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		<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>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=144561"/>
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		<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>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Conflict_in_the_Barrens&amp;diff=144471"/>
		<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>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Myth_makers&amp;diff=144077"/>
		<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>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143691</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=143691"/>
		<updated>2026-08-17T13:13:30Z</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 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 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; 11 crowns 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; To look after Krustrozi&#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 measures while Krustrozi&#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 Krustrozi&#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>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143687</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=143687"/>
		<updated>2026-08-17T12:59:10Z</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;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;
==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 Watchouse===&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 watchouse 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;
===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; 11 crowns 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; To look after Krustrozi&#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 measures while Krustrozi&#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 Krustrozi&#039;s Lumbermill could be dedicated to transporting raw lumber and dressed wood across ossiu 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;
===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>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Salt_lions&amp;diff=143645</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=143645"/>
		<updated>2026-08-17T11:37:40Z</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;, 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 taht 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 Sails 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 Fleisarch. 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 noticably 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 Sails&#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 enacy an opportunity to allow their naval forces to access northern Mareve.&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=143611</id>
		<title>Mud, blood, and manacles</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=143611"/>
		<updated>2026-08-15T21:29:30Z</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=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before== &lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: .9em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. Heed not the gnashing jaws and grasping hands of the unquiet Grey walkers, we are of the fens and reeds and are as much a part of the land as they are, our risen neighbours. Seek out the Jotun, strike at them and push them back to Ottermire!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;The Drakes turn south as we turn west. The bonds of Loyalty turn over from nation to nation and through General to General freely given in our actions to another. As an Empire we fight to show the Jotun they cannot take with Impunity and that we answer their threat with standing together whether in Mitwold reclaiming as they quit our lands, or Bregasland where we will face their armies and their Fjorknaw. We are the Burning Falcon, empowered by the might of Summer. Where we tread, Triumph blazes&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lord Daemon Mortére, General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun stands where the Empire needs it most. Every oath deserves its shield. We will grinding advance into Bregasland. Out of fields of gold, through the Rushes and Ottermire. No enemy can sever what Loyalty has forged. For family, for the Marchers. We stand for the lore of their land. For the Empire. The Golden Sun will be a glorious arrow into the heart of our enemies. Secure the objective sun. For Gui.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Zadok, General of the Valiant Pegasus&amp;quot;&amp;gt;Two Years ago I ordered you to begin a crusade of liberation against the Jotun to free those labouring under barbarian yoke, starting in the Mourn. We inspired and aided the Oakleaf rebellion to free themselves. Then Bregasland fell, and our commitment to our crusade was renewed. Diversionary attacks North and South, the Reeds patience tested, a strike to one of the two hearts of their power, Keirheim, just barely thwarted. All this to make possible the conditions of this season, our return to Bregasland. We are fighting for Dominion, for the Liberty of the people of Bregasland; Accept no less than total victory. One day the Tyranny of Queens and Kings shall end and all people will be free to pursue virtue. We fell their rotten oaks one strike at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs we trade a swamp for a marsh in helping our Marcher Cousins reclaim Bregasland. The Lasambrians have stolen from our cousins so we commit to a Daring Riad to reclaim their wealth from the Jotun by Proxy. We must be especially vigilant for the stolen dolmen of Drayham Mere. For the Empire! For the Marches!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Albrecht Sanguineo, General of the Sparrow&#039;s Reckoning&amp;quot;&amp;gt;Bravos of Tassato, soldiers of the League, heroes of the Empire we stand ready all swords sharpened, armour new and unblemished. Now we test them and ourselves against Jotun steel. We march to Bregasland at steady conquest to retake the homes of our Marcher siblings. We are named for our Empress, let your Pride in that legacy give you the strength to show the world that when the twin cities march to war no one can stand against us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fitzwilliam Thorn, General of the Bounders&amp;quot;&amp;gt;Jacks of the Bounders. Look into yourself and find your ambition, for there is work to be done. We go back to Bregasland with our Imperial cousins with us. Even the most impenetrable forest may fall one Jotun at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jack Ashton, General of the Tusks&amp;quot;&amp;gt;War is a vicious dog on a long chain. Too fucking long has it been let loose in our lands. Our homes. The time has come to chase the beast from our bounds. I say to you what I did before. Kill the invaders. Leave no Jotun Warrior alive to contest the claim. Make Balanced attack and liberate our home. P.S. if you see Stephen he&#039;s mine!!!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks, we go to Bregasland to recover those we have lost and will lose reclaiming the homes of the Marchers. Find the trinkets on the limbs of the trees that sprung up on this blood-soaked beachhead. We collect them to return them to the families of these heroes so their stories can be told and their memories shall survive the cold of night. We are Winterborn and the cold doesn&#039;t compromise. All heroes have a name, no matter which nation.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;A red sky after battle day, Bleeds broad beyond the brae; What fields, what fallen friends are they, What fires fade o&#039;er far away? What spears stood stout in storm and shout, What banners broke and burned? What voices, valiant, call me out, To rounds from which we turned? That was the ground of gathered might, Of kin in clash and cry, The steadfast shields, a woman bright, Whose blade sang swift and high. O iron hours and embered eve, O dust and drum and flame, The hands I held, that I&#039;ve had to leave, Yet thrill to speak their name. Good battle days &#039;neath shining star, Are loath to lose their lustre, Naught after else their joy can mar, Nor break the band we muster.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;We are to be a dance of cunning to claim what is before us. Let us weave our way through the lines carrying messages between our many allies. Be the Vigilant eyes and ears that inform every step forward. Seek the flanks and guide the Jotun&#039;s path into our Imperial victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, this is the season we strike the Jotun and bind them. This is the season we invoke the contracts with the City of Lock and Bond. We have seen the Hunters walk among us and now we fight with them. Show the Jotun why the Lictors are known as the Punishers, more than that, show them why WE are The Hammers! Strike the blow, cripple them so they cannot flee from us. Have Pride in your strength.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the [[Bregasland#Grey_Fens|Grey Fens]] of [[Bregasland]]. The Jotun rule here, at least in theory. Yet what is this emerging from the marshes, from the dead pools? The [[Old_blue_banners_dancing#Objective:_Dismiss_the_Grey_Walkers|shades of Marchers past]] walk the Grey Fens, now that [[Old_blue_banners_dancing#Objective:_Recover_the_Ullsmere_Rock|Ullsmere Rock]] is gone. They do not tolerate trespassers, and unlike many ghosts they are capable of enforcing their will at least to a degree. They have no time for the self-styled Jarls of Bregasland, but they also care not for the folk of the Marches it seems. The Jotun defend their thralls, which includes those Bregas folk who have taken the Choice, but their efforts go only so far. Slowly, methodically, the Grey Walkers [[Pride_in_the_Marches#Get_Off_My_Fen|drive our]] everyone living in &amp;quot;their&amp;quot; fens, human and orc alike.&lt;br /&gt;
&lt;br /&gt;
Here are the [[Bregasland#North_Fens|North Fens]], where stands [[Bregasland#Fisher’s_Rock|Fisher&#039;s Rock]]. The interloper queen of the Fishers is dead now, interred far to the north by her erstwhile Jotun allies. She is gone but the shadow of her touch remains; the bitter anger of [[Old_blue_banners_dancing#Battle_opportunity:_Open_relations_with_House_Brawness|House Brawness]] festers here, steeped in daydreams of [[Bregasland#Rebellious|rebellion]]. Yet it is not House Brawness that the people of North Fens fear at night. It is not rebels who come creeping out of the Gullet to steal away the unwary. It is not the bitter anger of Matilda Fisher&#039;s former friends that has seen villages and farms deserted. The Jotun try to defend their thralls here, too, but the monsters that come out of the sea strike without warning and often as not the yeofolk are dragged kicking into the sea, shouting for aid that arrives too late.&lt;br /&gt;
&lt;br /&gt;
Here then is [[Bregasland#Ottermire|Ottermire]], and the town of Ottermire where the Jotun have planted their standards, from where they rule over Bregasland. They control the hub from which roads run like spokes - the Odd&#039;s Way east into [[Mitwold]], and Sallow&#039;s Walk south toward the [[Mournwold]], and innumerable paths and byways stretching out across the fens. These lesser roads quickly give way to streams and lakes and rivers, and the flat-bottomed boats of the Bregasfolk. Especially since that season of rains which left all the Empire&#039;s marshes deeper, and stranger. And the fens of Bregasland were strange enough to begin with...&lt;br /&gt;
&lt;br /&gt;
And here are [[Bregasland#The_Rushes|the Rushes]], and the town of the Sallowfolk, which rises in time toward the dry land of [[Bregasland#Graven_Rock|Graven Rock]] and its [[Bregasland#Gravenmarch|march]]. There is a [[Old_blue_banners_dancing#The_Forest_Endures|new woodland]] here, where the marshwaters give way to the stone, where Jotun and Imperial once fought in the shadow of that great, flat rock (that rock that echoes still with the fading notes of that [[Old_blue_banners_dancing#The_Mountain_Rings|eerie song]] that once rang out across the battlefield). This is the border that the barbarians watch, between their lands and that fraction of Bregasland wrested free from their grasp.&lt;br /&gt;
&lt;br /&gt;
It is from that rock, right down there in the south of Bregasland, that the ripples of [[Spring magic]] still spread across Bregasland bringing with them unnatural life, and the [[Spring magic#Chaos|chaotic touch]] of the [[Realms#Spring|Primal Forest]]. It runs through the waters of the marshes and the swamps, bringing [[Spring_magic#Healing_and_Vitality|indiscriminate healing]] to all who need it, whether they want it or not. Since the flat-topped mountain sang, all save the most mortal of injuries heals in a matter of hours, provided one bathes in or drinks from the waters of Bregasland.&lt;br /&gt;
&lt;br /&gt;
Spring rarely, if ever, brings unalloyed benefit to those it touches, and as Summer fades it is clear that Bregasland is no different. The vitality that infuses the humans, and the orcs, and their beasts, infuses also the vermin of the marsh. Great clouds of mosquitos and biting flies rise from the waters of the fens, spreading fear, and painful bites, and the threat of pestilence. The Jotun fight to defend their thralls, but against clouds of insects, what use can axes be?&lt;br /&gt;
&lt;br /&gt;
The Jotun also cannot forget that out there, hidden in the fens and the marshes, are the [[Strong Reeds]]. They have not forsaken their oath to the Bregas, not for one day. They fought to take back Gravenmarch, and then they slipped back into the rushes and the water without a trace, and every day the Jotun jarls must remember that they are &#039;&#039;still here&#039;&#039;, and oh how that must rankle, how that must tug at their pride. They cannot root out the Strong Reeds, and every raid, every battered baggage train, every prisoner spirited away from beneath their noses, is a reminder that the spirit of Bregasland will never submit to them.&lt;br /&gt;
&lt;br /&gt;
This is Bregasland, then, in the heartbeats between the height of Summer and the slow descent toward Winter. And none of these problems besetting the Jotun - not Grey Walkers, not coral-tainted husks, not bitter rebels, not bloodthirsty mosquitos, not even the lurking threat of the Strong Reeds - is anything compared to the storm of war that breaks over Bregasland as the sun rides high in the sky and the grain darkens toward gold in the fields.&lt;br /&gt;
&lt;br /&gt;
==A Storm of Summer&#039;s Passing==&lt;br /&gt;
Eleven Imperial armies explode into Bregasland with hurricane force, while the Strong Reeds rise from the rushes to meet them, to lead their assault against the Jotun conquerors. Across the territory, those the Reeds have inspired throw their strength behind the Empire, launching long-rehearsed strikes against barbarian strongholds across the fens. They strike supply caches in Ottery, fire the palisade at Sallow, and wreck bridges across the North Fens. Then, with the skill of the Bregas, they melt back into the marshes before the Jotun can retaliate.&lt;br /&gt;
&lt;br /&gt;
Into the Rushes, the Empire comes in force. A dozen armies, half of them marked with the power of Imperial [[enchantment|enchantments]]. A further five thousand strength of [[military unit|warbands]], led by bold captains eager to see the Jotun brought down, driven out of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
The Strong Reeds rise, flanked by the [[Tusks]] and the [[Bounders]]. This is a war for the Marches, but not solely &#039;&#039;by&#039;&#039; the Marches. Three Marcher armies are matched by three armies of [[Wintermark]] - by the [[Bloodcloaks]], the [[Green Shield]], and the [[Narwhal&#039;s Spear]]. The first guards the lives of those who fight, bringing succour to the fallen. The second [[Wintermark_military_concerns#Army_Orders|fights with honour]], reminding their allies that there are some tactics that will not be borne - and showing the Jotun that the heroes of Wintermark at least remember how to glory in battle without letting it taint their spirit. The hunters of the third army, [[Army_qualities#Quick-Witted|quick witted]] and fleet footed and no stranger to fighting in marshes, test the mettle of their foes and seek that understanding which is key to any successful hunt.&lt;br /&gt;
&lt;br /&gt;
Six armies, and only halfway through their accounting!&lt;br /&gt;
&lt;br /&gt;
Next are two Freeborn armies, bright and burning despite the mud and the damp Summer. The [[Burning Falcon]] blaze with passionate ardour, a deadly bonfire of [[Army_qualities#True_Conviction|true conviction]] that will not settle for anything less than absolute victory over the foe. The Jotun cannot help but respect this incomparable enthusiasm for battle. The [[Red Wind Corsairs]] match the bold courage of their cousins with daring and audacity of their own, making the Jotun pay not in blood but in treasure to recover the prisoners they claim on the battlefield. The war-price is a sacred tradition, after all, and the orcs can hardly complain when the Freeborn take advantage of it.&lt;br /&gt;
&lt;br /&gt;
Then the virtuous [[Valiant Pegasus]] and the untested soldiers of the League fresh mustered to the [[Sparrows Reckoning]]. They eschew glory and heroism in the pursuit of preserving lives, a [[Army_orders#Steady_Conquest|steady conquest]] that sees them ensure their soldiers are never far from the healing touch of the [[Surgical skills#Physick|physick]] or the [[heal|healer]]. The soldiers of one of the oldest nations of the Empire fight beside those belonging to one of the youngest. The one shares their experience with the other, who in turn share their pride at their chance to serve their nation, their Empire, and their [[the Throne|Throne]].&lt;br /&gt;
&lt;br /&gt;
Last, then, but by no means least, come the [[Autumn Hammers]]. The [[orc|orcs]] of the [[Imperial Orcs|Unshackled]] have the strangest of allies; with them marches a cohort of figures, features concealed in cowled hoods and metal masks. They fight not with sword or spears but with chains of green iron or pale glass or stranger materials. They are hunters bound by contract with the [[Lictors|Sovereign Lords of the City of Bar and Bond]], and they bring with them the power of the [[Realms#Autumn|Iron Labyrinth]] itself. Its power is subtle, but as the Empire engages the armies of the Jotun, it begins to spread wherever the orc army treads.&lt;br /&gt;
&lt;br /&gt;
Twelve armies. Four - the Hammers, the Reeds, the Tusks, and the Bounders - are at the heart of the Imperial strategy. Their soldiers are granted supernatural [[Clarity of the Master Strategist|clarity of thought]] by the Empire&#039;s masters of [[Day magic]]. They can see how best to wield the strength of Imperial soldiers against the defenders, the straight road from where they are to the future where Bregasland is freed. &lt;br /&gt;
&lt;br /&gt;
Two are enchanted with the [[Knights of Glory]]. With the Green Shield is &#039;&#039;Ollavan the Reeve&#039;&#039;, sharp-eared archer and master of the bow. He brings his warband of hunters and rust-red hounds, and their arrows sing as they seek out the Jotun foe. When not fighting, they are eager to test their skill against that of the finest archers among the Imperial troops, congratulating winner and loser with equal enthusiasm. Their thirst for glory is contagious, spreading easily through the bold warriors of Wintermark. &lt;br /&gt;
&lt;br /&gt;
The Burning Falcon are joined by &#039;&#039;Kore the Lion-maned&#039;&#039;, resplendent in crimson armour, leading their leonine lancers at the forefront of every charge. Kore&#039;s knights tower above the Freeborn beside them; while their torso, head, and arms are humanlike, their lower bodies are those of deadly predatory cats. (And if there are also rumours of laughing, dancing [[Inhabitants of the realms#heralds|heralds]] of the [[Janon|Shadowed Fire]] with the Burning Falcon, they are surely just that - rumours. Surely such sightings are simply kohan inspired by the passion of [[Eleonaris|Eleonaris&#039;]] captain, and not the servants of any [[eternal]] the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Surely.)&lt;br /&gt;
&lt;br /&gt;
The storm of swords breaks over Bregasland, and the Jotun are in its path. But what of the Jotun?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=right}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==An Answering Gale==&lt;br /&gt;
The Jotun are on the back foot in Bregasland. The challenges to their rule, the threats to the thralls they are sworn to protect, are only the half of it. Their forces withdrew [[Pride_in_the_Marches#Mitwold_Triumph|fell back]] from [[Mitwold]] last season, surrendering the land they had taken without a fight. The Lasambrian armies continued southward, down towards their home in [[Reinos]], beset by the armies of the [[Iron Confederacy]]. The Imperial attack on [[Skallahn]] threatened the unity of the north and the south, and drew the attention of both the king and the queen away from Bregasland.&lt;br /&gt;
&lt;br /&gt;
This season, it seems, the Jotun planned to tighten their grip on Bregasland once more. Perhaps they expected the Empire to be busy elsewhere, perhaps they simply didn&#039;t predict the sheer &#039;&#039;might&#039;&#039; that the Empire would bring to bear. Either way, when the Strong Reeds rise and the Imperial armies attack, the Jotun are in the midst of mobilizing for an attack of their own. Led by the &#039;&#039;Skjaldirborn&#039;&#039;, the Jotun forces in Bregasland sought to make a [[Army_orders#Cautious_Advance|cautious foray]] into Gravenmarch, to take back the only dry land in the marshes from the Empire.&lt;br /&gt;
&lt;br /&gt;
Likely this was a calculated gamble - if the Empire were to wait another season before committing forces to Bregasland, they would be able to take back the March and remove the Imperial beachhead. If the Empire chose to defend, they could probe those defences without risking too many casualties. And if, as has happened, the Imperials launched an attack of their own they would at least be able to face it without wholesale bloodshed. Unfortunately for the Jotun, it is nowhere near as good as a carefully planned defence for holding in the face of the hurricane of war that has descended upon them. &lt;br /&gt;
&lt;br /&gt;
There are some eight armies remaining in Bregasland, and the warbands of many of the Jotun champions. There are warriors of the &#039;&#039;Fields of Glory&#039;&#039; with them also; the warbands of the hound-knight &#039;&#039;Ser Grumbar&#039;&#039; and the stag-knight &#039;&#039;Ser Helvennan&#039;&#039; battle alongside the Jotun. The households of the rival twins glower and glare at each other, but seem united in their disappointment at how conservative the orcs&#039; strategy is this season. It does not stop them fighting, however, and as always the court of the &#039;&#039;Lady of the Pennants&#039;&#039; seek every opportunity to test their skill against one another.&lt;br /&gt;
&lt;br /&gt;
With the disruption spread by the Strong Reeds and their Bregas allies, the Jotun are barely able to respond to the awesome force of the Empire before they have already lost control of Sallow and most of the Rushes. They rally as best they can; the Roaring Thunder, the Southern Bear and the Shield of the Mountain try to hold the southern end of &#039;&#039;Sallow Walk&#039;&#039; while the skirmishers of the Howling Night and the vanguard of the Bear who Swims seek to flank the Imperial forces. Their rearguard action slows the Empire only briefly; the Jotun are forced to retreat in disarray. In their wake they leave the would-be Jarl Kiergmunt of Sallow. He and his household warriors are found floating in the eel ponds below the town he thought to make his hall, cut to pieces with the distinctive long knives favoured by the reed-cutters of the Rushes. The people here may resent the Empire, but they resent the Jotun even more; and when the Strong Reeds rise, they rise with them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:BurningFalcon_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Burning Falcon&lt;br /&gt;
File:GreenShields Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Green Shield&lt;br /&gt;
File:Narwhal&#039;s Spear.webp|link=388YE_Summer_Solstice_Military_Council_orders#Narwhal&#039;s Spear&lt;br /&gt;
File:RedWindCorsairs Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Red Wind Corsairs&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Sallow Walk==&lt;br /&gt;
As the Empire quells barbarian resistance in the Rushes, the Jotun regroup and prepare a counter-attack from their stronghold at Ottery. While the siege-engineers of the Tower of the North feverishly reinforce the defences along the northern part of Sallow Walk and the town at its head, the relentless Fell Hammers and the Southern Bear lead the bulk of the Jotun forces against the Empire. As they march south along Sallow Walk, they meet the Burning Falcon marching north, eagerly pulling ahead of the main Imperial line. Perhaps ten thousand Freeborn and allied captains, along with the heralds of Eleonaris, clash with maybe twelve thousand Jotun, and their own supernatural allies. Neither Imperial nor barbarian are prepared to step aside, and furious battle is joined with control of the Walk being the ultimate prize.&lt;br /&gt;
&lt;br /&gt;
Battle rages on the raised road, and the sections of dry land to either side. The four Imperial armies most familiar with fighting in open marsh - the Bounders and the Drakes to the east and the Narwhal&#039;s Spear and the Green Shield to the west - sweep round to attack the Jotun from the side. Before they can strike, the rest of the Jotun forces arrive to support their vanguard. It&#039;s clear that while many of the barbarians are at a disadvantage when forced to leave the dry ground of the Walk, others have made the most of their time in Bregasland to adapt their tactics a little to the realities of shifting ground and open water.&lt;br /&gt;
&lt;br /&gt;
At first it seems the furious charge of the Burning Falcon will give them the advantage, but the Fell Hammers and the Southern Bear have their own momentum. The enthusiasm of the Freeborn proves to be both an advantage and a disadvantage when tested against the more cautious strategy of the orcs. The front lines press forward too far, and while at first it seems the Jotun line is breaking, they are actually falling back and to the side to allow the Falcon to over-extend itself. The barbarians close around the vanguard of the Burning Falcon like a fist, and exact a terrible price from the bright burning warriors of the south before the tides of battle allow them to retreat to their own lines. &lt;br /&gt;
&lt;br /&gt;
In the end though it is the unstoppable force of the Falcon and their allies that wins the day. The Jotun are forced to sound the retreat - great hollowed horns braying mournful notes across the sodden battlefield. The Empire continues to press them all the way back to Ottery, with the pitched battle of Sallows Walk becoming a ragged mess of smaller fights and skirmishes. The barbarians are still more interested in the fight than they are in defending their hold of Bregasland - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
A butchers&#039; trail lies along the top of Sallow Walk as the Empire presses the Jotun north. The unheard rippling song of Graven Rock still washes across Bregasland, but even Spring magic has its limits. The Jotun take their wounded with them where they can but must leave the bodies of the dead behind; at the same time they make no effort to execute the fallen Imperial soldiers who have fought valiantly against them. The Empire may be their enemies, but to slaughter the fallen would be to surrender the heart and soul of what it means to be Jotun. For their part, the Empire is also restrained in its treatment of barbarians that fall behind the retreating armies - the Green Shield in particular will not allow the mistreatment of prisoners. Some Freeborn joke that the Red Wind Corsairs are spending almost as much time negotiating the exchange of prisoners and the ransom of captured Jotun as they do fighting the barbarians!&lt;br /&gt;
&amp;lt;gallery heights=200 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:GoldenSun Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Golden Sun&lt;br /&gt;
File:Tusks Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Tusks&lt;br /&gt;
File:StrongReeds Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Strong Reeds&lt;br /&gt;
File:Bounders Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bounders&lt;br /&gt;
File:SparrowsReckoning Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Sparrows Reckoning&lt;br /&gt;
File:ValiantPegasus Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Valiant Pegasus&lt;br /&gt;
File:BloodCloak_Colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Bloodcloaks&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
==The Battle of Ottery==&lt;br /&gt;
The Tower of the North have been busy, wringing every ounce of opportunity from every hour of time the rest of the Jotun have bought for them. Wood is at a premium in Bregasland, but it seems the Tower has brought wagons of lumber out of Liathaven to prepare their defences. A stout wood-and-stone palisade surrounds Ottery, reinforced with archers-towers. Spiked barricades have been thrown like the toys of a frustrated giant across the road, and the marshy land surrounding the town. The Bregas themselves are trapped in their houses, a curfew imposed by savvy Jotun who will not risk Strong Reeds or their sympathisers infiltrating Ottery.&lt;br /&gt;
&lt;br /&gt;
Arrayed before Ottery to meet the Empire is the full might of the Skjaldirborn, banners flapping fitfully in the sour wind blowing from the north. The mighty Jorgen Hylasson, one of the most respected of the northern Jotun warlords, stands a little ahead of the army. As the Imperial forces begin to move forward, he raises his hand in a salute to the attackers, and then sounds the massive horn he hefts easily in one hand. The Jotun are not content to cower behind makeshift walls - and it seems they are not prepared to risk harm coming to the thralls of Ottery. With the Skjaldirborn in the lead, they attack the Empire head-on.&lt;br /&gt;
&lt;br /&gt;
Yet even so, they are not reckless. They make good use of the barricades the Tower of the North have erected; archers are positioned in key locations across the battlefield and in the newly constructed towers of Ottery. Rather than volleying indiscriminately, these skilled marksmen pick their targets with care. More than one Imperial battlemage is brought down without any hint of a warning by an arrow to the back of the head. These deadly warriors support the [[Elite_Jotun_troops#Ulfur|Ulfur]] of the Howling Night in their efforts to counter the impact of Imperial battlefield magic.&lt;br /&gt;
&lt;br /&gt;
Many of the Jotun warriors here bear [[enchantment|enchantments]], or the boons of the [[eternal|eternals]]. Summerbound [[Elite_Jotun_troops#Skjaldir|Skjaldir]] with truly supernatural levels of [[combat skills#Endurance|endurance]] battle relentlessly alongside [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] with the strength to [[shatter|rend]] the wargear of their enemies. These magically empowered warbands especially seek to test themselves against the knights of Dawn and the Marcher armies, and before the real threat is made clear are able to splinter many Marcher polearms and break the bright heraldry of Dawnish shields.&lt;br /&gt;
&lt;br /&gt;
While the battle rages south of Ottery, the Bounders, Strong Reeds, and the Sparrows Reckoning avoid the thick of the fighting and flank round to the east. They launch a coordinated raid against the less-well defended gates of the town and quickly gain purchase within the town itself. The League army is untested, but the [[bravo|bravos]] that fight with it are well versed in fighting in the confined spaces of city streets - skills that serve them well inside Ottery. Once the folk here realise the Reeds and the Bounders are here, that the Empire is here, many of them take up weapons and join the effort to reclaim their town. The struggle within Ottery itself culminates in a trio of Marcher beaters and a League crossbow marksman capturing one of the archer towers, and firing on the Jotun from behind. When Jorgen Hylasson takes a Marcher arrow to the shoulder, piercing through his mandowla-hide cloak and finding a chink in his armour, it is the turning point of the battle.&lt;br /&gt;
&lt;br /&gt;
Ottery lost, and the Empire pressing forward, the second retreat is sounded. Again the Jotun fall back toward [[Bregasland#North Fens|North Fens]]. Not one Jotun Army tries to retreat west into Grey Fens - they would always rather fight living Imperials than dead phantoms.&lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks quickly take charge of Ottery, establishing field hospitals wherever they can. Public buildings are used, but there are also sickrooms set up in the homes of grateful Bregas who open their doors to the injured and to the Winterfolk healers. There is a significant Jotun supply cache here, and its not clear who gives the order to break it open, but the night after the Battle of Ottery an impromptu celebration begins in the streets of the town. At first it is muted - this liberation has been bought at a terrible cost after all - but perhaps it is that very cost, that spectre of death and war, that adds kindling to the feasting and the dancing and the singing in the streets of Ottery that night. A weight has been lifted from the Bregas - hope replacing fear and bitterness. Perhaps there are some who think the celebration premature, but over the next two weeks the Imperial forces win out against the Jotun again and again and eventually Ottermire is Imperial - and with it the territory of Bregasland as a whole.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Shiny Helmets.jpg|align=right|caption=With steel, pride, and loyalty, the Empire has been victorious.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Long Slog Through Thick Mud==&lt;br /&gt;
After Ottermire, the writing seems to be on the wall for the Jotun. They continue to launch attacks against the Imperial armies, but they are short-lived, probing stabs rather than committed efforts to bring the Empire to battle again. The Jotun could dig-in at Fisher&#039;s Rock, but for the most part they focus on trying to bog the Imperial forces down wherever they can. It&#039;s clear messengers have been sent west and north, to call for aid against the massive Imperial host, to warn King Gudmundr and Queen Yrsa of the situation in Bregasland.&lt;br /&gt;
&lt;br /&gt;
The fighting continues as the Autumn Equinox approaches, and as it does so too the Empire&#039;s front line approach Fisher&#039;s Rock where the Jotun have their fallback position. One last push, and the Jotun will have no choice but to retreat again - either into the Grey Fens to the south and thence to Liathaven, or west into Hordalant. It seems inevitable that the Empire will win - if they keep up this relentless pressure the remaining Jotun forces will not be able to stand against it.&lt;br /&gt;
&lt;br /&gt;
The cost has been high. Even with the magic of Graven Rock and the efforts of the Bloodloaks, the butchers&#039; road northward has claimed so many lives. The dead are counted in the thousands, and the Empire&#039;s forceful strategy has seen them pay the lion&#039;s share. Many of the fallen are recovered, but just as many are not, will likely never be found, taken by the mud and the water. The marshes give but they also take, say some of the Bregas dourly. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;[[file:AutumnHammers_colour.png|link=388YE_Summer_Solstice_Military_Council_orders#Autumn Hammers]]&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Manacle Snaps Shut==&lt;br /&gt;
Autumn is in the wind, in the water, in the sun setting behind the western peaks. But that is not the &#039;&#039;only&#039;&#039; place the Autumn lies. All through this long campaign, the Autumn Hammers have been busy. While their warriors have fought no less valiantly against the Jotun than anyone else, that is not &#039;&#039;all&#039;&#039; they have been doing. As the battle presses the Jotun north, bands of thief-takers and oathwrights have made forays into the marshes, or led swift raids against key positions that seem to have little strategic importance. With them have gone the iron-masked chainfighters of the City of Bar and Bond. &lt;br /&gt;
&lt;br /&gt;
The whole time the Jotun have been fighting over the marshes of Bregasland, the Unshackled have been fixing unseen manacles about their ankles. The [[lictors]] are the unparalleled masters of [[Autumn_magic#Binding|binding]] and this season they are contracted to the service of the Imperial Orcs. None of the Jotun armies escape their touch. While binding is often dramatic and obvious - the spells of the war magician that hold folk in place - there are also more subtle methods of holding in place, of impeding travel. As the last light of Summer drains from the sky, and Winter&#039;s herald delicately touches the leaves on the scrubby marsh trees, the jaws of the final trap snap shut.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Bregasland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Bregasland Region Map.png|caption=A very rough region map of Bregasland.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has reclaimed the Rushes and Ottermire, and is seven tenths of the way toward claiming North Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bregasland is once again an Imperial territory and an administrative motion will be raised at the Autumn Equinox to assign it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grey Walkers are one-tenth of the way toward claiming Grey Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spring magic continues to ripple across Bregasland creating an effect similar to Rivers of Life&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun armies have all been cursed by the Lictors and the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
This season has seen the Empire win a resounding victory over the Jotun in Bregasland. Imperial forces liberated the Rushes and Ottermire, and along with their control of Gravenmarch, this means the territory is once again Imperial. As such, an administrative motion to assign the territory will be raised by the Speaker of the Senate at the Autumn Equinox. The Empire is also seven-tenths of the way toward claiming North Fens.&lt;br /&gt;
&lt;br /&gt;
The phantom Grey Walkers are slowly driving &amp;quot;trespassers&amp;quot; - human and orc alike - out of Grey Fens. They are one-tenth of the way toward claiming the region from the Jotun. The [[Region_qualities#Grey_Walkers|Grey Walkers]] will continue to try and claim the region each season.&lt;br /&gt;
&lt;br /&gt;
Spring magic continues to ripple across the territory, emanating form Graven Rock. This creates an ongoing effect similar to Rivers of Life, and seems to be a consequence of the recent magical chaos linked to the [[astronomancy|astronomantic]] [[constellation|constellations]].&lt;br /&gt;
&lt;br /&gt;
The Autumn Hammers have used the assistance of the Lictors to curse all the Jotun armies over the course of the campaign in Bregasland. This [[Highest_discipline#Technique_of_the_Coiling_Chain|special technique]], secured by [[Army_qualities#Contracted|contract]] with the City of Bond and Bar, means that no Jotun army currently in Bregasland will be able to move more than one territory following the Autumn Equinox. If any of the armies try to leave Bregasland, they will be unable to go any further than [[Hordalant]] or [[Liathaven]]. The Jotun will be aware of this restriction.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Only military units supporting the Burning Falcon received a share of the Guerdon this season; other military units received nothing.&lt;br /&gt;
&lt;br /&gt;
===Participation : Green Shield===&lt;br /&gt;
* &#039;&#039;&#039;The Green Shield cannot take the cautious advance or give ground orders for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Green Shield may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Empire is aware that use of [[Knights of Glory]] sometimes has unexpected effects on the soldiers in the armies that use it regularly. During [[Even_darkness_must_pass#The_Weight_of_Glory|recent fighting]] in the [[Sarangrave]], this manifested as an ethereal influence over the warriors fighting with the army. Both the Green Shield and the Burning Falcon are now experiencing this effect - their soldiers are even more enthusiastic for battle for its own sake, for tests of glory, for tents of honour and heroism, than ever before. &lt;br /&gt;
&lt;br /&gt;
This means that the Green Shield cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed without that enchantment being cast on them. Each time they are campaign alongside the Knights of Glory, the clock will be reset.&lt;br /&gt;
===Participation : Burning Falcon===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Burning Falcon has been inspired by the Knights of Glory&lt;br /&gt;
* &#039;&#039;&#039;The General can issue a new order as long as the army continues to be enchanted with Knights of Glory or until a year has passed&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Burning Falcon may begin the Autumn Equinox with a powerful enchantment&lt;br /&gt;
This season the Burning Falcon have fought with the [[Knights of Glory]], and engaged in a [[Army_qualities#True_Conviction|triumphant charge]] against the Jotun. The leonine commander &#039;&#039;Kore&#039;&#039;, and his warband of lion-bodied lancers, have revelled in the chance to battle the Jotun alongside the passionate warriors of the Brass Coast. For their part many of those who fought with the Falcon this season will have experienced a profoundly heightened thirst for battle and glory. This influence has spread throughout the army - and if there is any truth to the rumours that heralds of [[Janon]] were also present it is likely that they will have intensified this influence even further.&lt;br /&gt;
&lt;br /&gt;
In theory, this would mean that the Burning Falcon would be unable to take more cautious orders... but their &#039;&#039;True Conviction&#039;&#039; means they can&#039;t do that &#039;&#039;anyway&#039;&#039; so this is all rather moot. Except that it has made the Freeborn soldiers even &#039;&#039;more&#039;&#039; enthused about fighting. As a consequence, following the Autumn Equinox the general of the Burning Falcon can issue an additional [[Army_orders#Attacking|attacking]] order: &#039;&#039;Leonine Rampage&#039;&#039;. To use the order the army must be enchanted with Knights of Glory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Leonine Rampage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be enchanted with Knights of Glory otherwise this defaults to Triumphant Charge&lt;br /&gt;
* &#039;&#039;&#039;If available, Knights of Glory used on this army will always call forth &#039;&#039;Kore&#039;&#039; and their leonine lancers&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three-fifths&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army embrace the inspiration provided by the Knights of Glory, seeking a triumphant victory over any foe that dares to stand against them. The victory comes at a cost - soldiers are much more likely to take risky actions, viewing anything save the most basic caution as a distraction or a weakness. They seek out the strongest enemy troops and the most defended positions, and do everything they can to overrun them. The army will gain much more ground, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This order will continue to be available until a season passes without Knights of Glory being cast on the army or until the end of the end of the Summer Solstice 389YE whichever comes first. Obviously, continuing to employ Knights of Glory will continue to bring to bear the influences of the Summer Realm on the soldiers of the army.&lt;br /&gt;
&lt;br /&gt;
The lion-lancers have also had a powerful effect on the [[military unit|military units]] that fought with the army. The captain of any military unit that fought alongside the Burning Falcon begins the Autumn Equinox with a boon - an [[enchantment]] that gives them the ability to call [[Calls#CLEAVE|cleave]] twice each day when wielding a [[Weapons &amp;amp; armour#One-handed Weapons|one-handed weapon]], [[Weapons &amp;amp; armour#One-handed Spears|one-handed spear]], [[Weapons &amp;amp; armour#Great weapons|great weapon]] or [[Weapons &amp;amp; armour#Pole-arms|polearm]] with which they are proficient. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of leonine glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to confront problems head on, and to overwhelm your rivals and enemies with sheer strength of personality. If that doesn&#039;t work, smashing them into the ground will do just as well. The idea of holding back when you could be charging into a dangerous situation, or wasting too much time planning when everyone knows plans never survive contact with the enemy, seems like an utter waste of time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Marchers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Fitzwilliam Thorn.jpg|caption=&#039;&#039;&#039;Fitzwilliam Thorn&#039;&#039;&#039;, General of the Bounders|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Jack Ashton.jpg|caption=&#039;&#039;&#039;Jack Ashton&#039;&#039;&#039;, General of the Tusks|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher character whose military unit supported the Strong Reeds or the Tusks may receive a hearth magic benefit&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher whose personal resource is in Bregasland may also receive a hearth magic benefit&lt;br /&gt;
The folk of Bregasland are often viewed as oddly withdrawn, or even strange, by their fellow Marchers. Recent history has been marked with suspicion of the Empire as a whole, and local politics have boiled over several times. However, the commitment of the Strong Reeds has never been in question by people who might otherwise see the entire Empire go hang as long as they are left alone to tend their eels. This has been particularly apparent in the Bregasland campaign, with the Reeds making good on their promise to drive out the Jotun, supported by the Bounders and the Tusks.&lt;br /&gt;
&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] or the [[Strong Reeds]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Loyalty#Anointing|Loyalty]], [[Auras_of_Pride#Anointing|Pride]], [[Malign_spiritual_presences#Vengeance|Vengeance]], or [[Malign_spiritual_presences#Hate|Hate]] before time out on Friday during the Autumn Equinox, then in addition to the [[Anointing#Effects|normal benefits]] they will gain one additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
As well as those who fought directly, there are plenty of people in Bregasland who heard the call of the Strong Reeds and rose up to resist the Jotun. Any Marcher character whose personal resource is in Bregasland may also receive a hearth magic benefit if they receive one of these anointings before time out on Friday. Instead of receiving a point of endurance, however, their will to live is heightened and they receive a point of [[Combat skills#Fortitude|fortitude]]. &lt;br /&gt;
&lt;br /&gt;
A character whose personal resource is in Bregasland and also supported one of the Marcher armies receives &#039;&#039;both&#039;&#039; benefits.&lt;br /&gt;
&lt;br /&gt;
These effects are not magical - they do not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the oaths sworn by the generals of the Tusks and the Strong Reeds and the clear demonstration of their commitment to the Marches and the people of Bregasland in particular.&lt;br /&gt;
&lt;br /&gt;
Either benefit lasts only as long as you continue to be committed to driving the last Jotun out of Bregasland as soon as possible; if your will to do so falters then the bonus is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, Vengeance, or Hatred. &lt;br /&gt;
&lt;br /&gt;
In any event, the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Bregasland]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternals_and_rituals&amp;diff=143291</id>
		<title>Eternals and rituals</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternals_and_rituals&amp;diff=143291"/>
		<updated>2026-08-10T23:08:29Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Rituals that deal with Eternals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Some formulaic rituals in [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] draw directly on the power of an [[eternal]]. A [[formulaic ritual]] or [[arcane projection]] that involves an eternal allows magicians to perform magic with the active assistance of an intelligent power of the [[realm]], rather than simply drawing on the realm&#039;s natural resonances. These rituals can only be created with the explicit cooperation of the eternal in question.&lt;br /&gt;
&lt;br /&gt;
This cooperation gives magicians the potential to create effects that might not normally be possible. No ritual can exceed [[Ritual theory|limits of magic]], but an eternal&#039;s involvement allows the creation of effects that might not otherwise be possible, so such rituals can be very valuable. The rituals are vulnerable however - they become illegal to cast if the eternal is under the [[Alignment#Enmity|enmity]] of the [[Conclave]]. They also include an [[#Assurance|assurance]] - a promise made to the eternal at the time the ritual was created - which can cause the ritual to lose all power if it is broken. &lt;br /&gt;
&lt;br /&gt;
This page talks about ways that eternals interact with mortal ritual magic. The [[ritual theory]] page deals with the process and general limitations of creating new rituals or spontaneous magical effects.&lt;br /&gt;
&lt;br /&gt;
==Eternal Assistance==&lt;br /&gt;
* &#039;&#039;&#039;Rituals can use the aid of an eternal to perform magic that draws on their specific abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal must provide the aid it has agreed to, but they are free to affect the way the ritual works&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal always knows when a ritual that draws on their power has been cast, who cast it, and how the magic was used&#039;&#039;&#039;&lt;br /&gt;
Each eternal has a [[Eternal#Munificence_And_Might|palette of abilities]] that come from an innate connection to the magic of their realm. If Imperial magicians work directly with an eternal they may be able to create rituals that draw on these abilities to produce effects that would otherwise not be possible with the magic of the realm. For example, [[Winter magic]] has little affinity for the sudden, swift destructive magic of fire, but [[The_Thrice-cursed_Court#Surut|Surut]], the Burnt Steward, can help magicians create rituals that invoke fire to devastate wide swathes of land. &lt;br /&gt;
&lt;br /&gt;
Paradoxically, a [[coven]] of magicians is often capable of a wider array of magical effects than an eternal is. For example, while [[Leviathan]] has a range of powers related to [[Day_magic#Divination|divination]], he shows little facility with, or interest in, [[Day_magic#Perfection|purifying venom]] or helping a warrior [[Day_magic#Mastery|master the sword]]. Attempting to secure Leviathan&#039;s assistance to create a personal combat [[enchantment]], for example, is doomed to failure.&lt;br /&gt;
&lt;br /&gt;
Once an eternal has agreed to help with the casting of a ritual, they cannot withdraw that support but they remain free to affect how how the ritual works. For example, the ritual [[Swim Leviathan&#039;s Depth]] allows a magician to ask [[Leviathan]] a single question. The question must ask why something has happened or is happening, but provided that condition is met, the eternal will answer the question based on what it knows. How thorough and detailed the answer is, however, is at the discretion of the &#039;&#039;Deep One&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These variations can be very significant. A recent series of incidents involving the eternal [[Sadogua]] indicated that while the ritual [[Dripping Echoes of the Fen]] would always deliver magical protection to a region, he could ultimately decide how potent that protection was. While the ritual usually provided protection to an entire territory, he was able to stay within the remit of the ritual by providing lesser protection focused entirely on the region. He also claimed that the structure of the ritual meant that he could go &amp;quot;above and beyond&amp;quot; and use the ritual to provide a ward that would also flood an area with mischievous [[Inhabitants_of_the_realms#Boggarts|boggarts]]; it&#039;s not clear if this is true or whether it was an empty threat. Presumably these same freedoms apply to [[Cathan Canae]] and her [[Frozen Citadel of Cathan Canae|Frozen Citadel]], and to the [[Forge the Wooden Fastness|Wooden Fastness]] created with the aid of [[Irra Harah]].&lt;br /&gt;
&lt;br /&gt;
An eternal always knows when a ritual that draws on their power is performed, who performed it, and how the magic is used, and they may respond accordingly. The Winter eternal [[Kaela]] has shown in the past that the use of [[Clarion Call of Ivory and Dust]] by a coven that has incurred her enmity will result in her offering aid to the enemies of the Empire, for example.&lt;br /&gt;
===Expertise===&lt;br /&gt;
* &#039;&#039;&#039;Some eternals can provide expertise that will help a magician create a new ritual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals must still be negotiated with the eternal, but do not need their ongoing support or help&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals always have another cost associated with them, but may otherwise reproduce effects described above&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some eternals have access to eclectic knowledge of a realm or an ability to experiment with magic that mortal magicians cannot reproduce alone. This &#039;&#039;expertise&#039;&#039; allows them to help with the creation of a ritual that could not be created without their involvement. These rituals require the same negotiation that other rituals involving an eternal require and follow the same process. A magician must get an audience with an eternal, presents their wishes and find a way to convince the eternal to help. If they are successful, then the eternal will provide an arcane projection that produces the desired effect or something similar.&lt;br /&gt;
&lt;br /&gt;
The advantage of these rituals is that they do not draw on the power of the eternal when they are cast, so there is no assurance and rarely any stipulation. The eternal won&#039;t automatically know when the ritual is cast, and it is not illegal to cast such rituals while the eternal who helped create it is under enmity. These rituals always have other disadvantages instead.&lt;br /&gt;
&lt;br /&gt;
For example, [[Thunderous Tread of the Trees]] was created with the help of the eternal [[Yaw&#039;nagrah]], who shared their expertise with mortal magicians to help them create a way to unleash spirits of the Spring realm on a territory. These spirits are not controlled by Yaw&#039;nagrah - or anyone for that matter. The ritual summons spirits from the Spring realm to fight but it has the drawback that they cannot be controlled in any way.&lt;br /&gt;
&lt;br /&gt;
An earlier incarnation of [[Azoth]] shared their expertise with Imperial magicians to help them discover how to [[Distil the Serpent&#039;s Stone]]. This powerful ritual boosts a magicians ability to perform ritual magic without calling on the ongoing help of Azoth or any other eternal, but it has the drawback that a ring of [[ilium]] is required to fuel the alchemical transformation.&lt;br /&gt;
&lt;br /&gt;
Most eternals will not share expertise in this way, either because they don&#039;t want to, or because they don&#039;t have anything to share.&lt;br /&gt;
&lt;br /&gt;
===Negotiation===&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to create a ritual that involves an eternal without their solemn agreement to be bound to that ritual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to create an arcane projection that involves an eternal providing their aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magician who wishes to create a ritual involving an eternal must procure their consent. The nature of this consent varies from one eternal to another, but it always involves a degree of negotiation and it must secured in advance. If the negotiation is successful, then the eternal will provide an arcane projection to the magician that allows them to cast the ritual. It is not possible for the magician to create the arcane projection - that must be done by the eternal.&lt;br /&gt;
&lt;br /&gt;
Anyone who possess the arcane projection the eternal provides can use it normally, and it can be formulated into a ritual text using a [[College of Magic]]. Eternals who understand the nature of the Empire and the workings of the Conclave are likely to discuss whether a ritual is to be added to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] or not before they agree to be bound to it.&lt;br /&gt;
&lt;br /&gt;
The length and nature of the negotiations are likely to be dependent on the nature of the eternal and are almost never cheap. Some will request payment from the magician looking to create the ritual. Others may ask for political favours that further the eternal&#039;s agenda, such as specific [[commission|commissions]] or [[Imperial title|Imperial titles]], or statements from the [[Synod]] or [[Conclave]] at the very least.&lt;br /&gt;
&lt;br /&gt;
The [[Eternal#Eternal_Nature|nature of eternals]] is such that once their agreement to support a ritual is procured it cannot easily be renounced, so most eternals are cautious about entering into such arrangements. Imperial magicians who abuse these rituals will soon incur the wrath of the eternal whose patience they try. This means that eternals may be careful about allowing such rituals to be entered into [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. Just because an eternal &#039;&#039;can&#039;&#039; support a ritual is no indication that it will.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; width: 600px; max-width: 50%;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;OOC Note about Communication&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;We have deliberately restricted the options available for communicating with eternals. Our plot team must read and choose how to react to every communication that is sent to an NPC by a player, so we have to be careful to ensure we can meet that requirement. The [[Archmage]] power of [[Archmage#Plenipotentiary|plenipotentiary]] exists so that the ability to communicate and negotiate with an eternal is a political issue that characters can roleplay over in the field. The game of Empire is about the process of determining who gets to negotiate with an eternal and what that negotiation is about, not the actual negotiations themselves. The more communication we allow with eternals, the greater the risk that game is undermined.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have an ongoing plot involving an eternal, it is an easy matter to create a mechanism whereby characters involved have a limited ability to let their ally know what they are doing, or that they have achieved their goal. We deliberately limit these mechanisms to decrease the likelihood that the eternal is swamped by requests for aid that have nothing to do with the ongoing plot and so that we can shut the channel down once the plot is over. We don&#039;t want players being frustrated by wasting their time trying to initiate communication with an eternal when that being isn&#039;t active in any plot at the time.&lt;br /&gt;
&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plenipotentiary===&lt;br /&gt;
* &#039;&#039;&#039;Plenipotentiary is the only reliable way to initiate negotiation with an eternal&#039;&#039;&#039;&lt;br /&gt;
By far the best way to negotiate with an eternal is for an [[archmage]] to arrange a [[archmage#Plenipotentiary|plenipotentiary]] specifically to talk about the ritual.  Every eternal of the realm is bound to recognise it, and its use and effects are common knowledge and standardized. Using this method means that even if the eternal is not prepared to support the specific magic proposed they may be prepared to offer alternatives. In such cases it is vital to make as clear what it is the eternal is being asked to do; a plenipotentiary is much more likely to bear fruit if the archmage asks Azoth for help formulating a magical ritual to create a universal solvent than if they just ask for a meeting to discuss alchemical rituals. &lt;br /&gt;
&lt;br /&gt;
Other channels of communication are likely to fail, with the eternal ignoring the attempt. Asking a [[Inhabitants_of_the_realms#Heralds|herald]] to carry a message or a gift back to their eternal master is certain to fail - unless it is the result of some prior agreement. Attempting to divert an agreed meeting with an eternal with a new request for aid with a ritual risks angering the eternal. Some eternals claim that they committed to recognise the power of plenipotentiary precisely to avoid every magician in the Empire bothering them with such requests. Others act as if it is an insult to their status to attempt to negotiate their aid without using this formal channel.&lt;br /&gt;
&lt;br /&gt;
It is not essential to use plenipotentiary first; a citizen who has performed some valuable service for an eternal could use that opportunity to ask for help for example. Plenipotentiary is however the only reliable way to open negotiations with an eternal. Eternals are something like powerful rulers in their realms, akin to archmages, senators or generals. They are busy with many matters of their own and have only limited time to spare on the Empire.&lt;br /&gt;
&lt;br /&gt;
===Assurance and Stipulation===&lt;br /&gt;
* &#039;&#039;&#039;Eternals may stipulate one or more elements in the performance of the ritual, or restrictions on its use&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An eternal cannot voluntarily withdraw their support for a ritual they have agreed to support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eternals will usually set an &#039;&#039;assurance&#039;&#039; that, if broken, causes the ritual to become uncastable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An eternal can stipulate certain requirements or conditions that will form the basis for casting the ritual - the obvious example is the precise method used for creating a [[Missive for Sadogua]] (the five-by-five grid and the inclusion of a rune). The eternal is free to ignore any attempt to perform the ritual without these components; this may mean the ritual will not function at all unless the conditions stipulated by the eternal are met. A ritual may also be designed in such a way that it stipulates tribute to the eternal - either in the use of valuable items or specific kinds of actions that must be undertaken. Rituals involving Winter eternals, for example, often stipulate that the casters invoke several of their common names in a way that is audible to everyone nearby. &lt;br /&gt;
&lt;br /&gt;
It may be possible to cast a ritual without meeting the stipulation but doing so risks angering the eternal if the requirements they set for the casting  were ignored. For example, the eternal [[Agramant]] has stipulated that magicians performing [[The Crimson Feast]] must invoke him by name three times during the casting of the ritual. Imperial magicians &#039;&#039;theorise&#039;&#039; it ought to be possible to perform the ritual without naming the &#039;&#039;Howler&#039;&#039; but since the eternal will know that the ritual has been cast and who has cast it, doing so would involve a terrible risk.&lt;br /&gt;
&lt;br /&gt;
Eternals do not create promises that they themselves can choose to break. No matter what is said, the eternal is bound to the ritual once they agree to it, while the magicians who negotiate with them are free to act as they wish. If an eternal wishes to withdraw their aid, they must petition the magicians who own the ritual to permit it. For example, [[Roshanwe]] recently [[Skeleton_key#Netweaver&#039;s_Eye_(Roshanwe)|asked the Imperial Conclave]] to release her from her agreement to support [[Combing the Beach]] in return for providing a different ritual of her own design. If the Conclave had not agreed, Roshanwe would have been forced to continue responding to the &#039;&#039;thesis&#039;&#039; composed by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
A spontaneous ritual projection has power only until it is performed, but if it becomes a formulaic ritual then the agreement is binding for as long as the ritual is practiced. For these reasons most eternals do not enter into these agreements lightly and will require an ongoing promise be made when the ritual is created. This promise is generally referred to as an &#039;&#039;assurance&#039;&#039; after the common [[Urizen hearth magic]] of the [[Urizen_hearth_magic#Assurance|same name]]. If the assurance is ever broken, then the eternal is free to respond as they see fit, either by withdrawing their aid or setting new demands. An assurance can have a wide scope. It may require certain actions by the casters, or by the Empire as a whole. It may set demands that must be met or actions that must not be taken.  Some may even be mysteries; the assurance for [[Wellspring of the High Peak]] involved the safety of a [[Wellspring_of_the_High_Peak#Assurance|certain pool]] whose location is not generally known to Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
As a further example, the ritual [[Loosen the Shackles]] has an [[Loosen_the_Shackles#Assurance|assurance]] demanded by Agramant - the Empire must not go a year and a day without any blood being spilled by an Imperial army. If that assurance were ever broken, the eternal would be released from their agreement. That &#039;&#039;might&#039;&#039; mean the ritual fails and could no longer be cast, it might mean that the eternal invites the Empire to make new arrangements or offer some concessions for their failure. How an eternal responds is entirely up to them. [[Sorin]] for example is known to allow magicians to keep casting their ritual until such time as they can teach them an appropriate lesson.&lt;br /&gt;
&lt;br /&gt;
==Mandatory Assistance==&lt;br /&gt;
* &#039;&#039;&#039;There are six types of ritual that &#039;&#039;always&#039;&#039; require the agreement of an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imperial magicians have identified several types of ritual that always require the formal agreement of an eternal to work. In all these cases it is never possible to create these effects without the help of an appropriate eternal of the realm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Mawrig.png|caption=[[Mawrig|Mawrig, the Rune of Storm and Disaster]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Rains of Fire===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that summons &#039;&#039;unnatural&#039;&#039; energies to create widespread destruction requires the aid of an appropriate eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many rituals that cause damage or destruction that don&#039;t require the aid of an eternal. For the most part, these rituals work by using magic to amplify or speed up natural phenomena - for example the Winter ritual [[Inevitable Collapse into Ruin]] speeds up the natural decay that all things suffer over time. The ritual damages the fortification, potentially creating an opening that enemies might exploit, but it does so by warping wooden beams, and causing mortar to crumble, hawsers to fray and snap. The [[winter magic]] speeds up the process of decay so that what would have happened over centuries happens in a few minutes.&lt;br /&gt;
&lt;br /&gt;
To unleash &#039;&#039;unnatural&#039;&#039; destruction on a wide scale, requires the aid of an appropriate eternal. For example, [[The_Thrice-cursed_Court#Surut|Surut]], The Charred Prince, has been known to offer help to magicians who seek to unleash a rain of fire across a region or territory. It is not possible to use magic to create a raging inferno across a wide area without Surut&#039;s help.&lt;br /&gt;
&lt;br /&gt;
Most eternals are not able to help in this way and the few that are often demand a high price for their aid. Surut may take delight in seeing the Empire burn, but there are limits to how much he can set fire to at one time, just as there are limits on every eternal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lann.png|caption=[[Lann|Lann, the Rune of Bargains]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Communication and Gifts===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that sends a message or conveys an item to an eternal requires their prior agreement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creating a ritual that communicates with an eternal always requires the binding agreement of the eternal involved - otherwise the effect cannot be performed either spontaneously or as a formulaic ritual. In Imperial lore, the best known example of such rituals is probably the [[Missive for Sadogua]] but many others exist. &lt;br /&gt;
&lt;br /&gt;
Few eternals are prepared to offer their support to a ritual that lets any magician who wishes to make free use of their time in this way. Most prefer to use ad hoc methods to communicate with those they favour; providing [[magic items]] or other means to allow more limited contact. One common alternative is that an eternal will arrange matters so that magicians can use the [[operate portal]] cantrip to send messages, or give gifts, or engage in trade at a regio at a specific time, under strictly controlled conditions.&lt;br /&gt;
&lt;br /&gt;
The same limitation applies to rituals that convey one or more items to an eternal, either as a gift or in exchange. Rituals such as [[Tribute to the Thrice-Cursed Court]] and [[Ephisis&#039; Scale]] cannot be created without the prior agreement of the eternal in question.&lt;br /&gt;
&lt;br /&gt;
===Lineage===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that grants or removes lineage requires the aid of an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Purely mortal ritual magic cannot grant or remove lineage. It is possible to create such effects with the assistance of an appropriate [[eternal]], but few are interested in providing their assistance. Some powerful enchantments can increase the likelihood that children born or conceived under their effects will manifest an appropriate lineage but it is impossible for mortal ritual magic to force or predict this. One ritual - [[The Twilight Masquerade]] - creates glamours that appear to grant or remove lineage, but they do not change the actual lineage of the character they are cast upon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Verys.png|caption=[[Verys|Verys, the Rune of Might]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Empowerment===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that boosts a magician&#039;s ability to perform magic requires an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any ritual that increases a magician&#039;s ability to perform magic by increasing their effective rank of [[Magical_skills#Realm_Lore|realm lore]] requires the assistance of an eternal. A ritual like [[Crystalline Focus of Aesh]] could not be created without the help of an eternal of the Day realm.&lt;br /&gt;
&lt;br /&gt;
Some magicians believe the eternal provides insights and knowledge that can assist with the casting of rituals, making the magicians who receive the enchantment more effective. Others claim it is more fundamental than that - nothing can come from nothing, so the Day realm cannot be used to make it easier to use the Day realm. To achieve that always requires the help of an eternal from the realm who puts their own stamp on the resultant enchantment.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Ophis.png|caption=[[Ophis|Ophis, the Rune of Revelation]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Divination===&lt;br /&gt;
* &#039;&#039;&#039;Ritual magic can allow an eternal to focus their attention on the mortal realm and provide divinatory information&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some eternals have access to eclectic sources or unique abilities to discover information&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eternals are very cautious about allowing mortal magicians to monopolise their time so are reticent to support open-ended divinations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is impossible to create divination rituals that ask open-ended questions without the cooperation of an eternal. The realms themselves are neither sentient nor sapient - the Day realm can be used to cast a number of important divinations but you cannot query the realm directly, you cannot ask the Day realm for its opinion.&lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;is&#039;&#039; however possible to create divinations that call on a specific eternal to deliver answers or provide information that the eternal knows. Not every eternal is appropriate to involve in divination, and they are unlikely to offer power to divinations that are not closely tied to their remit. [[Swim Leviathan&#039;s Depth]] and [[Clear Counsel of the Everflowing River]] are examples of divination rituals that call on the power of eternals. In each case, the ritual contacts the eternal and gives them an opportunity to converse with the ritualists on the matter of a specific question. The big advantage here is also a limiting factor - the responses to such rituals are restricted by the character and capabilities of the eternals themselves - &#039;&#039;none are infallible&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As with [[#Communication|communication]] - which it often closely resembles - eternals are even more cautious about supporting rituals that require them to answer questions. Such effects are likely to operate within a tight window, as with Swim Leviathan&#039;s Depth, or provide very limited information.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 125px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Hirmok.png|caption=[[Hirmok|Hirmok, the Rune of Dominion]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Summoning Denizens===&lt;br /&gt;
* &#039;&#039;&#039;You cannot summon the denizens of a realm without the agreement of an eternal of that realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You cannot summon a fortification, citadel or other structure from a realm without the agreement of the eternal that controls that structure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that transforms a mine, forest or mana site must summon denizens of the realm to work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A handful of rituals draw on [[inhabitants of the realms]] in some way. Common examples include [[Quickening Cold Meat]], [[Knights of Glory]], [[Clarion Call of Ivory and Dust]], [[Conclave of Trees and Shadow]], and [[Carve the Crystal Guardian]]. Such rituals cannot be created without the assistance of an eternal of the appropriate realm. In most cases, the [[inhabitants of the realms]] that are called forth are heralds, guardians or drudges that are in service to the eternal who supports the ritual. Without their patronage, there are no minions to call on. In other cases, the ritual calls spirits from a specific part of a realm, a land or location controlled by the eternal and which cannot be accessed without their permission. Whatever the reason, it is not possible to create a ritual that summons creatures from a realm to act in the mortal world without the aid of an eternal.&lt;br /&gt;
&lt;br /&gt;
Rituals that summon fortifications, citadels or other structures, follow the same rules. Such rituals cannot be created with the explicit aid of eternal. The structure that is summoned comes from the realm and belongs to the eternal in question - it cannot be brought forth without their agreement. &lt;br /&gt;
&lt;br /&gt;
Rituals that transform a [[forest]], [[mine]] or [[mana site]], allowing them to act as military units or similar, are not possible without calling heralds or similar from an appropriate realm. This means it is not possible to create a ritual that transforms a forest, mine or mana site into a military unit without the aid of an eternal and it is never possible to transform mundane resources like a [[congregation]] using ritual magic.&lt;br /&gt;
&lt;br /&gt;
In all cases, it is very unwise to make a summoning ritual permanent using ilium without agreeing that with the eternal first.&lt;br /&gt;
&lt;br /&gt;
==Rituals that deal with Eternals==&lt;br /&gt;
The following formulaic rituals are widely known to deal directly with an Eternal. In many cases, the [[#Assurance|assurances]] involved in these rituals were lost or known to only a limited number of scholars. A project by the [[Unfettered Mind]] [[Conclave order]] in 385YE and 386YE recovered the details of many of these rituals&#039; assurances and made them common knowledge once again.&lt;br /&gt;
&lt;br /&gt;
Rituals with an &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt; are part of [[Urizen lore]] rather than [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. Rituals that are defunct - either withdrawn by the eternal or no longer functional - have a line through them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Ritual&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Eternal&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Explanation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Realm&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mag.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Before the Throne of Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Swaps raw materials for Autumn mana.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ephisis&#039; Scale]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ephisis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows trade with the eternal Ephisis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Balanced Scales of Lann]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ephisis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Autumn lore for a season, and allows the trade of metal for magical power.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fire on the Water]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Draws on a contract with the House of Fire and Flame to gain their aid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wellspring of the High Peak]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ossegrahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trades measures of ambergelt with an eternal to produce Spring vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fire in the Blood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Arhallogen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 1 rank of spring lore, and additional prowess with venomous rituals for a season, at the cost of lasting venom&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forge the Wooden Fastness]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Irra Harah]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in a forested region&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[From the Mouths of Babes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to the eternal Meraud.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Prowess of the Golden Magician]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Summer lore for a Season and additional prowess when performing powerful rituals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Raise the Dragonsworn Cohort]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Adamant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Provides a powerful military unit for a season in return for a mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Challenge the Iron Duke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Barien]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Binds an Eternal to provide a challenge and a reward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hook of the Hoarfrost Guardian]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants four strikedowns a day with a pole-arm for a season&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Golden Ramparts]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons servants of Meraud to defend a fortification. It increases the defensive strength of a fortification by 1500 points.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Frozen Citadel of Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in mountainous region in a territory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stone&#039;s Unyielding Defiance]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Adamant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enchants a fortification, repairing it and increasing the combat strength by 1,500 for a season&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Knights of Glory]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Eleonaris]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons supernatural troops to enhance a campaign army&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Treacher&#039;s Quill]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to the eternal Agramant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tribute to the Thrice-Cursed Court]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_Thrice-cursed_Court|The Thrice-cursed Court]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trades crafted items for Winter mana&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mark of Agramant]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Places an enduring magical mark on a target that can only be detected with detect magic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Petrifying Command of the Tyrant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_Thrice-cursed_Court#Tharim|Tharim]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a magician the ability to cast Paralysis twice per day as if they knew it without spending mana.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Pallid Flesh of the Dead King]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_Thrice-cursed_Court#Tharim|Tharim]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants three ranks of endurance for a season at the cost of persistent venom.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unleash the Beasts Within]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;grants significant strength to a military unit that supports an Imperial army&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sorin&#039;s Chastising Touch]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Grants a magician the ability to repeatedly call CLEAVE with a rod.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Crimson Feast]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target gains three ranks of endurance for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clarion Call of Ivory and Dust]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kaela]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Conjures unliving winter troops to greatly enhance the rank of a military unit when fighting in support of an army.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sorin&#039;s Rite of Agony]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 1 rank of winter lore for a season, and additional prowess with curses, at the cost of an unhealing wound&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thirst of the Devourer]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a target the ability to heal themselves when they successfully deliver an IMPALE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Loosen the Shackles]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enchants a campaign army, changing its quality and filling soldiers with murderous intent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Basalt Citadel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in ruined region in a territory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quickening Cold Meat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Wise Rangara]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a force of animated corpses that enhance the fighting strength of an army by 1000 for a year.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;s&amp;gt;[[The Celestial Library]]&amp;lt;/s&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Phaleron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Delivers book or scroll to Eternal for possible destruction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Gift of Knowledge]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Phaleron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Delivers book or scroll to Phaleron in return for prismatic ink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Swim Leviathan&#039;s Depth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Leviathan]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asks a specific question of the eternal Leviathan to divine a past cause or event that has led to a present-day state of affairs or consequence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kimus&#039; Glaring Eye]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kimus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to use repel on two targets at once&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;s&amp;gt;[[Combing the Beach]]&amp;lt;/s&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Roshanwe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Provides guidance from the eternal Roshanwe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Netweaver&#039;s Eye]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Roshanwe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Determines if someone has cast a specific spell or used a realm of magic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crystaline Focus of Aesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kimus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Day lore for a Season and additional prowess when performing divination rituals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Missive for Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to an Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tithe of Bats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Exchanges measures of iridescent gloaming and dragonbone for Night vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Whispering Shadow Courtiers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Whisper Gallery]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enables limited communication with the Whisper Gallery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clear Counsel of the Everflowing River]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sung]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seeks aid from the eternal Sung in solving a mystery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Rule of Risk and Reward]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sung]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Grants 2 additional ranks of lore for performing arcane projections.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dripping Echoes of the Fen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Creates a temporary supernatural fortification in marsh territory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Autumn_Equinox_Conclave_sessions&amp;diff=143194</id>
		<title>385YE Autumn Equinox Conclave sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=385YE_Autumn_Equinox_Conclave_sessions&amp;diff=143194"/>
		<updated>2026-08-05T20:04:29Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Interdiction : Savagery of Armies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Conclave]] [[Category: Conclave Sessions]] [[Category: 385YE Autumn]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Auto-Generated Content==&lt;br /&gt;
&#039;&#039;&#039;Do not edit this content by hand. This page is generated by the database. Speak to a member of the wiki contributors team to get this page updated.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page was last updated on Thu Aug 17 00:16:57 BST 2023 using Conclave Precedence.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Precedence and the Font==&lt;br /&gt;
*&#039;&#039;&#039;The mana distributed to the grand masters following 385YE Summer was 161 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana remaining after distribution was 4 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana collected via the Principle of Proportions at 385YE Summer Conclave was 200 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana available in the font for Conclave at 385YE Autumn is 204 mana.&#039;&#039;&#039;&lt;br /&gt;
The members of each order in attendance at the end of the previous summit determine precedence for the following summit according to the [[Principle of Precedence]]. There was 161 mana in the font after the final Conclave session of the 385YE Summer Solstice. This was distributed to the grand masters of the Conclave according to the Principle of Proportions as per the table below.&lt;br /&gt;
&lt;br /&gt;
This left 4 mana, which is added to the 200 mana collected via the Principle of Proportions at the previous event to form the font for the coming summit. The Conclave has access to a font of 204 mana at the 385YE Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Order&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Precedence&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Members&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mana&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ilium&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Rod and Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;94&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Unfettered Mind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;26&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Sevenfold Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Shuttered Lantern&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;68&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Celestial Arch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Golden Pyramid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Silver Chalice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Friday Session==&lt;br /&gt;
===Alignment : Cold Sun===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Skywise Gralka, as [[Archmage of Day]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave declares enmity upon the Cold Sun. Citizens of the Empire and the sentient thinking peoples of the world are not a scar upon the face of creation, that virtuous spark within each of us, that part of us that grows and thinks and learns cannot be snuffed out. Ours is a destiny that transcends your flames, a legacy of inspirational and enlightenment. You chose oblivion. You chose war. You chose an endless battle. But if you are so keen to jump onto our blades the Empire will oblige. War it is.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The eternal [[Cold Sun]] has been moved to [[Alignment#Enmity|Enmity]]&lt;br /&gt;
&lt;br /&gt;
===Endorsement : Skywise Gralka and Lending of Regalia===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Tyburn Weaver, on behalf of the [[Shuttered Lantern]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave endorses the actions of Gralka in her capacity as archmage in the lending of her regalia for use in the casting of Bright Eyes Gleam in the Depths on the Empire in Summer 385YE&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The Constitutional Court ruled that this has no legal effect; a declaration of endorsement can [[Endorsement#Necessary_Details|only be used]] for a pact with an eternal or the casting of a ritual, not the lending of paraphernalia&lt;br /&gt;
&lt;br /&gt;
===Endowment : Arete&#039;s Promise===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Rafael Barossa d&#039;Apulian, on behalf of the [[Sevenfold Path]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The bracelet &#039;&#039;Arete&#039;s Promise&#039;&#039; into the regalia of the Prelate of Adelmar&#039;s Shrine&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The bracelet has been added to the regalia of the [[Prelate of Adelmar&#039;s Shrine]]&lt;br /&gt;
&lt;br /&gt;
===Alignment : Janon===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Elyssiathain, as [[Archmage of Night]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That Janon be granted Amity&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The eternal [[Janon]] has been moved to [[Alignment#Amity|Amity]]&lt;br /&gt;
&lt;br /&gt;
===Dissemination : Regrow the Land&#039;s Heart===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Fausta Ankarien, on behalf of the [[Silver Chalice]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Share to the Tchemetzi of Faraden the ritual text of Regrow the Land&#039;s Heart and in return the Tchemetzi will endow 2 vital honey to the Silver Chalice&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This follows on from an [[Two_minutes#Influence|offer]] made by the Tchemetzi in the &#039;&#039;&#039;[[Two minutes]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Candidacy : Master of Ice and Darkness===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Mercurio Ankarien, on behalf of the [[Unfettered Mind]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Candidacy for the position of Master of Ice and Darkness&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The incumbent, &#039;&#039;&#039;Ceinwen Eternal&#039;&#039;&#039;, retained their position as [[Master of Ice and Darkness]]&lt;br /&gt;
&lt;br /&gt;
===Concord : Call to Arms===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Sakari Nightscale, on behalf of the [[Rod and Shield]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Magicians of the Empire, to Arms! Conclave calls upon the magicians of the Empire to support the fight against the Cold Sun. Enchant your banners, your military units, your nations. Conclave must recognise its responsibility of consequences. The heralds of the Cold Sun must be destroyed&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
&lt;br /&gt;
===Dissemination: Delve Deep Beneath the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Vasilmir Radovanovna Esskivic, on behalf of the [[Golden Pyramid]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Delve Deep Beneath the Mountain to be shared with Orathator of the Hourglass (Thule)&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. 10 thrones provided by Vasilmir Radovanovna Esskivic&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Orathor of the Hourglass has made an [[Pride_and_prejudice#Masks_for_the_Sentinel|offer]] to the [[Warden of the Trees and Hills]] and the [[Gloaming Sentinel]] as part of the &#039;&#039;&#039;[[Pride and prejudice]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Alignment : Ossegrahn===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ibiss Briarheart, as [[Archmage of Spring]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave appreciates Ossegrahn&#039;s aid and values in input in shaping a Spring college of magic. With thanks, we grant him amity&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The eternal [[Ossegrahn]] has been moved to [[Alignment#Amity|Amity]]&lt;br /&gt;
&lt;br /&gt;
===Interdiction : Savagery of Armies===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ashborn Trosk, on behalf of the [[Celestial Arch]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To interdict the magical practice of enchanting entire armies in such a way that their soldiers become prone to savagery&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The ritual [[Fire on the Water]] is the only ritual in Imperial lore that is interdicted by this declaration. It also affects two rituals in Urizen lore: [[Swords in the Noonday Sun]] (though since then this ritual has changed such that it is no longer covered by this interdiction) and [[Loosen the Shackles]]. It also covers any ritual texts or arcane projections that create similar effects. This follows on from an offer made by [[Zakalwe]] as part of the &#039;&#039;&#039;[[Hierarchs_of_sea_and_sky#The_Key_of_Commitment|Hierarchs of sea and sky]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
==Saturday Session==&lt;br /&gt;
===Concord : Sinokenon and the Omnihedron===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Aesa Sigeing, as [[Imperial Magus]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave requests the Turning Mirror considers the matter of how the damage and detrimental effects of the Empire wide rituals that have been cast towards the Omnihedron can be fixed, in particular the blood red roads, and speculate on the result of completing the Omnihedron.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; [[Sinokenon|The Turning Mirror]] offered a unique appraisal to the Conclave as part of the &#039;&#039;&#039;[[Hierarchs_of_sea_and_sky#What_do_you_want_to_do.3F|Hiearchs of sea and sky]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Sorcery : Anthemius Netherwatch===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Bryn Netherwatch, as [[Witness of Conclave]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To declare Anthemius Netherwatch. This is for his role as the organiser the Urizen covens to cast Bright Eyes Gleam in the Depths for which he takes responsibility&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Anthemius Netherwatch has been added to the list of [[Sorcery#Active_Sorcerers|active sorcerers]]&lt;br /&gt;
&lt;br /&gt;
===Concord : Zakalwe and Military Defences===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Sakari Nightscale, on behalf of the [[Rod and Shield]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave agrees to the offer from Zakalwe, Lord of Shallows, for the Rod and Shield to work with his heralds to assess potential improvements to the Empire&#039;s military defences&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; [[Zakalwe]] offered to send his heralds to assess the Empire&#039;s defences as per the &#039;&#039;&#039;[[Hierarchs_of_sea_and_sky#The_Key_of_Preparation|Hierarchs of sea and sky]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Endowment : Mithril from Faraden===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Kaapo &amp;quot;Autumn&#039;s Orator&amp;quot; Kingfishering, as [[Arbiter of the Rogue Declaration]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Nine wains of mithril, to be put towards the Runegrott runeforge and provided to Kaapo &amp;quot;Autumn&#039;s Orator&amp;quot; Kingfishering&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; These nine wains of [[mithril]] come from the Arshlan family of Faraden as detailed in the &#039;&#039;&#039;[[Two_minutes#Just_Rewards|Two minutes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Interdiction : Empire Wide Enchantments===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Cassandra i Periera i Erigo, as [[Imperial Censor]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; A declaration of interdiction against the magical practice of weaving an enchantment across the entire Empire. We cannot risk such chaotic and unpredictable magic without adequate safeguards&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This interdiction does not cover the casting of empire-wide curses. This interdiction covers the casting of empire-wide enchantments on any empire, such as the Druj or the Iron Confederacy, not just the Empire.&lt;br /&gt;
&lt;br /&gt;
===Concord : Espionage Rings in Sarvos===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Tyburn Weaver, on behalf of the [[Shuttered Lantern]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Shuttered Lantern asks Conclave to allow them 60 mana from the font and sent them to tear the veil and break the espionage ring in Sarvos, with the intention that this mana be reimbursed back to the font&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The order are able to deal with the espionage ring in Sarvos as detailed in the &#039;&#039;&#039;[[The_cities_and_the_city#Lanterns|The cities and the city]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Concord : Kimus and Tom Drake&#039;s Sword===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Raewynn Farkas, on behalf of the [[Silver Chalice]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave requests Kimus uses their proffered Boon of Finding to locate Tom Drake&#039;s Vorpal Sword, an item of historical and cultural worth to the Marches and specifically the Drake&#039;s army&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; [[Kimus]] offered to send its heralds to find a single item for the Conclave as per the &#039;&#039;&#039;[[Hierarchs_of_sea_and_sky#A_Boon_of_Finding|Hierarchs of sea and sky]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Concord : Phaleron and Jotun, Steinr, and the Vard===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Eliza, on behalf of the [[Unfettered Mind]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave asks Phaleron and their attendant, Lioc, to research the shared origination of the Vard, Steinr, and Jotun&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; [[Phaleron]] offered to send its heralds to perform historical research for the Conclave as per the &#039;&#039;&#039;[[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Alignment : Tharim===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ematius of the Great Library of Ankarien, as [[Archmage of Winter]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Conclave thanks the Bound King for his ongoing support and re-affirms our friendship with the King-in-Chains&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
&lt;br /&gt;
===Alignment : Meraud===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Brother Luke, as [[Archmage of Summer]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; That Meraud be granted Amity&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The eternal [[Meraud]] has been moved to [[Alignment#Amity|Amity]]&lt;br /&gt;
&lt;br /&gt;
===Endowment : the Vault to Imperial Warcaster===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Brynn Vision Enduring, as [[Bursar of the Conclave]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave accepts its failure in the matter of the Cold Sun. We endow all of the mana in the font to the Imperial Warcaster to help alleviate the consequences of our actions&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. 204 crystal mana was endowed to the [[Imperial Warcaster]]&lt;br /&gt;
&lt;br /&gt;
===Concord : Support Vesna Borkovna Prochnost===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Vesna Borkovna Prochnost, on behalf of the [[Golden Pyramid]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave approves Vesna Borkovna Prochnost as a candidate for the Throne&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; By passing this declaration the Conclave expressed their [[Concord_and_accord#Support|support]] for Vesna Borkovna Prochnost for the Throne&lt;br /&gt;
&lt;br /&gt;
===Concord : The Gift of Kaela===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Rafael Barossa d&#039;Apulian, on behalf of the [[Sevenfold Path]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; We commit the Sevenfold Path to speaking to Imperial priests in the months leading up to the Winter Solstice, reassuring them that the Gifts of Kaela – both those of oblivion and membership of the grim legion – are not to be feared, in line with my Summer 385YE statement of principle in the General Assembly of the Synod.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Imperial citizens are now able to accept the [[Kaela#The_Gift_of_Kaela|Gift of Kaela]] as per the &#039;&#039;&#039;[[Various_storms_and_saints#Kaela|Various storms and saints]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Endorsement : Bright Eyes Gleam in the Depths===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ashborn Trosk, on behalf of the [[Celestial Arch]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave endorses the casting of Bright Eyes Gleam in the Depths during Summer 385YE&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Summer_Solstice_Senate_sessions&amp;diff=142721</id>
		<title>388YE Summer Solstice Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Summer_Solstice_Senate_sessions&amp;diff=142721"/>
		<updated>2026-07-30T19:37:54Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:388YE Summer]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[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 748 thrones and two crowns &lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
&lt;br /&gt;
===Amend Master of Works===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the Master of Works to be able to commission one fortification and separately to upgrade one fortification each season&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;Outcome:&#039;&#039;&#039; Failed&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; The [[388YE_Spring_Equinox_Senate_sessions#Amend_Master_of_Works|amendment last season]] was unclear about whether Master of Works could make two separate commission announcements in a single season. If this motion is passed, they will be able to build a new fort and upgrade a fort, using two of the Senate&#039;s limited commissions. If it fails, the Master of Works will be able to either build a new fort or upgrade an existing one, but not both.&lt;br /&gt;
&lt;br /&gt;
==Senate Motions==&lt;br /&gt;
===Raise Fourth Navarr Army===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To raise the fourth Navarr army mustering in Oakways, Miaren. This will be army built to fight the vallorn with the support of an eternal such as Llofir, Kaela, or other options being pursued.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Rowyn of the Waystone Path, Senator for Hercynia at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Thalia of Netherwatch, Senator for Redoubt&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Raise Fourth Navarr Army]]&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Amend Grand Inspiration of the Way===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The Grand Inspiration of the Way heralds the dawn of the second age of virtue. We amend the Grand Inspiration to incorporate seven serene gardens for the voices of virtue. We disburse funds to complete the Grand Inspiration&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Solomon, Senator for Reikos at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Asael, Senator for Casinea&lt;br /&gt;
*&#039;&#039;&#039;Passed at 50 thrones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; 50 Thrones disbursed to the Senator for Reikos. The [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]] has been amended.&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This draws on an [[A_lasting_commitment#Voices_of_Virtue|opportunity]] presented as a result of the Highborn Assembly&#039;s highest calling&lt;br /&gt;
&lt;br /&gt;
===Amend Manifesto of the Magpies===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To amend the manifesto of the Magpies sodality in order to enable publication across the Empire (an opportunity provided by the civil service). The amended manifesto should read &amp;quot;with respect to line 2) &amp;quot;Support the promulgation and preservation of history, knowledge, and antiquities. No cost to Senate budget.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Sejanus of the Scarlet Guard, Senator for Morrow at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Rhisiart Dancewalker, Senator for Miaren&lt;br /&gt;
*&#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Amend Judgement of Proscription===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the statement of Proscription such that it may only be raised in the General Assembly when permitted by the elevation power of a Cardinal&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Sejanus of the Scarlet Guard, Senator for Morrow at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Rhisiart Dancewalker, Senator for Miaren&lt;br /&gt;
*&#039;&#039;&#039;Passed with a constitutional majority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This motion received the ratification of Empress &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Permit Axos Movement in Sarangrave===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To grant Axos permission for military access in Sarangrave&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Bartimaeus, Senator for Sarangrave at the Saturday evening session&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;Notes:&#039;&#039;&#039; This follows a [[Seeds_of_discord#Armies_of_the_Dead|request]] from the Axou&lt;br /&gt;
&lt;br /&gt;
===Raise Fifth Marcher Army===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To raise the fifth Marcher army, to be raised in Upwold&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Henry Birchsmith, Senator for Upwold at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; 	Mary Birchsmith, Senator for Mitwold&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Raise Fifth Marcher Army]]&lt;br /&gt;
&lt;br /&gt;
===Raise Fourth Wintermark Army===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To raise the fourth Wintermark army in Kallavesa&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Bronn Dunwolf, Senator for Hahnmark at the Saturday evening session&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;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
===Appoint Minister of Historical Research===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Appoint the Minister for Historical Research&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;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Watt Lambrook&#039;&#039;&#039; of [[the Marches]] was appointed as [[Minister of Historical Research]] &lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Spring_Equinox_Senate_sessions#Appoint_Minister_of_Historical_Research|Spring 388YE]]. &lt;br /&gt;
&lt;br /&gt;
===Appoint Ambassador to Asavea===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect the Ambassador to Asavea&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;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Herminius&#039;&#039;&#039; of [[Urizen]] was appointed as [[Ambassador to Asavea]] &lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Spring_Equinox_Senate_sessions#Appoint_Ambassador_to_Asavea|Spring 388YE]]. &lt;br /&gt;
&lt;br /&gt;
===Appoint Imperial Consul===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To elect an Imperial Consul&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;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; of [[Varushka]] was appointed as [[Imperial Consul]]&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This motion was raised at the final session of [[388YE_Spring_Equinox_Senate_sessions#Appoint_Imperial_Consul|Spring 388YE]].&lt;br /&gt;
&lt;br /&gt;
==Appraisals==&lt;br /&gt;
===Appraise Suranni Armies===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Mladen Escovitch, the Senate accepts your offer to use an appraisal to gain a comprehensive understanding of the Iron Confederacy&#039;s military might. Take six months. Be careful.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Fedelmidd Sydanjaa&#039;s Heart Floer, Senator for Sermersuaq at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Kaspar Yakovich von Holberg, Senator for Holberg&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The findings of Mladen Escovitch will be presented before the Winter Solstice 388YE&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This appraisal was [[To_seek_enlightenment#Every_Word_You_Speak|offered]] by Mladen Escovitch&lt;br /&gt;
&lt;br /&gt;
===Appraise Support from Ylenwe to Silver Chalice===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To appraise how the eternal Ylenwe can assist in the Order of the Silver Chalice in their work.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Cassia Apulian Silkweaver, Conscience of the Senate at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Bartimaeus, Senator for Sarangrave&lt;br /&gt;
*&#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Appraise Imperial Support for Beoraidh Colosseum===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To send Rosemary Stockland to find ways for Imperial citizens to invest in Beoraidh Colosseum and the Gladiatorial Games&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Pathfinder Gaddak, Senator for Mareave at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Cassia Apulian Silkweaver, Conscience of the Senate&lt;br /&gt;
*&#039;&#039;&#039;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Appraise Spreading Way to Non-Wayist Cultures===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; We send Lisane de Terresford to appraise how non-Wayist cultures and communities residing within the Empire can be brought into the Way of Virtue.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Rane Shardbearer, Senator for Kallavesa at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Bloodcrow Rasp, Senator for Skarsind&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; The findings of Lisane de Terresford will be presented before the Autumn Equinox 388YE&lt;br /&gt;
&lt;br /&gt;
==Commissions (Senate)==&lt;br /&gt;
===Invest in Beoraidh Docks===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To invest in the docks of Beoraidh (commission an edifice) so that the fleet owners of the Empire can engage in Prosperous trade with the port and raise 10 thrones a season in tariffs and tax. Seeking a disbursement of funds for 75 thrones&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Bloodcrow Rasp, Senator for Skarsind at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Rane Shardbearer, Senator for Kallavesa&lt;br /&gt;
*&#039;&#039;&#039;Passed at 75 thrones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Invest in Beoraidh Docks]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the third use of a commission. 75 Thrones disbursed to Senator for Skarsind. This draws on an [[Each_age_a_lens#Investment_of_Sea|offer]] made by Ehsan, Lord of Sand&lt;br /&gt;
&lt;br /&gt;
===Construct Wayhouse in the Barrens===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct a wayhouse for Navarr in Murderdale, the Barrens&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Lady Gwendoloena de Ordraig, Senator for the Barrens at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Mel Bleak, Senator for Mournwold&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct Wayhouse in the Barrens]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the fourth use of a commission. There are certain [[Commission#Necessary_Details|necessary details]] about this motion. The titleholder should email {{plot}}&lt;br /&gt;
&lt;br /&gt;
===Construct Archives of the Advisor===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission the Archives of the Advisor, to be built in Solvihill, Skarsind. This sinecure will produce 12 iridescent gloaming a season. This sinecure will be attached to the already existing title of Advisor on Orc Affairs&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Merari Navigators of Virtue, Senator for the Bastion at the Saturday afternoon session&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;Further reading:&#039;&#039;&#039; [[Construct Archives of the Advisor]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the fifth use of a commission. &lt;br /&gt;
&lt;br /&gt;
===Construct Red Wind Wharfs===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To add the Red Wind Wharfs to the Municipal Docks at Calvos&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Eulàlia i Phovas i Riqueza, Senator for the Madruga at the Saturday afternoon session&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;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct Red Wind Wharfs]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the sixth use of a commission. This drew on [[Mermaids_in_the_basement#The_Red_Wind_Wharfs|plans]] for a similar set of wharfs in Oran&lt;br /&gt;
&lt;br /&gt;
===Construct Martim de Tassato&#039;s Clattering Curtain Theatre===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; That the Senate authorise the construction of &amp;quot;Martim de Tassato&#039;s Clattering Curtain Theatre&amp;quot; in Mestra. This is a money producing sinecure. This will create the Imperial title &amp;quot;Martim de Tassato&#039;s Clattering Curtain Theatre Champion&amp;quot;. This position would have tenure. This will be appointed by unanimous vote of the League. &lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Cesare Sanguineo Rezia Di Tassato, Senator for Tassato at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Vasilmir Radovanovna Esskivic, Senator for Miekarova&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct Clattering Curtain Theatre]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the seventh use of a commission&lt;br /&gt;
&lt;br /&gt;
===Construct Nightingale Chorus Wayhouse===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To construct the Nightingale Chorus wayhouse in Astolat. The wayhouse acts as a sinecure and increases tax in Astolat of one throne per season, and acts as a great work for three Dawnish territories. Election to be by Cat&#039;s Graces. With the title of Conductor of the Nightingale Chorus. Self funded by the Vallornguard.&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Rhisiart Dancewalker, Senator for Miaren at the Saturday evening session&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;Failed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Construct Wrangler&#039;s Market===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Commission the Wrangler&#039;s Market in Arbonne. Seeks disbursement of 14 weirwood or equivalent (64 thrones)&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Ana i Taziel i Riqueza, Senator for Segura at the Saturday evening session&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;Passed at 54 thrones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct Wrangler&#039;s Market]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the ninth use of a commission. 54 Thrones disbursed to Senator for Segura. This [[spy network]] will allow [[Imperial orcs]] to spy on Arbonne as [[No_Matter_What#Break_the_chains|presented]] by the [[Sunstorm]]. &lt;br /&gt;
&lt;br /&gt;
===Construct Smugglers Cove in Tromsa===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; To commission a smugglers&#039; cove in Tromsa&lt;br /&gt;
*&#039;&#039;&#039;Proposed by:&#039;&#039;&#039; Mel Bleak, Senator for Mournwold at the Saturday evening session&lt;br /&gt;
*&#039;&#039;&#039;Seconded by:&#039;&#039;&#039; Ramos I Inigo I Raqueza, Senator for Kahraman&lt;br /&gt;
*&#039;&#039;&#039;Passed&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct Smugglers Cove in Tromsa Summer 388YE|Construct Smugglers Cove in Tromsa]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the tenth use of a commission&lt;br /&gt;
&lt;br /&gt;
==Commissions (Announcements)==&lt;br /&gt;
===Construct the Northern Way===&lt;br /&gt;
*&#039;&#039;&#039;Announcement:&#039;&#039;&#039; To construct the Northern Way, a great work building a safe passage between the city of Apulian and the territory of Zenith. This is funded by the Crimson Reapers. &lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Laughlan Vi Temeschwar, [[Master of Rings]] at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct the Northern Way]]&lt;br /&gt;
&lt;br /&gt;
===Upgrade Palace of Apulian===&lt;br /&gt;
*&#039;&#039;&#039;Announcement:&#039;&#039;&#039; The Imperial Master of Works announces the commencement of the upgrade of the fortification called the Palace of Apulian in Spiral, which will become the Palace of Mists at a cost of 80 white granite and 240 crowns. As well as improving the fortification, it will additionally make an attack from the sea significantly more difficult and increase the taxation from the territory by five thrones a season&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Ehud, [[Imperial Master of Works|Master of Works]] at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Upgrade Palace of Apulian]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the first use of a commission. It draws on an [[My_friends_are_my_estate#Mellow_Mists|opportunity]] presented as part of an appraisal on the prosperity of [[Spiral]]&lt;br /&gt;
&lt;br /&gt;
===Support Investigation of Zemeh===&lt;br /&gt;
*&#039;&#039;&#039;Announcement:&#039;&#039;&#039; We look after our people, and those who try to harm us will not escape the touch of our long grass. I the Imperial Spymaster commission the investigation into agent Vassa of the Regario Dossier &lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Rahmah i Darwisj i Erigo, [[Imperial Spymaster]] at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This was the second use of a commission. This draws on an [[Keys_of_Enlightenment#Spies_and_Agents|opportunity]] presented as a result of the loss of contact with Agent Vassa&#039;s network&lt;br /&gt;
&lt;br /&gt;
===Construct Publishing Clearing House===&lt;br /&gt;
*&#039;&#039;&#039;Announcement:&#039;&#039;&#039; As Chair of the Wolf I invite the inestimable Holberg College of Engineering to bring Katarzyna von Carstein&#039;s designs to life as the Great Publishers&#039; Clearing House. Thanks to funding from the six great guilds of Tassato: the Camorra Barossa, the Gilded Horn, Jolly Jackdaws, Oathwright Press, the Silver Rivers Casino, and my own carta, the Printers&#039; Guild. This great work in Tassato Mestra shall assure the illuminated city of Tassato as the printing capital of the world. Its custodian, Printmaster of the Publishers&#039; Exchange, shall be appointed by League Bourse Auction&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Taddea Ginori, [[Chair of the Wolf]] at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Further reading:&#039;&#039;&#039; [[Construct Publishing Clearing House]]&lt;br /&gt;
*&#039;&#039;&#039;Notes:&#039;&#039;&#039; This commission draws on an [[The_truth_but_tell_it_slant#The_Publishing_Clearing_House|opportunity]] presented as part of an appraisal to expand the printing empire of the Printers&#039; Guild. This announcement is seeing extended scrutiny due to the election method of the associated title&lt;br /&gt;
&lt;br /&gt;
===Construct Statue of Murdered Researchers===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; As Mistress of Monuments, I announce the building of an edifice in Apulian to honour the researchers killed by the Whisper Gallery in the search for the truth. This will be fully funded by Ignacio i Zuhri i Erigo. The Senator for Apulian has consented&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Ada Droon Drifting Bough, [[Mistress of Monuments]] at the Saturday afternoon session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Constructs an [[edifice]] in Apulus, Spiral.&lt;br /&gt;
*&#039;&#039;&#039;Further Details:&#039;&#039;&#039; [[Construct Statue Murdered Researchers]]&lt;br /&gt;
&lt;br /&gt;
==Announcements==&lt;br /&gt;
===Research Life of Sjördeyr===&lt;br /&gt;
*&#039;&#039;&#039;Announcement:&#039;&#039;&#039; The Assembly of Loyalty have made their Highest Calling the transformation of Asavea. Our sibling in virtue is the Sumaah Republic are willing to discuss a figure of their past involved in their own liberation. A recruit, an inspiration, a builder. Virtuous action leads to further Virtue and we can learn from the example of Sjördeyr. I invite the High House of Prosperity to work alongside my librarians and share in Virtue.&lt;br /&gt;
*&#039;&#039;&#039;Announced by:&#039;&#039;&#039; Hazelelponi, [[Lepidean Librarian]] at the Friday evening session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; Historical Research on the matter will be delivered to the Minister at the Summer Solstice 388YE&lt;br /&gt;
&lt;br /&gt;
===Hand of the Chancellor===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; Use of Hand of the Chancellor&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Vesna Borkovna Prochnost, [[The Throne]] at the Friday evening session &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; 249 thrones disbursed to Emperor Vesna Borkovna Prochnost&lt;br /&gt;
&lt;br /&gt;
===Assign the Guerdon===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The Burning Falcon, the Citadel Guard, and the Eastern Sky 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]] at the Sunday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Military units supporting the three armies will receive shares in the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]]&lt;br /&gt;
&lt;br /&gt;
===Assign Regalia to Keeper of the Study===&lt;br /&gt;
* &#039;&#039;&#039;Motion&#039;&#039;&#039; To assign the artefact The Mask of the Mourn to the title of the Keeper of the Study. The mask&#039;s purpose is to support landskeepers in ritual casting on farms in the Marches - the same responsibility as the Keeper holds. The mask bears a true, spontaneous, Prosperity aura.&lt;br /&gt;
* &#039;&#039;&#039;Announced by:&#039;&#039;&#039; Cilicia of Athiliah&#039;s Handiwork, [[Benefactor of Regalia]] at the Saturday afternoon session&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; The [[Keeper of the Study]] has been amended&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sorcery&amp;diff=142608</id>
		<title>Sorcery</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sorcery&amp;diff=142608"/>
		<updated>2026-07-28T16:02:31Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Conclave]]&lt;br /&gt;
{{CaptionedImage|file=Sorcerer.jpg|caption=Sorcerers abuse magic, misuse curses, and engage in all manner of suspect behaviour.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Imperial Conclave is charged by the [[Imperial Constitution|Constitution]] to &amp;quot;&#039;&#039;identify those arcane practitioners whose arts work against the Empire, so that they may be condemned&#039;&#039;.&amp;quot; One of the primary tools they use to do this is the Declaration of Sorcery. Naming an Imperial magician to be a sorcerer prohibits them from performing ritual magic, and engaging with [[eternal|eternals]].&lt;br /&gt;
&lt;br /&gt;
The most common reason for this declaration is an abuse of magic by misuse of curses against citizens or allies of the Empire, or against those who insist on dealing with malign entities that may threaten the Empire (such as eternals under [[Alignment#Enmity|enmity]]). The magistrates maintain a list of those who are declared sorcerers, carefully monitoring them and prosecuting them severely if they are found to have broken the restrictions on their behaviour. &lt;br /&gt;
&lt;br /&gt;
The Declaration of Sorcery can also be used to declare that someone is &#039;&#039;Reconciled&#039;&#039; with the Conclave - that they are no longer considered a threat to the Empire. &lt;br /&gt;
&lt;br /&gt;
The [[Senate]] has twice amended the restrictions placed on a sorcerer since the death of [[Empress Britta]]. During the Spring Equinox 378YE, the [[Senate]] voted to add a prohibition against interaction with eternals and their heralds to the declaration. During the Summer Solstice 380YE, the definition was  [[Amend_Crime_of_Sorcery_II|further expanded]] to preclude possession of certain items that allowed ritual magic to be performed. However it is not possible for a declared sorcerer to be prohibited from carrying mana, nor from full participation in the Conclave, or holding any Imperial title.&lt;br /&gt;
&lt;br /&gt;
The [[Witness of Conclave]] is empowered to raise a Declaration of Sorcery once each summit.&lt;br /&gt;
&lt;br /&gt;
==Necessary Details==&lt;br /&gt;
* &#039;&#039;&#039;The Declaration must explicitly name one or more inhabitants of the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Declaration must name each specific inhabitant of the Empire who will be covered. Where possible it should include any appellation that might help to identify them - for example &#039;&#039;Apulian of the Torn Rope, Mazarin of Tamar&#039;s Hold, Elayne - Butcher of Astolat - de Hubert&#039;&#039;. It must clearly state whether all the named citizens are condemned as sorcerers, or whether they are all to be reconciled with the Conclave. Where possible, it is usually helpful to include a &#039;&#039;short&#039;&#039; one or two sentence explanation of why these individuals are condemned, or reconciled, so that that may be recorded for posterity alongside the outcome of the Declaration.&lt;br /&gt;
&lt;br /&gt;
If there are multiple names on the Declaration, then members of the Conclave must either vote for or against the entire list - they may not split their votes. Given the severity of the sanctions placed on sorcerers, it is considered incumbent on the Conclave to be certain &#039;&#039;everyone&#039;&#039; named on a Declaration are guilty, lest an innocent magician be persecuted for reasons of convenience.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;not&#039;&#039; possible to name a group, such as a coven or sodality, and declare all of them to be sorcerers. Often, investigation is required to determine the names of the magicians involved specifically so a Declaration of Sorcery can be raised against them.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
===Sorcery===&lt;br /&gt;
* &#039;&#039;&#039;All the named individuals are declared to be sorcerers at the end of that Conclave session&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A sorcerer is prohibited from casting any rituals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They cannot carry or use magical items and materials whose primary purpose is to aid the performance of rituals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They cannot interact with eternals or heralds&#039;&#039;&#039;&lt;br /&gt;
If this declaration is made, the resolution comes into effect at the end of the Conclave session. The sorcerer is subject to three prohibitions:&lt;br /&gt;
&lt;br /&gt;
* They are prohibited from performing or contributing to rituals.&lt;br /&gt;
* They are prohibited from carrying or using ritual staves, foci, coven stones, vis, potions whose primary purpose is to aid or enhance the performance of rituals, and other items that exist that substantially improve the ability to perform rituals. The [[Archmage#Archmage Regalia|regalia]] of an [[archmage]] are not covered by this restriction. [[Amend_crime_of_sorcery|This prohibition]] was added by the Imperial Senate in 378YE. The initial amendment stipulated that all such items would be given over to control of the Conclave, which was based on an earlier interpretation of sorcery. What happens to any illegal items is a matter for the magistrates.&lt;br /&gt;
* They are prohibited from knowingly interacting with [[eternal|eternals]] or their heralds. [[Amend_Crime_of_Sorcery_II|This prohibition]] was added by the Imperial Senate in Summer 380YE.&lt;br /&gt;
&lt;br /&gt;
There are many things a Declaration of Sorcery does &#039;&#039;&#039;not&#039;&#039;&#039; prohibit, including all of the following:&lt;br /&gt;
&lt;br /&gt;
* Casting spells&lt;br /&gt;
* Owning mana crystals or using them for any reason other than to perform rituals&lt;br /&gt;
* Being the target of a ritual&lt;br /&gt;
* Holding an Imperial title&lt;br /&gt;
* Voting and speaking in Conclave if nominated&lt;br /&gt;
&lt;br /&gt;
The [[Imperial Law|magistrates]] maintain a public list of sorcerers, and keep a careful eye on them and their behaviour. A sorcerer who violates one of the prohibitions placed on them is subject to arrest and trial, with the most likely punishment for someone found guilty of breaking one of these provisions is execution.&lt;br /&gt;
&lt;br /&gt;
=== Reconciliation===&lt;br /&gt;
* &#039;&#039;&#039;All the named individuals cease to be sorcerers at the end of that Conclave session&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If this Declaration passes, the named individuals are no longer sorcerers. All prohibitions on their behaviour are removed - it is not possible to remove some of the prohibitions. The magistrates are informed, and adjust their records accordingly. As with the declaration that someone is a sorcerer, the reconciliation comes into effect at the end of the Conclave session.&lt;br /&gt;
&lt;br /&gt;
==Prominent Sorcerers==&lt;br /&gt;
===Active Sorcerers===&lt;br /&gt;
These individuals are believed to be active at Anvil. Any evidence that they have broken the prohibitions placed on sorcerers should be brought before the magistrates as soon as possible.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Name&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Declaration By&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Date&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Amalia Vicente d&#039;Apulian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Dread Auntie, [[Witness of Conclave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[388YE_Summer_Solstice_Conclave_sessions#Sorcery:_Amalia,_Alexio,_and_Francisco_Vicente|388YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alexio Vicente d&#039;Apulian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Dread Auntie, [[Witness of Conclave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[388YE_Summer_Solstice_Conclave_sessions#Sorcery:_Amalia,_Alexio,_and_Francisco_Vicente|388YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Francisco Vicente d&#039;Apulian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The League&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Dread Auntie, [[Witness of Conclave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[388YE_Summer_Solstice_Conclave_sessions#Sorcery:_Amalia,_Alexio,_and_Francisco_Vicente|388YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Courgetta i Rincón i Guerra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Brass Coast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Friar Duncan of Ashill, [[Witness of Conclave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[387YE_Summer_Solstice_Conclave_sessions#Sorcery:_Courgetta_i_Rincón_i_Guerra|387YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jem Bribban&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Friar Duncan of Ashill, [[Witness of Conclave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[387YE_Spring_Equinox_Conclave_sessions#Sorcery:_Jem_Bribban_and_Alf_Alwen|387YE Spring]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alf Alwen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Friar Duncan of Ashill, [[Witness of Conclave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[387YE_Spring_Equinox_Conclave_sessions#Sorcery:_Jem_Bribban_and_Alf_Alwen|387YE Spring]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bella Flowerfields&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Linley Weaver, on behalf of the [[Celestial Arch]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[385YE_Winter_Solstice_Conclave_sessions#Sorcery%3A_Assorted|385YE Winter]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eli Scrump&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Linley Weaver, on behalf of the [[Celestial Arch]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[385YE_Winter_Solstice_Conclave_sessions#Sorcery%3A_Assorted|385YE Winter]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ephrael of Zephaniah&#039;s Lament&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[383YE_Autumn_Equinox_Conclave_sessions#Sorcery:_Ephrael_and_Kerioth|383YE Autumn]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kerioth of Zephaniah&#039;s Lament&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[383YE_Autumn_Equinox_Conclave_sessions#Sorcery:_Ephrael_and_Kerioth|383YE Autumn]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaylus of Zephaniah&#039;s Lament&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Solomon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[383YE_Summer_Solstice_Conclave_sessions#Sorcery_.E2.80.93_Jaylus_and_Levi_of_Zephaniah.27s_Lament|383YE Summer]]&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Sorcerers===&lt;br /&gt;
A number of citizens who are not believed to attend Anvil regularly have also been declared Sorcerers in recent years. Many of them are believed deceased, but listed for completeness and in case rumours of their demise prove to be incorrect.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Name&#039;&#039;&#039; || &#039;&#039;&#039;Nation&#039;&#039;&#039; || &#039;&#039;&#039;Raised By&#039;&#039;&#039; || &#039;&#039;&#039;Date&#039;&#039;&#039; || &#039;&#039;&#039;Status&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bella Vicente d&#039;Apulian || The League || Fausta Ankarien, on behalf of the [[Silver Chalice]] || [[388YE_Summer_Solstice_Conclave_sessions#Sorcery%3A_Heliodoro_and_Bella|388YE Summer]] || Known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Heliodoro Vicente d&#039;Apulian || The League || Fausta Ankarien, on behalf of the [[Silver Chalice]] || [[388YE_Summer_Solstice_Conclave_sessions#Sorcery%3A_Heliodoro_and_Bella|388YE Summer]] || Known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Saura Penny || The Marches || Linley Weaver on behalf of the [[Celestial Arch]] || [[385YE_Winter_Solstice_Conclave_sessions#Sorcery%3A_Assorted|385YE Winter]] || &lt;br /&gt;
|-&lt;br /&gt;
| Brother Harvest || The Marches || Linley Weaver, [[Celestial Arch]] || 385YE Winter || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Arthur Payne || The Marches || Linley Weaver, [[Celestial Arch]] || 385YE Winter || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Anthemius Netherwatch || Urizen || Bryn Netherwatch || 385YE Autumn || &lt;br /&gt;
|-&lt;br /&gt;
| Renee du Loire || Dawn || Eudaemon of Halcyon Spire || 380YE Winter || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Levi of Zephaniah&#039;s Lament || Highguard || Solomon || 383YE Summer || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Benedict Pacelli von Holberg || The League || Benedict Pacelli von Holberg || 382YE Winter  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Medea Ruth || Urizen|| Medea Ruth || 382YE Winter ||known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Armand i Erigo || Brass Coast || Bakar i Riqueza || 382YE Winter|| known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Eudaemon of Halcyon Spire || Urizen || Kyra of Halcyon Spire || 381YE Winter   ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Aurelia of Halcyon Spire || Urizen || Kyra of Halcyon Spire || 381YE Winter || believed deceased&lt;br /&gt;
|-&lt;br /&gt;
| Deidre of Overton || The Marches || Nicholas Reaper || 380YE Summer   ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Guillermo, formerly di Tassato || Unknown || Zephaniah  || 380YE Summer   ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Gui de Lusignan || Dawn || Unknown || 380YE Spring  || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Ursul de Lusignan || Dawn || Unknown || 380YE Spring  || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Tremaine de Lusignan || Dawn || Unknown || 380YE Spring  || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Iluna de Lusignan || Dawn || Unknown || 380YE Spring  || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Claude de Lusignan || Dawn || Unknown || 380YE Spring  || known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Domel Whispering Dray || Unknown || Isca || 380YE Spring  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Elvin Whispering Dray || Unknown || Isca || 380YE Spring  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Aervan Whispering Dray || Unknown || Isca || 380YE Spring  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Gareth Whispering Dray || Unknown || Isca || 380YE Spring  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Laxaina Whispering Dray || Unknown || Isca || 380YE Spring  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Leedy Whispering Dray || Unknown || Isca || 380YE Spring  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Tinuvie Whispering Dray || Unknown || Isca || 380YE Spring  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Arla Whispering Dray || Unknown || Isca || 380YE Spring  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Aedan of Olwen&#039;s Stand || Navarr || Wyll of Olwen&#039;s Stand || 379YE Winter ||  known deceased&lt;br /&gt;
|-&lt;br /&gt;
| Farran Duskbourne || Navarr || Ieuan Linkforge || 379YE Autumn  ||  --&lt;br /&gt;
|-&lt;br /&gt;
| Myfanway Whispering Dray || Unknown || Mari Linkforge || 379YE Spring || believed deceased&lt;br /&gt;
|- &lt;br /&gt;
| Alex Lansdale of Bregasland || The Marches || Bron Holdfast || 378YE Summer  ||  --&lt;br /&gt;
|- &lt;br /&gt;
| Saul of Vashti&#039;s Penitents || Highguard || Unknown || 378YE Spring || believed deceased&lt;br /&gt;
|- &lt;br /&gt;
| Jael of Vashti&#039;s Penitents || Highguard || Unknown || 378YE Spring || believed deceased&lt;br /&gt;
|- &lt;br /&gt;
| Cnaeus || Urizen || Sejanus Shatterspire || 377YE Spring || known deceased&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This list is not exhaustive, but contains the names of everyone declared a sorcerer since the death of Empress Britta.&lt;br /&gt;
&lt;br /&gt;
==Constitutional Note==&lt;br /&gt;
The power of the Conclave to declare a citizen to be a sorcerer and thereby strip them of the rights to perform ritual magic is considered deeply significant by the Constitutional Court - comparable to the power of the [[Synod]] to [[Excommunication|excommunicate]] a citizen. At the start of 381YE, the Constitutional Court issued a clarification on the matter of sorcery, stating that it was unconstitutional to prohibit a citizen from carrying mana - since this would undermine their constitutionally protected rights to prosperity and dignity. The Constitution grants the Conclave the ability to put limits on the ability of citizens to perform significant magic - not what wealth they may carry on their person. All Imperial magicians are able to take part in the Conclave; sorcerers may raise declarations (if they are able to), pay mana to speak (if recognised by a [[grandmaster]]), or even hold an Imperial title if they can persuade their peers to support them. The previous rulings were errors associated with the reign of [[Emperor Nicovar]] and have been corrected.&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=A_wizard_did_it&amp;diff=142491</id>
		<title>A wizard did it</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_wizard_did_it&amp;diff=142491"/>
		<updated>2026-07-22T20:27:30Z</updated>

		<summary type="html">&lt;p&gt;Beeswax: /* Bonded */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Summer ]][[Category:Winds of Fortune]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ripple effect on water.jpg|caption=Ripples spread from a single drop of water, as consequences spread from a single decision.|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Magic fills the known world. It rides the winds, it rises with the sun and the stars, it flows in great currents through the forests and the seas and the sky. It is part of the rivers and the forests, the seas and the skies. It is studied, mastered, examined, and debated. It is mysterious, enigmatic, unpredictable, and yet follows its own strange laws. All mortals practice magic, and yet they are not the only sources of magic in the world. It comes from rattling runes, from the heavens, from the wellspring of blood, from the shapes and symbols of creation, and while it can be bidden it cannot always be restrained. Wonder is all around, an endless wordless tune that winds and weaves around all things.&lt;br /&gt;
&lt;br /&gt;
This wind of fortune rounds up a roundup of assorted strange events, some arising from mortal actions some with less explicable causes. There are several companion pieces to this wind. &#039;&#039;&#039;[[The keys of blood]]&#039;&#039;&#039; deals with things relating specifically to the [[eternal|eternals]] of the [[Realms|six realms]] while [[Ambassadors of death]] addresses the [[Archmage#plenipotentiary|plenipotentiary]] messages of the [[Archmage|archmages]].&lt;br /&gt;
&lt;br /&gt;
==Magical Chaos==&lt;br /&gt;
* &#039;&#039;&#039;The astronomantic constellations continue to exert strange influences on the Empire&lt;br /&gt;
* &#039;&#039;&#039;Territory-scale magic is much more likely to have additional unlooked for effects when performed at the Summer Solstice&lt;br /&gt;
* &#039;&#039;&#039;These effects will never invalidate the listed mechanical effect of a ritual&lt;br /&gt;
The magical chaos that [[What regulates the wheel?|began]] shortly before the Winter Solstice, and [[Things go awry|continued through]] the Spring Equinox, has not abated. The good news is that the immediate effects of that chaos have reached a plateau - they don&#039;t seem to be actively getting worse at least at the moment. The &#039;&#039;bad&#039;&#039; news is that they are still going on. There are stories from across the Empire of magical rituals going wonky, especially those that are cast over a large area such as [[Rivers of Life]]. They still work, but as well as their expected effects there are side-effects nobody could have predicted.&lt;br /&gt;
===Broken===&lt;br /&gt;
* &#039;&#039;&#039;It remains impossible to enhance ritual lore using the Imperial regio&lt;br /&gt;
* &#039;&#039;&#039;Other properties of the Imperial regio are unchanged&lt;br /&gt;
The Imperial regio at Anvil remains &amp;quot;[[What_regulates_the_wheel%3F#Broken_Regio|broken]]&amp;quot;, despite another slew of [[divination|divinations]] performed during the Equinox. The key power that so many Imperial magicians have relied on for nearly four centuries - to improve their [[Magical skills#Ritual lores|realm lore]] while working a ritual at the regio - is no longer available. Attempts to draw on that power simply find... nothing. Interestingly, there was at least one incident during the Equinox that spoke of a powerful regio &#039;&#039;outside&#039;&#039; Anvil that provided the ability to draw strength for performing rituals of a single realm, and there are stories that there are other regio that still have that power. Some members of the [[Unfettered Mind]] (left in the Empire while so many of their fellow magicians are in [[Principalities of Jarm|Jarm]] and the [[Commonwealth]] fighting [[Cold Sun]]) speculate that a given regio can only have &#039;&#039;one&#039;&#039; special property, and that the bonus strengthening of ritual lore by the Anvil regio at the same time it connected to all realms and the entire Empire, was an aberration. They&#039;ve no evidence for that, just worrying speculation. if it was an aberration its one that lasted nearly four centuries, after all.&lt;br /&gt;
&lt;br /&gt;
In other respects, the regio continues to function as normal. It still allows rituals that in other circumstances would require ten minutes to cast to instead be performed in five minutes. It is still a &amp;quot;strong regio&amp;quot;, connected to all six realms of magic. Rituals that must be performed at a strong regio can still be performed using the Imperial regio, and it still remains connected to every Imperial territory. It can still be used in conjunction with the [[Citadel Guard]] to focus magic and channel rituals through the Urizen [[army]]. Bargains with [[eternal|eternals]] that allow magicians to use [[operate portal]] to send or receive boons function normally although its not clear exactly &#039;&#039;how&#039;&#039; they are working. Rituals that specifically require the Imperial regio to work such as [[Whispers through the Black Gate]] still operate normally. &lt;br /&gt;
&lt;br /&gt;
Any ritual that targets a [[territory]] or the Empire as a whole performed during the Summer Solstice is much more likely to have unexpected effects. All magic used on the territory scale can have unlooked for side effects - circumstances constantly influence what happens and all such rituals are mentioned in the winds of fortune or the winds of war (or both). This season, those side effects will be much more pronounced. They will never prevent the ritual having its mechanical effects; that will always happen as described in the appropriate ritual.&lt;br /&gt;
===Light in the Dark===&lt;br /&gt;
* &#039;&#039;&#039;Magicians using the Imperial regio find a peculiar source of spiritual strength&lt;br /&gt;
Magicians who perform a ritual at the Imperial regio during the Summer Solstice experience a roleplaying effect: &#039;&#039;You sense that what you are doing is important, and that as long as you continue to believe in yourself and embrace action, you can succeed even though the way may be hard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While contributing to a ritual, this sensation provides a source of spiritual strength that allows a magician to overcome any other roleplaying effect, if they wish to use it. The strength fades within a few minutes of the ritual being completed, and any roleplaying effect that was overcome will reassert itself, but for the duration of the peformance and a short time therafter, negative roleplaying effects are suppressed. There is however a lingering effect.&lt;br /&gt;
&lt;br /&gt;
Until the next sunset or sunrise, whichever comes first, any magician who contributed to a ritual at the Imperial regio can expend a point of personal mana at any time to justify remaining calm and collected when exposed to a roleplaying effect (as if they had spent a hero point). The ability to use mana in this way has the same restrictions as casting a spell.&lt;br /&gt;
&lt;br /&gt;
==Bonded==&lt;br /&gt;
* &#039;&#039;&#039;During the Summer Solstice covens can cooperate with other covens in their own nation without needing additional assistance&lt;br /&gt;
The effects marked by [[Astronomancy|astronomancers]] before the Winter solstice, allowing different covens within the same nation to cooperate when casting powerful rituals, still persists. Any coven can work with any other coven or covens from their own nation without needing anything to facilitate it. Of course the universal magical law that prevents covens and magicians from &#039;&#039;different nations&#039;&#039; cooperating are still in place, and these limitations show absolutely no sign of weakening. &lt;br /&gt;
{{Anchor|Participation: Working Together}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Participation: Working Together&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
During the Summer Solstice any number of covens from the same nation can work together to perform a ritual as if they were using the [[Archmage#Belt_of_Stars|Belt of Stars]]. Cooperative rituals count as a daily ritual use by every coven involved. While they may be performing a ritual together, they are still treated as separate covens for all other purposes (for example, a ritual that affects an entire coven will only affect one target coven). Each coven can use their own paraphernalia while performing this joint ritual. The effects of the [[Volhov&#039;s Robe]] seem to be unchanged; they still allow a magician who is not part of a coven to work with any other coven without difficulty.&lt;br /&gt;
&lt;br /&gt;
Anyone cooperating in this fashion experiences a notable sense of connection to members of the other coven, along with a strong sense of being bound together or united by a common cause. It is hard to put this sensation into words and it takes many different forms. Early experimenters spoke of feeling a familial bond to strangers they barely new, as if they were cousins or siblings they had not seen in many years. Others felt an almost physical connection, their breathing and heartbeats synching up so it felt as if they were many people with one body. Still others talk of an almost precognitive sense, as if they instinctually knew what another contributor to the ritual was going to say or do moments before they did it.&lt;br /&gt;
&lt;br /&gt;
==Rains in Mareave==&lt;br /&gt;
*  &#039;&#039;&#039;Mareave has become verdant for possibly the first time ever&lt;br /&gt;
Talking of magical chaos... there was only a single performance of [[Rivers of Life]] in the Empire at the Spring Equinox, targeting the Imperial Orcs territory of [[Mareave]]. While [[Mithril and rope|war raged in the south]], the magic protected those fighting there from all save the most serious injuries. Elsewhere in the territory, however, the magic rather ran amok, filling the scarse waters of [[Mareave#Icarion|Icarion]], [[Mareave#Nadir|Nadir]], [[Mareave#Eoradal|Eoradal]], and [[Mareave#Sinfoyard|Sinfoyard]]. For the first time possibly in forever, the arid lands here turned green. Creepers and grasses erupted around lakes and secluded wells, sweeping outward to the surprise and chagrin of the orcs living there. They brought with them unfamiliar fruit, and also sparked a wave of fertility in the cattle of the regions... but also in the drakes that prey on them. Hunters in Nadir in particular have done a roaring trade capturing and killing young, hungry lizards that would otherwise be preying on the farms and on the Great Southern Herd.&lt;br /&gt;
&lt;br /&gt;
The greenery cannot last - and as the magic of &#039;&#039;Rivers of Life&#039;&#039; fades so too does the supernatural vitality of the vegetation. A week or so before the Summer Solstice, all this fecund plant life has died and dried out in the sun. Some of it is collected for agricultural use - it&#039;s still rich with nutrients that will serve the soil - or to feed to herd animals. For a few brief months, northern Mareave was a garden, something that inspires wonder but also a sense of sorrow in those who know that it was just a fleeting mirage of what will never be.&lt;br /&gt;
&lt;br /&gt;
Among the random greenery, however, there are a number of rare and precious plants and fruit that are truly remarkable. An [[Yerende]] magician who examines some of them is excited to note that they were &#039;&#039;donahorti&#039;&#039; - plants from the [[Realms#Spring|Spring realm]] itself - that have magical properties. There aren&#039;t a huge number of them, but they seem to be most common around [[mana site|mana sites]], [[farm|farms]], and [[herb garden|herb gardens]]. Unfortunately, they&#039;re short-lived, and as the magic of Rivers of Life begins to diee so do the &#039;&#039;donahorti&#039;&#039;. Although, as the Yerende magician realises, they are hardier than more mundane vegetation and there is still a chance to preserve them...&lt;br /&gt;
&lt;br /&gt;
Provided a [[territory]]-effecting [[enchantment]] or [[curse]] of [[Spring magic]] is performed again on Mareave at the Summer Solstice, there will be another opportunity to take advantage of the &#039;&#039;donahorti&#039;&#039;. Every [[herb garden]], [[farm]], [[mana site]], and [[business]] in the territory will receive two &#039;&#039;donahorti&#039;&#039; at the Autumn Equinox. The problem is that these fruits of the Spring Realm are drawn from the domains of the [[eternal|eternals]] of those realms. Some are known by the Empire - those from the realms of [[Yaw&#039;nagrah]] and [[Llofir]] in particular - but others are not. Worse, there are legal considerations around those drawn from the domains of entities who are under the [[Alignment#enmity|enmity]] of the Conclave. There&#039;s also the question of which magic to use, if any, to secure this bounty. [[Rivers of Life]] is a curse, after all, and the magical chaos caused by he stars is still ongoing. The other large-scale magic of the Spring realm tends to be indiscriminately destructive. [[Regrow the Land&#039;s Heart]] seems the safest choice, but that may cause problems of its own...&lt;br /&gt;
&lt;br /&gt;
Because nfortunately there is a downside to the magic infusing Mareave this season. The greenery &#039;&#039;also&#039;&#039; appears around the many ruins and abandoned structures of northern Mareave, and does what Spring magic-infused vegetation so often does. It tears them apart. Across the northern regions the story is the same every time - the greenery swallows up the remnants of Skoura and the Grendel, and of Urizen, and when it finally dies and collapses it takes the ruins with it. The effect is perhaps most pronounced in Icarion - the ruins of abandoned spires are left as little more than rubble covered in scrubby grass and odd yellow- and orange-petalled flowers. The greatest loss is the ruined lighthouse that stood for centuries on the cliffs above the [[Bay of Catazar]].&lt;br /&gt;
{{CaptionedImage|file=Serenus Starsong.jpg|caption=&#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, Astral Arcanist|align=right|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Key of the Stars==&lt;br /&gt;
* &#039;&#039;&#039;Stargazers, astronomancers, diviners, and seers have reported odd dreams since the Spring Equinox&lt;br /&gt;
Since the Spring Equinox, strange dreams have been experienced by practitioners of [[astronomancy]], stargazers and star watchers of all kinds, skilled diviners, seers, dedicates of Wisdom, and readers of omens of all kinds. Anyone with a focus on exploring the unknown, on charting mysteries, on trying to discern the future, report similar dreams. The details differ wildly but they all contain the same element.&lt;br /&gt;
&lt;br /&gt;
A naga with pale blue and turquoise scales, atired in a beautiful blue gown in the style of Urizen, holds a key of silver set with a single sapphire. When the dreamer notices them, they turn their eyes upwards toward the heavens. The dreamer follows their gaze, and immediately sees a new star in the heavens - one that matches the colour of the naga&#039;s outfit. When they look back, both naga and star are gone and the dream resumes its usual course.&lt;br /&gt;
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Those who knew them are certain that the naga is &#039;&#039;&#039;Serenus Starsong&#039;&#039;&#039;, who was the first and only [[Astral Arcanist]]. Attempts to learn more about the dream with magic have uniformly failed, and the dreams themselves fade away as the Summer Solstice approaches. Given the reported death of Severus Starsong at the Spring Equinox, there is some discussion as to whether this might be their ghost haunting the dreams of Imperial citizens, or given the prop they are conspicuously holding, a [[The_Key_and_The_Lock#The_Key|magical vision]] of some kind, perhaps created with subtle ritual magic. This would not be the first time in recent years that [[Night magic]] was used to send seemingly portentous dreams.&lt;br /&gt;
==Painted Caves==&lt;br /&gt;
* &#039;&#039;&#039;A powerful enchantment has been permanently laid over the Painted caves in Miekarova&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would take a casting of Piercing light of revelation at magnitudeof at least 60 woth at least 60 rings of illium to remove&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The magic appears to have angered the Thule&#039;&#039;&#039; &lt;br /&gt;
At the Spring Equinox, there was a [[Things_go_awry#A_Malachite_Casket|certain amount of furore]] about magical mists that had settled around the [[Miekarova#The_Painted_Caves|Painted Caves]] in [[Miekarova]]. The [[Thule]] in particular were rather put-out about this, as the caves are in a region ceded to them as part of a treaty with the Empire. Dire consequences were hinted at should the mists persist... which they did.&lt;br /&gt;
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Apparently, the enchantment was not only been empowered by invocation of the &#039;&#039;[[The_Key_and_The_Lock#The_Lock|First Ward]]&#039;&#039; as some cabalists name it, but it has been bound up with a significant parcel of [[ilium]]. Whether this is solely the result of the ongoing magical chaos surrounding the stars, or something else, or a combination of factors, nobody can say. But what&#039;s clear is that the shrouding magic preventing access to the Painted Caves is now &#039;&#039;permanent&#039;&#039;, and removing it will require a significant investment of star metal. Cautious estimates suggest that only a performance of [[Piercing Light of Revelation]] targeting the caves with a magnitude of at least sixty &#039;&#039;coupled with&#039;&#039; sixty rings of ilium will end the enchantment prematurely. This could be attempted from the [[Regio#Imperial regio|Imperial regio]], but the amount of ilium required means that it would be a significant magical endeavour if it were.&lt;br /&gt;
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The orcs of Otkodov are unhappy, to put it mildly, and intend to [[Myth_makers#An_Imperfect_Forum|raise the matter]] during their meeting with the [[Ambassador to the Otkodov]] &#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;.&lt;br /&gt;
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===Rants and Roses===&lt;br /&gt;
* &#039;&#039;&#039;Last summit, [[Ripple_of_Echoes|Queen Igraine&#039;s Regio in the Castle of Thorns was acting strangely]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians cast [[Align the Celestial Net]] and realigned it to Summer as it should be]]&lt;br /&gt;
* &#039;&#039;&#039;The situation seems to have grown worse, some thing has caused it to align to Spring again&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a conjunction to the regio at 6.30pm on Friday for a small number of people&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senator for Astolat is once again responsible for dealing with this problematic regio&#039;&#039;&#039;&lt;br /&gt;
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For a time after [[Align the Celestial Net]] was cast, the garden in the Castle of Thorns returned to normal. However, over the next season, snow once again began to appear and the thorn bushes are back with a vengeance, hard as iron and envenoming anyone who is pricked by their thorns. Strange noises have also been heard in the vicinity of the regio, though due to the thick and impassable foliage nobody has been able to investigate further.&lt;br /&gt;
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Sometimes, there is the sound of wailing and crying, and other times a woman has been heard ranting and raving about something, though nobody has been able to make out her words. It seems casting divinatory rituals such as [[Bright Lantern of Ophis]], [[Clear Lens of the Eternal River]], and [[Shadowed Glass of Sung]] prompts these unusual sounds to occur with more frequency, though no information seems to be learned these rituals.&lt;br /&gt;
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The area that these enchanted roses are growing seems to be expanding, and if unchecked they may begin to damage the walls of the Castle of Thorns or worse.&lt;br /&gt;
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===The Song Remains The Same===&lt;br /&gt;
* &#039;&#039;&#039;The magical song that has echoed throughout the Empire is slowly beginning to fade&#039;&#039;&#039;&lt;br /&gt;
After a [[Upon_a_midnight_dreary#A_Peculiar_Opportunity_(Lashonar)|peculiar opportunity]] in Autumn of last year, the song [https://soundcloud.com/gabrielle-joanne-198076671/painted Painted] began to resonate along the trods and throughout the Empire. Astonishment at the spread of this magical effect only grew when [[Ripple_of_echoes#Can&#039;t_Stop_The_Music|the song persisted]] into the Spring. There were questions about how long this would persist for, yet as Spring turns into Summer, it seems that the crescendo has passed. The song still echoes, yet the power of it seems to slowly be fading. Some express disappointment, but wiser heads point out that most magic is temporary. Unless [[ilium]] was infused into the casting, the chorus was always going to come to an end.&lt;br /&gt;
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Yet the diminuendo does not come quickly. For all its power is fading, the work of Idwynn Splitroot still plays in the dreams of many. It simply remains to be seen how long this will last.&lt;br /&gt;
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====Participation====&lt;br /&gt;
* &#039;&#039;&#039;Any character may have heard the echoes of the song&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr characters who embrace the song may choose to experience a roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
Any Navarr character may choose to have heard the song, experienced the dreams of singing voices either directly or via half-remembered echoes, or to have seen what appears to be Lashonar. Those who do experience a roleplaying effect during the Spring Equinox: You feel a sense of immense pride in the oaths that you have sworn and the tattoos and other marks you wear to commemorate them. It feels good and right to celebrate this element of your culture, and to encourage others to follow suit.&lt;br /&gt;
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Characters who are not Navarr, but who feel a personal connection to that nation, to the trods, or to the fight against the vallorn are also free to roleplay having had the dream or heard the echoes of the music. They do not receive the roleplaying effect however.&lt;br /&gt;
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===Heads or Tails===&lt;br /&gt;
* &#039;&#039;&#039;A number of traders in the northern Empire have developed odd superstitions around accepting cash&#039;&#039;&#039;&lt;br /&gt;
Those buying and selling goods within the Northern areas of the Empire may have noticed some traders treating their money with suspicion. Wintermark merchants are often found whispering of soot within their purses, with no clear purpose or reason behind it. But while it isn&#039;t unheard of for a scrupulous Wintermark shopkeeper to ask to see the coins before payment, the habit seems to be spreading.&lt;br /&gt;
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Some Navar, League, and Varushkan merchants have also begun to ask customers to place their money on a counter before it can be counted and accepted in return for goods. When asked, there is rarely a clear answer as to why the behaviour is necessary, except for vague mentions of tip-offs from fellow colleagues.&lt;br /&gt;
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Certainly, if there &#039;&#039;is&#039;&#039; some underlying problem with the mint, it hasn&#039;t yet caught the attention of the [[civil Service]].&lt;/div&gt;</summary>
		<author><name>Beeswax</name></author>
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