be obvious. The &#039;&#039;Kurstrozi Lumberjack&#039;&#039; would maintain Kurstrozi&#039;s Lumbermill, distribute its bounty on the occasions where opportunities were presented, and just as importantly support and protect the forest owners of Ossium when they needed it. There is no doubt that those who owe their livelihood to the Lumbermill would be prepared to show their appreciation for the Lumberjack.&lt;br /&gt;
&lt;br /&gt;
===House of the Lost===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of the Lost&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Rhyv&#039;s Blade&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Rhyv&#039;s Blade&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives five ingots of weltsilver, five measures of ambergelt, and three measures of beggar&#039;s lye each season, can redirect the bounty of Red Blade Memorial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Look after the Red Blade Memorial, support the warriors of the Unshackled with potions and healing herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives materials while Red Blade Memorial great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A school could be built at Red Blade Memorial to ensure as many young orcs as possible learn the basics of field medicine&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The title of Rhyv&#039;s Blade would look after the memorial and protect the bonesetters there, and ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Red Blade Memorial in Skarsind is a gathering place for the [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] of the Imperial Orcs, veterans with plenty of experience of desperate last-minute medicine on the battlefield. Not only do they understand the need for plenty of herbs, they know the value of a well-placed potion. The [[Yerende]] sept in particular are excited by the potential of the Gardens of the Heart. They suggest that a hospital be combined with the memorial, one that would focus specifically on ensuring as many young orcs as possible learn the basics of field medicine; orcs have only one life to live after all and so being in a position to save those lives is a high calling. The title of &#039;&#039;Rhyv&#039;s Blade&#039;&#039; would be charged with looking after the memorial and protecting the bonesetters there, as well as working to ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions. In return they would enjoy a bounty of magical metals, which could prove invaluable to creating [[:Category:Tools|magical tools]] for Imperial Orcs physicks and apothecaries.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=Orinn Embracing Fold was the last [[Thornsinger]]; do the Navarr still hold the ambition to see the Empire&#039;s apothecaries embrace the future?|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dream Big===&lt;br /&gt;
* &#039;&#039;&#039;The Navarr and Apothecaries Guild will likely need to work hard to convince the Senate to support the new college&lt;br /&gt;
At first glance it seems unlikely the Senate, or the people of the League and Varushka, will see the value of such costly action. Bronwen argues however that the benefits are obvious - the nation in question receives not only additional prosperity from the new title, but the ability to in the future put their Prosperity to work in supporting their own people or the people of their allied nations. She does, however, point out that if the Navarr and the Apothecaries&#039; Guild want this support, they may have to work for it - speaking to people in those nations to secure their support and bring pressure to bear on their senators. This, she says, is one of the many benefits of having a wayhouse in another nation - the Navarr who live there are in the best position to influence the politics of that nation after all.&lt;br /&gt;
&lt;br /&gt;
==Paths Not Taken==&lt;br /&gt;
* &#039;&#039;&#039;This opportunity supersedes that offered in Winter 387YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity presented by the Yerende is no longer available&lt;br /&gt;
* &#039;&#039;&#039;The only constitutional way for the college of apothecary to be appointed is via the Imperial Apothecaries Guild&lt;br /&gt;
Bronwen&#039;s proposal supersedes the [[opportunity]] that was [[Crimson_and_green#Under_an_Oak_(Therunin)|offered]] in Winter 387YE. The plans are more ambitious, but have caught the enthusiasm of the Navarr and especially those who survived the fall of Thornsong House. Likewise, the opportunity [[It%27s_what_we_do#Weeds_and_Seeds|presented by]] the [[orc|orcs]] of the [[Yerende]] sept is no longer available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the [[Apothecaries Guild]] was first established, the [[Scrutiny#Constitutional_Court|Constitutional Court]] offered guidance that there was no requirement for a college of the apothecary arts to fall under the purview of the Imperial Sodality. They have since offered new guidance, revising their original position. The Court are currently [[preparing a report]] on the Artisans Guild and they are strongly minded to rule that the Guild must have authority over the Empire&#039;s [[runeforge|runeforges]] if it is to meet the needs of the manifesto proposed by the Throne. The legal parallel with the Apothecary&#039;s Guild is overwhelming and demands that the two sodalities be treated the same.&lt;br /&gt;
&lt;br /&gt;
Of course, by that logic, the Imperial Conclave should be the only body able to direct the research of the Empire&#039;s colleges of magic. An exception can justified for the [[Doyen of the Spires]] on the grounds that that college is completely unique - it is utterly reliant on the distinctive magical skills of the Urizen and could never be reproduced in a similar form elsewhere. Sadly, legal consistency fails with regard to the [[Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]] which is a national bourse appointment, but that can&#039;t used as legal precedent because in the words of [[Scrutiny#Constitutional_Court|&#039;&#039;Magistrate Abraham&#039;&#039;]] &#039;&#039;&amp;quot;it is a constitutional abomination which should never have been allowed to pass&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As such, as long as the Apothecaries Guild continues to exist to &#039;&#039;coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs to Imperial citizens&#039;&#039; then a vote of the Guild would be the [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for directing the research done by any apothecarion&#039;s college.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apothecaries Guild]] - the [[Imperial Sodality]]&lt;br /&gt;
* [[Thornsinger#Thornsong House|Thornsong House]] - the destroyed apothecary college in Therunin&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143711</id>
		<title>Come together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143711"/>
		<updated>2026-08-17T14:28:26Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* House of the Lost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Didn&#039;t you try this once already?&amp;quot; Aedan asked the dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
The old woman ignored the obvious hint of pity in her apprentice&#039;s question. &amp;quot;Yes, you&#039;re quite right dear, this is an utter waste of time. What is it they teach young people in schools these days. If at first you don&#039;t succeed, give up immediately because it clearly wasn&#039;t meant to happen. Have I got it right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Haha.&amp;quot; he replied to the obvious sarcasm. &amp;quot;You know what I mean,&amp;quot; he tried again, &amp;quot;people debated it. For years. Then they decided to do the Temple instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordelia nodded her head, her long grey braid bobbing in time. &amp;quot;No need to remind me, my memory isn&#039;t that bad you know. But the Temple is finished now is it not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah but it&#039;s taken us &#039;&#039;years&#039;&#039;. We&#039;ll never get people to agree to another project on this scale. It&#039;s just not possible.&amp;quot; Even as he said it, Aedan knew what his teacher was going to say. The same thing she &#039;&#039;always&#039;&#039; said when someone told her something was impossible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything is impossible until someone does it Aedan. And nothing is impossible afterwards. It&#039;s the bit in-between the two that is tricky. Did I ever tell you about the old Wintermark...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Topi?&amp;quot; said Aedan butting in. &amp;quot;Yes, yes you did. Moved all his books to Gildenheim with the help of beavers. You&#039;ve told me that story many, many times Cords.&amp;quot; said Aedan. He smiled at her kindly to take the sting out of his words even as he stubbornly refused to let her regale him for the umpteenth time with the story of Topi&#039;s books. &amp;quot;This is different, it&#039;s not about chasing your dreams, it&#039;s a question of &#039;&#039;priorities&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The aging dreamspeaker laughed, apparently more amused than offended. &amp;quot;No, no Aedan, you&#039;re quite wrong. Priorities are literally what chasing dreams is all about...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=300px|caption=Thornsong House was lost to the Druj, but the dream it represented still endures.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The completion of the &#039;&#039;City of Dreams&#039;&#039; - the transformation of [[Miaren#Seren|Seren]] and the construction of the [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] - has inspired some of the [[dreamspeaker|dreamspeakers]] to present [[Dream on|visions of the future]] to be considered by the Navarr nation as a whole. At the same time however, it has reminded the Navarri of the importance of dreaming big, pursuing ambition, and preparing for the future they want to see.&lt;br /&gt;
&lt;br /&gt;
One of the terrible losses when [[Therunin]] fell to the [[Druj]] was [[Thornsinger#Thornsong_House|Thornsong House]]. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herbmastery could not ultimately be protected from the orcs of [[the Mallum]]. Thornsong House burned, but many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
==Live And Learn==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of the Heart&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Serenael, Miaren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 90 weirwood, 40 white granite, 20 mithril and 450 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 4 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Increases investment in Miaren for herb gardens providing  2 true vervain and 1 cerulean mazzarine each season&lt;br /&gt;
* Allows the Imperial Apothecary&#039;s Guild to direct research into new potion recipes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, opportunity is lost after the end of Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 10 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeakers propose an ambitious new project - the Gardens of the Heart&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require 90 weirwood, 40 white granite, 20 mithril, and 450 crowns and a year to build&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Gardens would raise the level of investment in herb gardens in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They would allow the Imperial Apothecaries Guild to direct research on new potions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The costs could be slashed with the support of other nations&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=200}}&lt;br /&gt;
The Navarr are widely acknowledged to be masters of the herbal arts in the Empire. Until recently that expertise was focused at [[Thornsinger#Thornsong_House|Thornsong House]] in [[Therunin]], but the unique apothecarions college was destroyed by the [[Crimson_and_green|Druj invasion]] in 378YE. Though the building could not be saved, the Navarr were able to rescue many of the [[Crimson_and_green#Under_an_Oak_(Therunin)|inhabitants]] of Peakedge Stead, some of whom have now settled in Miaren. &lt;br /&gt;
&lt;br /&gt;
Years ago, when the [[Comes a time|Temple of the Waking Dream was first proposed]], it was not the only option available. &#039;&#039;Bronwen of the Silver Falls&#039;&#039; argued for a great work that would boost the production of [[herb garden|herb gardens]] across the territory. Her proposals are defunct now, but the completion of the Temple has inspired Bronwen and her allies to consider something similar, something that would help the [[Prosperity]] of Miaren and restore the Empire&#039;s ability to create new potions. It is an ambitious proposal, but Seren is now the City of Dreams - people are eager to imagine what could be!&lt;br /&gt;
&lt;br /&gt;
The plan would require 90 wains of weirwood, 40 wains of white granite, 20 wains of mithril, and cost 450 crowns. The Gardens could only be commissioned using a [[Senate motion]], and would take a year to build. Once complete they would raise the level of investment in herb gardens in the territory, providing each herb garden with two additional [[true vervain]] and one additional [[Imperial roseweald]] each season.&lt;br /&gt;
&lt;br /&gt;
Seren already has a number of fine schools where students study the [[Surgical skills#Apothecary|apothecary]] arts, but the presence of the gardens would draw dedicated masters of the natural sciences from across the nation and beyond, eager to take advantage of what Seren could offer. Now that the [[Imperial Senate]] has created the [[Imperial Apothecaries Guild]] to &#039;&#039;&amp;quot;Coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs&amp;quot;&#039;&#039;, that [[Imperial sodality]] could take charge of the efforts to create new potions in Seren, coming together to direct the research, exactly like the [[Thornsinger]] used to do in Therunin.&lt;br /&gt;
&lt;br /&gt;
If the great work were completed then the Empire would be presented with three potential avenues of investigation that could be pursued. A simple vote of the Apothecaries Guild would determine which promising option to focus. The herbalists in Seren would pursue that research, using herbs provided by the &#039;&#039;Gardens of the Heart&#039;&#039;. They would need to be paid of course - research is not cheap - so the Gardens would have an upkeep of 10 thrones a season. Once the research was complete, the resulting &#039;&#039;herbal&#039;&#039; would be presented to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]].&lt;br /&gt;
&lt;br /&gt;
==Obvious Problems==&lt;br /&gt;
* &#039;&#039;&#039;The Gardens are very expensive&lt;br /&gt;
* &#039;&#039;&#039;The Apothecaries Guild is charged with overseeing potion research in the Empire&lt;br /&gt;
From the perspective of the Navarr, there are two clear problems. The first are the enormous costs. The Navarr are not a wealthy nation - it took years to fund the creation of the Temple of Waking Dreams - and the latest proposal is a commission nearly twice that size. The second is that control of the research would lie with the Apothecaries Guild rather than with the nation. &lt;br /&gt;
&lt;br /&gt;
However, Bronwen argues that the requirement to involve the Apothecaries Guild is actually a &#039;&#039;benefit&#039;&#039;. The Gardens of the Heart would provide a huge benefit to the occupants of Miaren, but they would also provide a big boost to the prestige and power of the new sodality. If the nation embraced membership of the sodality, they might be able to work with members of the guild from other nations to raise the funds needed to build the Gardens. It may be impossible for either the Navarr or the sodality to arrange the construction alone, but maybe not if they worked together?&lt;br /&gt;
&lt;br /&gt;
The Navarr [[Eight_for_a_wish#Bound_by_Thorn_(Navarr)|chose to embrace]] the [[Vallornguard]], accepting them as allies who could help fight the ancient enemy. They could take a similar approach to the Apothecaries Guild. Working with the sodality would create opportunities to collaborate with herb masters of every supportive nation. It needn&#039;t be a competition, argues Bronwen, and cooperation could allow the Navarr and the Guild to benefit together.&lt;br /&gt;
==Where It Comes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The wayhouses in Ossium, Holberg, Reikos, and Skarsind could be used to take advantage of the great works there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the great works in the territories were reassigned to support the Gardens it would significantly reduce the costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In the event that the proposal got the support of all four nations the college would have more options to choose from&#039;&#039;&#039;&lt;br /&gt;
The existence of Navarr wayhouses in [[Ossium]], [[Holberg]], and [[Reikos]] presents a unique opportunity for the Navarr to cooperate with those nations on the work for the Gardens. In each territory, there is a [[great work]] that provides benefits to everyone across the territory. If one or more of these great works were redirected to support the construction of the Gardens for the next year, then that would make it significantly cheaper to build the Gardens. In fact if all three were put to the task, then no wains would be needed at all!&lt;br /&gt;
&lt;br /&gt;
There are four possible great works that could be reassigned to help construct the Gardens, they are:&lt;br /&gt;
&lt;br /&gt;
* The [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] could be reassigned for one year to reduce the amount of weirwood required by 50 wains&lt;br /&gt;
* [[Holberg#Holmauer_Park|Holmauer Park]] could be reassigned for a year to reduce the amount of white granite required by 40 wains&lt;br /&gt;
* [[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]] could also be reassigned for a single year to reduce the amount of weirwood required by 40 wains&lt;br /&gt;
* [[Skarsind#The_Red_Blade_Memorial|Red Blade Memorial]] in [[Skarsind]] could be reassigned for a single year to reduce the amount of mithril required by 20 wains.&lt;br /&gt;
&lt;br /&gt;
In each case, the great work would provide no benefits for the year, but doing so would reduce the number of wains needed. Herbs from High Chalcis would enable the Gardens to be established quicker and easier; the materials from Krustrozi&#039;s Lumbermill would provide the tools needed and could be used to replace some of the materials needed; the money from Holmauer Park would be used to buy other outstanding resources; and contributions from the [[Yerende]] and Imperial Orcs bonesetters would remove the requirement for mithril in the construction.&lt;br /&gt;
&lt;br /&gt;
Reassigning all these great works would be a diplomatic challenge to put it mildly. It&#039;s not even fully clear who could authorise such work. The [[Benefactor of High Chalcis]] has the authority to reassign the benefits of the Gardens of High Chalcis - all that would be required would be for the current Benefactor, &#039;&#039;&#039;Enoch of Atun&#039;s Sanctuary&#039;&#039;&#039;, to make an appropriate [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|announcement in the Senate]]. Persuading them, and presumably the other benefactors to make that sacrifice, might be more difficult.&lt;br /&gt;
&lt;br /&gt;
Still, in the unlikely event that the plan benefitted from the support of all four nations throughout, then the college would ultimately benefit from having such a wide base of support. The assistance of the skilled apothecaries in Reikos and the [[Yerende]], coupled with the knowledgeable doctors and learned wise ones of the League and Varushka respectively, would widen the base of study for the college. That would mean it would have four potions to pick from each time a choice was needed, rather than three.&lt;br /&gt;
&lt;br /&gt;
==Take You Away==&lt;br /&gt;
* &#039;&#039;&#039;The Senate could create sinecured titles to oversee the great works in Holberg, Ossium and Skarsind&#039;&#039;&#039;&lt;br /&gt;
There is no equivalent figure who could do the same in Holberg, Ossium, or Skarsind but that is not an insurmountable obstacle. The [[Senate]] could create a sinecured Imperial title and give them authority over the great work in question, with similar powers to distribute its bounty when needed. &lt;br /&gt;
&lt;br /&gt;
In addition to specific benefits, each of these titles would be given the ability to redirect the bounty of the great work when an appropriate [[opportunity]] was identified by the Civil Service. To use this power, the title would provide an [[Senate_announcement|announcement]] to the Civil Service, who would present the decision to the [[Senate]]. There would be no voting, but the [[Synod]] may, however, choose to exercise their [[veto]] as normal. If the bounty of the great work is redirected, then they will provide no benefit to the territory, nor would the title holder receive the benefits of their sinecure for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
In the view of many dreamspeakers, these titles would provide a clear benefit to the nation (and the Empire) even if the nations that build them don&#039;t want to support the Gardens of the Heart. The dreamspeakers proposal demonstrates what a great work is capable of - how it can be used to support a grand ambition. The League, Varushka, and the Imperial Orcs might not want to support this dream, but they may feel differently about some other [[opportunity]] in the future. The proposed sinecures would empower the nations in question to better pursue their dreams - and that makes them a net good in the view of most dreamspeakers even if they can&#039;t be persuaded to back the Gardens.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Watchhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Holmauer, Holberg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Holmauer Watchcaptain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchcaptain&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment: &#039;&#039;&#039;Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 9 crystal mana each season; can redirect funds from the Gates of Holmauer great work &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To keep an eye on Holmauer Park, and ensure that any problems caused by the cursed park are dealt with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The sinecure only provides crystal mana as long as the Gates of Holmauer great work does&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A watchhouse could be incorporated into the Gates of Holmauer Park&lt;br /&gt;
* &#039;&#039;&#039;The title of Holmauer Watchcaptain charged with overseeing the safety of visitors and the funds raised by the gates&lt;br /&gt;
The Gates of Holmauer Park allow the League to charge admission to the wonders of that Winter-cursed locale. Yet even the people of Holberg must admit that everyone would feel a little safer with some active presence of people ready to leap in in the unlikely event flesh-hungry ghouls burst out of hiding and start eating visitors. An office to oversee a small contingent of dedicated watch, given the power to reallocate the funds raised by visitors, would provide several benefits. The &#039;&#039;Holmauer Watchcaptain&#039;&#039; would look after the [[Gates of Holmauer Park]], and be responsible for ensuring that any threats arising within, or as a consequence of the [[Winter magic]] the infuses the park, are dealt with efficiently. It would make sense to ensure they had access to the crystal mana that might be needed to put down an incursion of ravenous [[Inhabitants of the realms#Boggarts|boggarts]], or confront a [[coven]] of [[Agramant]] cultists bent on turning everyone in Holberg into cannibals. For example.&lt;br /&gt;
&lt;br /&gt;
===Darkwoods Wagonhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Darkwoods Wagonhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Kurstrozi Lumberjack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Kurstrozi Lumberjack&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 11 crowns each season, can redirect the bounty of Kurstrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To look after Kurstrozi&#039;s Lumbermill and support the prosperity of the forest owners of Osium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives money while Kurstrozi&#039;s Lumbermill great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A wagonhouse at Kurstrozi&#039;s Lumbermill could be dedicated to transporting raw lumber and dressed wood across Ossium and beyond&lt;br /&gt;
* &#039;&#039;&#039;The title of Kurstrozi Lumberjack would support forest owners in Ossium and oversee the bounty provided by the lumbermill&lt;br /&gt;
Likewise, Kurstrozi&#039;s Lumbermill is a hive of industry and activity in Ossium. Sawblades manufactured there are spread across the territory, and it is the most likely destination for lumber in the territory. The addition of warehouses and ox-pens dedicated to transporting the bounty of Ossium&#039;s rich forests across the Empire would be obvious. The &#039;&#039;Kurstrozi Lumberjack&#039;&#039; would maintain Kurstrozi&#039;s Lumbermill, distribute its bounty on the occasions where opportunities were presented, and just as importantly support and protect the forest owners of Ossium when they needed it. There is no doubt that those who owe their livelihood to the Lumbermill would be prepared to show their appreciation for the Lumberjack.&lt;br /&gt;
&lt;br /&gt;
===House of the Lost===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of the Lost&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Rhyv&#039;s Blade&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Rhyv&#039;s Blade&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives five ingots of weltsilver, five measures of ambergelt, and three measures of beggar&#039;s lye each season, can redirect the bounty of Red Blade Memorial&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Look after the Red Blade Memorial, support the warriors of the Unshackled with potions and healing herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives materials while Red Blade Memorial great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A school could be built at Red Blade Memorial to &lt;br /&gt;
The Red Blade Memorial in Skarsind is a gathering place for the [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] of the Imperial Orcs, veterans with plenty of experience of desperate last-minute medicine on the battlefield. Not only do they understand the need for plenty of herbs, they know the value of a well-placed potion. The [[Yerende]] sept in particular are excited by the potential of the Gardens of the Heart. They suggest that a hospital be combined with the memorial, one that would focus specifically on ensuring as many young orcs as possible learn the basics of field medicine; orcs have only one life to live after all and so being in a position to save those lives is a high calling. The title of &#039;&#039;Rhyv&#039;s Blade&#039;&#039; would be charged with looking after the memorial and protecting the bonesetters there, as well as working to ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions. In return they would enjoy a bounty of magical metals, which could prove invaluable to creating [[:Category:Tools|magical tools]] for Imperial Orcs physicks and apothecaries.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=Orinn Embracing Fold was the last [[Thornsinger]]; do the Navarr still hold the ambition to see the Empire&#039;s apothecaries embrace the future?|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dream Big===&lt;br /&gt;
* &#039;&#039;&#039;The Navarr and Apothecaries Guild will likely need to work hard to convince the Senate to support the new college&lt;br /&gt;
At first glance it seems unlikely the Senate, or the people of the League and Varushka, will see the value of such costly action. Bronwen argues however that the benefits are obvious - the nation in question receives not only additional prosperity from the new title, but the ability to in the future put their Prosperity to work in supporting their own people or the people of their allied nations. She does, however, point out that if the Navarr and the Apothecaries&#039; Guild want this support, they may have to work for it - speaking to people in those nations to secure their support and bring pressure to bear on their senators. This, she says, is one of the many benefits of having a wayhouse in another nation - the Navarr who live there are in the best position to influence the politics of that nation after all.&lt;br /&gt;
&lt;br /&gt;
==Paths Not Taken==&lt;br /&gt;
* &#039;&#039;&#039;This opportunity supersedes that offered in Winter 387YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity presented by the Yerende is no longer available&lt;br /&gt;
* &#039;&#039;&#039;The only constitutional way for the college of apothecary to be appointed is via the Imperial Apothecaries Guild&lt;br /&gt;
Bronwen&#039;s proposal supersedes the [[opportunity]] that was [[Crimson_and_green#Under_an_Oak_(Therunin)|offered]] in Winter 387YE. The plans are more ambitious, but have caught the enthusiasm of the Navarr and especially those who survived the fall of Thornsong House. Likewise, the opportunity [[It%27s_what_we_do#Weeds_and_Seeds|presented by]] the [[orc|orcs]] of the [[Yerende]] sept is no longer available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the [[Apothecaries Guild]] was first established, the [[Scrutiny#Constitutional_Court|Constitutional Court]] offered guidance that there was no requirement for a college of the apothecary arts to fall under the purview of the Imperial Sodality. They have since offered new guidance, revising their original position. The Court are currently [[preparing a report]] on the Artisans Guild and they are strongly minded to rule that the Guild must have authority over the Empire&#039;s [[runeforge|runeforges]] if it is to meet the needs of the manifesto proposed by the Throne. The legal parallel with the Apothecary&#039;s Guild is overwhelming and demands that the two sodalities be treated the same.&lt;br /&gt;
&lt;br /&gt;
Of course, by that logic, the Imperial Conclave should be the only body able to direct the research of the Empire&#039;s colleges of magic. An exception can justified for the [[Doyen of the Spires]] on the grounds that that college is completely unique - it is utterly reliant on the distinctive magical skills of the Urizen and could never be reproduced in a similar form elsewhere. Sadly, legal consistency fails with regard to the [[Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]] which is a national bourse appointment, but that can&#039;t used as legal precedent because in the words of [[Scrutiny#Constitutional_Court|&#039;&#039;Magistrate Abraham&#039;&#039;]] &#039;&#039;&amp;quot;it is a constitutional abomination which should never have been allowed to pass&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As such, as long as the Apothecaries Guild continues to exist to &#039;&#039;coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs to Imperial citizens&#039;&#039; then a vote of the Guild would be the [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for directing the research done by any apothecarion&#039;s college.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apothecaries Guild]] - the [[Imperial Sodality]]&lt;br /&gt;
* [[Thornsinger#Thornsong House|Thornsong House]] - the destroyed apothecary college in Therunin&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Salt_lions&amp;diff=143703</id>
		<title>Salt lions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Salt_lions&amp;diff=143703"/>
		<updated>2026-08-17T14:04:54Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Strategy of salt and stone.jpg|caption=The Empire has opened the Vaults of the Chainbound, but victory in Mareave is not so easily unlocked.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==The Strategy of Salt and Stone==&lt;br /&gt;
During the Summer Solstice, Imperial heroes clashed with Grendel raiders over the [[Mithril_and_rope#Objective:_Secure_the_Saltbound_Stone|Saltbound Stone]], a [[Skoura|Skouran]] relic of the distant past. A partial [[Autumn magic]] ritual text concealed within a hidden [[regio]] that promised a potent strategic advantage to whichever side managed to retrieve it. The Stone was denied to the barbarians, secured by the Empire, its secrets awaiting the careful attention of Imperial magicians. Custody of the relic brings with it political headaches of course - the [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_Skoura|treaty]] between the Empire and the Skouran Consolidation requires that the Empire &amp;quot;&#039;&#039;return, at reasonable costs, any cultural and historical artefacts of the Skouran people&#039;&#039;&amp;quot;. Yet that is a matter for [[ambassador|ambassadors]] and diplomats; more important is that the Grendel were denied their prize and the Empire profited.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Aurum De Castellan, General of the Eastern Sky&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;My Sky, It was said that for many years when people looked east they would see only the smog and din of a ruined land. A place that couldn&#039;t be home. They said that the hearts &amp;amp; swords of the heroes willing to give their lives would not be enough. They were wrong. Now when they look, these are stars in the sky. Now it is a home once more - a Nova Aurora. It was claimed by each of you, points of light, hope inextinguishable. I&#039;m glad the Beacon sees fit to recognise us now. These are my Final orders to you, my kin, my loves. For my Nation whomst I claim my Truest Love. I will not go far from you. I will be with you til my dying day, as soldier and Captain. But like the constellations I must shift and offer a new glow to guide you. There must always be a star to guide the Sky, after all. From shining the way through Zenith to crushing Druj skulls in the Barrens, I ask you to follow me into the fray one last time. Burn the skies above Mareave so that those beasts fear the stars forevermore. Remind them always that to rear their heads is to look forward to death. For Scout of the Eastern Sky. For Gui of Vexille. Death to the Druj. Long live the Warden Queen. Long live the Eastern Sky.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sychar, General of the Granite Pillar&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Soldiers of the Pillar - A nation of pirates and reavers seek to conquer our lands. Alongside our siblings, with whom we liberated the Mournwold, the Seventh Wave, we fight once more! Plant your shields in the sands, with your courage hold the line, and with our strategic Defence we shall make the Grendel pay dearly for every mistake they make, and teach them this hard lesson: what the Empire takes, it holds! For the Empire, for Salvation! For the Imperial Orcs who bled to reclaim Reikos! For the Virtuous dead, fight with Courage!&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Wildfyre of Balthazar’s Vineyard, General of the Seventh Wave&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Remember why we wear the bell, we can commune with the dead. I want all my front line soldiers ringing as we stand. For when they come we see the faces of the dead. My knives, I send you out, you are my unconquered the greatest scouts of the Empire. Hunt the. I want their names, I want their orders. Sharp knives save lives and we shall save Mareave.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sand Viper Ikk, General of the Winter Sun&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;We return to Mareave. To fall upon the Grendel who try to take our home. Strike from the shadows and fade away. Listen to your ancestors. Wound the Grendel, weaken and make them pay. Mareave is Imperial. We are here to stay.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Velasco i Guerra, General of the Fire of the South&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;My Fire, we are to traverse this great Empire. In Loyalty once more we go to the support of the Imperial Orcs in Mareave. As we pass necropolis take heed of Exemplar Ahraz&#039;s Courage. When we stand united as an Empire little may stand in our way.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jean d&#039;Apulian, General of the Wolves of War&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;Let the pale imitations try. Here, loosed, are the world&#039;s finest mercenaries to meet such folly. Tell them, tell the Salt Lords, they may cast armies like coin to the four winds. We shall weather them like the tepid waves that they are. Audacity bought is no match for loyalty given. Now, let&#039;s be having them.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
In the days following the battle at the &#039;&#039;Ruins of Sinat&#039;&#039;, as the [[Rivers of Life]] continued to flow sluggishly over the hot, dry territory, the Empire withdrew all the [[army|armies]] previously stationed in Mareave save the [[Wolves of War]]. They did not abandon the [[territory]]; far from it. Five fresh armies took the place of those returning to the heartlands of the Empire. The [[Winter Sun]] and the [[Seventh Wave]], the [[Granite Pillar]] and the [[Eastern Sky]] took [[Spiral#Curstag&#039;s_Way|Curstag&#039;s Way]] down the pass from [[Spiral#Apulian|Apulian]], swiftly reinforcing the Wolves in [[Mareave#Clisearn|Clisearn]]. With the Eastern Sky come a great host of Imperial [[military unit|warband]] lead by captains from every nation save [[Navarr]].&lt;br /&gt;
&lt;br /&gt;
The generals of the Empire continue to favour a strategy that served them well enough last season. While the Eastern Sky and the Granite Pillar go on the offensive, the Sun, and the Pillar, and the Wave take defensive positions, setting themselves as a wall of steel and virtue against Grendel attempts to complete their conquest of Clisearn. Even as they are moving into position, another army arrives down the [[Mareave#The_Apulian_Way|Apulian Way]]. The [[Fire of the South]] do nothing by halves; previously garrisoned in [[Madruga]] to [[Phantasms_and_foam#Take_Your_Prize|defend their homeland]] they have torn a burning path all along the northern coast of the [[Bay of Catazar]] to join the Imperial assault in Mareave. They arrive tired and dusty... and immediately throw themselves into the fray in southern Mareave barely pausing to quench their thirst and set their camps before battle is joined.&lt;br /&gt;
&lt;br /&gt;
Every Imperial army in Mareave bears the mark of [[Day magic]]. Each has been [[enchantment|enchanted]] with the [[Clarity of the Master Strategist]], allowing them not only to coordinate their efforts with expert skill but also ensuring every soldier knows their role. Every flaw in the Grendel strategy is identified and exploited - every overreach, every failure to effectively defend a supply cache, every inconsistency created by squabbling commanders. For those on the offensive, it means they are ideally positioned to probe and test the defences of the Grendel; for those protecting the Unshackled from the orcs of the Broken Shore it means they are able to predict where the barbarians will strike with an uncanny exactitude bordering on prescience.&lt;br /&gt;
&lt;br /&gt;
The Imperials don&#039;t fight alone, either. [[Ramparts of Ashlar|Potent sigils]] still burn all along the walls of the [[fortification#Bastion|Bastion]] of [[Mareave#Rucraic&#039;s_Redoubt|Rucraic&#039;s Redoubt]]. Bronze giants drawn from the [[Estavus|City of Fire and Stone]] continue to fight alongside the orc [[fortification#garrison|garrison]], who continue to support the [[army|armies]] in the south. Three [[Frozen Citadel of Cathan Canae|magical citadels]] loom over Mareave. From [[Mareave#Icarion|Icarion]] and in [[Mareave#Nadir|Nadir]], mighty warriors from the court of the &#039;&#039;[[Cathan Canae|Queen of Ice and Darkness]]&#039;&#039; march to join the Empire&#039;s armies. In Clisearn itself, the grey stone fortification rises on the borderland between Imperial-held territory and that claimed by the barbarians, serving both as a base camp for the Empire&#039;s soldiers to strike against Grendel positions and for the defenders to hold the line against their assault.&lt;br /&gt;
&lt;br /&gt;
There is also aid unlooked for. A dozen Polemarchs in service to the [[Zakalwe|Master Strategist]] of the [[Realms#Day|Endless Sea and the Fathomless Sky]] arrive shortly after the Fire of the South joins the battle. They observe, offer support, help smooth lines of communication between attacking forces and those defending Mareave. They are adept at supporting those drawing on the supernatural &#039;&#039;Clarity&#039;&#039; created with [[Day magic]] - and looking for opportunities to counter Grendel plots. When their presence is questioned, they seem surprised. Their master promised the [[Archmage of Day]] that he would offer aid to the Empire, and so they are here. Plus, the decision to embrace the power of clear strategy on such a scale, in such a place, cannot help but attract the attention of the &#039;&#039;Tidehunter&#039;&#039;. The Polemarchs do not go where they are not wanted, and they do not push their opinions or observations, but their ability to communicate with one another over great distances in particular proves valuable in the days following their appearance. They noticeably avoid both the warriors of the [[Realms#Summer|Summer realm]] and the [[Realms#Autumn|Iron Labyrinth]], however.&lt;br /&gt;
&lt;br /&gt;
==Solid Stand on Shifting Sand==&lt;br /&gt;
The Empire&#039;s successfully executed two-pronged strategy falters slightly when it rubs up against the plans of the Grendel however. Unlike previous seasons, the orcs of the Broken Shore are not on the offensive. They have dug in, securing the land they have claimed, focusing their efforts purely on the defensive. For the Imperial Orcs and Highborn armies, this means three months of relatively excitement-free patrols. With the Grendel remaining resolutely on &amp;quot;their side&amp;quot; of the border that splits Clisearn - without even light raiding - they have nothing to do but bolster the Imperial positions in the northern quarter of the region.&lt;br /&gt;
&lt;br /&gt;
The Wolves, the Sun, and the Fire however have a &#039;&#039;much&#039;&#039; more perilous time of it. Three armies - albeit three armies supported by innumerable supernatural allies - face the entire Grendel force in Mareave. Fortunately, the supernatural allies and courageous warbands help to even the odds but those three armies are engaging a force of more than forty thousand barbarians, with their magic, and their own allies. Both [[Asavean Archipelago|Asavean]] battleships and mercenary forces are active in Mareave this season, although the impact of the former is thankfully reduced by the fact the bulk of the fighting is taking place inland rather than along the coast.&lt;br /&gt;
&lt;br /&gt;
(And at least some of the mercenaries are fighting elsewhere this season. Their arrangement with the Grendel &#039;&#039;Maistir Brothaig&#039;&#039; resolved, the [[Mithril_and_rope#Opportunity:_Pay_Off_the_Ilium_Jackals|Ilium Jackals]] of [[Sarcophan Delves|Sarcophan]] received a surprising offer on the battlefields of Sinat and are now under contract to the &#039;&#039;Wolves of War&#039;&#039;. Can the professional treachery of the dedicated mercenary be made any clearer than this? How the City of Locks must smile to see these fair-weather warriors skip from one side of the line to the other!)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neeve, General of the Hamsin&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;We take a stand, soldiers, against the howling dust storm from the north. We draw steel in the teeth of the gale, and we will cut down the wind itself if it tries to pass us. We fight with warriors from far away, who share our disdain for the chaff that blows down out of the mountains. Plant your feet and when the dust settles we will still be here, and our enemies will not.&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Rauri Salt-Tooth, General of the Storm Sharks&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;What would the Wind Lord do? She&#039;d remind us that you cannot drive an ox with a broken back. What would the Storm Lord do? He&#039;d turn every Imperial scheme to his own use. What would the Salt Lord do? He&#039;d wrap the Empire in chains and throw it into the bay! Bait your hooks well, siblings, for today we go fishing for northerners!&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Oyrech of Vorlach, Admiral of the Shamal&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: .7em;&amp;quot;&amp;gt;There is a word we use to describe those who poison wells. Call such a tactic what it is - a &#039;&#039;Druj&#039;&#039; tactic. The crimson sails will shield the warriors of the Broken Shore from this vile weaponry, and when next you face an Imperial remember the screams of the Golden Winds as they writhed in agony, insides turned to blood, by the Empire&#039;s &amp;quot;strategy.&amp;quot;&amp;lt;/div&amp;gt;&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
There is nothing especially subtle about the Grendel strategy this season. The [[army|armies]] simply [[Army_orders#Solid_Defence|hold their ground]] with the [[Navy_orders#Naval_Support|support]] of their [[navy|navies]]. At the forefront of the defence are the bitter Brine Turtles and the youthful Hamsin, along with the siege-engineers of the Iron Gulls and the barely-leashed Storm Sharks. The latter are the only ones who seem to actively relish the chance to fight the Imperial opposition. The others demonstrate the discipline the Grendel are known for, refusing to be drawn out, resisting any attempt to pull them into northern Mareave where the rest of the Empire&#039;s forces would make short work of them. It becomes clear early on that these four armies are leading the defence of Grendel-held Mareave in part because they are each enchanted with the same kind of magic as the Empire&#039;s armies. They react to threats with supernatural speed and acuity, the insight granted by Day magic guiding them to counter attempts to circumvent their positions or catch them in a pincer movement.&lt;br /&gt;
&lt;br /&gt;
There is no single, key conflict during the months between the Summer Solstice and the Autumn Equinox. Rather there are a series of skirmishes and probing strikes from the Empire which are met with a wall of barbarian iron. The border between Imperial and barbarian held territory frays a little - Imperial troops press forward in one place and make temporary gains before the Grendel regroup and reclaim the land they have lost. The Empire is largely able to dictate &#039;&#039;where&#039;&#039; each battle takes place, but the commanders of the Broken Shore - bolstered as they are with supernatural clarity - are quick to respond to every attempt to gain ground.&lt;br /&gt;
&lt;br /&gt;
When the four armies at the forefront respond to an Imperial incursion, their maneuvers are given a great deal of additional weight by the rest of the Grendel forces who have for the most part made camp in Fleisardh. The fighting is bitter, brutal work. Thousands die on both sides - the Empire loses more than two thousand soldiers between the three armies and the garrison of Rucraic&#039;s Redoubt. The Grendel pay a higher price - primarily due to the presence of so many independent warbands on the Imperial side. Their defensive position, however, and the fact that they simply need to hold against the Empire means that even there their casualties are reduced noticeably from what they might have been. The Empire struggles to recover its wounded, while the Grendel can ensure that as long as they do not retreat their injured soldiers can return to the fray the next day.&lt;br /&gt;
&lt;br /&gt;
The fact that a large potion of the Grendel forces are at sea, rather than in the shape of boots on the ground, is a blessing for the Empire. It also helps that the &#039;&#039;Golden Winds&#039;&#039; seem to have entirely withdrawn from Mareave - likely due to the  [[The_keys_of_blood#Do_Some_Harm_(Arhallogen)|grim boon]] offered to the [[Silver Chalice]] by the [[Arhallogen|Centipede General]]. Plentiful fresh water is rare in Mareave, and it seems that poisoning the wells the Grendel rely on has caused enough death and suffering that the admiral felt the need to flee back to the safety of the western Broken Shore to recuperate. &lt;br /&gt;
&lt;br /&gt;
Even so the support of the remaining Grendel navies strengthens their armies. They transport large amounts of supplies from elsewhere along the Shore, avoiding the desiccating trek through the [[Ayereed#Petrified_Forest|Petrified Forest]], and removing the threat of having their food and drink poisoned by opportunistic wizards. For the most part though the sailors themselves, even those trained in war, do not engage the Empire directly. This also reduces the impact of the Asavean warships sent by the Plenum. While there are a few mercenaries fighting alongside the armies - especially the Hamsin - they seem unenthused by the defensive strategy the Salt Lords have decreed.&lt;br /&gt;
&lt;br /&gt;
If these sea-borne forces &#039;&#039;had&#039;&#039; been involved - if the fighting had taken place in Fleisardh for example - then there&#039;s no doubt that a great many more League, Dawnish, and Freeborn lives would have been lost. Perhaps something to bear in mind in the future? The Grendel strength has always lain with their navies, rather than their armies, after all.&lt;br /&gt;
&lt;br /&gt;
Their navies... and their [[Grendel_religion#Cunning|cunning]].&lt;br /&gt;
{{CaptionedImage|file=Crab-traced-2.png|align=right|width=250|}}&lt;br /&gt;
==The Crab Has Two Hands==&lt;br /&gt;
At the same time that the League, Dawn, and the Brass Coast are pressing the defences of the Grendel, the Highborn are about a different task. The Granite Pillar lead a disciplined defence, and that leaves parts of the Seventh Wave free to [[Army_qualities#Scouting|employ different tactics]]. With some support from the [[Army_qualities#Freedom_Fighters|canny guerillas]] of the Winter Sun, and a little assistance from two of the Polemarchs, they send out scouts and spies to seek out both any sign of a Grendel [[spy network]], and any threat of espionage from the Broken Shore. With no enemy forces attacking the Empire, they are free to focus their efforts on Imperial-held territory (and to a slightly lesser degree, on the city-state of [[Mareave#Beoraidh|Beoraidh]]).&lt;br /&gt;
&lt;br /&gt;
Just as well they do. While everyone&#039;s attention is in the south, only the most [[Vigilance|vigilant]] eyes are watching in the north, and that almost leads to disaster. While the &#039;&#039;Katabat&#039;&#039; and &#039;&#039;Shamal&#039;&#039; are busy supporting the armies, the &#039;&#039;Tempest&#039;&#039; and &#039;&#039;Simoom&#039;&#039; have split their attention. Along with what seems to be a significant number of [[fleet|independent vessels]] controlled by Grendel captains, they are busy below the cliffs of [[Mareave#Icarion|Icarion]] in a location not too far from where the old Urizen lighthouse once stood.&lt;br /&gt;
&lt;br /&gt;
They are not attacking - they are doing their best not to attract attention at all - and it is initially not clear what they are up to. It seems that the ships are transporting large amounts of rubble and sand from somewhere in the Broken Shore and simply dumping it over the side at several key locations along the cliffs of Icarion. At first the Highborn are at a loss to explain what is going on - partly because the crumbling cliffs present a treacherous obstacle to getting close enough to see what they are doing. Yet with the help of [[Technology#Spectacles,_Spyglasses,_and_Lenses|spyglass]] and not a little luck the shape of the Grendel scheme becomes horribly apparent.&lt;br /&gt;
&lt;br /&gt;
It seems that in some parts of Icarion there are tunnels in the rock that reach up to sites previously occupied by some Urizeni and Grendel ruins. Smugglers&#039; tunnels perhaps - or more likely the remnants of an Urizeni strategy to allow vessels from Spiral to dock at the base of the cliffs and transport travellers and goods up to Mareave proper. The hunger of the Bay has washed away any sign of such docks... but the Grendel are looking to recreate them albeit temporarily. If they are successful, it will mean that Icarion is accessible from the sea, at least for a time. The precise locations of the tunnels is not clear - thanks to the [[A_wizard_did_it#Rains_in_Mareave|recent chaos]] caused by [[Spring magic]] gone awry the ruins themselves are collapsed and overgrown with scrubby grass and orange flowers. &lt;br /&gt;
&lt;br /&gt;
The Grendel however clearly know where the lower levels of the tunnels come out. They are seeking to create a literal &amp;quot;beach head&amp;quot; at the base of the cliffs, one that will likely not be permanent but represents a significant short-term threat to Mareave. With access from the sea to the clifftops, they would be able to bring their full force to bear on Icarion, both the navies themselves and the armies they transport. And if they can use that force to capture Icarion, they would control the southern entrance to the Apulian Way, Disrupting the narrow umbilical that connects Mareave to the rest of the Empire. Such a strategy would not only cut Mareave off from the rest of the Empire, but there is a serious risk it would see Imperial armies caught in the jaws of the Grendel, unable to retreat...&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Mareave===&lt;br /&gt;
* &#039;&#039;&#039;No land has changed hands in Mareave this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh remains neutral in the conflict between Grendel and Imperial forces&lt;br /&gt;
The Empire continues to hold Clisearn, but three-quarters of the region remains in Grendel hands. The Grendel have defended their conquered land, and no headway has been made in pushing them back. On the other hand, there have been no successful attacks into Imperial parts of the region this season, and no repeat of the daring raid against [[Fundindelve]] last season.&lt;br /&gt;
&lt;br /&gt;
The Seventh Wave have undertaken a [[Army_qualities#Scouting|scouting]] order in Mareave this season, and in addition to uncovering the schemes of the Salt Lords in Icarion they will receive a report at the Muster on Friday night detailing any foreign [[spy network]] operating in the territory, and including any strategic or tactical opportunities related to defending the territory from outside forces. They won&#039;t receive any details of enemy campaign armies however because none were taking attacking orders. One thing of note is that the Polemarchs of Zakalwe have been active in supporting the Highborn army, and are believed to have an opportunity for the General to pursue involving gaining up-to-date information on Grendel military capabilities.&lt;br /&gt;
&lt;br /&gt;
Finally, the city state of [[Mareave#Beoraidh|Beoraidh]] remains neutral in the fighting between the Grendel and the Empire. The Palace of Chains - the fortification in Beoraidh city - has aided neither side.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=CathCane001b.webp|align=right|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Participation : Unshackled in Mareave===&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc whose personal resource is in Mareave may have received a boon from Cathan Canae&lt;br /&gt;
* &#039;&#039;&#039;The boon is treated as an enchantment on the character and is removed in the usual way&lt;br /&gt;
The heralds of Cathan Canae are once again active in Mareave. While many of them fight the Grendel alongside the Empire&#039;s attacking forces, they also protect every part of Mareave. Massive castles drawn from the Summer Realm tower over Icarion, Nadir, and Clisearn and there are plenty of warriors and giants who look to the defence of the orcs who live there. The influence of Cathan Canae is felt in every part of the territory controlled by the Unshackled, not only at the warfront in the south.&lt;br /&gt;
&lt;br /&gt;
Any Imperial Orc character whose [[Resource#Personal_Resource|personal resource]] is in Mareave may choose to have had a significant encounter with one of the servants of the &#039;&#039;Lady of the Frost&#039;&#039; and received a boon from them. You gain one additional [[Combat skills#Endurance|hit]], as if you were under the effect of the [[Strength of the Bull]] [[enchantment]].  You also experience a potent roleplaying effect: &#039;&#039;You find it hard to back down, even if you might be in the wrong. Your natural stubbornness is greatly enhanced, and it feels satisfying to refuse to change your position. It is easy to see anyone who tries to convince or force you to modify your beliefs as a rival or enemy, and it is hard not to respond to such perceptions with force.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition, while under the influence of this roleplaying effect, it is easier for an orc to hear the voices of ancestors who encourage them to stick to their beliefs, to resist anyone who tries to tell them what to do, or who encourages direct action against rivals or enemies. This particularly includes the bold [[Grendel_religion#Rucraic_-_The_Storm_Lord|Rucraic]] and ruthless [[Grendel_religion#Dubhtraig_-_The_Salt_Lord|Dubhtraig]] if you feel a connection to those two Grendel ancestors.&lt;br /&gt;
&lt;br /&gt;
All of these effects are lost if you receive a different personal enchantment during the summit - as with any enchantment you can only have one such effect at a time. Otherwise it persists until shortly before the start of the Winter Solstice 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Leomarid.png|caption=The mighty lions of the sea are not native to the Bay of Catazar, but stories of their prowess remain inspiring to the Grendel.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Battle Opportunity : Jaws of the Leomarid==&lt;br /&gt;
* &#039;&#039;&#039;An opportunity exists to disrupt a Grendel plan to establish naval access to the region of Icarion&#039;&#039;&#039;&lt;br /&gt;
Civil service prognosticators have identified a major conjunction of the Sentinel Gate that will allow Imperial heroes to reach Icarion during the Autumn Equinox, and potentially disrupt Grendel plans to enact an opportunity to allow their naval forces to access northern Mareave.&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143700</id>
		<title>Come together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143700"/>
		<updated>2026-08-17T13:31:20Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Holmauer Watchhouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Didn&#039;t you try this once already?&amp;quot; Aedan asked the dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
The old woman ignored the obvious hint of pity in her apprentice&#039;s question. &amp;quot;Yes, you&#039;re quite right dear, this is an utter waste of time. What is it they teach young people in schools these days. If at first you don&#039;t succeed, give up immediately because it clearly wasn&#039;t meant to happen. Have I got it right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Haha.&amp;quot; he replied to the obvious sarcarm. &amp;quot;You know what I mean,&amp;quot; he tried again, &amp;quot;people debated it. For years. Then they decided to do the Temple instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordelia nodded her head, her long grey braid bobbing in time. &amp;quot;No need to remind me, my memory isn&#039;t that bad you know. But the Temple is finished now is it not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah but it&#039;s taken us &#039;&#039;years&#039;&#039;. We&#039;ll never get people to agree to another project on this scale. It&#039;s just not possible.&amp;quot; Even as he said it, Aedan knew what his teacher was going to say. The same thing she &#039;&#039;always&#039;&#039; said when someone told her something was impossible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything is impossible until someone does it Aedan. And nothing is impossible afterwards. It&#039;s the bit inbetween the two that is tricky. Did I ever tell you about the old Wintermark...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Topi?&amp;quot; said Aedan butting in. &amp;quot;Yes, yes you did. Moved all his books to Gildenheim with the help of beavers. You&#039;ve told me that story many, many times Cords.&amp;quot; said Aedan. He smiled at her kindly to take the sting out of his words even as he stubbornly refused to let her regale him for the umpteenth time with the story of Topi&#039;s books. &amp;quot;This is different, it&#039;s not about chasing your dreams, it&#039;s a question of &#039;&#039;priorities&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The aging dreamspeaker laughed, apparently more amused than offended. &amp;quot;No, no Aedan, you&#039;re quite wrong. Priorities are literally what chasing dreams is all about...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=300px|caption=Thornsong House was lost to the Druj, but the dream it represented still endures.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The completion of the &#039;&#039;City of Dreams&#039;&#039; - the transformation of [[Miaren#Seren|Seren]] and the construction of the [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] - has inspired some of the [[dreamspeaker|dreamspeakers]] to present [[Dream on|visions of the future]] to be considered by the Navarr nation as a whole. At the same time however, it has reminded the Navarri of the importance of dreaming big, pursuing ambition, and preparing for the future they want to see.&lt;br /&gt;
&lt;br /&gt;
One of the terrible losses when [[Therunin]] fell to the [[Druj]] was [[Thornsinger#Thornsong_House|Thornsong House]]. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herbmastery could not ultimately be protected from the orcs of [[the Mallum]]. Thornsong House burned, but many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
==Live And Learn==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of the Heart&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Serenael, Miaren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 90 weirwood, 40 white granite, 20 mithril and 450 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 4 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Increases investment in Miaren for herb gardens providing  2 true vervain and 1 cerulean mazzarine each season&lt;br /&gt;
* Allows the Imperial Apothecary&#039;s Guild to direct research into new potion recipes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, opportunity is lost after the end of Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 10 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeakers propose an ambitious new project - the Gardens of the Heart&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require 90 weirwood, 40 white granite, 20 mithril, and 450 crowns and a year to build&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Gardens would raise the level of investment in herb gardens in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They would allow the Imperial Apothecaries Guild to direct research on new potions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The costs could be slashed with the support of other nations&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=200}}&lt;br /&gt;
The Navarr are widely acknowledged to be masters of the herbal arts in the Empire. Until recently that expertise was focused at [[Thornsinger#Thornsong_House|Thornsong House]] in [[Therunin]], but the unique apothecarions college was destroyed by the [[Crimson_and_green|Druj invasion]] in 378YE. Though the building could not be saved, the Navarr were able to rescue many of the [[Crimson_and_green#Under_an_Oak_(Therunin)|inhabitants]] of Peakedge Stead, some of whom have now settled in Miaren. &lt;br /&gt;
&lt;br /&gt;
Years ago, when the [[Comes a time|Temple of the Waking Dream was first proposed]], it was not the only option available. &#039;&#039;Bronwen of the Silver Falls&#039;&#039; argued for a great work that would boost the production of [[herb garden|herb gardens]] across the territory. Her proposals are defunct now, but the completion of the Temple has inspired Bronwen and her allies to consider something similar, something that would help the [[Prosperity]] of Miaren and restore the Empire&#039;s ability to create new potions. It is an ambitious proposal, but Seren is now the City of Dreams - people are eager to imagine what could be!&lt;br /&gt;
&lt;br /&gt;
The plan would require 90 wains of weirwood, 40 wains of white granite, 20 wains of mithril, and cost 450 crowns. The Gardens could only be commissioned using a [[Senate motion]], and would take a year to build. Once complete they would raise the level of investment in herb gardens in the territory, providing each herb garden with two additional [[true vervain]] and one additional [[Imperial roseweald]] each season.&lt;br /&gt;
&lt;br /&gt;
Seren already has a number of fine schools where students study the [[Surgical skills#Apothecary|apothecary]] arts, but the presence of the gardens would draw dedicated masters of the natural sciences from across the nation and beyond, eager to take advantage of what Seren could offer. Now that the [[Imperial Senate]] has created the [[Imperial Apothecaries Guild]] to &#039;&#039;&amp;quot;Coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs&amp;quot;&#039;&#039;, that [[Imperial sodality]] could take charge of the efforts to create new potions in Seren, coming together to direct the research, exactly like the [[Thornsinger]] used to do in Therunin.&lt;br /&gt;
&lt;br /&gt;
If the great work were completed then the Empire would be presented with three potential avenues of investigation that could be pursued. A simple vote of the Apothecaries Guild would determine which promising option to focus. The herbalists in Seren would pursue that research, using herbs provided by the &#039;&#039;Gardens of the Heart&#039;&#039;. They would need to be paid of course - research is not cheap - so the Gardens would have an upkeep of 10 thrones a season. Once the research was complete, the resulting &#039;&#039;herbal&#039;&#039; would be presented to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]].&lt;br /&gt;
&lt;br /&gt;
==Obvious Problems==&lt;br /&gt;
* &#039;&#039;&#039;The Gardens are very expensive&lt;br /&gt;
* &#039;&#039;&#039;The Apothecaries Guild is charged with overseeing potion research in the Empire&lt;br /&gt;
From the perspective of the Navarr, there are two clear problems. The first are the enormous costs. The Navarr are not a wealthy nation - it took years to fund the creation of the Temple of Waking Dreams - and the latest proposal is a commission nearly twice that size. The second is that control of the research would lie with the Apothecaries Guild rather than with the nation. &lt;br /&gt;
&lt;br /&gt;
However, Bronwen argues that the requirement to involve the Apothecaries Guild is actually a &#039;&#039;benefit&#039;&#039;. The Gardens of the Heart would provide a huge benefit to the occupants of Miaren, but they would also provide a big boost to the prestige and power of the new sodality. If the nation embraced membership of the sodality, they might be able to work with members of the guild from other nations to raise the funds needed to build the Gardens. It may be impossible for either the Navarr or the sodality to arrange the construction alone, but maybe not if they worked together?&lt;br /&gt;
&lt;br /&gt;
The Navarr [[Eight_for_a_wish#Bound_by_Thorn_(Navarr)|chose to embrace]] the [[Vallornguard]], acepting them as allies who could help fight the ancient enemy. They could take a similar approach to the Apothecaries Guild. Working with the sodality would create opportunities to collaborate with herb masters of every supportive nation. It needn&#039;t be a competition, argues Bronwen, and cooperation could allow the Navarr and the Guild to benefit together.&lt;br /&gt;
==Where It Comes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The wayhouses in Ossium, Holberg, Reikos, and Skarsind could be used to take advantage of the great works there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the great works in the territories were reassigned to support the Gardens it would significantly reduce the costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In the event that the proposal got the support of all four nations the college would have more options to choose from&#039;&#039;&#039;&lt;br /&gt;
The existence of Navarr wayhouses in [[Ossium]], [[Holberg]], and [[Reikos]] presents a unique opportunity for the Navarr to cooperate with those nations on the work for the Gardens. In each territory, there is a [[great work]] that provides benefits to everyone across the territory. If one or more of these great works were redirected to support the construction of the Gardens for the next year, then that would make it significantly cheaper to build the Gardens. In fact if all three were put to the task, then no wains would be needed at all!&lt;br /&gt;
&lt;br /&gt;
There are four possible great works that could be reassigned to help construct the Gardens, they are:&lt;br /&gt;
&lt;br /&gt;
* The [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] could be reassigned for one year to reduce the amount of weirwood required by 50 wains&lt;br /&gt;
* [[Holberg#Holmauer_Park|Holmauer Park]] could be reassigned for a year to reduce the amount of white granite required by 40 wains&lt;br /&gt;
* [[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]] could also be reassigned for a single year to reduce the amount of weirwood required by 40 wains&lt;br /&gt;
* [[Skarsind#The_Red_Blade_Memorial|Red Blade Memorial]] in [[Skarsind]] could be reassigned for a single year to reduce the amount of mithril required by 20 wains.&lt;br /&gt;
&lt;br /&gt;
In each case, the great work would provide no benefits for the year, but doing so would reduce the number of wains needed. Herbs from High Chalcis would enable the Gardens to be established quicker and easier; the materials from Krustrozi&#039;s Lumbermill would provide the tools needed and could be used to replace some of the materials needed; the money from Holmauer Park would be used to buy other outstanding resources; and contributions from the [[Yerende]] and Imperial Orcs bonesetters would remove the requirement for mithril in the construction.&lt;br /&gt;
&lt;br /&gt;
Reassigning all these great works would be a diplomatic challenge to put it mildly. It&#039;s not even fully clear who could authorise such work. The [[Benefactor of High Chalcis]] has the authority to reassign the benefits of the Gardens of High Chalcis - all that would be required would be for the current Benefactor, &#039;&#039;&#039;Enoch of Atun&#039;s Sanctuary&#039;&#039;&#039;, to make an appropriate [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|announcement in the Senate]]. Persuading them, and presumably the other benefactors to make that sacrifice, might be more difficult.&lt;br /&gt;
&lt;br /&gt;
Still, in the unlikely event that the plan benefitted from the support of all four nations throughout, then the college would ultimately benefit from having such a wide base of support. The assistance of the skilled apothecaries in Reikos and the [[Yerende]], coupled with the knowledgeable doctors and learned wise ones of the League and Varushka respectively, would widen the base of study for the college. That would mean it would have four potions to pick from each time a choice was needed, rather than three.&lt;br /&gt;
&lt;br /&gt;
==Take You Away==&lt;br /&gt;
* &#039;&#039;&#039;The Senate could create sinecured titles to oversee the great works in Holberg, Ossium and Skarsind&#039;&#039;&#039;&lt;br /&gt;
There is no equivalent figure who could do the same in Holberg, Ossium, or Skarsind but that is not an insurmountable obstacle. The [[Senate]] could create a sinecured Imperial title and give them authority over the great work in question, with similar powers to distribute its bounty when needed. &lt;br /&gt;
&lt;br /&gt;
In addition to specific benefits, each of these titles would be given the ability to redirect the bounty of the great work when an appropriate [[opportunity]] was identified by the Civil Service. To use this power, the title would provide an [[Senate_announcement|announcement]] to the Civil Service, who would present the decision to the [[Senate]]. There would be no voting, but the [[Synod]] may, however, choose to exercise their [[veto]] as normal. If the bounty of the great work is redirected, then they will provide no benefit to the territory, nor would the title holder receive the benefits of their sinecure for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
In the view of many dreamspeakers, these titles would provide a clear benefit to the nation (and the Empire) even if the nations that build them don&#039;t want to support the Gardens of the Heart. The dreamspeakers proposal demonstrates what a great work is capable of - how it can be used to support a grand ambition. The League, Varushka, and the Imperial Orcs might not want to support this dream, but they may feel differently about some other [[opportunity]] in the future. The proposed sinecures would empower the nations in question to better pursue their dreams - and that makes them a net good in the view of most dreamspeakers even if they can&#039;t be persuaded to back the Gardens.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Watchhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Holmauer, Holbeg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Holmauer Watchcaptain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchcaptain&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039;Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 9 crystal mana each season; can redirect funds from the Gates of Holmauer great work &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To keep an eye on Holmauer Park, and ensure that any problems caused by the cursed park are dealt with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The sinecure only provides crystal mana as long as the Gates of Holmauer great work does&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A watchhouse could be incorporated into the Gates of Holmauer Park&lt;br /&gt;
* &#039;&#039;&#039;The title of Holmauer Watchcaptain charged with overseeing the safety of visitors and the funds raised by the gates&lt;br /&gt;
The Gates of Holmauer Park allow the League to charge admission to the wonders of that Winter-cursed locale. Yet even the people of Holberg must admit that everyone would feel a little safer with some active presence of people ready to leap in in the unlikely event flesh-hungry ghouls burst out of hiding and start eating visitors. An office to oversee a small contingent of dedicated watch, given the power to reallocate the funds raised by visitors, would provide several benefits. The &#039;&#039;Holmauer Watchcaptain&#039;&#039; would look after the [[Gates of Holmauer Park]], and be responsible for ensuring that any threats arising within, or as a consequence of the [[Winter magic]] the infuses the park, are dealt with efficiently. It would make sense to ensure they had access to the crystal mana that might be needed to put down an incursion of ravenous [[Inhabitants of the realms#Boggarts|boggarts]], or confront a [[coven]] of [[Agramant]] cultists bent on turning everyone in Holberb into cannibals. For example.&lt;br /&gt;
&lt;br /&gt;
===Darkwoods Wagonhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Darkwoods Wagonhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Kurstrozi Lumberjack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Kurstrozi Lumberjack&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 11 crowns each season, can redirect the bounty of Kurstrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To look after Kurstrozi&#039;s Lumbermill and support the prosperity of the forest owners of Osium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives money while Kurstrozi&#039;s Lumbermill great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A wagonhouse at Kurstrozi&#039;s Lumbermill could be dedicated to transporting raw lumber and dressed wood across Ossium and beyond&lt;br /&gt;
* &#039;&#039;&#039;The title of Kurstrozi Lumberjack would support forest owners in Ossium and oversee the bounty provided by the lumbermill&lt;br /&gt;
Likewise, Kurstrozi&#039;s Lumbermill is a hive of industry and activity in Ossium. Sawblades manufactured there are spread across the territory, and it is the most likely destination for lumber in the territory. The addition of warehouses and ox-pens dedicated to transporting the bounty of Ossium&#039;s rich forests across the Empire would be obvious. The &#039;&#039;Kurstrozi Lumberjack&#039;&#039; would maintain Kurstrozi&#039;s Lumbermill, distribute its bounty on the occasions where opportunities were presented, and just as importantly support and protect the forest owners of Ossium when they needed it. There is no doubt that those who owe their livelihood to the Lumbermill would be prepared to show their appreciation for the Lumberjack.&lt;br /&gt;
&lt;br /&gt;
===House of the Lost===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of the Lost&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Rhyv&#039;s Blade&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Rhyv&#039;s Blade&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives five ingots of weltsilver, five measures of ambergelt, and three measures of beggar&#039;s lye each season, can redirect the bounty of Krustrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Look after the Red Blade Memorial, support the warriors of the Unshackled with potions and healing herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives materials while Red Blade Memorial great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A school could be built at Red Blade Memorial to &lt;br /&gt;
The Red Blade Memorial in Skarsind is a gathering place for the [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] of the Imperial Orcs, veterans with plenty of experience of desperate last-minute medicine on the battlefield. Not only do they understand the need for plenty of herbs, they know the value of a well-placed potion. The [[Yerende]] sept in particular are excited by the potential of the Gardens of the Heart. They suggest that a hospital be combined with the memorial, one that would focus specifically on ensuring as many young orcs as possible learn the basics of field medicine; orcs have only one life to live after all and so being in a position to save those lives is a high calling. The title of &#039;&#039;Rhyv&#039;s Blade&#039;&#039; would be charged with looking after the memorial and protecting the bonesetters there, as well as working to ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions. In return they would enjoy a bounty of magical metals, which could prove invaluable to creating [[:Category:Tools|magical tools]] for Imperial Orcs physicks and apothecaries.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=Orinn Embracing Fold was the last [[Thornsinger]]; do the Navarr still hold the ambition to see the Empire&#039;s apothecaries embrace the future?|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dream Big===&lt;br /&gt;
* &#039;&#039;&#039;The Navarr and Apothecaries Guild will likely need to work hard to convince the Senate to support the new college&lt;br /&gt;
At first glance it seems unlikely the Senate, or the people of the League and Varushka, will see the value of such costly action. Bronwen argues however that the benefits are obvious - the nation in question receives not only additional prosperity from the new title, but the ability to in the future put their Prosperity to work in supporting their own people or the people of their allied nations. She does, however, point out that if the Navarr and the Apothecaries&#039; Guild want this support, they may have to work for it - speaking to people in those nations to secure their support and bring pressure to bear on their senators. This, she says, is one of the many benefits of having a wayhouse in another nation - the Navarr who live there are in the best position to influence the politics of that nation after all.&lt;br /&gt;
&lt;br /&gt;
==Paths Not Taken==&lt;br /&gt;
* &#039;&#039;&#039;This opportunity supersedes that offered in Winter 387YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity presented by the Yerende is no longer available&lt;br /&gt;
* &#039;&#039;&#039;The only constitutional way for the college of apothecary to be appointed is via the Imperial Apothecaries Guild&lt;br /&gt;
Bronwen&#039;s proposal supersedes the [[opportunity]] that was [[Crimson_and_green#Under_an_Oak_(Therunin)|offered]] in Winter 387YE. The plans are more ambitious, but have caught the enthusiasm of the Navarr and especially those who survived the fall of Thornsong House. Likewise, the opportunity [[It%27s_what_we_do#Weeds_and_Seeds|presented by]] the [[orc|orcs]] of the [[Yerende]] sept is no longer available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the [[Apothecaries Guild]] was first established, the [[Scrutiny#Constitutional_Court|Constitutional Court]] offered guidance that there was no requirement for a college of the apothecary arts to fall under the perview of the Imperial Sodality. They have since offered new guidance, revising their original position. The Court are currently [[preparing a report]] on the Artisans Guild and they are strongly minded to rule that the Guild must have authority over the Empire&#039;s [[runeforge|runeforges]] if it is to meet the needs of the manifesto proposed by the Throne. The legal parallel with the Apothecary&#039;s Guild is overwhelming and demands that the two sodalities be treated the same.&lt;br /&gt;
&lt;br /&gt;
Of course, by that logic, the Imperial Conclave should be the only body able to direct the research of the Empire&#039;s colleges of magic. An exception can justified for the [[Doyen of the Spires]] on the grounds that that college is completely unique - it is utterly reliant on the distinctive magical skills of the Urizen and could never be reproduced in a similar form elsewhre. Sadly, legal consistency fails with regard to the [[Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]] which is a national bourse appointment, but that can&#039;t used as legal precedent because in the words of [[Scrutiny#Constitutional_Court|&#039;&#039;Magistrate Abraham&#039;&#039;]] &#039;&#039;&amp;quot;it is a constitutional abomination which should never have been allowed to pass&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As such, as long as the Apothecaries Guild continues to exist to &#039;&#039;coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs to Imperial citizens&#039;&#039; then a vote of the Guild would be the [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for directing the research done by any apothecarion&#039;s college.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apothecaries Guild]] - the [[Imperial Sodality]]&lt;br /&gt;
* [[Thornsinger#Thornsong House|Thornsong House]] - the destroyed apothecary college in Therunin&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143699</id>
		<title>Come together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143699"/>
		<updated>2026-08-17T13:31:04Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* House of the Lost */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Didn&#039;t you try this once already?&amp;quot; Aedan asked the dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
The old woman ignored the obvious hint of pity in her apprentice&#039;s question. &amp;quot;Yes, you&#039;re quite right dear, this is an utter waste of time. What is it they teach young people in schools these days. If at first you don&#039;t succeed, give up immediately because it clearly wasn&#039;t meant to happen. Have I got it right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Haha.&amp;quot; he replied to the obvious sarcarm. &amp;quot;You know what I mean,&amp;quot; he tried again, &amp;quot;people debated it. For years. Then they decided to do the Temple instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordelia nodded her head, her long grey braid bobbing in time. &amp;quot;No need to remind me, my memory isn&#039;t that bad you know. But the Temple is finished now is it not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah but it&#039;s taken us &#039;&#039;years&#039;&#039;. We&#039;ll never get people to agree to another project on this scale. It&#039;s just not possible.&amp;quot; Even as he said it, Aedan knew what his teacher was going to say. The same thing she &#039;&#039;always&#039;&#039; said when someone told her something was impossible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything is impossible until someone does it Aedan. And nothing is impossible afterwards. It&#039;s the bit inbetween the two that is tricky. Did I ever tell you about the old Wintermark...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Topi?&amp;quot; said Aedan butting in. &amp;quot;Yes, yes you did. Moved all his books to Gildenheim with the help of beavers. You&#039;ve told me that story many, many times Cords.&amp;quot; said Aedan. He smiled at her kindly to take the sting out of his words even as he stubbornly refused to let her regale him for the umpteenth time with the story of Topi&#039;s books. &amp;quot;This is different, it&#039;s not about chasing your dreams, it&#039;s a question of &#039;&#039;priorities&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The aging dreamspeaker laughed, apparently more amused than offended. &amp;quot;No, no Aedan, you&#039;re quite wrong. Priorities are literally what chasing dreams is all about...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=300px|caption=Thornsong House was lost to the Druj, but the dream it represented still endures.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The completion of the &#039;&#039;City of Dreams&#039;&#039; - the transformation of [[Miaren#Seren|Seren]] and the construction of the [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] - has inspired some of the [[dreamspeaker|dreamspeakers]] to present [[Dream on|visions of the future]] to be considered by the Navarr nation as a whole. At the same time however, it has reminded the Navarri of the importance of dreaming big, pursuing ambition, and preparing for the future they want to see.&lt;br /&gt;
&lt;br /&gt;
One of the terrible losses when [[Therunin]] fell to the [[Druj]] was [[Thornsinger#Thornsong_House|Thornsong House]]. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herbmastery could not ultimately be protected from the orcs of [[the Mallum]]. Thornsong House burned, but many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
==Live And Learn==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of the Heart&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Serenael, Miaren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 90 weirwood, 40 white granite, 20 mithril and 450 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 4 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Increases investment in Miaren for herb gardens providing  2 true vervain and 1 cerulean mazzarine each season&lt;br /&gt;
* Allows the Imperial Apothecary&#039;s Guild to direct research into new potion recipes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, opportunity is lost after the end of Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 10 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeakers propose an ambitious new project - the Gardens of the Heart&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require 90 weirwood, 40 white granite, 20 mithril, and 450 crowns and a year to build&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Gardens would raise the level of investment in herb gardens in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They would allow the Imperial Apothecaries Guild to direct research on new potions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The costs could be slashed with the support of other nations&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=200}}&lt;br /&gt;
The Navarr are widely acknowledged to be masters of the herbal arts in the Empire. Until recently that expertise was focused at [[Thornsinger#Thornsong_House|Thornsong House]] in [[Therunin]], but the unique apothecarions college was destroyed by the [[Crimson_and_green|Druj invasion]] in 378YE. Though the building could not be saved, the Navarr were able to rescue many of the [[Crimson_and_green#Under_an_Oak_(Therunin)|inhabitants]] of Peakedge Stead, some of whom have now settled in Miaren. &lt;br /&gt;
&lt;br /&gt;
Years ago, when the [[Comes a time|Temple of the Waking Dream was first proposed]], it was not the only option available. &#039;&#039;Bronwen of the Silver Falls&#039;&#039; argued for a great work that would boost the production of [[herb garden|herb gardens]] across the territory. Her proposals are defunct now, but the completion of the Temple has inspired Bronwen and her allies to consider something similar, something that would help the [[Prosperity]] of Miaren and restore the Empire&#039;s ability to create new potions. It is an ambitious proposal, but Seren is now the City of Dreams - people are eager to imagine what could be!&lt;br /&gt;
&lt;br /&gt;
The plan would require 90 wains of weirwood, 40 wains of white granite, 20 wains of mithril, and cost 450 crowns. The Gardens could only be commissioned using a [[Senate motion]], and would take a year to build. Once complete they would raise the level of investment in herb gardens in the territory, providing each herb garden with two additional [[true vervain]] and one additional [[Imperial roseweald]] each season.&lt;br /&gt;
&lt;br /&gt;
Seren already has a number of fine schools where students study the [[Surgical skills#Apothecary|apothecary]] arts, but the presence of the gardens would draw dedicated masters of the natural sciences from across the nation and beyond, eager to take advantage of what Seren could offer. Now that the [[Imperial Senate]] has created the [[Imperial Apothecaries Guild]] to &#039;&#039;&amp;quot;Coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs&amp;quot;&#039;&#039;, that [[Imperial sodality]] could take charge of the efforts to create new potions in Seren, coming together to direct the research, exactly like the [[Thornsinger]] used to do in Therunin.&lt;br /&gt;
&lt;br /&gt;
If the great work were completed then the Empire would be presented with three potential avenues of investigation that could be pursued. A simple vote of the Apothecaries Guild would determine which promising option to focus. The herbalists in Seren would pursue that research, using herbs provided by the &#039;&#039;Gardens of the Heart&#039;&#039;. They would need to be paid of course - research is not cheap - so the Gardens would have an upkeep of 10 thrones a season. Once the research was complete, the resulting &#039;&#039;herbal&#039;&#039; would be presented to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]].&lt;br /&gt;
&lt;br /&gt;
==Obvious Problems==&lt;br /&gt;
* &#039;&#039;&#039;The Gardens are very expensive&lt;br /&gt;
* &#039;&#039;&#039;The Apothecaries Guild is charged with overseeing potion research in the Empire&lt;br /&gt;
From the perspective of the Navarr, there are two clear problems. The first are the enormous costs. The Navarr are not a wealthy nation - it took years to fund the creation of the Temple of Waking Dreams - and the latest proposal is a commission nearly twice that size. The second is that control of the research would lie with the Apothecaries Guild rather than with the nation. &lt;br /&gt;
&lt;br /&gt;
However, Bronwen argues that the requirement to involve the Apothecaries Guild is actually a &#039;&#039;benefit&#039;&#039;. The Gardens of the Heart would provide a huge benefit to the occupants of Miaren, but they would also provide a big boost to the prestige and power of the new sodality. If the nation embraced membership of the sodality, they might be able to work with members of the guild from other nations to raise the funds needed to build the Gardens. It may be impossible for either the Navarr or the sodality to arrange the construction alone, but maybe not if they worked together?&lt;br /&gt;
&lt;br /&gt;
The Navarr [[Eight_for_a_wish#Bound_by_Thorn_(Navarr)|chose to embrace]] the [[Vallornguard]], acepting them as allies who could help fight the ancient enemy. They could take a similar approach to the Apothecaries Guild. Working with the sodality would create opportunities to collaborate with herb masters of every supportive nation. It needn&#039;t be a competition, argues Bronwen, and cooperation could allow the Navarr and the Guild to benefit together.&lt;br /&gt;
==Where It Comes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The wayhouses in Ossium, Holberg, Reikos, and Skarsind could be used to take advantage of the great works there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the great works in the territories were reassigned to support the Gardens it would significantly reduce the costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In the event that the proposal got the support of all four nations the college would have more options to choose from&#039;&#039;&#039;&lt;br /&gt;
The existence of Navarr wayhouses in [[Ossium]], [[Holberg]], and [[Reikos]] presents a unique opportunity for the Navarr to cooperate with those nations on the work for the Gardens. In each territory, there is a [[great work]] that provides benefits to everyone across the territory. If one or more of these great works were redirected to support the construction of the Gardens for the next year, then that would make it significantly cheaper to build the Gardens. In fact if all three were put to the task, then no wains would be needed at all!&lt;br /&gt;
&lt;br /&gt;
There are four possible great works that could be reassigned to help construct the Gardens, they are:&lt;br /&gt;
&lt;br /&gt;
* The [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] could be reassigned for one year to reduce the amount of weirwood required by 50 wains&lt;br /&gt;
* [[Holberg#Holmauer_Park|Holmauer Park]] could be reassigned for a year to reduce the amount of white granite required by 40 wains&lt;br /&gt;
* [[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]] could also be reassigned for a single year to reduce the amount of weirwood required by 40 wains&lt;br /&gt;
* [[Skarsind#The_Red_Blade_Memorial|Red Blade Memorial]] in [[Skarsind]] could be reassigned for a single year to reduce the amount of mithril required by 20 wains.&lt;br /&gt;
&lt;br /&gt;
In each case, the great work would provide no benefits for the year, but doing so would reduce the number of wains needed. Herbs from High Chalcis would enable the Gardens to be established quicker and easier; the materials from Krustrozi&#039;s Lumbermill would provide the tools needed and could be used to replace some of the materials needed; the money from Holmauer Park would be used to buy other outstanding resources; and contributions from the [[Yerende]] and Imperial Orcs bonesetters would remove the requirement for mithril in the construction.&lt;br /&gt;
&lt;br /&gt;
Reassigning all these great works would be a diplomatic challenge to put it mildly. It&#039;s not even fully clear who could authorise such work. The [[Benefactor of High Chalcis]] has the authority to reassign the benefits of the Gardens of High Chalcis - all that would be required would be for the current Benefactor, &#039;&#039;&#039;Enoch of Atun&#039;s Sanctuary&#039;&#039;&#039;, to make an appropriate [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|announcement in the Senate]]. Persuading them, and presumably the other benefactors to make that sacrifice, might be more difficult.&lt;br /&gt;
&lt;br /&gt;
Still, in the unlikely event that the plan benefitted from the support of all four nations throughout, then the college would ultimately benefit from having such a wide base of support. The assistance of the skilled apothecaries in Reikos and the [[Yerende]], coupled with the knowledgeable doctors and learned wise ones of the League and Varushka respectively, would widen the base of study for the college. That would mean it would have four potions to pick from each time a choice was needed, rather than three.&lt;br /&gt;
&lt;br /&gt;
==Take You Away==&lt;br /&gt;
* &#039;&#039;&#039;The Senate could create sinecured titles to oversee the great works in Holberg, Ossium and Skarsind&#039;&#039;&#039;&lt;br /&gt;
There is no equivalent figure who could do the same in Holberg, Ossium, or Skarsind but that is not an insurmountable obstacle. The [[Senate]] could create a sinecured Imperial title and give them authority over the great work in question, with similar powers to distribute its bounty when needed. &lt;br /&gt;
&lt;br /&gt;
In addition to specific benefits, each of these titles would be given the ability to redirect the bounty of the great work when an appropriate [[opportunity]] was identified by the Civil Service. To use this power, the title would provide an [[Senate_announcement|announcement]] to the Civil Service, who would present the decision to the [[Senate]]. There would be no voting, but the [[Synod]] may, however, choose to exercise their [[veto]] as normal. If the bounty of the great work is redirected, then they will provide no benefit to the territory, nor would the title holder receive the benefits of their sinecure for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
In the view of many dreamspeakers, these titles would provide a clear benefit to the nation (and the Empire) even if the nations that build them don&#039;t want to support the Gardens of the Heart. The dreamspeakers proposal demonstrates what a great work is capable of - how it can be used to support a grand ambition. The League, Varushka, and the Imperial Orcs might not want to support this dream, but they may feel differently about some other [[opportunity]] in the future. The proposed sinecures would empower the nations in question to better pursue their dreams - and that makes them a net good in the view of most dreamspeakers even if they can&#039;t be persuaded to back the Gardens.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Watchhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Holmauer, Holbeg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Holmauer Watchcaptain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchcaptain&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039;Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 9 crystal mana each season; can redirect funds from the Gates of Holmauer great work &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To keep an eye on Holmauer Park, and ensure that any problems caused by the cursed park are dealt with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The sinecure only provides money as long as the Gates of Holmauer great work does&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A watchhouse could be incorporated into the Gates of Holmauer Park&lt;br /&gt;
* &#039;&#039;&#039;The title of Holmauer Watchcaptain charged with overseeing the safety of visitors and the funds raised by the gates&lt;br /&gt;
The Gates of Holmauer Park allow the League to charge admission to the wonders of that Winter-cursed locale. Yet even the people of Holberg must admit that everyone would feel a little safer with some active presence of people ready to leap in in the unlikely event flesh-hungry ghouls burst out of hiding and start eating visitors. An office to oversee a small contingent of dedicated watch, given the power to reallocate the funds raised by visitors, would provide several benefits. The &#039;&#039;Holmauer Watchcaptain&#039;&#039; would look after the [[Gates of Holmauer Park]], and be responsible for ensuring that any threats arising within, or as a consequence of the [[Winter magic]] the infuses the park, are dealt with efficiently. It would make sense to ensure they had access to the crystal mana that might be needed to put down an incursion of ravenous [[Inhabitants of the realms#Boggarts|boggarts]], or confront a [[coven]] of [[Agramant]] cultists bent on turning everyone in Holberb into cannibals. For example.&lt;br /&gt;
&lt;br /&gt;
===Darkwoods Wagonhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Darkwoods Wagonhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Kurstrozi Lumberjack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Kurstrozi Lumberjack&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 11 crowns each season, can redirect the bounty of Kurstrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To look after Kurstrozi&#039;s Lumbermill and support the prosperity of the forest owners of Osium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives money while Kurstrozi&#039;s Lumbermill great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A wagonhouse at Kurstrozi&#039;s Lumbermill could be dedicated to transporting raw lumber and dressed wood across Ossium and beyond&lt;br /&gt;
* &#039;&#039;&#039;The title of Kurstrozi Lumberjack would support forest owners in Ossium and oversee the bounty provided by the lumbermill&lt;br /&gt;
Likewise, Kurstrozi&#039;s Lumbermill is a hive of industry and activity in Ossium. Sawblades manufactured there are spread across the territory, and it is the most likely destination for lumber in the territory. The addition of warehouses and ox-pens dedicated to transporting the bounty of Ossium&#039;s rich forests across the Empire would be obvious. The &#039;&#039;Kurstrozi Lumberjack&#039;&#039; would maintain Kurstrozi&#039;s Lumbermill, distribute its bounty on the occasions where opportunities were presented, and just as importantly support and protect the forest owners of Ossium when they needed it. There is no doubt that those who owe their livelihood to the Lumbermill would be prepared to show their appreciation for the Lumberjack.&lt;br /&gt;
&lt;br /&gt;
===House of the Lost===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of the Lost&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Rhyv&#039;s Blade&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Rhyv&#039;s Blade&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives five ingots of weltsilver, five measures of ambergelt, and three measures of beggar&#039;s lye each season, can redirect the bounty of Krustrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Look after the Red Blade Memorial, support the warriors of the Unshackled with potions and healing herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives materials while Red Blade Memorial great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A school could be built at Red Blade Memorial to &lt;br /&gt;
The Red Blade Memorial in Skarsind is a gathering place for the [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] of the Imperial Orcs, veterans with plenty of experience of desperate last-minute medicine on the battlefield. Not only do they understand the need for plenty of herbs, they know the value of a well-placed potion. The [[Yerende]] sept in particular are excited by the potential of the Gardens of the Heart. They suggest that a hospital be combined with the memorial, one that would focus specifically on ensuring as many young orcs as possible learn the basics of field medicine; orcs have only one life to live after all and so being in a position to save those lives is a high calling. The title of &#039;&#039;Rhyv&#039;s Blade&#039;&#039; would be charged with looking after the memorial and protecting the bonesetters there, as well as working to ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions. In return they would enjoy a bounty of magical metals, which could prove invaluable to creating [[:Category:Tools|magical tools]] for Imperial Orcs physicks and apothecaries.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=Orinn Embracing Fold was the last [[Thornsinger]]; do the Navarr still hold the ambition to see the Empire&#039;s apothecaries embrace the future?|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dream Big===&lt;br /&gt;
* &#039;&#039;&#039;The Navarr and Apothecaries Guild will likely need to work hard to convince the Senate to support the new college&lt;br /&gt;
At first glance it seems unlikely the Senate, or the people of the League and Varushka, will see the value of such costly action. Bronwen argues however that the benefits are obvious - the nation in question receives not only additional prosperity from the new title, but the ability to in the future put their Prosperity to work in supporting their own people or the people of their allied nations. She does, however, point out that if the Navarr and the Apothecaries&#039; Guild want this support, they may have to work for it - speaking to people in those nations to secure their support and bring pressure to bear on their senators. This, she says, is one of the many benefits of having a wayhouse in another nation - the Navarr who live there are in the best position to influence the politics of that nation after all.&lt;br /&gt;
&lt;br /&gt;
==Paths Not Taken==&lt;br /&gt;
* &#039;&#039;&#039;This opportunity supersedes that offered in Winter 387YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity presented by the Yerende is no longer available&lt;br /&gt;
* &#039;&#039;&#039;The only constitutional way for the college of apothecary to be appointed is via the Imperial Apothecaries Guild&lt;br /&gt;
Bronwen&#039;s proposal supersedes the [[opportunity]] that was [[Crimson_and_green#Under_an_Oak_(Therunin)|offered]] in Winter 387YE. The plans are more ambitious, but have caught the enthusiasm of the Navarr and especially those who survived the fall of Thornsong House. Likewise, the opportunity [[It%27s_what_we_do#Weeds_and_Seeds|presented by]] the [[orc|orcs]] of the [[Yerende]] sept is no longer available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the [[Apothecaries Guild]] was first established, the [[Scrutiny#Constitutional_Court|Constitutional Court]] offered guidance that there was no requirement for a college of the apothecary arts to fall under the perview of the Imperial Sodality. They have since offered new guidance, revising their original position. The Court are currently [[preparing a report]] on the Artisans Guild and they are strongly minded to rule that the Guild must have authority over the Empire&#039;s [[runeforge|runeforges]] if it is to meet the needs of the manifesto proposed by the Throne. The legal parallel with the Apothecary&#039;s Guild is overwhelming and demands that the two sodalities be treated the same.&lt;br /&gt;
&lt;br /&gt;
Of course, by that logic, the Imperial Conclave should be the only body able to direct the research of the Empire&#039;s colleges of magic. An exception can justified for the [[Doyen of the Spires]] on the grounds that that college is completely unique - it is utterly reliant on the distinctive magical skills of the Urizen and could never be reproduced in a similar form elsewhre. Sadly, legal consistency fails with regard to the [[Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]] which is a national bourse appointment, but that can&#039;t used as legal precedent because in the words of [[Scrutiny#Constitutional_Court|&#039;&#039;Magistrate Abraham&#039;&#039;]] &#039;&#039;&amp;quot;it is a constitutional abomination which should never have been allowed to pass&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As such, as long as the Apothecaries Guild continues to exist to &#039;&#039;coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs to Imperial citizens&#039;&#039; then a vote of the Guild would be the [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for directing the research done by any apothecarion&#039;s college.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apothecaries Guild]] - the [[Imperial Sodality]]&lt;br /&gt;
* [[Thornsinger#Thornsong House|Thornsong House]] - the destroyed apothecary college in Therunin&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143698</id>
		<title>Come together</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143698"/>
		<updated>2026-08-17T13:30:36Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Darkwoods Wagonhouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Didn&#039;t you try this once already?&amp;quot; Aedan asked the dreamspeaker.&lt;br /&gt;
&lt;br /&gt;
The old woman ignored the obvious hint of pity in her apprentice&#039;s question. &amp;quot;Yes, you&#039;re quite right dear, this is an utter waste of time. What is it they teach young people in schools these days. If at first you don&#039;t succeed, give up immediately because it clearly wasn&#039;t meant to happen. Have I got it right?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Haha.&amp;quot; he replied to the obvious sarcarm. &amp;quot;You know what I mean,&amp;quot; he tried again, &amp;quot;people debated it. For years. Then they decided to do the Temple instead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cordelia nodded her head, her long grey braid bobbing in time. &amp;quot;No need to remind me, my memory isn&#039;t that bad you know. But the Temple is finished now is it not?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah but it&#039;s taken us &#039;&#039;years&#039;&#039;. We&#039;ll never get people to agree to another project on this scale. It&#039;s just not possible.&amp;quot; Even as he said it, Aedan knew what his teacher was going to say. The same thing she &#039;&#039;always&#039;&#039; said when someone told her something was impossible.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everything is impossible until someone does it Aedan. And nothing is impossible afterwards. It&#039;s the bit inbetween the two that is tricky. Did I ever tell you about the old Wintermark...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Topi?&amp;quot; said Aedan butting in. &amp;quot;Yes, yes you did. Moved all his books to Gildenheim with the help of beavers. You&#039;ve told me that story many, many times Cords.&amp;quot; said Aedan. He smiled at her kindly to take the sting out of his words even as he stubbornly refused to let her regale him for the umpteenth time with the story of Topi&#039;s books. &amp;quot;This is different, it&#039;s not about chasing your dreams, it&#039;s a question of &#039;&#039;priorities&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The aging dreamspeaker laughed, apparently more amused than offended. &amp;quot;No, no Aedan, you&#039;re quite wrong. Priorities are literally what chasing dreams is all about...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=300px|caption=Thornsong House was lost to the Druj, but the dream it represented still endures.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The completion of the &#039;&#039;City of Dreams&#039;&#039; - the transformation of [[Miaren#Seren|Seren]] and the construction of the [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] - has inspired some of the [[dreamspeaker|dreamspeakers]] to present [[Dream on|visions of the future]] to be considered by the Navarr nation as a whole. At the same time however, it has reminded the Navarri of the importance of dreaming big, pursuing ambition, and preparing for the future they want to see.&lt;br /&gt;
&lt;br /&gt;
One of the terrible losses when [[Therunin]] fell to the [[Druj]] was [[Thornsinger#Thornsong_House|Thornsong House]]. Despite the valiant efforts of the Navarr and the aid of [[Ossegrahn|Lord Rain]], the college of herbmastery could not ultimately be protected from the orcs of [[the Mallum]]. Thornsong House burned, but many of those who studied there were able to escape to the safety of [[Reikos]]. Some stayed behind on [[Reikos#Chalcis Mount|Chalcis Mount]], but others chose to put as much distance between themselves and the horrors of the Druj as possible. Drawn to the Temple of the Waking Dream, some of these apothecaries and physicks have taken the path of the dreamspeaker themselves, and inspired by the City of Dreams, they have put their ambition to rebuild what was lost into words.&lt;br /&gt;
&lt;br /&gt;
==Live And Learn==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of the Heart&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Serenael, Miaren&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 90 weirwood, 40 white granite, 20 mithril and 450 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 4 seasons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039;&lt;br /&gt;
* Increases investment in Miaren for herb gardens providing  2 true vervain and 1 cerulean mazzarine each season&lt;br /&gt;
* Allows the Imperial Apothecary&#039;s Guild to direct research into new potion recipes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, opportunity is lost after the end of Spring Equinox 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 10 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Dreamspeakers propose an ambitious new project - the Gardens of the Heart&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require 90 weirwood, 40 white granite, 20 mithril, and 450 crowns and a year to build&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Gardens would raise the level of investment in herb gardens in Miaren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They would allow the Imperial Apothecaries Guild to direct research on new potions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The costs could be slashed with the support of other nations&#039;&#039;&#039;&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=200}}&lt;br /&gt;
The Navarr are widely acknowledged to be masters of the herbal arts in the Empire. Until recently that expertise was focused at [[Thornsinger#Thornsong_House|Thornsong House]] in [[Therunin]], but the unique apothecarions college was destroyed by the [[Crimson_and_green|Druj invasion]] in 378YE. Though the building could not be saved, the Navarr were able to rescue many of the [[Crimson_and_green#Under_an_Oak_(Therunin)|inhabitants]] of Peakedge Stead, some of whom have now settled in Miaren. &lt;br /&gt;
&lt;br /&gt;
Years ago, when the [[Comes a time|Temple of the Waking Dream was first proposed]], it was not the only option available. &#039;&#039;Bronwen of the Silver Falls&#039;&#039; argued for a great work that would boost the production of [[herb garden|herb gardens]] across the territory. Her proposals are defunct now, but the completion of the Temple has inspired Bronwen and her allies to consider something similar, something that would help the [[Prosperity]] of Miaren and restore the Empire&#039;s ability to create new potions. It is an ambitious proposal, but Seren is now the City of Dreams - people are eager to imagine what could be!&lt;br /&gt;
&lt;br /&gt;
The plan would require 90 wains of weirwood, 40 wains of white granite, 20 wains of mithril, and cost 450 crowns. The Gardens could only be commissioned using a [[Senate motion]], and would take a year to build. Once complete they would raise the level of investment in herb gardens in the territory, providing each herb garden with two additional [[true vervain]] and one additional [[Imperial roseweald]] each season.&lt;br /&gt;
&lt;br /&gt;
Seren already has a number of fine schools where students study the [[Surgical skills#Apothecary|apothecary]] arts, but the presence of the gardens would draw dedicated masters of the natural sciences from across the nation and beyond, eager to take advantage of what Seren could offer. Now that the [[Imperial Senate]] has created the [[Imperial Apothecaries Guild]] to &#039;&#039;&amp;quot;Coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs&amp;quot;&#039;&#039;, that [[Imperial sodality]] could take charge of the efforts to create new potions in Seren, coming together to direct the research, exactly like the [[Thornsinger]] used to do in Therunin.&lt;br /&gt;
&lt;br /&gt;
If the great work were completed then the Empire would be presented with three potential avenues of investigation that could be pursued. A simple vote of the Apothecaries Guild would determine which promising option to focus. The herbalists in Seren would pursue that research, using herbs provided by the &#039;&#039;Gardens of the Heart&#039;&#039;. They would need to be paid of course - research is not cheap - so the Gardens would have an upkeep of 10 thrones a season. Once the research was complete, the resulting &#039;&#039;herbal&#039;&#039; would be presented to the [[Imperial_Apothecaries_Guild#Guild_Leader|Guild Leader]].&lt;br /&gt;
&lt;br /&gt;
==Obvious Problems==&lt;br /&gt;
* &#039;&#039;&#039;The Gardens are very expensive&lt;br /&gt;
* &#039;&#039;&#039;The Apothecaries Guild is charged with overseeing potion research in the Empire&lt;br /&gt;
From the perspective of the Navarr, there are two clear problems. The first are the enormous costs. The Navarr are not a wealthy nation - it took years to fund the creation of the Temple of Waking Dreams - and the latest proposal is a commission nearly twice that size. The second is that control of the research would lie with the Apothecaries Guild rather than with the nation. &lt;br /&gt;
&lt;br /&gt;
However, Bronwen argues that the requirement to involve the Apothecaries Guild is actually a &#039;&#039;benefit&#039;&#039;. The Gardens of the Heart would provide a huge benefit to the occupants of Miaren, but they would also provide a big boost to the prestige and power of the new sodality. If the nation embraced membership of the sodality, they might be able to work with members of the guild from other nations to raise the funds needed to build the Gardens. It may be impossible for either the Navarr or the sodality to arrange the construction alone, but maybe not if they worked together?&lt;br /&gt;
&lt;br /&gt;
The Navarr [[Eight_for_a_wish#Bound_by_Thorn_(Navarr)|chose to embrace]] the [[Vallornguard]], acepting them as allies who could help fight the ancient enemy. They could take a similar approach to the Apothecaries Guild. Working with the sodality would create opportunities to collaborate with herb masters of every supportive nation. It needn&#039;t be a competition, argues Bronwen, and cooperation could allow the Navarr and the Guild to benefit together.&lt;br /&gt;
==Where It Comes==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBLeague.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The wayhouses in Ossium, Holberg, Reikos, and Skarsind could be used to take advantage of the great works there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the great works in the territories were reassigned to support the Gardens it would significantly reduce the costs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In the event that the proposal got the support of all four nations the college would have more options to choose from&#039;&#039;&#039;&lt;br /&gt;
The existence of Navarr wayhouses in [[Ossium]], [[Holberg]], and [[Reikos]] presents a unique opportunity for the Navarr to cooperate with those nations on the work for the Gardens. In each territory, there is a [[great work]] that provides benefits to everyone across the territory. If one or more of these great works were redirected to support the construction of the Gardens for the next year, then that would make it significantly cheaper to build the Gardens. In fact if all three were put to the task, then no wains would be needed at all!&lt;br /&gt;
&lt;br /&gt;
There are four possible great works that could be reassigned to help construct the Gardens, they are:&lt;br /&gt;
&lt;br /&gt;
* The [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] could be reassigned for one year to reduce the amount of weirwood required by 50 wains&lt;br /&gt;
* [[Holberg#Holmauer_Park|Holmauer Park]] could be reassigned for a year to reduce the amount of white granite required by 40 wains&lt;br /&gt;
* [[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]] could also be reassigned for a single year to reduce the amount of weirwood required by 40 wains&lt;br /&gt;
* [[Skarsind#The_Red_Blade_Memorial|Red Blade Memorial]] in [[Skarsind]] could be reassigned for a single year to reduce the amount of mithril required by 20 wains.&lt;br /&gt;
&lt;br /&gt;
In each case, the great work would provide no benefits for the year, but doing so would reduce the number of wains needed. Herbs from High Chalcis would enable the Gardens to be established quicker and easier; the materials from Krustrozi&#039;s Lumbermill would provide the tools needed and could be used to replace some of the materials needed; the money from Holmauer Park would be used to buy other outstanding resources; and contributions from the [[Yerende]] and Imperial Orcs bonesetters would remove the requirement for mithril in the construction.&lt;br /&gt;
&lt;br /&gt;
Reassigning all these great works would be a diplomatic challenge to put it mildly. It&#039;s not even fully clear who could authorise such work. The [[Benefactor of High Chalcis]] has the authority to reassign the benefits of the Gardens of High Chalcis - all that would be required would be for the current Benefactor, &#039;&#039;&#039;Enoch of Atun&#039;s Sanctuary&#039;&#039;&#039;, to make an appropriate [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|announcement in the Senate]]. Persuading them, and presumably the other benefactors to make that sacrifice, might be more difficult.&lt;br /&gt;
&lt;br /&gt;
Still, in the unlikely event that the plan benefitted from the support of all four nations throughout, then the college would ultimately benefit from having such a wide base of support. The assistance of the skilled apothecaries in Reikos and the [[Yerende]], coupled with the knowledgeable doctors and learned wise ones of the League and Varushka respectively, would widen the base of study for the college. That would mean it would have four potions to pick from each time a choice was needed, rather than three.&lt;br /&gt;
&lt;br /&gt;
==Take You Away==&lt;br /&gt;
* &#039;&#039;&#039;The Senate could create sinecured titles to oversee the great works in Holberg, Ossium and Skarsind&#039;&#039;&#039;&lt;br /&gt;
There is no equivalent figure who could do the same in Holberg, Ossium, or Skarsind but that is not an insurmountable obstacle. The [[Senate]] could create a sinecured Imperial title and give them authority over the great work in question, with similar powers to distribute its bounty when needed. &lt;br /&gt;
&lt;br /&gt;
In addition to specific benefits, each of these titles would be given the ability to redirect the bounty of the great work when an appropriate [[opportunity]] was identified by the Civil Service. To use this power, the title would provide an [[Senate_announcement|announcement]] to the Civil Service, who would present the decision to the [[Senate]]. There would be no voting, but the [[Synod]] may, however, choose to exercise their [[veto]] as normal. If the bounty of the great work is redirected, then they will provide no benefit to the territory, nor would the title holder receive the benefits of their sinecure for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
In the view of many dreamspeakers, these titles would provide a clear benefit to the nation (and the Empire) even if the nations that build them don&#039;t want to support the Gardens of the Heart. The dreamspeakers proposal demonstrates what a great work is capable of - how it can be used to support a grand ambition. The League, Varushka, and the Imperial Orcs might not want to support this dream, but they may feel differently about some other [[opportunity]] in the future. The proposed sinecures would empower the nations in question to better pursue their dreams - and that makes them a net good in the view of most dreamspeakers even if they can&#039;t be persuaded to back the Gardens.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Watchhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Holmauer, Holbeg&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 white granite, and 30 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Holmauer Watchcaptain&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Holmauer Watchcaptain&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039;Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 9 crystal mana each season; can redirect funds from the Gates of Holmauer great work &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To keep an eye on Holmauer Park, and ensure that any problems caused by the cursed park are dealt with.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The sinecure only provides money as long as the Gates of Holmauer great work does&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A watchhouse could be incorporated into the Gates of Holmauer Park&lt;br /&gt;
* &#039;&#039;&#039;The title of Holmauer Watchcaptain charged with overseeing the safety of visitors and the funds raised by the gates&lt;br /&gt;
The Gates of Holmauer Park allow the League to charge admission to the wonders of that Winter-cursed locale. Yet even the people of Holberg must admit that everyone would feel a little safer with some active presence of people ready to leap in in the unlikely event flesh-hungry ghouls burst out of hiding and start eating visitors. An office to oversee a small contingent of dedicated watch, given the power to reallocate the funds raised by visitors, would provide several benefits. The &#039;&#039;Holmauer Watchcaptain&#039;&#039; would look after the [[Gates of Holmauer Park]], and be responsible for ensuring that any threats arising within, or as a consequence of the [[Winter magic]] the infuses the park, are dealt with efficiently. It would make sense to ensure they had access to the crystal mana that might be needed to put down an incursion of ravenous [[Inhabitants of the realms#Boggarts|boggarts]], or confront a [[coven]] of [[Agramant]] cultists bent on turning everyone in Holberb into cannibals. For example.&lt;br /&gt;
&lt;br /&gt;
===Darkwoods Wagonhouse===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Darkwoods Wagonhouse&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Kurstrozi Lumberjack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Kurstrozi Lumberjack&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; Receives 11 crowns each season, can redirect the bounty of Kurstrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To look after Kurstrozi&#039;s Lumbermill and support the prosperity of the forest owners of Osium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives money while Kurstrozi&#039;s Lumbermill great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A wagonhouse at Kurstrozi&#039;s Lumbermill could be dedicated to transporting raw lumber and dressed wood across Ossium and beyond&lt;br /&gt;
* &#039;&#039;&#039;The title of Kurstrozi Lumberjack would support forest owners in Ossium and oversee the bounty provided by the lumbermill&lt;br /&gt;
Likewise, Kurstrozi&#039;s Lumbermill is a hive of industry and activity in Ossium. Sawblades manufactured there are spread across the territory, and it is the most likely destination for lumber in the territory. The addition of warehouses and ox-pens dedicated to transporting the bounty of Ossium&#039;s rich forests across the Empire would be obvious. The &#039;&#039;Kurstrozi Lumberjack&#039;&#039; would maintain Kurstrozi&#039;s Lumbermill, distribute its bounty on the occasions where opportunities were presented, and just as importantly support and protect the forest owners of Ossium when they needed it. There is no doubt that those who owe their livelihood to the Lumbermill would be prepared to show their appreciation for the Lumberjack.&lt;br /&gt;
&lt;br /&gt;
===House of the Lost===&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;House of the Lost&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Sinecure&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 10 weirwood, and 90 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Creates the title of Rhyv&#039;s Blade&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the end of the Summer Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{Float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Rhyv&#039;s Blade&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; National&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Tally of the Votes &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; provides five ingots of weltsilver, five measures of ambergelt, and three measures of beggar&#039;s lye each season, can redirect the bounty of Krustrozi&#039;s Lumbermill&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; Look after the Red Blade Memorial, support the warriors of the Unshackled with potions and healing herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; The title only receives measures while Red Blade Memorial great work is operating&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A school could be built at Red Blade Memorial to &lt;br /&gt;
The Red Blade Memorial in Skarsind is a gathering place for the [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] of the Imperial Orcs, veterans with plenty of experience of desperate last-minute medicine on the battlefield. Not only do they understand the need for plenty of herbs, they know the value of a well-placed potion. The [[Yerende]] sept in particular are excited by the potential of the Gardens of the Heart. They suggest that a hospital be combined with the memorial, one that would focus specifically on ensuring as many young orcs as possible learn the basics of field medicine; orcs have only one life to live after all and so being in a position to save those lives is a high calling. The title of &#039;&#039;Rhyv&#039;s Blade&#039;&#039; would be charged with looking after the memorial and protecting the bonesetters there, as well as working to ensure that the Unshackled legions have plenty of support in the form of healing herbs and medicinal potions. In return they would enjoy a bounty of magical metals, which could prove invaluable to creating [[:Category:Tools|magical tools]] for Imperial Orcs physicks and apothecaries.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=Orinn Embracing Fold was the last [[Thornsinger]]; do the Navarr still hold the ambition to see the Empire&#039;s apothecaries embrace the future?|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Dream Big===&lt;br /&gt;
* &#039;&#039;&#039;The Navarr and Apothecaries Guild will likely need to work hard to convince the Senate to support the new college&lt;br /&gt;
At first glance it seems unlikely the Senate, or the people of the League and Varushka, will see the value of such costly action. Bronwen argues however that the benefits are obvious - the nation in question receives not only additional prosperity from the new title, but the ability to in the future put their Prosperity to work in supporting their own people or the people of their allied nations. She does, however, point out that if the Navarr and the Apothecaries&#039; Guild want this support, they may have to work for it - speaking to people in those nations to secure their support and bring pressure to bear on their senators. This, she says, is one of the many benefits of having a wayhouse in another nation - the Navarr who live there are in the best position to influence the politics of that nation after all.&lt;br /&gt;
&lt;br /&gt;
==Paths Not Taken==&lt;br /&gt;
* &#039;&#039;&#039;This opportunity supersedes that offered in Winter 387YE&lt;br /&gt;
* &#039;&#039;&#039;The opportunity presented by the Yerende is no longer available&lt;br /&gt;
* &#039;&#039;&#039;The only constitutional way for the college of apothecary to be appointed is via the Imperial Apothecaries Guild&lt;br /&gt;
Bronwen&#039;s proposal supersedes the [[opportunity]] that was [[Crimson_and_green#Under_an_Oak_(Therunin)|offered]] in Winter 387YE. The plans are more ambitious, but have caught the enthusiasm of the Navarr and especially those who survived the fall of Thornsong House. Likewise, the opportunity [[It%27s_what_we_do#Weeds_and_Seeds|presented by]] the [[orc|orcs]] of the [[Yerende]] sept is no longer available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magistrate Abraham.jpg|caption=Magistrate Abraham, a constitutional scholar and part of the [[Scrutiny#Constitutional Council|Constitutional Council]]|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
When the [[Apothecaries Guild]] was first established, the [[Scrutiny#Constitutional_Court|Constitutional Court]] offered guidance that there was no requirement for a college of the apothecary arts to fall under the perview of the Imperial Sodality. They have since offered new guidance, revising their original position. The Court are currently [[preparing a report]] on the Artisans Guild and they are strongly minded to rule that the Guild must have authority over the Empire&#039;s [[runeforge|runeforges]] if it is to meet the needs of the manifesto proposed by the Throne. The legal parallel with the Apothecary&#039;s Guild is overwhelming and demands that the two sodalities be treated the same.&lt;br /&gt;
&lt;br /&gt;
Of course, by that logic, the Imperial Conclave should be the only body able to direct the research of the Empire&#039;s colleges of magic. An exception can justified for the [[Doyen of the Spires]] on the grounds that that college is completely unique - it is utterly reliant on the distinctive magical skills of the Urizen and could never be reproduced in a similar form elsewhre. Sadly, legal consistency fails with regard to the [[Construct_Barossa_University_of_Dramaturgical_Arts|Barossa University of Dramaturgical Arts]] which is a national bourse appointment, but that can&#039;t used as legal precedent because in the words of [[Scrutiny#Constitutional_Court|&#039;&#039;Magistrate Abraham&#039;&#039;]] &#039;&#039;&amp;quot;it is a constitutional abomination which should never have been allowed to pass&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As such, as long as the Apothecaries Guild continues to exist to &#039;&#039;coordinate and support the research, development, and dissemination of ingredients, potions, poisons, antidotes, and drugs to Imperial citizens&#039;&#039; then a vote of the Guild would be the [[New_Imperial_titles#Well_Worn_Paths|well worn path]] for directing the research done by any apothecarion&#039;s college.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apothecaries Guild]] - the [[Imperial Sodality]]&lt;br /&gt;
* [[Thornsinger#Thornsong House|Thornsong House]] - the destroyed apothecary college in Therunin&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
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