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	<updated>2026-10-13T01:04:17Z</updated>
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	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Legacy_of_Thorns&amp;diff=145916</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=145916"/>
		<updated>2026-10-01T15:57:31Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Legionnaire&amp;#039;s Stare */&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;Serpenttooth&#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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Winter_Solstice_interlude&amp;diff=145827</id>
		<title>388YE Winter Solstice interlude</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Winter_Solstice_interlude&amp;diff=145827"/>
		<updated>2026-09-28T16:23:02Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Crimson Conjunction (Casinea) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Winter]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=All the news from Anvil town.jpg|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Downtime following the Autumn Equinox will soon 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 Winter 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 the next events Winds of Fortune page. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The deadline for Downtime submissions is midnight on &#039;&#039;TBC&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Choices==&lt;br /&gt;
* &#039;&#039;&#039;During the Autumn Equinox, 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 Autumn Equinox Senate sessions|Senate sessions]]&lt;br /&gt;
* [[388YE Autumn Equinox Synod judgements|Synod judgements]]&lt;br /&gt;
* [[388YE Autumn Equinox Conclave sessions|Conclave sessions]]&lt;br /&gt;
* [[388YE Autumn Equinox Military Council orders|Military Council orders]]&lt;br /&gt;
* [[388YE Autumn Equinox Sodality resolutions|Sodality resolutions]]&lt;br /&gt;
* [[388YE Autumn Equinox 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_Autumn Equinox_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;
* [[Golden Axe]] in [[Salt Flats of Sanath]]&lt;br /&gt;
* [[Seventh Wave]] in [[Mareave]]&lt;br /&gt;
&lt;br /&gt;
And by military units taking the following actions:&lt;br /&gt;
* &#039;&#039;&#039;Find the Drakes&#039;&#039;&#039; and &#039;&#039;&#039;Take Your Time Looking For Lost Marchers&#039;&#039;&#039;, both [[#The_Missing_Legion_(Drakes)|searching for the missing Drakes]] in [[Madruga]]&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:GoldenAxe Colour.png|[[388YE_Autumn Equinox_Military_Council_orders#Golden Axe|Golden Axe]]&lt;br /&gt;
File:SeventhWave Colour.png|[[388YE_Autumn Equinox_Military_Council_orders#Seventh Wave|Seventh Wave]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Military Units==&lt;br /&gt;
===Ward Kroll&#039;s Lair===&lt;br /&gt;
* &#039;&#039;&#039;Urizen can send their military units to the &#039;&#039;Ward Kroll&#039;s Lair&#039;&#039; guarding venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A total of seventy-five hundred strength is needed to secure the lair and allow ilium to be used&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If successful, an arcane projection could be created to call on Kroll to defend the region&#039;&#039;&#039;&lt;br /&gt;
The danger of Kroll was [[Metamorphosis|investigated]] last season by the sentinels of Urizen. Of course, the creature could have been defeated; its sacs destroyed and its tendrils hunted down. But a different route was chosen: one of divination and wards that allow the magicians of Urizen to shackle the creature and see it defend the nation.&lt;br /&gt;
&lt;br /&gt;
If the venture succeeds, then the nation will be able to put wards in place using seven rings of ilium to create a seven-pointed [https://en.wikipedia.org/wiki/Heptagram heptagram], a &amp;quot;lock&amp;quot; that will keep Kroll submerged until called by the magicians of Urizen using a ritual.&lt;br /&gt;
&lt;br /&gt;
There are no rewards for military units taking this action.&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 [[Golden Axe]] have moved from Therunin, and in its place, the heralds of the [[Agramant|Abominable One]] stand ready to offer [[Accomplices#Does_He_Ever_Shut_Up?|their aid]] to the people of Navarr. Led by &#039;&#039;Dochas Weeping Glade&#039;&#039;, some of the Navarr who remain in the territory look to take back the nominally Druj-controlled regions with Agramant&#039;s aid. &lt;br /&gt;
&lt;br /&gt;
Only Navarri can take this campaigning venture. 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; though anyone who takes part can give a pseudonym (by emailing {{plot}} before downtime closes). They will be committing the crime of [[List_of_Criminal_Offences#Crimes_of_Position|treason]], which will likely end in execution if they are found out.&lt;br /&gt;
&lt;br /&gt;
Any who take up the offer of the &#039;&#039;Bloody Ally&#039;&#039; will be allowed to invite a small portion of the magic of its domain in the wasteland to their military unit (also by emailing {{plot}} before downtime closes), marking them as true believers in the wisdom the &#039;&#039;Horned Manticore&#039;&#039; has to teach. He may use this to offer them ventures in the future that might interest them or send aid to support them.&lt;br /&gt;
&lt;br /&gt;
===Protect the Vales of Varushka===&lt;br /&gt;
* &#039;&#039;&#039;Military units that take the &#039;&#039;Protect the Vales of Varushka&#039;&#039; guarding venture will receive a potion of the deep wood&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A potion of the deep wood is one of &#039;&#039;Bloodvine Liquor&#039;&#039;, &#039;&#039;Blackblood Thorn&#039;&#039;, &#039;&#039;Darkwine&#039;&#039;, &#039;&#039;Elder&#039;s Gift,&#039;&#039; or &#039;&#039;Heart&#039;s Blood&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The frightened folks of [[Varushka]] have provided additional rewards for the Dawnish and Varushkans who [[Venture#Protect the Vales of Varushka|protect the vales of Varushka]] this season. Any military unit that travels the roads and defends the vales will receive a potion of the deep wood; a consumable from the forests of Varushka. A potion of the deep wood will either be a &#039;&#039;Bloodvine Liquor&#039;&#039;, &#039;&#039;Blackblood Thorn&#039;&#039;, or &#039;&#039;Darkwine&#039;&#039; - the sanguine potions related to the [[Tolvoli Butcher|dubik]] - an &#039;&#039;Elder&#039;s Gift&#039;&#039; - created by the now-scattered [[Lean and athirst|trudniki]] - or a vial of [[vis#Heart&#039;s Blood|heart&#039;s blood]].&lt;br /&gt;
&lt;br /&gt;
===Scout the Tsirku Scouting Network===&lt;br /&gt;
{{stub}}&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 three thousand 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;
&amp;lt;!--The call of the [[Imperial Spymaster]], &#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, is for scouts to aim , 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;
--&amp;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;3000&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;6000&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;10000&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;
===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;Sufficient strength has been put towards the venture that it will remain indefinitely&#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 provides three 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) also receives a [[Circlet of Falling Snow]] as part of their rewards. &lt;br /&gt;
&lt;br /&gt;
The efforts of Urizen, League, and Dawnish military units were effective over the past three seasons. The horrors of the {{Black Plateau}} have been beaten back, and the penalty to military units from the malignancy in Screed has been removed.&lt;br /&gt;
&lt;br /&gt;
==Fleets==&lt;br /&gt;
===Hunt the Free Landing Kraken===&lt;br /&gt;
* &#039;&#039;&#039;Freeborn fleets can take the &#039;&#039;Hunt the Free Landing Kraken&#039;&#039; questing voyage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting fleet will receive 180 rings, with upgraded fleets receiving more money and doses of ambrellic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Freeborn who are members of the Magpies sodality benefit from the knowledge of the Wraith King and receive an additional 36 rings&#039;&#039;&#039;&lt;br /&gt;
With the completion of the Municipal Docks, the Freeborn have the infrastructure in place to begin hunting the kraken of [[Madruga#Free Landing|Free Landing]]. Freeborn [[Fleet|Fleets]] can take the opportunity to hunt the juvenile kraken, claiming treasure - in the form of money - and even doses of ambrellic. Whether the [[Ephisis|City of Gold and Lead]] will offer the same amount as previously is still unknown, but [[Surgical skills#Apothecary|apothecaries]] will still be able to use it for brewing certain potions. Specifically, anyone who knows how to brew [[Philtres of the High Peaks]] or [[Philtres of War]] can use ambrellic in this fashion. The resulting potions are not quite as potent as those that require [[ilium]], but the techniques for creating them are the same. &lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Elixir of Sunlit Salt&#039;&#039; can be brewed by any apothecary who knows how to brew the Philtres of War. It requires three drams of [[Imperial Roseweald|Imperial roseweald]], two drams each of [[True Vervain|true vervain]] and [[bladeroot]], a dram of [[marrowort]], and three doses of &#039;&#039;ambrellic&#039;&#039;. It will restore all the [[heroic skills#hero|hero points]] of someone who [[Potion#Consuming a potion|consumes it]].&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;Elixir of Abyssal Depths&#039;&#039; can be brewed by any apothecary who knows how to brew the Philtres of the High Peaks. It takes three drams of [[bladeroot]], two drams each of [[Imperial Roseweald|Imperial roseweald]] and [[Cerulean Mazzarine|cerulean mazzarine]], one dram of [[True Vervain|true vervain]], and three doses of &#039;&#039;ambrellic&#039;&#039;. It restores all [[magical skills#additional mana|personal mana]] to someone who drinks it.&lt;br /&gt;
&lt;br /&gt;
The Freeborn members of the [[Magpies]] are supported by the crew of the [[Wayfaring_strangers#Hail_to_the_Wraith_King|Wraith King]], receiving an additional 36 rings in treasure when they hunt the kraken.&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 Autumn Equinox, there are two 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;
===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;
==Undertakings==&lt;br /&gt;
===Treat the Poison (Therunin)===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Imperial Apothecaries Guild can contribute to removing the poison of Lower Tarn Valley&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any member with the physick or apothecary skills can take the &#039;&#039;Treat the Poison&#039;&#039; action&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If at least thirty members take the action, then the work will be halfway complete&#039;&#039;&#039;&lt;br /&gt;
The decision of the [[Imperial Apothecaries Guild]] has been made and [[388YE_Autumn_Equinox_Senate_sessions#Apothecaries_Guild_to_Therunin|announced]] through the Senate. This opportunity is &#039;&#039;only&#039;&#039; available 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. It requires &#039;&#039;&#039;at least 30 members&#039;&#039;&#039; with the appropriate skill to support the operation, or it will make no headway. &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 provide a standard military unit or fleet with seven random herbs.&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]]. They will remain in the same Virtue Assembly as last season.&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;
Normally, this effort would have cost the treasury thirty thrones, but &#039;&#039;&#039;Enoch of Atuns Sanctuary&#039;&#039;&#039;, the [[Benefactor of High Chalcis]], made an [[388YE_Autumn_Equinox_Senate_sessions#High_Chalcis_Support_Apothecaries_Guild|announcement]] to pledge the support of the [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]] for the upcoming season. The effort &#039;&#039;will&#039;&#039; cost thirty thrones to the treasury after the Winter Solstice, unless the Benefactor chooses to continue supporting the efforts.&lt;br /&gt;
&lt;br /&gt;
===The Missing Legion (Drakes)===&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Alfred Houtman Fella, General of the Drakes&amp;quot;&amp;gt;Drakes, I pray my words reach you, these words to remind you of home. Remember your hearths, remember your homes, the fresh produce of Autumns harvest. Remember your family, your friends and your grudges, you will see them all again, you have my word. The marchers are coming for you, Navarr and the Freeborn too, the Empire has united to see you returned and I shall see you home. Return to the marches if you can, to stand shoulder to shoulder with the rest of the marcher armies. Soldiers of the Drakes, come home, the drinks are on me.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Military units can take the &#039;&#039;Find the Drakes&#039;&#039; scouting venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting military unit will receive 36 rings and a marsh flower, as well as a portion of the guerdon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units that are not Freeborn, Navarr, or Marcher will suffer a two-rank penalty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units that supported the Drakes or the Star Forged last season will benefit from a two-rank bonus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marchers that don&#039;t have military units can take the &#039;&#039;Support the Drakes&#039;&#039; action to support the efforts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Marchers that take this action will receive only half their normal production&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units can take the &#039;&#039;Take Your Time Looking For Lost Marchers&#039;&#039; questing venture to focus on acquiring treasure rather than helping the missing Drakes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A starting military unt will receive two pawns of Adversity Vis, two marsh flowers, and a portion of the guerdon&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Drakes]] were [[When_something_is_lost#Finding_the_Missing_Legion|lost]] in [[Madruga#Crucible|Crucible]], Madruga. There is a chance for military units to launch a rescue mission into the Crucible. If successful, the Drakes will be found and led safely out of Crucible before anything bad happens to them.&lt;br /&gt;
&lt;br /&gt;
Alternatively, military units can choose to take the &#039;&#039;&#039;Take Your Time Looking For Lost Marchers&#039;&#039;&#039; questing venture. A starting military unit that takes this venture will receive two pawns of Adversity Vis and two marsh flowers, as well as a portion of the guerdon. Military units that take this action will only provide 50 strength to the efforts to find the Drakes, but will show up on the same list as those who focused on finding the Drakes.&lt;br /&gt;
&lt;br /&gt;
Finally, thanks to the servants of [[Sadogua]] and [[Lashonar]], any Marcher can support the efforts to find the Drakes. Each resource put towards supporting the Drakes will provide 50 strength to the efforts to lead them out safely.&lt;br /&gt;
&lt;br /&gt;
* Congregations that take the &#039;&#039;&#039;Support the Drakes&#039;&#039;&#039; preaching action will receive their normal votes in the Synod but no liao. They will remain in the same Virtue Assembly as last season.&lt;br /&gt;
* Fleets that take the &#039;&#039;&#039;Support the Drakes&#039;&#039;&#039; scouting action will receive 36 rings and a marsh flower. &lt;br /&gt;
* Other resources that take the &#039;&#039;&#039;Support the Drakes&#039;&#039;&#039; undertaking will receive half of their standard production.&lt;br /&gt;
&lt;br /&gt;
As with many such situations, the amount of strength applied to this venture affects the outcome:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Less than 5,000 Strength - Further In&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A limited response will mean the Drakes are not rescued in time for the Winter Solstice 388YE. They remain lost in the marshes, and they will have lost 2,000 strength due to missing soldiers and the dangers of the deep Crucible. There will be another attempt to rescue them at the Winter Solstice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Between 5,000 and 10,000 Strength - Desperate Egress&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The rescue mission is a success, and the Drakes emerge from Crucible in time for the Winter Solstice. In the process, however, they will have lost 1,000 strength due to soldiers who get left behind, disastrous encounters, or unrecoverable transformations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Between 10,000 and 20,000 Strength - Controlled Extraction&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drakes emerge from Crucible in time for the Winter Solstice. They have sustained some losses, but their strength falls only by 500. They will also have the opportunity for a change to their quality, either related to their time in the transformative marshes or the inspirational support and outpouring of love from their people.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;More than 20,000 Strength - Total Victory&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drakes emerge from Crucible hale and hearty, with the opportunity for a new quality. In addition, they and the other explorers of the marshes will have discovered an opportunity in the marshes that could be exploited by the Empire in the future.&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;
===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;
===Calvos Reborn (Madruga)===&lt;br /&gt;
* &#039;&#039;&#039;All Freeborn receive an additional seven rings a season until the Winter Solstice 389YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All Freeborn fleets cost one less weirwood to upgrade - to a minimum of one - until the Winter Solstice 389YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Freeborn fleets in Madruga gain an additional rank when trading, questing or raiding&#039;&#039;&#039;&lt;br /&gt;
The [[Construct_Municipal_Docks|Municipal Docks]] of [[Madruga#Calvos|Calvos]] are complete. Originally [[Germinating_a_city#A_Spiritual_Successor|proposed]] by &#039;&#039;Professor Immanuel Gelberg&#039;&#039;, the docks were proposed by &#039;&#039;&#039;Eulàlia i Phovas i Riqueza&#039;&#039;&#039;, [[Madruga|Senator for Madruga]], and funded entirely by &#039;&#039;&#039;Gisli i Phovas i Guerra&#039;&#039;&#039;, newly elected [[Quaymaster of the Municipal Docks]]. The benefits for the Brass Coast - and the wider Empire - are many, but importantly, there will be a wave of traders and shipwrights journeying to the burgeoning city of Calvos. [[Fleet]] owners will be able to make the most of the shipwrights - upgrading Freeborn fleets will require one less wain of [[weirwood]] (to a minimum of one) - and every Freeborn will see their profits affected, earning an additional seven rings every season, both until the start of the Winter Solstice 389YE.&lt;br /&gt;
&lt;br /&gt;
===Miner Conflicts (Mournwold)===&lt;br /&gt;
* &#039;&#039;&#039;Rebellion&#039;s Ridge has been consecrated with true liao to Pride&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All personal resources in Mournwold suffer a two-rank penalty until the start of the Winter Solstice 388YE&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mine owners of the Mournwold will elect its next senator&#039;&#039;&#039;&lt;br /&gt;
The [[writ of consecration]] raised by &#039;&#039;&#039;Jedediah Boon&#039;&#039;&#039; has been finished, with the [[Cardinal of Pride]] being named in the [[388YE_Autumn_Equinox_Synod_judgements#Judgement_5|mandate ]] to consecrate [[Mournwold#Rebellion&#039;s_Ridge|Rebellion&#039;s Ridge]] by &#039;&#039;&#039;Alfred Aewulfson-Boon&#039;&#039;&#039;. Now that the ceremony has been completed, the [[Rebellion%27s_Ridge#The_Tipping_Point|foreseen]] consequences are here. All [[personal resource|personal resources]] in the [[Mournwold|Mourn]] will suffer a two-rank penalty over the coming season due to the [[Rebellion%27s_Ridge#The_Tipping_Point|disruption]], but the [[mine]] owners of the Mournwold will elect its next senator.&lt;br /&gt;
&lt;br /&gt;
===Bloody Harvest (Ossium)===&lt;br /&gt;
* &#039;&#039;&#039;All forests in Ossium suffer a one-rank penalty due to the Dubik&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All forests in Ossium will produce either a &#039;&#039;blackblood thorn&#039;&#039; or a dose of &#039;&#039;bloodvine liquor&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forests that were enchanted with &#039;&#039;Verdant Bounty of the Twilight Bayou&#039;&#039; will receive four fewer measures, but will receive five blackblood thorns or doses of bloodvine liquor&#039;&#039;&#039;&lt;br /&gt;
The forests of [[Ossium]] are busy this season. All forests in the territory - whether owned by Varushkans or Navarr - are [[Shadowed_boughs_of_twilight#Shadow Garden|plagued by incidents]], but some are especially plagued by the [[Varushkan Monster|Varushkan monsters]]. Those enchanted with [[Verdant Bounty of the Twilight Bayou]] will see swarms of the monsters have to be beaten back by schlacta and wardens. There is some benefit at least; the monsters can be harvested for strange consumables most commonly acquired by the [[Tolvoli Butcher]]. Both blackblood thorns and doses of bloodvine liquor are reported to be equally common by those harvesting the monsters. &lt;br /&gt;
&lt;br /&gt;
[[Ossium#Kurstrozi&#039;s_Lumbermill|Kurstrozi&#039;s Lumbermill|]], luckily, is safe this season. Fewer than a dozen chose to tempt the Dubik to their forest paths, and so the fine work of the [[Varushka_groups#Kurstrozi_Outpost|Kurstrozi]] can continue.&lt;br /&gt;
&lt;br /&gt;
===Dust, Glass and Flame (Segura)===&lt;br /&gt;
* &#039;&#039;&#039;Segura has been enchanted with a magnitude 80 ritual of the Night realm&lt;br /&gt;
During the Autumn Equinox, an [[arcane projection]] was performed targeting the Freeborn territory of [[Segura]]. It has infused the grand fountain of [[Segura#Anduz|Anduz]] with resonances of passion and wonder, aligning the three great structures that transforms the old city into the [[On_the_road_ahead#City_of_Wonders|City of Wonders]]. Soon, Freeborn will be able to take the &#039;&#039;Firebrand&#039;&#039;, &#039;&#039;Hawker&#039;&#039;, or &#039;&#039;Trailblazer&#039;&#039; archetypes as they come once more into the fore.&lt;br /&gt;
&lt;br /&gt;
===Three Blasts Upon the Horn of Victory (Ossium)===&lt;br /&gt;
* &#039;&#039;&#039;Ossium has been enchanted with a magnitude 80 ritual of the Summer realm&lt;br /&gt;
During the Autumn Equinox, an [[arcane projection]] was performed targeting the Varushkan territory of [[Ossium]]. This ritual was performed by a Thule coven, as part of an [[The_little_things#The_First_Foray|opportunity]] presented by [[Meraud|the Lord of the Aurorae]] to see the Jaws of Winter Lightning improve their quality.&lt;br /&gt;
&lt;br /&gt;
While the enchantment persists, encounters with the Summer realm will become more common. People are more likely to encounter Summer regio or find existing Summer regio have increased in potency. Heralds of Summer eternals and the eternals of Summer 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 Summer magic.&lt;br /&gt;
&lt;br /&gt;
===Crimson Conjunction (Casinea)===&lt;br /&gt;
* &#039;&#039;&#039;Casinea has been cursed with a magnitude 27 ritual of the Autumn realm&lt;br /&gt;
Casinea has been cursed with an arcane projection of Autumn magic. The curse embodies the astronomantic law of [[The Wanderer|Things Go Awry]]. The effects of the curse are obvious to anyone living in or passing through the territory.&lt;br /&gt;
&lt;br /&gt;
Players creating or attending [[sanctioned events]] set in Casinea should bear this effect in mind, especially when it comes to designing a [[Sanctioned_events#Plot_Events|plot event]]. Any further effects of this ritual will be in the winds of fortune released before the next event.&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 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;
===Ode To Song And Story===&lt;br /&gt;
* &#039;&#039;&#039;Casinea has been enchanted with a magnitude 40 ritual of the Night realm&lt;br /&gt;
* &#039;&#039;&#039;A song has taken root across the trods&#039;&#039;&#039;&lt;br /&gt;
During the Autumn Equinox, an [[arcane projection]] was performed targeting the Highborn territory of [[Casinea]]. Over the coming season, the words and music of a song - [[Founders&#039; Dance (song)|Founders&#039; Dance]] - are experienced by people across the Empire as part of their dreams. Most often, it is those who have been walking the trods, or who camp nearby, that experience the strange dreams.&lt;br /&gt;
&lt;br /&gt;
Any further effects of this ritual will be in the winds of fortune released before the next event.&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;
===Rivers Run Clear===&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;
===Fens, Frost, and Forest===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Echoes of the Fen has been cast on two regions&#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;
* &#039;&#039;&#039;Forge the Wooden Fastness has been cast on one region&#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;
| [[Forge the Wooden Fastness]] || Nesustak Forest, [[Sarangrave]] || Coven of the Horned Hare&lt;br /&gt;
|-&lt;br /&gt;
| [[Dripping Echoes of the Fen]] || Ottermire, [[Bregasland]] || &lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Icarion, [[Mareave]] || 	Ashen Flame&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Clisearn, [[Mareave]] || 	Ashen Flame&lt;br /&gt;
|-&lt;br /&gt;
| [[Dripping Echoes of the Fen]] || Ottermire, [[Bregasland]] || The Circle of Zulgan-Tash&lt;br /&gt;
|-&lt;br /&gt;
| [[Frozen Citadel of Cathan Canae]] || Nadir, [[Mareave]] || 	Phoenix Rising&lt;br /&gt;
|-&lt;br /&gt;
|}&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 Autumn Equinox, three rituals were put forward for inclusion in Imperial Lore:&lt;br /&gt;
* [[Chance Blossoms, Chaos Thrives]] was [[388YE_Autumn_Equinox_Conclave_sessions#Imperial_Lore:_Chance_Blossoms,_Chaos_Thrives|raised]] by &#039;&#039;&#039;Yarvi Swiftwind&#039;&#039;&#039;, on behalf of the [[Silver Chalice]] and funded by the &#039;&#039;[[Apparently_with_no_surprise#A_Decrepit_Flower|Wise Flower chapter]]&#039;&#039;&lt;br /&gt;
* [[Shadows Hide the Passing Spear]] was [[388YE_Autumn_Equinox_Conclave_sessions#Imperial_Lore:_Shadows_Hide_the_Passing_Spear|raised]] by &#039;&#039;&#039;Syl&#039;&#039;&#039;, as [[Dean of the Lyceum]] and is awaiting funding&lt;br /&gt;
* [[Arc of Sküld]] was [[388YE_Autumn_Equinox_Conclave_sessions#Imperial_Lore:_The_Arc_of_Sküld|raised]] by &#039;&#039;&#039;Yarvi Swiftwind&#039;&#039;&#039;, on behalf of the [[Silver Chalice]] and is awaiting funding&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_fork_in_the_path&amp;diff=145792</id>
		<title>A fork in the path</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_fork_in_the_path&amp;diff=145792"/>
		<updated>2026-09-24T10:53:48Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Right,&amp;quot; said Wyr, &amp;quot;lets cast the runes again and see what they have to say.&amp;quot; The mystic reached down to his belt and slipped the rune bag from it. He shook the leather pouch several times, to the tune of soft clattering as the rune-stones tumbled over each other inside it. Satisfied that they were jumbled up enough, he loosed the drawstring just enough to push his hand into the pouch, his fingers drifting over the stones, searching for one that felt right. &lt;br /&gt;
&lt;br /&gt;
He pulled the first stone from the bag and cast it onto the oak table. &amp;quot;Hirmok,&amp;quot; he announced in a stentorian voice, though of course his apprentice recognised it immediately. &amp;quot;The rune of dominion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Byric looked unconvinced. &amp;quot;Hardly a surprise,&amp;quot; she said, &amp;quot;if anything it would be more worrying if it didn&#039;t come out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;True enough,&amp;quot; acknowledged her teacher, &amp;quot;but it&#039;s the first rune, so it&#039;s the most significant,&amp;quot; he reminded her. He put his hand back into the bag and draw a second stone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wyr&amp;quot; he announced with a grin on seeing his own name on the table, &amp;quot;the rune of mystery.&amp;quot; This time there was silence, so he pulled a final rune from the bag and placed it next to the others. &amp;quot;Irremais, the rune of Wisdom...&amp;quot; He let it rest there for a few moments and then looked at Byric, &amp;quot;That seems fairly definitive to me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The apprentice remain troubled, clearly struggling to see what Wyr saw. &amp;quot;I don&#039;t see how that tells us what we need to know?&amp;quot; she queried. &amp;quot;Night Singer is offering Wisdom and Mystery in exchange for Dominion, but we still don&#039;t know if we can trust them?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The presager opened the bag wide and swept the runes from the table, smiling at his apprentice as he did so. &amp;quot;To read the runes right, often you have to listen to what they didn&#039;t say. Today is the third time I&#039;ve drawn the runes, but we&#039;ve not seen Jotra once. No Mawrig... no Kryop, or Queros. That&#039;s good - that&#039;s the draw we&#039;d hope for if this offer is an honest one.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The apprentice nodded slowly, seeing the Wisdom of what her teacher was saying.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But here&#039;s the &#039;&#039;really&#039;&#039; interesting thing... Three draws we&#039;ve done. We&#039;ve pulled Hirmok three times, each time accompanied by different runes. But where is the Hound? What does it mean that we have not once pulled Lann?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Byric screwed up her face as she contemplated this puzzling insight. &amp;quot;It means... there is no bargain here? It means that the Lady of Mysteries isn&#039;t offering to bargain with us?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, you&#039;re getting it!&amp;quot; Wyr beamed at his young apprentice.&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=Raven.jpg|align=left|caption=For the folk of Wintermark, the raven is a [[Wintermark_culture_and_customs#Birds_and_feathers|symbol]] of [[Wisdom]].|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
In recent years, the [[mystic|Mystics]] of Ishal, have sought to work more closely with the wider nation of Wintermark. They have [[Nightcall|gone abroad in the nation looking for opportunities to offer aid]] and rendered help where they can. At the start of the year, rather than take instruction directly from the [[Raven Seer]], they decided [[Flight_of_birds#The_Witan|to approach the Witan]] and ask the nation to decide what subject they should turn their attention to that season. When the decision was made to explore into the wastes north of [[Sermersuaq]], they [[Snap_rope_and_pass_foil#Mystics|did all they could to support that goal]]. &lt;br /&gt;
&lt;br /&gt;
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 - the requests sent to Ishal have languished unanswered while the mystics laboured abroad, risking the dangers of the far north. Now they have returned from the far frozen north, they are eager to set their house in order, before they venture forth again.&lt;br /&gt;
&lt;br /&gt;
To that end they have made several changes to the [[Raven_Seer#Aviary_of_Ishal|Aviary at Ishal]] and to the support they offer the [[Raven Seer]] and the nation.&lt;br /&gt;
&lt;br /&gt;
==Dreams==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Ophis.png|title=Rune: Ophis|align=right|width=250}}&lt;br /&gt;
{{CaptionedImage|file=True Liao.jpg|caption=One of the rarest substances in the Empire, many consider true liao to be the most sacred substance in creation.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Mystics of Ishal have not been able to provide the means for the Raven&#039;s Dream for some time now&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They require a dose of true liao to create an infusion that will allow participants to experience the Raven&#039;s Dream&#039;&#039;&#039;&lt;br /&gt;
The mystics of Wintermark often partake of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] to allow them to see [[Signs and Portents]] of the future. But the most learned mystics know that the nation possesses a more powerful version of this infusion, something capable of allowing all who inhale the fumes to experience a powerful vision, one laden with symbolism and meaning. Sometimes the Mystics of Ishal would bring this infusion to Anvil to share with their brethren there, at other times they would invite the mystics to travel to Ishal via the [[Sentinel Gate]] to partake of the mysterious infusion and experience the Raven&#039;s Dream together.&lt;br /&gt;
&lt;br /&gt;
Sadly, they have been unable to provide the means to create the Raven&#039;s Dream in recent years, due to the dwindling reserves of &amp;quot;essential ingredients&amp;quot;. The Mystics are conscious of this shortcoming and have decided to share some of the secrets of the Raven&#039;s Dream with the nation in the hope that they might be able to solve this problem together.&lt;br /&gt;
&lt;br /&gt;
The essential ingredient that the Mystics require to create the Raven&#039;s Dream is a dose of [[true liao]]. If the Raven Seer can procure a dose of true liao - and provide it to the Raven Seers of Ishal (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; hand the ribbon in and email {{plot}}), then the mystics will use it to prepare a single draught of the Raven&#039;s Dream. At the following summit, they will either bring the infusion to Anvil, to allow the Raven Seer and other mystics who wish to take part, or they will take advantage of the Sentinel Gate to invite them to partake at Ishal. Obviously, true liao is very expensive, but whenever the mystics of Wintermark can find a way to obtain a dose, then will be able to draw on the skills of Ishal to partake of the Raven&#039;s Dream.&lt;br /&gt;
&lt;br /&gt;
The visions produced by the Raven&#039;s Dream are very different to those experienced by someone who consumes true liao or Goosewhisper Infusion on its own. Every mystic who breathes in the infusion will usually see the same vision - at least as far as they can remember. The strange sights that the Raven&#039;s Dream reveals are no mere illusions, they contain hidden truths, albeit often hidden in symbolism. Those who have experienced it claim that the vision produced by Raven&#039;s Dream usually feels incredibly real - as far beyond that produced by Goosewhisper Infusion, as true liao is beyond the effects of normal liao.&lt;br /&gt;
&lt;br /&gt;
As far as anyone knows, the ritual is almost completely safe. No one has died while experiencing the Raven&#039;s Dream in living memory.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sular.png|title=Rune: Sular|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBWintermark.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Omens==&lt;br /&gt;
* &#039;&#039;&#039;The Mystics of Ishal are no longer able to support the Parliament of Owls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will instead, make their unique skills available to the Witan, as and when they can&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Wintermark will be able to use the Witan to ask the Mystics to appraise one issue at the coming Winter Solstice next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whatever problem the Witan chooses must be a challenge facing Wintermark and must be one the Mystics have not appraised before&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In years past, the Mystics of Ishal have hosted the Parliament of Owls, a ritual codified centuries ago that allows the Raven Seer to send a question to the Aviary at Ishal. While the Mystics dwelled there, they were able to study the omens and share what knowledge they learned with the [[Raven Seer]]. In recent years, they believe that their part in the exploration of Tsirku has demonstrated the wisdom of working with the whole nation through the Witan, rather than studying omens to provide a single cryptic answer to the Raven Seer&#039;s request&lt;br /&gt;
&lt;br /&gt;
As a result they have abandoned their previous support for the Parliament of Owls. It will no longer be possible for the Raven Seer to employ the Parliament of Owls to send a message to Ishal. The Mystics have spoken with a representative of [[Lashonar|Eater of Silence]] on the matter and agreed with the &#039;&#039;Loqacious One&#039;&#039; that the ritual&#039;s assurance is no longer valid. As a result it is not possible to cast Parliament of Owls any longer.&lt;br /&gt;
&lt;br /&gt;
In its place, the mystics plan to appeal to the Witan, just as they did [[Flight_of_birds#The_Witan|last Winter]], to choose a single topic for them to appraise whenever they are able. The mystics will work with the [[Wintermark_magical_traditions#Runesmiths|runesmiths]] and [[Wintermark_magical_traditions#Icewalkers|icewalkers]] to find out everything they can about the subject and then present their findings to the whole nation at subsequent summits.&lt;br /&gt;
&lt;br /&gt;
The mystics have limited resources and cannot help the nation appraise something more than once a year at most. Even now they are preparing for the next attempt, planning to offer their services to the Witan &#039;&#039;at the Winter Solstice&#039;&#039;. When that summit arrives, the mystics will ask Wilda who is [[Wintermark Egregore|Sulkavaris, Knower of Names]], to call a Witan, just as they did last time. Wise Wintermarkers will use the time before then to prepare for the Witan - if they wish to ensure their topic is the one that is chosen.&lt;br /&gt;
&lt;br /&gt;
A skein can only ever be traversed in one direction - you can only go forwards through life, never back. To the eye of the mystics, the Witan is much the same - so the Mystics of Ishal place only two restrictions on the subject that they will look into - the problem must be one that is relevant to Wintermark and it must be one that they have not addressed before. There is likely years of work to be done before all of Tsirku is explored, but that role now falls to others, the Mystics of Ishal have played their part and will not return to this subject again.&lt;br /&gt;
&lt;br /&gt;
==Crowns==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Feresh.png|title=Rune: Feresh|width=200|align=right}}&lt;br /&gt;
{{CaptionedImage|file=ErkenbrandCrowned.jpg|caption=Erkenbrand of Tyrsholm was the first to wear the Crown of Three Tears after it was recovered from the Thule.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The mystics of Wintermark have traditionally crowned the Champion of Wintermark with the Crown of Three Tears&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The omens predict disaster if a new Champion is appointed before Wemba the Bloody and Kaarina White-Eye are dealt with&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once Agramant&#039;s catspaws are dealt with, Ishal urges the mystics of the nation to resume their traditional role&#039;&#039;&#039;&lt;br /&gt;
The ancient [[Crown of Three Tears]] was once the official regalia of the the Wintermark kings and queens. King Alof Bearning was the last monarch of Wintermark, he put aside the crown to pledge his cause to the First Empress, joining the powerful military nation of Wintermark with the nascent Empire. Since that day, the Crown has been used to identify a worthy champion of Wintermark, someone whose demeanour and Virtue marks them out as a true hero. Sadly too many champions lives were cut short, allegedly the result of a terrible doom that befalls whoever stands for Wintermark.&lt;br /&gt;
&lt;br /&gt;
Many previous champions have been doughty warriors, but not all - there have been plenty of heroic runesmiths, scops, grimnir and mediators and others in the past. According to legend there has only ever been one [[maggot]] who wore the crown, Aino White-Eyes Lumisdottir, and the stories disagree on whether she was granted the crown or merely stole it... &lt;br /&gt;
&lt;br /&gt;
Not everyone agrees that the Crown is the right symbol of Wintermark. There are those who believe a more modern relic like Guntherm&#039;s warbanner, Foe-Slayer, might better serve the nation. There are runesmiths who dispute the story of the Crown&#039;s creation, claiming the doom it bears is a result of the [[Wintermark_history#The_Troll_Wars|role it played in the downfall of the trolls]]. Regardless of the merits of these arguments, what is not in doubt is that the Crown represents a clear risk to the nation. Barely a decade ago, the Thule captured the symbol of the nation and used fell magic on it to try and split the three people apart. [[Agramant|The Howler]] is known to be obsessed with the Crown and has tried in the past to steal it and to suborn the wearer. For better, and for worse, the Crown of Three Tears is linked to the spirit of the nation.&lt;br /&gt;
&lt;br /&gt;
According to the Mystics of Ishal, the omens and portents indicate terrible woe for the nation should a new champion be chosen before [[388YE_Spring_Equinox_winds_of_fortune#Champion_of_Wintermark|Wemba the Bloody and Kaarina White-Eye]] are dealt with. These traitors are servants of &#039;&#039;The Hunter in the Wastes&#039;&#039;, which is surely not a coincidence, given that eternal&#039;s fell interest in the Crown. The egregores have trusted the Crown to safekeeping until the nation is in a position to decide what to do with it again.&lt;br /&gt;
&lt;br /&gt;
If Wintermark decides to crown a new Champion once Agramant&#039;s wicked servants are slain, then the people of Ishal are determined that the nation&#039;s mystics should resume their traditional role of selecting who should be crowned. In recent times the Champion has been chosen in a very ad hoc way, a consequence of the Crown being lost for many years. The Mystics of Ishal plan to restore the old traditions, and combine them with the Witan to ensure that they choose a Champion who will serve the whole nation.&lt;br /&gt;
&lt;br /&gt;
To that end they will publish the full list of names of the mystics attending Anvil the next time the nation calls on them to choose a Champion. In such a way they hope to place the process of choosing who will wear the Crown of Three Tears beyond reproach.&lt;br /&gt;
&lt;br /&gt;
==Champions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Feresh.png|title=Rune: Tykonus|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Champion of Wintermark must serve a cause important to the nation, that is chosen by the Witan&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mystics will choose who among the nation will champion the cause and crown them accordingly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Champion serves until the quest is complete or until they have done all that they can in pursuit of the cause&#039;&#039;&#039;&lt;br /&gt;
The purpose of the Champion of Wintermark is to embody [[heroism]] in service to the nation. A true hero is not a glory-hound who seeks the limelight, they inspire others, rallying them to their cause as they work to achieve something important. They don&#039;t have to take the battlefield, but they do have to take the lead, heroically sacrificing their own ambitions to advance Wintermark&#039;s cause.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Choosing a Cause&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Choosing a cause is an opportunity for Wintermark to push forward the plot in an area that the nation cares about. A cause should be something discrete and achievable - taking all of Sermersuaq back from the Thule is fine, it is something characters might commit to as a short or medium-term goal. Killing all the Thule or taking all their lands it not because it is so vast that no player could ever hope to achieve it in the space of two or three years. Slaying Agramant&#039;s servants in Tsirku is a great cause; killing Agramant is not. The ideal cause is something powerful and inspiring that the nation can rally behind and heroes can make sacrifices to achieve it over the coming events.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Choosing a Champion&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Champion of Wintermark is chosen by the nation&#039;s mystics. Characters who want to be the Champion will need to seek out a mystic to speak for them in the meeting. The choice is intended to capture some of the mysticism of mythic stories in which Merlin-like figures find King Arthur - mystics are encouraged to use Goosewhisper Infusions when making their choice and to play up the importance of any signs and portents as they relate to the matter at hand. It is the role of any scops present to speak to someone&#039;s Virtues and to answer questions about their nature and their heroism.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When it is time to select the Champion, the egregore will announce a Witan, to allow the nation to choose the single cause that is most important for the nation. Whatever issue is selected, the Mystics of Ishal will rally the other magical traditions of Wintermark behind the undertaking to carry out an [[appraisal]] to [[#Omens|look for any opportunities to advance the cause]].&lt;br /&gt;
&lt;br /&gt;
Once the Witan has chosen, the mystics of Wintermark will gather together to select someone to champion the cause. Everyone at Anvil who is a [[mystic]] will be entitled to attend the meeting (that is anyone with the mystic [[archetype]]). They will be able to speak and to cast their vote to determine who will bear the crown. Anyone who is a candidate may &#039;&#039;not&#039;&#039; attend - even if they are a mystic - it is not seemly for someone to boast of their own deeds. Those who seek to bear the crown will need to find a mystic to put the case for them. Scops are welcome to attend the meeting - they may not vote nor speak unless asked to do so, but it is frowned on for mystics to decry the words of another mystic. The scops are there to speak of someone&#039;s name and deeds if asked, to answer for their heroism and all that they might accomplish. Scops are not obliged to attend of course, any more than mystics are, but any scop or mystic who has a care to do so is welcome.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px&amp;quot;&amp;gt;{{CaptionedImage|file=Veikko Bondforger.webp|caption=&#039;&#039;&#039;Veikko Bondforger&#039;&#039;&#039; is the current Keeper of Oaths|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Once the mystics have selected a Champion, they will be crowned at the first opportunity. The Champion of Wintermark is &#039;&#039;not&#039;&#039; an [[Imperial title]] and so anyone can hold the position. &#039;&#039;In theory&#039;&#039; it wouldn&#039;t even need to be a Wintermarker who was chosen, but doing so might well bring the entire role of the Champion into question. A citizen who holds an existing title can be Champion, but wise mystics consider the fact that the Crown is &#039;&#039;doomed&#039;&#039; - usually that doom means a short but fateful life for the Champion but a doom is not a curse, it doesn&#039;t follow the rules of magic, it doesn&#039;t lie where it falls. A doom follows someone wherever they go - if the [[Senator]] for [[Hahnmark]] becomes the Champion, they risk that doom falling on the territory, even if they never put the actual Crown on their head.&lt;br /&gt;
&lt;br /&gt;
Once the Champion is chosen, they serve until they have completed the quest or they have given it their all. There is no shame in handing the Crown back - a hero knows when they have played their part and it is time for another to take up the load. The Champion is expected to devote themselves to the cause, not to the exclusion of all other things, but part of their role is as a figurehead to unit the nation behind them. Other Wintermarkers are more likely to defer to the Champion on matters to do with the cause the Witan named, and make an effort to ensure they are included in counsels where the matter is discussed. Young Wintermarkers who are looking to make a name for themselves may seek the Champion out, looking to offer what aid they can, so that they too can become a hero. All of this requires the wearer of the Crown to be active in pursuit of the cause they have pledged to champion.&lt;br /&gt;
&lt;br /&gt;
To ensure that happens, the mystics will ask whoever is chosen to swear a public oath in front of the [[Keeper of Oaths]], so that it can be recorded for all to see. The Keeper can make a record of the promise made and let the world know, for the more public an oath is, the more people who hear it, the more potent the hearth magic associated with it becomes.&lt;br /&gt;
&lt;br /&gt;
==Mysteries==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Wyr.png|title=Rune: Wyr|align=right}}&lt;br /&gt;
{{CaptionedImage|file=SungArt.jpg|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Raven Seer asked the mystics to seek opportunities for Wintermark to fight the threat in the Gullet or protect their coasts from it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Sung has offered to enfold the Aviary at Ishal if the Archmage of Night formerly requests it&#039;&#039;&#039;&lt;br /&gt;
The latest Raven Seer has sent two messages to the Mystics of Ishal, the first asks for opportunities to help the Seers of Ishal with their divinations in Tsirku. The Mystics have bent all their efforts to that endeavour, following the decision of the Witan to name that as a cause important to the nation - there is nothing more that they can do in that regard. This season the Raven Seer informed the Mystics that the nation is threatened by enemies beyond their reach and asked for help to reach them in the Gullet or further protect the coasts. &#039;&#039;&amp;quot;Who or what might aid us?&amp;quot;&#039;&#039; the Raven Seer asked.&lt;br /&gt;
&lt;br /&gt;
There are currently two threats posed by the Gullet, that anyone is aware of. The first is the [[Jotun]], who appear to have called up allies from [[Sea_of_Snow#Fjorknae|Fjorknae]] who have the ability to sail into the Gullet and attack the lands that adjoin it. The other problem is the [[Rumblings_in_the_Gullet|strange coral-encrusted creatures]] rising from the murky depths of the Gullet to drag the unwary beneath the waves. In both cases [[Kallavesa]] is threatened - if the Jotun come overland then they will attack Sermersuaq, but any threat that comes from the Gullet endangers Kallavesa first and foremost.&lt;br /&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: Bisque;&amp;quot;&amp;gt;&#039;&#039;&#039;Plenipotentiary&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Eternal:&#039;&#039;&#039; Sung&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Request:&#039;&#039;&#039; Enfold the Aviary at Ishal&amp;lt;/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;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Grants Sung dominion over the aviary&lt;br /&gt;
* Allows the Raven Seer to purchase crystal fire from the heralds of Sung in exchange for Iridescent Gloaming&lt;br /&gt;
* Provides the Raven Seer with one of Sung&#039;s feathers each season&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&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;Crystal Fire&#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;7 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 crystal fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 crystal fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;27 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 crystal fire&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;37 Iridescent Gloaming&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10 crystal fire&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;
Last time Ishal was asked to look into the omens for the defence of Kallavesa they presented [[Nightcall#Muster_Mark|three ways that the nation could armour the borders of Kallavesa]] by drawing on the magic of the Night realm. Those opportunities have passed now, but the mystics have spoken with heralds of two eternals who have both offered aid.&lt;br /&gt;
{{CaptionedImage|file=SadoguaArt.jpg|align=left|width=170}}&lt;br /&gt;
[[Sadogua|&#039;&#039;Rook&#039;s Feather&#039;&#039;]] is the patron of a powerful defensive ritual, [[Dripping Echoes of the Fen]] and he has repeatedly gone out of his way to protect magicians from harm in the past. The Toad-King aims to be a friend of all wizards, and enjoys a friendship with the nation&#039;s icewalkers in particular. When approached by the Mystics of Ishal he is enthusiastic about the prospect of helping his friends in Wintermark and ensuring their lands are protected from the Jotun and other threats. After discussion with the mystics he offers a [[Towers of the moon|proposal of his own]] to help defend the marshes.&lt;br /&gt;
&lt;br /&gt;
The Lady of Mysteries offers something different - a way for the Raven Seer to embrace the aid that &#039;&#039;Feather on the Breeze&#039;&#039; offers. If the [[Archmage of Night]] uses a [[plenipotentiary]] to ask the eternal to &amp;quot;enfold the Aviary at Ishal&amp;quot;, then Sung will be [[Eternal#Dominion_in_the_Empire|granted dominion]] over the Aviary. That would mean that the &#039;&#039;Lady of Mysteries&#039;&#039; can use the full remit of their powers on the Aviary and their servants can enter and leave freely the nearby regio.&lt;br /&gt;
&lt;br /&gt;
In effect, the Aviary will become a [[fane]], but with the Raven Seer taking responsibility for it. The presence of heralds at the Aviary would allow the Raven Seer to purchase [[Vis#Crystal_Fire|crystal fire]] in exchange for [[Materials#Iridescent_Gloaming|iridescent gloaming]]. In addition Sung would provide the Raven Seer with one of their feathers each season.&lt;br /&gt;
&lt;br /&gt;
It is impossible to know what might happen beyond this, but when the [[The_play_that_came_to_Apulian#Writhing_Tails,_Flashing_Wing|Chamber of Euphony]] was built in [[Spiral#Apulian|Apulian]], &#039;&#039;Night Singer&#039;&#039; appears [[This_is_the_end#The_moment_prepared_for|to have intervened to protect the City from the Whisper Gallery]] in some way. What is more they chose to favour the [[Map to the City Below|the citizen appointed to protect the fane]] in ways that may help them protect the City if it were threatened in the future.&lt;br /&gt;
&lt;br /&gt;
Might they not do the same here? It is impossible to know precisely what might happen, not least because the eternal is the &#039;&#039;Lady of Mysteries&#039;&#039; after-all. There are clear risks involved in granting any eternal dominion over something, but all the Mystics of Ishal agree that all the omens regarding this are auspicious and whatever the dangers are, there is no hint of deception or betrayal in &#039;&#039;Night Singer&#039;s&#039;&#039; offer.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Raven Seer]]&lt;br /&gt;
* [[Mystic]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=There_is_hope&amp;diff=145465</id>
		<title>There is hope</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=There_is_hope&amp;diff=145465"/>
		<updated>2026-09-09T21:23:29Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=There is hope.png|caption=It might not feel like it sometimes, but there is &#039;&#039;always&#039;&#039; hope.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Magical Chaos==&lt;br /&gt;
* &#039;&#039;&#039;The astronomantic constellations have returned to their normal places in the sky&lt;br /&gt;
* &#039;&#039;&#039;Territory-scale magic is no more likely to have additional unlooked for effects than normal&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 finally abated. The last of its power seems to have been [[A_wizard_did_it#Magical_Chaos|expended at the Summer Solstice]] and it is notable that while odd things have happened - the [[When something is lost|disappearance of the Drakes]] for example - those are explainable by perfectly normal magical strangeness that has nothing to do with the stars.&lt;br /&gt;
&lt;br /&gt;
There is, however, one final little inexplicable sparkle. In the days and nights following the Summer Solstice, an odd awareness ripples outward from [[Casinea]], from [[Anvil]]. From the [[Regio#Imperial Regio|Imperial regio]] in fact. It concerns something absolutely unprecedented. There is a new star in the sky.&lt;br /&gt;
&lt;br /&gt;
==The Beacon==&lt;br /&gt;
That is of course a massive oversimplification. There isn&#039;t &#039;&#039;literally&#039;&#039; a new star in the sky. Rather, a star that has always been there has taken on a whole new significance. It is an unassuming little star, one that has entirely avoided attention in the past. Now, though, eyes are drawn to it, some revelation makes it take on a whole new significance. It is not just another light in the sky. It is &#039;&#039;the Beacon&#039;&#039;. The nineteenth [[Astronomancy|constellation]], the last of the tools the Creator used to fashion Creation (if one ascribes to that particular obscure mystical philosophy).&lt;br /&gt;
&lt;br /&gt;
Its law is also known - each of the constellations have laws. Nobody needs to be told it either - like the fact the star itself has achieved a new prominence what it represents is also quickly becoming common knowledge among star-watchers. Knowledge of that law brings with it a certain amount of consternation, because it is expressed as &#039;&#039;there is hope&#039;&#039;. [[Malign_spiritual_presences#Hope|Hope]] is of course a [[malign spiritual presences|malign spiritual presence]] and the idea that there is now visible in the sky a star that seems to say... well it&#039;s not clear what it says. But the laws represented by the constellations are taken to somehow be fundamental to Creation and what does that say about Creation? Is it possible that the law has been misinterpreted in some way? Arguments continue.&lt;br /&gt;
&lt;br /&gt;
The Beacon is a steady point of light, currently visible from Anvil low in the western sky in fact. It appears clear and white, but anyone who stares it it and contemplates it for a long period of time finds that it takes on a distinct bluish tinge. Like [[the Wanderer]], it seems to move and like the Wanderer its movements are not entirely predictable. This raises immediate questions - the Wanderer is the constellation most likely to lead to a conjunction of the stars that has magical effect - or to rouse the stars to reflect events in the world depending on who one asks. Is it possible that this new star can do the same?&lt;br /&gt;
&lt;br /&gt;
Knowledge of its presence is not restricted to the Empire either. Imperial visitors to other lands - whether nearby countries like [[Axos]] or [[Faraden]], or further destinations like [[Commonwealth]] or the [[Asavean Archipelago]] - find their magicians buzzing with news of this new astronomantic presence. As Autumn gets closer, these magicians will certainly be consulting their sources of esoteric knowledge. [[Leviathan]] talks to anyone prepared to present even a modicum of politeness - and will soon know that this has happened because of the actions of Imperial magicians. Although, to be fair, even a lot of Imperials aren&#039;t entirely sure what has happened...&lt;br /&gt;
&lt;br /&gt;
===Astronomantic Consequences===&lt;br /&gt;
* &#039;&#039;&#039;Embodied tulpas have vanished; it is no longer possible to create one using ritual magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A star cannot be connected directly to a mortal being through intentional ritual magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The influence of a constellation can still be used with ritual magic to shape a personal enchantment through a powerful roleplaying effect&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The chaos that has been running rampant in the Empire for the last year started as a result of a long series of experiments and investigations by the Empire&#039;s [[astronomancy|astronomancers]]. Their divinations somehow set in motion a sequence of events, the precise nature of which nobody could have predicted. Three paths were identified through the chaos - destroy the Imperial regio, retreat from the stars, or forge ahead and see where the road led. It seems Imperial magicians chose the latter and the result is this new star in the sky. It is not the &#039;&#039;only&#039;&#039; consequence however.&lt;br /&gt;
&lt;br /&gt;
It takes a time for astronomancers to notice but it seems that there are no more embodied [[Astronomancy#Tulpas|tulpas]] anywhere within the borders of the Empire. Masters of astronomancy know that tulpas come in two essential &amp;quot;flavours&amp;quot;. Embodied tulpas are constructs of magical energies somehow given existence by the constellations. In the past they have been compared to eternals but their nature is actually not well understood. Even heralds have urges, and a sense of self, which embodied tulpa lacked. Now, though, it seems they have &#039;&#039;all&#039;&#039; vanished and preliminary experiments indicate that it is no longer possible to summon (or create) them with mortal magic.&lt;br /&gt;
&lt;br /&gt;
The other kind of tulpas were the immaterial ones that generally resulted from a magician making unwise decisions when performing [[astronomancy]]. These entities could influence a magician but nine times out of ten their impact was powerful but limited. On a handful of occasions over the last few years, mortals became so entangled with the concepts a constellation represented that they were to all intents and purposes &amp;quot;possessed&amp;quot; by that constellation - their personalities changed and in some cases they gained unique powers. This can still happen, but it is impossible to do it intentionally. An arcane projection cannot &amp;quot;channel the power of a constellation&amp;quot; into someone in a controlled fashion.&lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;is&#039;&#039; possible to draw on the power of an astronomantic constellation with ritual magic to create an enchantment, but the standard form of such an enchantment is a powerful roleplaying effect that provides a source of spiritual strength related to the constellation. Any realm of magic might be used in this way, depending on the themes and resonances of the constellation used. It might also be possible to construct a location aura, similar to [[Chamber of Pallas]], using the symbols of a constellation, again creating a roleplaying effect.&lt;br /&gt;
&lt;br /&gt;
What isn&#039;t possible - and indeed might never have actually been possible - is using the constellations as a source of magical power. Ritual magic uses the six realms, and at the end of the day astronomancy is a magical tradition that shapes that ritual magic, it is not a separate system of magic in and of itself.&lt;br /&gt;
&lt;br /&gt;
===A New Start===&lt;br /&gt;
* &#039;&#039;&#039;Astronomancers are still coming to terms with the changes their magic has unleashed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The entire body of astronomantic lore is shifting&#039;&#039;&#039;&lt;br /&gt;
One other thing is clear. As the constellations settle back into their positions in the night sky, Imperial magicians have a much closer understanding of them than they did before. Some magicians have had personal experiences of the power of a given constellation, heard its impossible music, touched for a brief moment the incredible flow of ideas and concepts that the constellation embodies. They have understood that, previously, mortal magicians had only a limited understanding of what the constellations represented - not as just part of a magical theory but perhaps as profound indications of cosmic laws that mortal minds can barely touch on.&lt;br /&gt;
&lt;br /&gt;
Through a combination of Autumn, Day, and Night divinations there&#039;s no doubt the astronomancers of the Empire have pushed the boundaries of mortal understanding forward, and the Empire has been at the heart of it.&lt;br /&gt;
&lt;br /&gt;
==The End Is Nigh==&lt;br /&gt;
* &#039;&#039;&#039;It is still not possible to enhance ritual lore using the Imperial regio&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is still possible for covens to work together as in previous seasons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Other properties of the Imperial regio are unchanged&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Magicians expect that the coming Winter Solstice will finally see a settled state&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Depending on how you look at it, the Imperial regio at Anvil remains &amp;quot;[[What_regulates_the_wheel%3F#Broken_Regio|broken]]&amp;quot;. At least for now, it still still does not improve the [[Magical skills#Ritual lores|realm lore]] of magicians working a ritual there. Covens are still able to cooperate freely - at least those of the same nation are - so it is not all bad.  Interestingly, there continue to be reports of a few powerful regio &#039;&#039;outside&#039;&#039; Anvil that provide the ability to draw strength for performing rituals of a single realm. &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 Autumn Equinox could still 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). But as the stars begin to settle back into quietude, magic is growing more predictable again. Still, for one last season, magicians should be careful. The side effects will never prevent the ritual having its mechanical effects; that will always happen as described in the appropriate ritual, but beyond that, all bets are off.&lt;br /&gt;
&lt;br /&gt;
It is now certain that effects are settling down. Once the Autumn Equinox is over, before the Winter Solstice, Imperial magicians should be able to say with certainty what is now fixed in place. Any lingering effects that are going to end, will have ended by then.&lt;br /&gt;
&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 Autumn Equinox 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 performance and a short time thereafter, 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;
===Working Together===&lt;br /&gt;
During the Autumn Equinox 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;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_friend_like_you&amp;diff=145343</id>
		<title>A friend like you</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_friend_like_you&amp;diff=145343"/>
		<updated>2026-09-09T10:16:15Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* A Queen&amp;#039;s Rose (Skathe) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Winds of Magic]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 25%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=Then a strange creature appeared with a head of man and a body of a fish.webp|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&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;[[Here you come again]]&#039;&#039;&#039; wind of fortune, while {{TBC}} deals with magic of an astronomantic, mortal, or mysterious provenance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Summer==&lt;br /&gt;
===An Immovable Challenge (Cathan Canae)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:CathCane001b.webp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Immovable Warhost of Cathan Canae heralds are travelling to the Arena at 20:40 on Friday evening&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Thane of the Enduring Bastion has laid down a challenge to four title holders to withstand the Immovable Warhost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Four titles have been called on to recruit warbands of 20 people to compete against the heralds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
The Thane of the Enduring Bastion has called on each of &#039;&#039;&#039;Lord Roland de Lagriffe&#039;&#039;&#039;, the [[Knight-protector|Knight-protector of Summer]]; &#039;&#039;&#039;Florian von Temeschwar&#039;&#039;&#039;, the [[Captain of the Throne Guard]]; &#039;&#039;&#039;Quint&#039;&#039;&#039;, the [[Dauntless Warrior]], and &#039;&#039;&#039;William Guildenstern&#039;&#039;&#039; to gather warbands of allies to attempt to withstand the Immovable Warhost.&lt;br /&gt;
&lt;br /&gt;
Each warband must number no more than twenty people, though only ten will be able to fight at any one time. The contest will comprise four bouts, each lasting up to five minutes, with a five-minute break before the next is scheduled to take place. The active warband will be able to field up to ten of its members to start against fifteen heralds of the warhost, with the rest held in reserve. Any herald which is defeated - that is, unable to fight - will score that warband one point, and be replaced by another herald so that there are always fifteen heralds to fight. Any member of a warband who is defeated - again, unable to fight or who yields - will be allowed to be escorted from the arena, but may not return or be replaced by a reserve. At any point during the bout, a member of the warband may step outside the arena to be replaced by one of their reserves, up to a total of ten times. Within the arena, only those who are part of a warband may heal or repair their allies, whilst outside the arena there are no restrictions on receiving aid and support.&lt;br /&gt;
&lt;br /&gt;
If multiple warbands are able to last the full five minutes, then it will instead be decided by the number of heralds each warband was able to defeat. Each member of the winning warband will receive a boon, similar to [[Salt_lions#Participation_:_Unshackled_in_Mareave|that]] offered to Unshackled in [[Mareave]], whilst the leader of the winning warband will receive a suitable reward in time for the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
==Autumn==&lt;br /&gt;
===Arch of the Sky (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;Binding Oak Spire&#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; Proceris, Zenith&amp;lt;/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; 70 thrones in labour costs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Increases white granite production of Arch of the Sky by two wains a season&lt;br /&gt;
* Allows purchase of additional white granite &amp;lt;/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 Autumn 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; Can permanently remove investment for businesses in Zenith from the Bridge of the Air to halve the cost of purchasing additional wains&amp;lt;/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; &lt;br /&gt;
* If removing the investment for businesses, it must be raised by a Senate motion&lt;br /&gt;
* This motion would be subject to the veto of the Urizen Assembly&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;Additional Production&#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;9 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 wains of white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;21 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains of white granite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;36 thrones&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 wains of white granite&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 Arch of the Sky&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Architects of Iron and Stone have investigated and drawn up plans to rebuild Binding Oak Spire to host additional workers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If raised as a motion, it could include removing the investment for businesses in Zenith from the Bridge of the Air to halve the cost of purchasing wains&#039;&#039;&#039;&lt;br /&gt;
The Architects of Iron and Stone were excited to receive their next assignment from the [[Architect of Hammers]]. Following an investigation into the [[Arratan Gamble]], &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039; set them the task of assessing the [[Arch of the Sky]] in Proceris, [[Zenith]]. The Arch of the Sky is relatively new, having only been [[387YE_Autumn_Equinox_Senate_sessions#Allocate_the_Arch_of_the_Sky|allocated]] by the Senate a year ago. However, there is always room for improvement! &#039;&#039;Architect Noether&#039;&#039; has spent much of the last season on the fabled [[Zenith#Bridge_of_the_Air|Bridge of the Air]] speaking with the residents and merchants of the territory who make use of the mithril cables. The skyways have clearly created much good for the citizens of Zenith, and further afield, but &#039;&#039;Noether&#039;&#039; has a plan that uses one of the stopping points and potentially makes better use of the Bridge.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Estavus001a.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The Binding Oak Spire was once home to a vibrant and bustling community of artisans, Summer magicians, and sentinels. When the Golden Cascade was [[381YE_Winter_Solstice_winds_of_war#Hunting_By_The_Rivers|destroyed]], and the floodwaters unleashed, the spire fell and has remained a ruin ever since. &#039;&#039;Architect Noether&#039;&#039; has drawn up plans to rebuild Binding Oak Spire to host additional workers for the quarry, which would allow the custodian to set out a call during the season for skilled workers to travel to the region and extract even more white granite. Rebuilding the spire for workers of the Arch of the Sky would also increase its production to twenty wains a season.&lt;br /&gt;
&lt;br /&gt;
The true potential in the plan comes from an unlikely source. &#039;&#039;Crown&#039;&#039;, a herald of [[Ephisis]] who has spent some time in Zenith this season, suggests making better use of the Bridge of the Air. Apparently he got the idea from talking with members of Sarangrave Rising. If the motion to construct the Binding Oak Spire included that profits for [[business|businesses]] in Zenith from the skyways were instead to be directed towards supplies for the workers of the Arch of the Sky - including those at Binding Oak Spire - then it would halve the cost of purchasing additional wains of white granite. It would mean permanently reducing investment in businesses in the territory by one, but the excitable herald points seems confident the nation will welcome the proposal.&lt;br /&gt;
&lt;br /&gt;
===College of Enchanters (Prospero)===&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;Tower of the Loom&#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; [[College of magic]]&amp;lt;/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; Silver Lake, Weaving, Astolat&amp;lt;/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, 60 weirwood, 60 mithril, and 540 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; Twelve 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 &#039;&#039;Golden Enchanter&#039;&#039; to direct codification of the college&lt;br /&gt;
* Benefits from the patronage of Prospero, allowing codification at increased rates for ingots of green iron&lt;br /&gt;
* If any ritual texts codified using the aid of Prospero are added to Imperial lore or Urizen lore then there will be consequences&amp;lt;/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;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; &lt;br /&gt;
* Prospero must be granted at least a season of amity whilst the construction is underway&lt;br /&gt;
* Prospero has asked to be granted dominion over the Tower&#039;s &#039;&#039;reflection&#039;&#039; in the waters of the lake&lt;br /&gt;
* A suite of rooms could be granted to the Knight-protector of Autumn&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;Golden Enchanter&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Dawnish&amp;lt;/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; &lt;br /&gt;
* Can codify arcane projections&lt;br /&gt;
* Gains exclusive access to a suite of rooms &amp;lt;/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 expand Dawn&#039;s repository of ritual texts and ensure that magic is used for the betterment of Dawn&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;Prospero has agreed to serve as patron of a Dawnish college of magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Golden Spider requires that the Dawnish title be elected by Tally of the Votes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Subtle Tailor asks Dawn&#039;s magicians to consider granting him an additional boon&#039;&#039;&#039;&lt;br /&gt;
Last season, [[Prospero]] met with several influential magicians of [[Dawn]] at the request of former [[Archmage of Autumn]], &#039;&#039;&#039;Vossk of Sarangrave Reforged&#039;&#039;&#039;. One of the many things discussed was the potential patronage of the &#039;&#039;Sovereign Lord of the City of Bridges&#039;&#039; for a [[college of magic]] in Dawn. Some of the requests were unfortunately impossible for even the &#039;&#039;Lord of the Loom&#039;&#039;, but eventually an agreement was reached that the &#039;&#039;Weaver&#039;&#039; would be willing to serve as patron of a college in Dawn, provided that it was made a national position.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Prospero001a.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Patronage would allow whoever was appointed to oversee codification at the college, the Golden Enchanter, to call on the aid of the eternal&#039;s golden spiders - each around the size of a small sheep - in much the same way as the [[Doyen_of_the_Spires#Patron_of_the_Spires|Doyen of the Spires]]. Rather than [[orichalcum]], the Golden Enchanter would need to provide [[green iron]] in exchange for the expertise and suggestions of the heralds. Of course, there would be an expectation that any rituals codified with the assistance of the golden spiders would serve to further Dawn&#039;s interests. Of course, it could be shared to allow individuals of other nations to master the ritual, but there would be an expectation that the ritual text would be used for Dawn first and foremost. If any ritual that was codified at the Tower of the Loom with the aid of Prospero&#039;s heralds was entered into Imperial lore or Urizen lore, there would be serious consequences&lt;br /&gt;
&lt;br /&gt;
Whilst there was some discussion about the title being elected by war-witches, weavers, and enchanters, the eternal has made clear that his appreciation for the practice of Tally of the Votes - of individuals having to encourage, cajole, and owe favours to those with votes is something that he is in favour of.&lt;br /&gt;
&lt;br /&gt;
Of course, what would a Tower be without its protector? The motion, or announcement, to construct the Tower of the Loom could state that a set of luxurious rooms be set aside for the [[Knight-protector|Knight-protector of Autumn]].&lt;br /&gt;
&lt;br /&gt;
After looking into the matter of where the Tower of the Loom might be built, the &#039;&#039;Subtle Tailor&#039;&#039; has one additional &#039;&#039;request&#039;&#039; for his friends in Dawn to consider. The obvious place for the Tower is Weaving in Astolat. This busy town is already one of the foremost centres of learning for ritual magic in Dawn. However, Prospero would like the Tower to be built just outside Weaving, next to Silver Lake. This large, shallow lake near the River of Sighs is renowned for its beautiful waters that are so perfectly still that they resemble a mirror. With the Tower built on the banks of the lake, its image will be &#039;&#039;perfectly&#039;&#039; reflected in the still waters.&lt;br /&gt;
&lt;br /&gt;
And &#039;&#039;that&#039;&#039; is what Prospero would like. The Golden Prince &#039;&#039;cordially&#039;&#039; invites the magicians of Dawn to grant him [[Eternal#Dominion_in_the_Empire|dominion]] over the &#039;&#039;reflection&#039;&#039; of the Tower of the Loom. He assures them that this will have &#039;&#039;&#039;no&#039;&#039;&#039; impact on the Tower itself - Prospero&#039;s power will only ever be over the &#039;&#039;other&#039;&#039; Tower - the one in the pool. Prospero is at pains to stress that this part of the arrangements is simply a request - the magicians of Dawn are free to decline to extend this favour if they choose.&lt;br /&gt;
&lt;br /&gt;
==Day==&lt;br /&gt;
===Advantages to a Bond (Zakalwe) ===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Telephysius, the Polemarch of Tactics&amp;quot;&amp;gt;The General of Day wishes to witness tactics win out against strength. The fens are awash with those who think it is their destiny to find glory and victory. Four miles from Ottery is Bella’s Bluff, where the yegarra and soldiers of the golden armies march. Defeat them, and I shall remain here providing three measures of prismatic ink a season while the Master Strategist maintains the friendship of the Conclave. Fail, and my support will go to the yegarra.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A herald of Zakalwe has challenged the Quartermaster of the Hanuri Garrison to prove their strategy&#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;Quartermaster of the Hanuri Garrison&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for defeating the yegarra&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Telephysius the Polemarch of Tactics&#039;&#039;, herald of [[Zakalwe]], has spent most of the last season in [[Temeschwar]]. The strange herald has become a common sight in the old city, and she has spent most of her time talking to both the [[Temeschwar#The_Walls_of_Temeschwar|Hanuri]] [[Fortification#Garrison|garrison]] and the [[Quartermaster of the Hanuri Garrison|Hanuri Garrison]]. After some time, the Polemarch of Tactics reveals that she has a task, somewhat linked to the guiding hand given to the [[Imperial Seer]] to slay [[Against_the_Jotun#Wolf_Dreams_(Skallahn)|Jarl Ebbe of Overgaard]]. She has grown fond of a yegarra in Bregasland, but wishes to see them tested. As such, she asks the [[Quartermaster of the Hanuri Garrison]] to defeat the yegarra&#039;s warband and the heralds of [[Eleonaris]] that accompany them.&lt;br /&gt;
&lt;br /&gt;
The [[Quartermaster of the Hanuri Garrison]], &#039;&#039;&#039;Erikas Van Temeshwar&#039;&#039;&#039;,  is responsible for besting the yegarra warband moving across Bella’s Bluff. If the warband and its herald allies are defeated, Telephysius will remain in Temeschwar and provide three pawns of [[Vis#Prismatic Ink|prismatic ink]] to the Quartermaster each season whilst the Hunter of Tides maintains the [[Alignment#Amity|amity]] of the Conclave. If the Empire does not succeed, then &#039;&#039;Abby the Feller&#039;&#039;, the leader of the yegarra, will instead gain the favour of the &#039;&#039;Polemarch of Tactics&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Night==&lt;br /&gt;
===Two and Then Three (Janon)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Janon001a.png]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Janon remains under enmity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;More armed bands of heralds have entered the Empire and are threatening more curses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last season two bands of the [[Janon|&#039;&#039;Night Sword&#039;s&#039;&#039;]] heralds [[The_keys_of_blood#Fire,_Fury,_and_Flame_(Janon)|entered the Empire]] and called out specific enemies - the [[Shadowed Torchbearer]] and the [[Grandmaster]] of the [[Sevenfold Path]]. At the time, it seemed that the &#039;&#039;Raging Inferno&#039;&#039; considered this to be nothing more than another chapter in its love-hate relationship with the Empire. Yet as more heralds come over the Empire&#039;s borders, it seems that &#039;&#039;Tinder-of-Anarchy&#039;&#039; is in an increasingly bad mood. While the first attackers were almost light-hearted in their tone, the latest ones are a lot angrier. What has happened to cause this change is, as yet, unknown.&lt;br /&gt;
&lt;br /&gt;
Much as last time, the heralds are reported to be lightly armoured but possessed of great reserves of [[Heroic_skills|heroic spirit]], and that some among their number are capable of delivering the curse of [[Unfettered Anarchy]] as comfortably as any [[Magical_skills#Battle_Mage|battle mage]] casting a spell of their own.&lt;br /&gt;
&lt;br /&gt;
====Red Burn The Rushes-O (Bregasland)====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse Bregasland&#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 Burning Falcon&#039;&#039; is responsible for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are [[Sentinel_Gate#Imperial_Law|no innocents present]] on this conjunction; magistrates advise that lethal force is fully justified&#039;&#039;&#039;&lt;br /&gt;
As the war in [[Bregasland]] pushes westward, those behind the lines find less relief than they might have hoped. A force of heralds of the &#039;&#039;Shadowed Fire&#039;&#039; have taken up residence in Gravenmarch, and have proceeded to call out the General of the [[Burning Falcon]] to come and face them. The Burning Falcon are known to have the favour of &#039;&#039;Whirling Chaos&#039;&#039;, and it seems that these heralds wish to test the mettle of the ones who they called (but surely do not still call) friends.&lt;br /&gt;
&lt;br /&gt;
Vigilant Beaters have sent information that the heralds have taken up residence on the Graven Commons in Gravenmarch. It is the responsibility of &#039;&#039;&#039;Aracelis I Erigo&#039;&#039;&#039;, General of the Burning Falcon, to prove that Imperial passion can match that of the realms. If the heralds cannot be stopped, they will curse Bregasland with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Dance Into The Fire (The Barrens)====&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Lady Ralphine Sepulchre.jpg|caption=&#039;&#039;&#039;Lady Ralphine Sepulchre&#039;&#039;&#039;, Maestro of the Cat&#039;s Graves|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse the Barrens&#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;Maestro of the Cat&#039;s Graces&#039;&#039; is responsible for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are [[Sentinel_Gate#Imperial_Law|no innocents present]] on this conjunction; magistrates advise that lethal force is fully justified&#039;&#039;&#039;&lt;br /&gt;
There is never a dull moment in the Barrens, it seems. As the territory&#039;s inhabitants warily keep their eyes to the east in case the Druj should attempt an unexpected advance, they are instead confronted by denizens of the Night Realm heading over the border. When a Courageous Troubadour goes to enquire why they have come, the heralds call back that they have come to test the mettle of the artists of the Empire. Apparently the Maestro of the Cats Graces is Dawnish, so they hear, and this is the easiest Dawnish territory to get into. The Troubadour quickly flees to bring this news back, unharmed but with a nasty dose of Unfettered Anarchy for their troubles.&lt;br /&gt;
&lt;br /&gt;
The heralds have, according to reports, planted their flag at the Glade of the Rising Sun in Saltmarsh. It is the responsibility of &#039;&#039;&#039;Lady Ralphine Sepulchre&#039;&#039;&#039;, the [[Cat&#039;s Graces#Maestro|Maestro of the Cat&#039;s Graces]], to show the true colours of the Empire&#039;s artists. If the heralds cannot be stopped, they will curse the Barrens with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
====Fire On The Mountain (Kahraman)====&lt;br /&gt;
* &#039;&#039;&#039;A group of Janon heralds are threatening to curse Kahraman&#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;Azure Sutannir&#039;&#039; is responsible for preventing the curse&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are [[Sentinel_Gate#Imperial_Law|no innocents present]] on this conjunction; magistrates advise that lethal force is fully justified&#039;&#039;&#039;&lt;br /&gt;
As the Freeborn turn their eyes to the defence of their homes and families, their first test comes quickly. Sweeping over the border into Braydon&#039;s Jasse come a small band of heralds of &#039;&#039;The Wind of Passion&#039;&#039;, brazenly declaring their presence. Janon has heard that the Freeborn seek to protect their people from danger, and what use is protection if there is nothing to defend yourselves against? The &#039;&#039;Muse of Fire&#039;&#039; would happily provide assistance to any who ask, but for now it is a time of war, so war will come.&lt;br /&gt;
&lt;br /&gt;
In the mean time, the heralds wish to see the passion of the Freeborn! They have set themselves in Uthman&#039;s Field in Braydon&#039;s Jasse, less than a day&#039;s travel from the Azure Chorus. It is the responsibility of &#039;&#039;&#039;João i Cabral i Riqueza&#039;&#039;&#039;, the [[Azure Sutannir]], to strike the first blow in defence of Freeborn land. If the heralds cannot be stopped, they will curse Kahraman with one of Janon&#039;s &amp;quot;blessings&amp;quot; that promotes violent emotions run amok.&lt;br /&gt;
&lt;br /&gt;
==Winter==&lt;br /&gt;
===A Queen&#039;s Rose (Skathe)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[file:Skathe001.webp]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Skathe has offered a bounty for anyone able to curse the Knight-protector of Winter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Baroness of all Pains seeks implements bonded to those who have cursed &#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Last season, &#039;&#039;[[Skathe]]&#039;&#039; made a &amp;lt;s&amp;gt;demand&amp;lt;/s&amp;gt; request of the [[Knight-protector|Knight-protector of Winter]] to kill the [[388YE_Summer_Solstice_winds_of_war#A_Call_to_Stand_(The_Barrens)|Servants of the Burnt]]. The effort was unsuccessful, and all but one of the heralds of [[Surut]] survived to escape [[the Barrens]]. The Sublime Enchantrix, the herald of the &#039;&#039;Giver of Gifts&#039;&#039; who issued the &amp;lt;s&amp;gt;demand&amp;lt;/s&amp;gt; petition, visits the Castle of Thorns to make a request of magicians with an appreciation for how a suitable [[curse]] can change the world.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox, any performance of [[Tribute to the Thrice Cursed Court]] that targets an implement which is bonded to someone who has contributed to a ritual to place a curse on &#039;&#039;&#039;Lady Aletheia of the Twisted Rose&#039;&#039;&#039; will receive additional attention from the &#039;&#039;Maiden of Broken Mirrors&#039;&#039;. They will still receive the [[Vis#Heart&#039;s Blood|heart&#039;s blood]] that is promised, but they will &#039;&#039;also&#039;&#039; receive a small token before the Winter Solstice, a [[:category:foci|focus]] that helps them cast powerful curses, in gratitude for their efforts to see that a lesson is learnt &lt;br /&gt;
&lt;br /&gt;
Strangely, &#039;&#039;&#039;Catena&#039;&#039;&#039; of [[Urizen]] is specifically called out. If Catena sends an implement she is bonded to, after she contributed to a ritual to curse the Knight-protector of Winter, then her time in the [[Upon_a_midnight_dreary#Smile_(Skathe)|Bleak Oubliette]] will be one season shorter.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shadowed_boughs_of_twilight&amp;diff=145268</id>
		<title>Shadowed boughs of twilight</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Shadowed_boughs_of_twilight&amp;diff=145268"/>
		<updated>2026-09-08T20:21:36Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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;Why Grandmother, what a big axe you have. Why don&#039;t you put it down?&amp;quot; said the wide-eyed child.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All the better to cut the trees from our path child.&amp;quot; the elderly woman replied with a smile.&lt;br /&gt;
&lt;br /&gt;
“But, Grandmother, what heavy armour you have! Why don&#039;t you take it off?” asked the child in a voice full of concern.&lt;br /&gt;
&lt;br /&gt;
“All the better to protect you and me both dear,” the old woman replied without skipping a beat.&lt;br /&gt;
&lt;br /&gt;
At that point a foolish woodcutter appeared, stood just off to one side of the path. &amp;quot;Look out!&amp;quot;, he shouted, &amp;quot;she&#039;s a mora!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Thus revealed the wolf fell to the ground screaming and writhing in pain as feathers appeared all over its body. A moment later it leapt into the air, eager to fall on the helpless and devour them. The woodcutter stepped forwards eager to save them, but the monster hurled him aside in a heartbeat...&lt;br /&gt;
&lt;br /&gt;
...whereupon Grandmother fell on it, and with one quick flick of her axe, she chopped that wicked creature&#039;s head clean off its body.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Dreamscape.jpg|caption=Fantastical dreams, and paths lost and tangled, these are the gifts of the Night realm.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[Ossium]] has been part of [[Varushka]] for six years now, and what was once a wretched place clenched in the iron fist of the [[Druj]] is rapidly becoming one of the most prosperous territories in the Empire. Years of investment have paid off, with the vales here becoming stronger and richer with each season. Some of the finest Imperial [[forest|forests]] are found here, and it is also home to places like the [[Ossium#The_Palace_of_Orieb|Palace of Orieb]], the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bone Hives]], and [[Cabalist_of_the_Hollow_Stone#Marshstand_Skerry|Marshstand Skerry]] that show what can be achieved when resources are taken from the masters of [[the Mallum]]. There is even some cautious trade with the [[orc|orcs]] of [[Otkodov]] who control the northern forests, although there is also a little friction from those who resent the presence of interlopers who are not Imperial in &#039;&#039;their&#039;&#039; territories. Then, a couple of years ago, another &amp;quot;wave of settlement&amp;quot; took place when [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]] wayhouse was built in [[Ossium#Nearweald|Nearweald]], bringing with it the families of [[Navarr]] keen to share their own culture and customs with their Varushkan neighbours and learn from them in turn.&lt;br /&gt;
&lt;br /&gt;
All of this preamble sets the scene for what happens after the Summer Solstice. Magic of the [[Realms#Night|Wondrous Forest]] rises in isolated places across the territory, seeping out from beneath the trees, pooling in their shadows. It spreads quickly across the entire territory - in Imperial and Thule lands alike - bringing with it the unmistakable blessings of [[Night magic]] - blessings that have a regrettable tendency to be somewhat &#039;&#039;mixed&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Henri Rousseau - Le Rêve.jpg|align=right|width=400|caption=The Forests of the Night are wonderful - they contain wonders. They are also terrific - they beget terror.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Dark Dreams==&lt;br /&gt;
* &#039;&#039;&#039;People in Ossium this season experience vivid dreams full of strangeness and wonder&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some of those dreams are dangerous and folk are injured or even disappear&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Characters in Ossium may choose to experience the last of these dreams in Anvil&#039;&#039;&#039;&lt;br /&gt;
Within a few nights of the Summer Solstice, [[Night magic]] creeps out from under the trees of Ossium. It brings strange dreams, and the influence of both the [[Realms#Night|Wondrous Forests]] and the [[inhabitants of the realms|creatures that live there]]. Each dream is as different as each dreamer, but as the season lengthens the commonalities between the night-time visions become apparent.&lt;br /&gt;
&lt;br /&gt;
Not every dream is influenced by enchantment, but those that are, are very distinctive. They involve dark forests, and while they may feel familiar at first they quickly turn dark. Exploring them finds strange foliage - and in some cases trees give way entirely to stone halls supported by marble columns carved to resemble trees or great forests of titanic fungus. Sometimes northern pines are replaced with trees more suited to the jungles of [[Sumaah Republic|Sumaah]] or [[Asavea]], or waterloged willows and mangroves reminiscent of the [[Madruga#Siroc Bayou|Siroc Bayou]]. Some even dream of exploring vibrant forests of coral and anemone that are clearly deep under the sea despite the absence of anything approaching water around them.&lt;br /&gt;
&lt;br /&gt;
Even stranger than the trees are the creatures that live there. Moths of all colours, ranging in size from the naturally familiar to creatures so immense one could imagine riding on their backs. Fabulous squirrels the size of dogs; scuttling little star-nosed monkey moles who shout mockery from the high boughs or try to engage visitors in unwise trades; talkative caterpillars longer than an arm; stealthy cats with fur the colour of night and polychromatic eyes; snakes that swim effortlessly through the air, shedding scales behind them, of music not skin.&lt;br /&gt;
&lt;br /&gt;
Both fauna and flora might shift size, shape, or colour without warning but almost without fail they are beautiful and strange. While some fear sleep and seek to avoid the unknown mysteries of the enchantment, others embrace their nightly sojourn, eager to see what new splendours they will encounter.&lt;br /&gt;
&lt;br /&gt;
There are clearly dangers here and everyone who experiences one of these dreams knows it. Yet the sleepers are not without protection. Every Varushkan knows that there are certain [[Varushka_religious_beliefs#The_Virtuous_Animals|virtuous animals]] that look after those under threat, or that come to the aid of the lost and the frightened. Unlike the peculiar, phantasmagorical creatures of the dreams, these guides and sentinels look entirely mundane, entirely normal, for all that some of them possess the power of speech. There are a number that are familiar - the spider and the squirrel; the goose, the bear, the boar and the hound; deer and eagle; hare, fox, cat, and rabbit; and of course the bees. There are a few that are less familiar - snakes that offer good advice, doughty oxen who face down too-wide smiling tricksters, rebellious otters, industrious beavers, placid [[Mundane_beasts#Dodo_Birds|dodo birds]] that caution against rushing off into the unknown half-cocked, and many more. Helpmates and companions, these creatures appear in dreams to guide the sleeper and keep them safe.&lt;br /&gt;
&lt;br /&gt;
One danger seems omnipresent; those who experience many of these dreams speak of a stalking creature that they never quite catch a glimpse of but that they know is shadowing their dream quest. The signs of its presence and passage, and the sensation of its unseen presence, haunt many of the most sensitive dreamers. Some say it is clearly an unnaturally massive wolf, others describe it as a constricting serpent with a naked-bone skull for a head, others as a sleek black shark that glides silently through the coral, or a great brindled [[Mundane_beasts#Big_Cats|lion]] larger than anything found in the wild forests of [[Weirwater]]. Some sleepers awaken with wounds that cannot be easily explained - raked by claws, bitten, gored - and while the injuries can be treated easily enough they are still a cause for alarm. There are also about two dozen stories of actual disappearances as well. Such things are by no means unknown in Varushka at the best of times, but there is a different tenor to these particular nocturnal vanishments. Those who disappear always seem to be [[magical skills#Magician|magicians]], and they always vanish unnoticed while everyone is asleep. At first there is worry that this is the work of [[Night Below]] but it lacks many of the telltale marks of such an event. Some [[cabalists]] point to the disappearances that very occasionally accompany the [[enchantment]] &#039;&#039;[[Sift the Dreamscape&#039;s Sands]]&#039;&#039; and mutter to themselves.&lt;br /&gt;
&lt;br /&gt;
But for all the mystery and apparent danger, the dreams are also sometimes helpful. Sleepers awaken from particularly vivid nocturnal experiences with their minds ringing with symbols and metaphors. A rare few manage to untangle the visions to get some sense of them - intentional or coincidental is hard to say - and again the cabalists suck their teeth and point to a known magic - &#039;&#039;[[Signs and Portents]]&#039;&#039; - and speculate on what might be gleaned when an entire territory of people experience it over the course of a season.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Participation : Dreams===&lt;br /&gt;
* &#039;&#039;&#039;Any character living in or visiting Ossium this season will have experienced odd magical dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose personal resource is in Ossium might gain additional benefits&#039;&#039;&#039;&lt;br /&gt;
Anyone who lives in Ossium or spends time there this season is encouraged to make up some dream experiences by using the above narrative as a guide, or perhaps looking at the &#039;&#039;Sift the Dreamscape&#039;s Sands&#039;&#039; ritual. As well as phantasmagorical nighttime adventures, and fairytale encounters with virtuous animals, you might have experienced the sensation of being hunted, or even woken with injuries reflective of a bestial attack. You may have had a particularly symbolic dream that forewarned you of a coming challenge, or helped you untangle a thorny problem, or even just nudged you into finding your glasses after they had been missing for several days.&lt;br /&gt;
&lt;br /&gt;
Any character whose [[personal resource]] is based in Ossium - most likely either a Varushkan or a Navarr character - may choose to have had a deeper, more magical experience and find that the dreams linger a little into their time at Anvil. Provided they are either targetted by [[Signs and Portents]], or consume a dose of [[Infusions_of_Feathers#Goosewhisper_Infusion|Goosewhisper Infusion]] at some point during the day before going to sleep, they will again experience vivid dreams. This cannot be done by anyone who for whatever reason cannot dream, or for anyone using a different method to get magical dreams whether it is [[Dreamscape of the Endless Hunt]], &#039;&#039;Somnolent Wanderer&#039;&#039;, or the dreams created with [[liao]] using the [[dedication]] skill. The next morning when they awaken they will enjoy a short-lived benefit:&lt;br /&gt;
&lt;br /&gt;
* If they have the [[magical skills#Magician|magician]] skill, they can have two additional personal mana over their usual maximum. These points are the first spent, and once gone cannot be recovered.&lt;br /&gt;
* If they have the [[Heroic skills#Hero|hero]] skill, they can have one additional hero point. This is also temporary and is the first one spent and cannot be recovered.&lt;br /&gt;
* If they have both skills they must pick one benefit.&lt;br /&gt;
* If they have neither skill, they instead awaken with a source of [[Roleplaying_effects#Overcoming_Roleplaying_Effects|spiritual strength]] that will allow them to overcome any roleplaying effect that would cause them to become afraid or filled with despair (including the druj misamsa).&lt;br /&gt;
In each case, the benefit lasts until time out and can only be gained once. It &#039;&#039;cannot&#039;&#039; be used if you have benefitted from other downtime option related to your activities before the event, such as those provided by supporting an Imperial army.&lt;br /&gt;
&lt;br /&gt;
While you benefit from this boon, you also experience a roleplaying effect: &#039;&#039;You occasionally catch sight of things that are clearly not real out of the corner of your eye; weird trees, strange animals. You may also experience visions of a particular virtuous animal accompanying you that nobody else can see or hear that responds when you speak to it and offers appropriate advice.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one final option - if you choose to take this boon, the next time you sleep you may choose to vanish entirely. If you do this, simply don&#039;t go back into character after time-in the next day and when you have a moment go to GOD and mark your character &amp;quot;dead&amp;quot; on the system. In character, you have slipped away into dreams in the manner mentioned in &#039;&#039;Sift the Dreamscape&#039;s Sands&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=WondrousForests.jpg|caption=The shadows beneath the boughs are deeper, and more dangerous.|align=right|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Mouse Ddawnswraig.jpg|caption=&#039;&#039;&#039;Mouse Ddawnswraig&#039;&#039;&#039;, Strategos of Navarr, oversees Awstin&#039;s Rest wayhouse.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Twisted Paths==&lt;br /&gt;
* &#039;&#039;&#039;Travellers in Ossium who leave the path find it all too easy to get lost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Following the Autumn Equinox there will be opportunities to rescue or avenge people lost in the forests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Protect the Vales of Varushka&#039;&#039; venture provides different rewards in the coming season&#039;&#039;&#039;&lt;br /&gt;
There is however a darker side to this enchantment, and it is a serious concern in a place like Ossium. While dreamers wander phantasmal woodlands, waking folk have to contend with woodlands turned malignantly mysterious. Every area of trees, from a small copse to the great expanses of places such as [[Ossium#Echofell|Echofell]] becomes hard to navigate. Travellers easily find themselves becoming lost or turned around even in areas that would otherwise be familiar. Odd creatures, some similar to those seen in dreams but more threatening, are occasionally glimpsed. As long as everyone stays on the [[Varushkan_Road|roads]] everything is fine. Anyone who tries to cut through the wilderness however...&lt;br /&gt;
&lt;br /&gt;
The obvious problem here is that people who get lost in the woods of Varushka are often never seen again and this certainly appears to be the case. For every band of hunters that recounts the seemingly miraculous assistance of a chirping sparrow who helped them find their way back to their vale, there is another that disappears into the woods and never returns. Or worse, sometimes they do return, shambling in the dead of night and trying to get back into the houses they once lived in, hungry to share their pitiful accursed state with their loved ones. The woods of Varushka are much more dangerous for the lost and the unwary than any amount of magical dream forests.&lt;br /&gt;
&lt;br /&gt;
As the Autumn Equinox draws near, some of the missing parties or travellers are accounted for but most are not. With Winter approaching, those left behind are frantic to see their loved ones, friends, business partners, and neighbours brought back to safety or - if they have already fallen prey to the wolves - freed into death and/or avenged. Even at the best of times this would need a certain type of person to step up.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox any Varushkan or [[Dawn|Dawnish]] [[military unit]] that participates in the [[Venture#Protect_the_Vales_of_Varushka|Protect the Vales of Varushka]] [[venture]] will receive additional rewards from the frightened folk of the vales. As well as the standard production (90 rings, and five random measures or ingots for a standard military unit), each such unit will receive a consumable item from their adventures in the deep woods. These will include sanguine potions related to the [[Tolvoli Butcher|dubik]] such as &#039;&#039;Bloodvine Liquor&#039;&#039;, &#039;&#039;Blackblood Thorn&#039;&#039;, or &#039;&#039;Darkwine&#039;&#039;, as well as the &#039;&#039;Elder&#039;s Gift&#039;&#039; created by the now-scattered [[Lean and athirst|trudniki]], and even [[vis#Heart&#039;s Blood|Heart&#039;s Blood]].&lt;br /&gt;
&lt;br /&gt;
===Participation : Twisted Paths===&lt;br /&gt;
* &#039;&#039;&#039;Anyone living in or visiting Ossium may have gotten lost in even familiar woodlands&#039;&#039;&#039;&lt;br /&gt;
Anyone who lives in or visits Ossium will be aware of the dangers of the woodlands, and if appropriate to their characterisation they are encouraged to create stories of getting lost in familiar woods, encountering dangerous [[Varushkan_Monster#Wolves|wolves]], or knowing people who have been lost in the wilderness possibly forever. It is only woodlands that are rendered dangerous and people traversing [[Ossium#Bittershore|Bittershore]] or [[Ossium#Galath Fields|Galath Fields]] remain oblivious. The effects are also limited in scope - the larger the group of travellers the less likely it is anyone will get lost. Armies will have lost a few scouts or unwise sentries but it has no effect on their ability to pass through the territory for example.&lt;br /&gt;
&lt;br /&gt;
The effects are particularly pronounced for people visiting the more out-of-the-way parts of the woodlands, such as those tending the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bone Hives]] or anyone who takes care of a [[forest]] resource given they are often off the beaten path.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 275px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sung001b.JPG |caption=Nothing can be said that can&#039;t be sung.|align=right|width=275}} &lt;br /&gt;
{{CaptionedImage|file=Miroslav Dainovitch Temnavoda.jpg|caption=&#039;&#039;&#039;Miroslav Dainovitch Temnavoda&#039;&#039;&#039;, Grieftender of the Forgotten|align=right|width=275}}&lt;br /&gt;
{{CaptionedImage|file=Sofonisba Amilcara of the City Below.jpg|caption=&#039;&#039;&#039;Sofonisba Amilcara of the City Below&#039;&#039;&#039;, Map to the City Below|align=left|width=275}}&lt;br /&gt;
{{HoverImage|Nathair Autumngale.jpg|Nathair Autumngale Shiny edition.jpg}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Night Walkers==&lt;br /&gt;
* &#039;&#039;&#039;At least three Night eternals have focused their attention on Ossium with mixed results&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Another eternal, who was &#039;&#039;not&#039;&#039; invited, has nonetheless expressed approval for the enchantment&#039;&#039;&#039;&lt;br /&gt;
The enchantment on Ossium has other effects. Night regio are empowered, and in some cases regio connected to that realm that are normally too weak to be noticeable may open like late-blooming flowers able to affect the world. Encounters with heralds of the Night eternals, and the interests of those [[eternal]]s themselves, become more common. Three in particular have focused their attention on Ossium with mixed results.&lt;br /&gt;
&lt;br /&gt;
===Shadow Singer===&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Sung have walked the roads of Ossium singing and asking questions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of the heralds has presented a challenge to the Varushkan assembly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have also put forward an offer relating to the Field of Glory&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Sung|Rainbow Serpent]]&#039;&#039; can appear whimsical sometimes, even for an eternal of the Night realm. When the magic takes hold in Ossium, she sends her heralds to wander the Iron Roads, singing songs and collecting stories. They also ask two questions &#039;&#039;what is grief?&#039;&#039; and &#039;&#039;what does it mean to be forgotten?&#039;&#039;. Her servants visit [[Strategos_of_Navarr|Awstin&#039;s Rest]] to spend time with the Navarr, explore [[Ossium#Lomaa|Lomaa]], [[Ossium#Ketsov|Ketsov]], and [[Ossium#Kostjyas_Respite|Kostjyas Respite]], and gather finally on the [[Ossium#Galath Fiends|Galath Fields]]. At the [[Grieftender of the Forgotten#Field of Glory|Field of Glory]] to be precise.&lt;br /&gt;
&lt;br /&gt;
Once thirteen of the heralds have gathered at the Field of Glory, they spend an entire day and a night singing a &#039;&#039;threnody&#039;&#039; that weaves everything they have been told in the past few months into one intricate, unending ribbon of sorrow and remembrance. All those who hear it are filled with profound awareness of the bittersweet nature of life, and the sad truth that in time everything will be forgotten. The song ends on a hopeful note - that bad things are forgotten along with good things and that the things that matter last the longest. That grief gives way in time to acceptance and that the idea that everything passes eventually is a blessing as well as a curse.&lt;br /&gt;
&lt;br /&gt;
The heralds then pack up and return whence they came - all save one. &#039;&#039;Threnody&#039;&#039; is also the name of the herald, a quiet creature with the aspect of a naga but who, when not singing, communicates in sign language. She communicates two offers from her mistress. &lt;br /&gt;
&lt;br /&gt;
The first is for the Varushkan National Assembly and also the Navarr National Assembly. If they are prepared to tackle her questions - &#039;&#039;what is grief?&#039;&#039; and &#039;&#039;what does it mean to be forgotten?&#039;&#039; - then her mistress will consider their answers and if she finds that they contain truth or wisdom she will grant boons in recognition of their understanding of these mysteries. All they need to do is raise a [[statement of principle]] in their national assembly and answer one of the questions - but only one of them for each statement. Whichever statements get the highest margin in an assembly, she will take as the answer of the entire assembly.&lt;br /&gt;
&lt;br /&gt;
The second matter concerns the Field of Glory itself. Grief, like joy and love, is a mystery. When the Fields were first recognised as a place for the forgotten to be remembered, there was [[Grieftender_of_the_Forgotten#Exploiting the Field of Glory|talk of a chapel]]. It would please the &#039;&#039;Lord of Illusions&#039;&#039; if that chapel were built. Provided the work was completed within a year - by the start of the Autumn Equinox 389YE - Sung would send one of her heralds each season to provide the Grieftender with two &#039;&#039;feather tokens&#039;&#039; that can each be used to smooth the way toward a performance of [[Secrets of the Soul&#039;s Desire]], [[Shadowed Glass of Sung]], and [[Clear Counsel of the Everflowing River]]. As long as Sung was not placed under the [[alignment#enmity|enmity]] of the Conclave, and as long as Varushka continued to use the chapel to honour the lost and the forgotten, the gift would continue. The civil service have confirmed that the opportunity to build the chapel still exists, and will remain available until the end of the Summer Solstice 389YE.&lt;br /&gt;
&lt;br /&gt;
In a seperate matter, Sung has asked that &#039;&#039;&#039;Sofonisba Amilcara of the City Below&#039;&#039;&#039;, the [[Map to the City Below]], &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039;, the [[Singer of the Silence]], and &#039;&#039;&#039;Ceslev of the Circle of Zulgan Tash&#039;&#039;&#039; (or one of their covenmates) help the assemblies consider her questions, and determine if her offer regarding the chapel is acceptable.&lt;br /&gt;
&lt;br /&gt;
Finally the herald has a peculiar personal message for the &#039;&#039;&#039;Martiza of the Circle of Zulgan Tash&#039;&#039;&#039;. The &#039;&#039;Moon Moth&#039;&#039; has no knowledge of the ones she seeks, but names are like colours, and everyone sees them differently. If the Martiza asks of this matter of the &#039;&#039;Night Singer&#039;&#039; when next they meet, then she must throw her history into the river and together they will see what floats. Then she will know the truth of what she fears.&lt;br /&gt;
&lt;br /&gt;
The herald treats all three messages with equal weight, and having delivered them, departs after her fellows.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:Sadogua001d.webp|align=right|width=250]]{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;Not&#039;&#039; Father of Bats===&lt;br /&gt;
* &#039;&#039;&#039;The Towers of Zulgan Tash are labouring under the effects of a curse of some kind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The soldiers of the garrison appear to have forgotten they work there&#039;&#039;&#039;&lt;br /&gt;
The [[Ossium#Towers_of_Zulgan_Tash|Towers of Zulgan Tash]] were drawn from the Night realm in an act of consummate magic performed by the eponymous coven of Varushkan cabalists. As many magicians know, they &amp;quot;stole&amp;quot; the fortification from the realm of the [[Sadogua|Brother of Wizards]], binding them to the marshes of the Drownbark Forest using a great stake of pure star metal (and anchoring it with the star metal found in the waters of the old marsh). The towers are [[fortification#garrison|garrisoned]] by Varushkan soldiers, who keep a [[vigilance|vigilant]] eye on both the borders with the Mallum and with the Thule-claimed forests to the north.&lt;br /&gt;
&lt;br /&gt;
About a month after the Summer Solstice, the vales of Ossium realise that it has been some time since anyone saw anyone from the Towers of Zulgan Tash. Given the way the enchantment interferes with travel, which have already become apparent, the assumption is that something like that has happened. But another three weeks pass and people begin to worry. Especially when soldiers known to be part of the garrison start turning up at their homes, often homes they haven&#039;t lived in in years, across the territory with no recollection of the Towers of Zulgan Tash or their duties there. So a party of schlacta and wardens sets off to the site of the Towers to make sure nothing has gone wrong.&lt;br /&gt;
&lt;br /&gt;
Something has gone wrong.&lt;br /&gt;
&lt;br /&gt;
The towers are wrapped in silken cobwebs of impossible quantity, and the entire tower appears to have been overrun by little multi-legged creatures similar to many-eyed crustaceans or armoured spiders. They run away from what is now clearly a rescue party, but wickedly launch surprise attacks and ambushes whenever they think they can get someone alone. They don&#039;t kill people though; rather they attack their memories. The garrison of the Towers of Zulgan Tash isn&#039;t dead. It isn&#039;t even missing. It&#039;s just that the soldiers have mostly forgotten what they are meant to be doing. Some have forgotten the outside world even exists; others have apparently deserted simply because they failed to remember they had a duty to perform. &lt;br /&gt;
&lt;br /&gt;
The critters aren&#039;t particularly dangerous in small numbers, but when a dozen or more get together they can cause nasty bites. Worse, if they can take someone unawares they can start poisoning their memories. In the end, it takes a month or more to clear them out of the Towers of Zulgan Tash. Fortunately, the wardens and schlacta receive some unexpected assistance as the Autumn Equinox gets closer. A cadre of battle-wizards with iridescent mage armour and staffs of twisted beggarwood appear one evening to support the Varushkans, and to deliver some helpful advice. They deny it but they are clearly servants of the Brother-of-Wizards; as one points out they &#039;&#039;can&#039;t&#039;&#039; be friends of the Black Wyrm because he is still amazingly pissed off with the Varushkans and so would never send any of his little wizards to help them out, would he? &lt;br /&gt;
&lt;br /&gt;
They turn out to be moderately useful, and seem to take a particularly grim joy in stamping on the spider creatures whenever they get the chance. They also confirm the suspicions of the wardens - this is the work of a creature of the Night realm but not the Globbersnotch himself. Rather this is a symptom of something happening in the Night realm, in the demesne of the Father of Bats. The creatures were able to slip through into the mortal world here - in defiance of the [[alignment#enmity|enmity]] of the Conclave - because of the connection that still exists between the Towers (which the heralds call the &#039;&#039;Whistling Strand&#039;&#039;), the nearby [[regio]], and the Wondrous Forests. The other side of the regio is safe now, so no more should come through, but the wardens reckon that the main factor allowing them to reach Ossium was probably the enchantment.&lt;br /&gt;
====Forgotten Garrison====&lt;br /&gt;
* &#039;&#039;&#039;The garrison of the Towers of Zulgan Tash has dropped to 0&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It will not start recovering naturally until the curse lying over it is removed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Removing the curse requires Piercing Light of Revelation cast at magnitude 60&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once the curse is removed the garrison will begin to recover naturally&#039;&#039;&#039;&lt;br /&gt;
The Towers are clearly under a curse, one that is showing no signs of going away on its own. The wardens on the ground assessing the situation say they think a [[Piercing Light of Revelation]], cast at magnitude sixty and targeting the towers, will destroy the webs and kill most if not all of the weird critters - which they think might be particularly vicious [[inhabitants of the realms#boggarts|boggarts]]. Fortunately, the fortification is in an Imperial territory and should be reachable from the Anvil regio. &lt;br /&gt;
&lt;br /&gt;
They don&#039;t &#039;&#039;think&#039;&#039; it will damage the Towers themselves - they are physically present after all - but it&#039;s not impossible there may be some damage given their origin. But without this kind of dramatic action the only thing to do will be to wait for the cobwebs to fade and there&#039;s no indication they are going to do so by themselves.&lt;br /&gt;
&lt;br /&gt;
The garrison of the Towers of Zulgan Tash is currently zero, and it will not start recovering until the curse is removed. At that point it will receive natural resupply, which can be speeded up by any of the usual means ([[mithril]] or an enchantment such as [[Bells of Silver and Brass]]). The problem isn&#039;t that the garrison is dead - it&#039;s that they have mostly forgotten they &#039;&#039;are&#039;&#039; a garrison and it will take time or magic to round them back up and treat the damage to their memories the spiders have inflicted.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Crucible.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Serpent===&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;Cede the Palace of Orieb&#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; [[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;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; None&amp;lt;/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;
* Concedes the Palace of Orieb to Azoth&lt;br /&gt;
* Removes all existing benefits and causes the Palace to produce three crystal fire and an arcane projection each season&lt;br /&gt;
* Removes all existing opportunities related to the Palace&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;Special:&#039;&#039;&#039; Azoth has made it a condition that the title &amp;quot;Apothecary of Orieb&amp;quot; &#039;&#039;not&#039;&#039; be abrogated as part of this motion; it claims it will restore the palace after one year&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Autumn Equinox Only&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;Azoth has an interest in the Palace of Orieb&#039;&#039;&#039;&lt;br /&gt;
Heralds of the [[Azoth]] have also been seen in the territory, most notably slithering in and out of the [[Apothecary_of_Orieb#Palace_of_Orieb|Palace of Orieb]]. The palace is known to contain peculiar arrangements that seem to be &amp;quot;[[Apothecary_of_Orieb#Shrines_at_Orieb|shrines]]&amp;quot;, intended to allow the Druj ghulai to secure [[vis]] from each of the six realms in return for what amount to sacrifices. Given recent [[synod]] concerns about [[idolatry]], it&#039;s not a surprise that the activity here has caused some concern. Not least from &#039;&#039;&#039;Konstantin Rabovich Bolotnikov&#039;&#039;, the [[Apothecary of Orieb]] themselves apparently. At the moment only one of these &amp;quot;shrines&amp;quot; is active - and its patron is the &#039;&#039;Crucible&#039;&#039; itself, the [[Azoth]].&lt;br /&gt;
&lt;br /&gt;
As night magic settles over Ossium, heralds of Azoth pop up at the Palace of Orieb and are a little surprised that people are not happy to see them. Taking it in their stride, they quickly work out what the problem is and after seeking a little &amp;quot;inspiration through madness&amp;quot; (talking to their boss), they adjust the proposal they were going to make and come up with a completely new one.&lt;br /&gt;
&lt;br /&gt;
If the Empire is game, they can hand the entire place over to Azoth for a period of one year. The Crucible will spend that time running a number of exciting experiments, using the easy proximity of regio connected to all five of the &amp;quot;lesser&amp;quot; [[realms]] and the surfeit of herbs that grow there - and most especially the [[realmsroot]]. This would require the Senate to use a [[senate motion]] to [[Powers_of_the_Imperial_Senate#Concedence|concede]] the Palace, but Azoth promises that at the end of the year it would return it to the Empire. While it has uses for a palace full of herbs and apothecary tools it isn&#039;t greedy. After a year its experiments will be complete and it will restore the palace to the Empire. Obviously the place will be transformed, but even Azoth can&#039;t predict how. All it can say with certainty is that its unlikely the regio will survive the experiments it has in mind, and so any problems with future idolatry will be well-and-truly dealt with. Other than that, and the fact there will definitely still &#039;&#039;be&#039;&#039; a Palace of Orieb... anything could happen. That&#039;s part of the fun!&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances conceding a commission automatically abrogates any title associated with it; Azoth has made it a requirement of their offer that this &#039;&#039;not&#039;&#039; take place. It does not want to &amp;quot;rob&amp;quot; the Apothecary of Orieb, and each season while it is in control of the place it will provide an [[arcane projection]] to the Apothecary of Orieb that will allow them to infuse realmsroot with the essence of one of the realms. It will do this in the &amp;quot;order of the colloquium&amp;quot; because that is what its heralds suggest (that is, the order in which the [[archmage|archmages]] are called on to [[Arcane_Colloquium#Format|speak]]). When someone points out there are six realms and only four seasons in a year, the heralds wave it away.&lt;br /&gt;
&lt;br /&gt;
During the time Azoth controls the Palace, the Apothecary will not be able to purchase herbs, realmsroot, or vis. Instead Azoth will simply provide them with three [[vis#Crystal Fire|crystal fire]] in thanks for their (presumed) assistance.&lt;br /&gt;
====Shut it Down====&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;Remove the Shrines&#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; [[Commission#Altering_an_Existing_Commission|Alteration]]&amp;lt;/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; 108 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; Removes the ability to equip the Palace of Orieb with shrines that provide vis&amp;lt;/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; Ongoing&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 Senate could use a commission to remove the idolatrous elements of the Palace of Orieb&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They could alternatively abrogate the Apothecary of Orieb and let the palace fall into ruin&#039;&#039;&#039;&lt;br /&gt;
After discussion with the magistrates, it appears that the &amp;quot;shrines of Orieb&amp;quot; are a legal nightmare. While only one set of them are active, the entire way they are set up is clearly in breach of the law of [[idolatry]]. Having visited the area themselves, they have prepared guidance on the matter that would allow the Palace to be brought inline with Imperial law. It would require [[Commission#Altering_an_Existing_Commission|altering the commission]] to remove the idolatrous elements which will require a commission, a [[Senate motion]], 108 crowns, and take three months. At the end of that time any potential for the Palace to have shrines specifically used to get vis from eternals will be removed but the palace itself will be left intact.&lt;br /&gt;
&lt;br /&gt;
Alternatively, of course, the Senate could just abrogate the title and leave the palace to fall into ruin. This would still require a senate motion, but would not have any other costs. It might be seen as throwing the baby out with the bathwater, but it will resolve the situation.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 275px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|caption=&amp;quot;&amp;quot;More of this kind of thing please!&amp;quot;|align=right|width=275}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood on the Snow===&lt;br /&gt;
* &#039;&#039;&#039;Agramant has registered approval of the enchantment&#039;&#039;&#039;&lt;br /&gt;
[[Agramant]] is not an eternal of the Night realm and has no business having any opinion at all on the enchantment settled over Ossium. However, he &#039;&#039;is&#039;&#039; included on some rosters of sovereigns and it seems that makes him feel he can express his enthusiastic support for the magic that has been worked here. The servant (its not clear if its a herald or not) that delivers the message has to shout it at the walls of [[Ossium#Kostjyas_Respite|Kostjyas Respite]] while cheerfully dodging arrows. The message amounts to &amp;quot;&#039;&#039;Voice of the Pines, He-who-calls-the-lost-to-feast, heartily approves of this ritual because people who get lost in the woods of Varushka either gain wisdom or provide a meal for someone stronger than they are.&#039;&#039;&amp;quot; The herald goes on to request that the next such casting take place so that it will affect the Winter months when many predators risk going hungry, and if possible use Winter magic so that &#039;&#039;Blood-on-the-Snow&#039;&#039; can have as much fun as his fellow sovereigns.&lt;br /&gt;
{{CaptionedImage|file=Varushkan Monsters.jpg|caption=There are monsters in Varushka, and that includes Ossium.|align=left|width=275}}&lt;br /&gt;
Message delivered, the messenger disappears into the darkness. There is no way of telling if this was a herald that had defied the Conclave&#039;s enmity (very unlikely indeed), a human servant of Agramant (possible), or someone with no connection to Blood-on-the-Snow trying to stir up trouble.&lt;br /&gt;
&lt;br /&gt;
==Dark Powers==&lt;br /&gt;
* &#039;&#039;&#039;Eternals of the Night realm are not the only inhuman powers responding to the enchantment on Ossium&#039;&#039;&#039;&lt;br /&gt;
The wolves of Ossium are only one facet of the dangers of this formerly Druj territory. There are of course any number of left-behind traps rusting away in the middle of nowhere eager to crack unwary bones or strand a traveller tens of miles from any help as the night closes in. There&#039;s also all kinds of venomous creatures or mundane predators that will think nothing of bringing painful death to anyone lost in their woods. All of this pales into insignificance next to the greater threat woven through Varushkan society. The [[Varushkan_Monster#Sovereigns|sovereigns]].&lt;br /&gt;
===Dark Waters===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=In The Lake.jpg|caption=Dho&#039;uala is a [[Varushkan_Monster#Sovereigns|sovereign]] who claims the entire [[the Semmerlak|Semmerlak]], and the rivers that flow into and from it, as her domain.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The enchantment has touched the edges of the Semmerlak and the realm of Dho&#039;uala&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Journeyman Towers have dealt with the threat of the lake sovereign&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Watcher of the Semmerlak will receive 2 wains of mithril from the boyars of Drownbark Forest&#039;&#039;&#039;&lt;br /&gt;
Dark forests call to dark powers. The enchantment on Ossium touches the shores of [[the Semmerlak]] and the domain of the sovereign [[Dho&#039;uala]]. Within a few weeks of the Summer Solstice, there is some indication that &#039;&#039; She-Who-Keeps-What-She-Catches&#039;&#039; has noticed the minor intrusion and is preparing to respond to it. Her sodden servants are spotted in the [[Ossium#Drownbark_Forest|Drownbark Forest]] and those who get lost there invariably find themselves emerging from the woods onto the shores of the lake (assuming they emerge at all). Fortunately for everyone, the [[Watcher of the Semmerlak]] &#039;&#039;&#039;Romand Reinetova Remislav&#039;&#039;&#039; and the assorted [[guiser]]s, [[volhov]] and [[mountebanks]] that work alongside the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] are on the case. Most of these relatively minor incursions are dealt with through negotiation but when they can&#039;t be resolved without violence the protectors of the Semmerlak prove more than equal to the task. As thanks, a few of the grateful boyars of Drownbark have put their hands in their pockets and made arrangements to provide the Watcher with a small gift to demonstrate their regard - two of the wains of [[mithril]] that are their [[Vale_of_the_Sunless_Depths#Special|allotment]] from the [[Vale of the Sunless Depths]].&lt;br /&gt;
&lt;br /&gt;
===Shadow Garden===&lt;br /&gt;
* &#039;&#039;&#039;Dubik have become more active in Ossium this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Forests in Ossium will suffer a one rank penalty in the coming season due to the Dubik&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Such forests will instead receive additional resources harvested from the bloodthirsty monsters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to gather dubik for &#039;&#039;harvest&#039;&#039; but it may go unpleasantly wrong&#039;&#039;&#039;&lt;br /&gt;
As the enchantment takes root, it becomes apparent that it is not the only thing blooming in Ossium during the late Summer and early Autumn. Travellers in Drownbark Forest, Echofell, and [[Ossium#Nearweald|Nearweald]] report multiple encounters with the vampiric &#039;&#039;dubik&#039;&#039;. They appear in wooded areas in small numbers, and there are sightings of more of them lurking along the edges of less-travelled paths and the outskirts of isolated vales. A type of [[Varushkan_Monster#Wolves|wolf]], they take the form of animate plant-like creatures that thirst for human blood. They have an ability to mimic human speech, and seek to draw unwary travellers off the road so they may feast. The enchantment plays right into their hands. While they are not appearing in sufficient numbers to try and overwhelm a vale, there are still enough of them to make people nervous. Unsubstantiated reports say they may also be gathering in Bonewood and Webwood as well.&lt;br /&gt;
&lt;br /&gt;
The main threat they represent is to those who control [[forest]] resources in the territory. Whether composed of [[beggar&#039;s lye|beggarwood]], harvested for [[ambergelt]], host to the beautiful winged [[iridescent gloaming|butterflies]], or with roots dug deep into soil rich in [[dragonbone]] the enchantment seems to be drawing the dubik to them like bees to flowers. There have been a few incidents, and there are likely to be more as Winter draws closer and the nights get longer. Monsters are not a new threat for the people of Varushka, and wardens, sellswords, and questing-nights aplenty to [[Venture#Protect_the_Vales_of_Varushka|protect]] the more isolated forests but it will not be an easy winter.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox, every [[forest]] in [[Ossium]] (whether Varushkan or Navarr) will produce 2 fewer measures of base material due to the depredations of dubik. It is not all bad news; fighting off the dubik mean that every such forest will instead receive a &#039;&#039;blackblood thorn&#039;&#039; or a dose of &#039;&#039;bloodvine liquor&#039;&#039;.&lt;br /&gt;
====Bloody Harvest====&lt;br /&gt;
* &#039;&#039;&#039;The ritual &#039;&#039;Verdant Bounty of the Twilight Bayou&#039;&#039; will attract larger numbers of dubik to a forest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would cause more disruption to the forest but provide more opportunity to harvest the dubik&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If too many forests are enchanted in this way it would damage Kurstrozi&#039;s Lumbermill&#039;&#039;&#039;&lt;br /&gt;
Some forest owners may want to go further though. Any forest in Ossium enchanted with [[Verdant Bounty of the Twilight Bayou]] will be absolutely irresistable to the dubik in the territory. They will gather in numbers and attack the forest. Instead of the usual increase to production that the ritual applies, it will instead produce &#039;&#039;four&#039;&#039; fewer measures but receive &#039;&#039;five&#039;&#039; &#039;&#039;blackblood thorn&#039;&#039; or &#039;&#039;bloodvine liquor&#039;&#039; to its production. There is a potential side effect though - if more than half the forests currently in Ossium are enchanted in this way it will focus the dubik on those forests. Any forest that &#039;&#039;isn&#039;t&#039;&#039; enchanted with the ritual will not be attacked, receiving its usual production with neither losses nor increases. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, focusing the dubik in the territory into areas of naturally high industry, will also result in damage to [[Ossium#Kurstrozi&#039;s_Lumbermill|Kurstrozi&#039;s Lumbermill]], the [[great work]] that provides a significant boost to the production of Ossium&#039;s forests. Until the start of the Autumn Equinox 389YE the lumbermill will not provide any measures to forests - instead each one will receive either a &#039;&#039;blackblood thorn&#039;&#039; or some &#039;&#039;bloodvine liquor&#039;&#039; as they continue to experience problems with the dubik. Causing trouble for the Lumbermill could have other impacts as well - [[Come_together#Where_It_Comes|there are plans to make use of the Lumbermill]] which could &#039;&#039;not&#039;&#039; be pursued while it was plagued with dubik.&lt;br /&gt;
&lt;br /&gt;
The civil service cannot provide accurate numbers easily but they estimate that between Varushka and Navarr, there are at least a hundred individuals attending Anvil this summit who operate a forest. If fifty individuals receive &#039;&#039;Verdant Bounty of the Twilight Bayou&#039;&#039; it will be enough to drive the dubik into a frenzy, draw them away from forests that haven&#039;t been enchanted , and damage Kurstozi&#039;s Lumbermill.&lt;br /&gt;
{{CaptionedImage|file=Zoria.jpg|caption=Paragon of [[Wisdom]], who commanded beasts to serve.|align=right|width=500}}&lt;br /&gt;
==Dreams of Wisdom==&lt;br /&gt;
* &#039;&#039;&#039;Dedicates of Wisdom who have visited the Maze of Zoria may have experienced revelatory dreams&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The dreams come wherever they are in the Empire or beyond - not just to those in Ossium&#039;&#039;&#039;&lt;br /&gt;
Part of the power of the [[Guardian of the Maze of Zoria]] is to empower [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]]. Precisely what that is and how it works is a spiritual mystery, but it often takes the form of dreams - sleeping or sometimes even waking - in which animals representing the virtues bring knowledge to the [[Wisdom|Wise]].&lt;br /&gt;
&lt;br /&gt;
As the enchantment is rippling over Ossium, a very different ripple is spreading out across the Empire. [[Dedication|Dedicates]] of [[Wisdom]] who have made a pilgrimage to the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] experience strange dreams of their own that don&#039;t seem to be caused by the Night magic in the north-east but nonetheless are clearly connected to it. These dreams contain revelations - warnings - of dark powers. Of sovereigns. Of the source of the dubik, and of the false-friend who even now spreads poison on the roads of Varushka.&lt;br /&gt;
===&#039;&#039;The&#039;&#039; Dubik===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The&#039;&#039; Dubik is apparently loose in Ossium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The sovereign is the font of the lesser creatures that share one of its names&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is a horrible spirit that corrupts and poisons woodland and vegetation&#039;&#039;&#039;&lt;br /&gt;
Those [[dedication|dedicated]] to Wisdom, especially those who have made a pilgrimage to the [[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]], report dream encounters with white-pelted squirrels and small pale-feathered birds crowned with crimson that provide an unpleasant explanation as to why [[#Shadow Garden|dubik are spreading across Ossium]].&lt;br /&gt;
&lt;br /&gt;
The magical creatures whisper a secret to those able to listen - &#039;&#039;the&#039;&#039; Dubik, which is also called &#039;&#039;Odech the Wanderer&#039;&#039;, &#039;&#039;That Which Walks Among the Boughs&#039;&#039;, the &#039;&#039;Death of Grass&#039;&#039;, &#039;&#039;Thorn-that-thirsts&#039;&#039;, &#039;&#039;Venomroot&#039;&#039;, &#039;&#039;Ghost-of-the-Dead-Forest&#039;&#039;, &#039;&#039;Thornroots&#039;&#039;, &#039;&#039;Bloody Rose&#039;&#039;, &#039;&#039;Death-that-waits&#039;&#039;, &#039;&#039;Moontree&#039;&#039;, and &#039;&#039;Summer&#039;s Bane&#039;&#039; among others - has returned to Varushka. The Dubik, the progenitor of the creatures that share its name, always appears as a creature of wood and leaf, but it is actually a bodiless spirit that can move as a wind. Sometimes it slumbers, like a tree in Winter, but when it wakes it follows a pattern, It finds a plant - usually a tree - one that has stood proud and strong for many years - and it leeches the life from it, possessing it, transforming it into a vessel for its vile consciousness. It cannot move - not without outside assistance - but it squats somewhere in some out of the way place and it waits. It births dubik, who go out into the world to seek the blood of the living. Sometimes it draws to it those poisoned by hate, or jealousy, or bitterness. It stings them with its thorns, and a little of its malice takes root within their spirits and slowly spreads through them, granting them boons but ultimately turning them into living tools of its spiteful design. It also creates other servants - it can use a fraction of its essence to craft servants from plants that died of poison and send them out to bring ruin and misery.&lt;br /&gt;
&lt;br /&gt;
Finding Odech the Wanderer is a daunting task. The sparrows sing that it is &#039;&#039;one tree in a forest&#039;&#039;, that there is something in its essential nature that allows it to hide as long as it is surrounded by living plants. Magic will not find it - and the squirrels whisper that [[Zoria]] herself could not find its location with her [[divination|divinations]], no matter how long she looked. She wondered if perhaps the true secret of &#039;&#039;Thorn-that-thirsts&#039;&#039; is that it is the ghost of a dead [[weirwood]] tree, and that it enjoys all the protections that a living tree might have.&lt;br /&gt;
&lt;br /&gt;
Even if it is found, like any sovereign it probably cannot be destroyed while Varushka persists. Its body can be destroyed, but that frees it to move as a spirit and find a new host to poison and inhabit, and the only thing one can say with certainty is that host will be far, far away from where the last one died. The only good news is that after it moves as spirit, it inevitably slips into slumber. Indeed, say the little birds and the ivory squirrels in the dreams of the wise, it has slept away the last few years in the [[Tolvoli_Butcher#Tolvoli_Slaughterhouse_and_the_Heart_of_the_Tempest|Heart of the Tempest]], and called its children around it. Now though, it has awoken again and the enchantment on Ossium has drawn it to that place to take up its new body and begin the new season of its cycle of misery.&lt;br /&gt;
&lt;br /&gt;
There is more of course - the Dubik is said to have been the creator of the Crown of the Dark Forest, or at least arranged for it to come into Varushkan hands - but those stories are for another time. For now it is enough to know that the Dubik is awake, and it is somewhere in Ossium.&lt;br /&gt;
===Stranger on the Road===&lt;br /&gt;
{{CaptionedImage|file=mora.jpeg|caption=Take care when fighting monsters, lest you become a monster yourself.|align=right|width=400}}&lt;br /&gt;
* &#039;&#039;&#039;The Stranger apparently walks the roads of Varushka&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is a source of creatures that appear as mortals but are actually monsters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It corrodes bonds of trust and corrupts people into performing terrible deeds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Unlike the vast majority of monsters it can travel along the roads of Varushka - albeit with certain caveats&#039;&#039;&#039;&lt;br /&gt;
At the Spring Equinox, the Guardian of the Maze of Zoria &#039;&#039;&#039;Illya Nikovitch Volkov&#039;&#039;&#039;, proposed an odd [[statement of principle]] to the Wisdom assembly. It was supported with a [[greater majority]]. At first there was a lot of discussion and very little happened, but following the Summer Solstice something blossoms in the hearts of the Wise and not just in Varushka. Dedicates of Wisdom who have ever made a pilgrimage to the Maze of Zoria dream of hounds with red eyebrows and of imperious geese - and sometimes these dreams come when they are wide awake. Both the dogs and the birds bear a warning to anyone prepared to listen.&lt;br /&gt;
&lt;br /&gt;
The Stranger is a dark power of Varushka, and it is &#039;&#039;Pleasing Face&#039;&#039;. It is &#039;&#039;You Are Not Who You Are&#039;&#039;, and the &#039;&#039;Wicked Storyteller&#039;&#039;, and &#039;&#039;Do-not-take-my-hand&#039;&#039;, the &#039;&#039;False Friend&#039;&#039;, the &#039;&#039;Smiling Mask&#039;&#039;. It is &#039;&#039;Wolf-on-the-inside&#039;&#039;, and &#039;&#039;Fellow Traveller&#039;&#039;, and &#039;&#039;Uncanny Companion&#039;&#039;. It rarely appears in the stories of Varushka in a recognisable form because it is always, always in disguise. The [[Varushkan Monster#Mora|mora]] are either its children, or creatures it has twisted to its purpose. The trudnik were its creations - warped and twisted by boons they should not have asked for into the horrors they became, empowered with glamours that let them pass as human. That uncanny child that turned out to be a twisted stump full of spiders that came out of Ossium with the freed slaves all those years ago? A pawn of the Stranger. It is fundamentally the danger that looks like a friend, the false sanctuary, the trap that closes when one feels safe.&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|vote=Greater Majority 328-0|when=Spring Equinox 388YE|size=small}}&lt;br /&gt;
&lt;br /&gt;
It is the only dark power of Varushka that can travel by the roads, but when it does so it is bound to harm none and present only a pleasing face. It cannot hurt anyone who travels with it - and they often do not realise the horror that walks alongside them - unless they somehow invite it to do so. It is an echo of this essence that causes the mora to act as if they are simple travellers until someone breaches the bonds of hospitality, that let the trudnik masquerade as innocent draughir until their hosts or guests gave them the opening to attack. What it can do, however, is use words as weapons. It can poison those who listen to it tell its tales or offer its friendly advice, and if they accept its twisted words and act on them, it lures them into its service. The worst of its servitors are those that look to all eyes as if they are just normal folk, but whose spirits and minds are rotten and twisted. The wolves who are &amp;quot;hairy on the inside&amp;quot; - who stab their friends in the back, hack their parents with axes without warning, poison a meal for no reason. Not all random acts of inexplicable cruelty and violence are the doing of the Stranger, but many are.&lt;br /&gt;
&lt;br /&gt;
Uncanny Companion can be bargained with, and as long as it is in its fair seeming its boons may be dangerous but they will be true. If it is &#039;&#039;not&#039;&#039; in its fair seeming form, then the boons it offers are curses that will drag those who accept them to their doom. The problem is that it is often not possible to tell simply by looking at it whether it is truly fair or just pretending to be. One of its strangest elements is that it tells the truth. When it is wearing its friendly seeming it never lies, but it allows people to deceive themselves by interpreting its words the way they want to. Always and always, it works to corrode trust. To make people suspicious of strangers who could be their friends, to drive wedges between loyal companions, to sow distrust of honest merchants and virtuous folk.&lt;br /&gt;
&lt;br /&gt;
The hounds and the geese whisper one last secret - it is the roads of Varushka that are its domain even though paradoxically it cannot directly harm anyone who uses them. The roads promise safety, but that safety is constrained by rules, and it is this tension that grants the Stranger and its servants their power.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 200px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Wisdom.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Why is this relevant? Because like the Dubik, the Stranger is in Ossium as the Autumn Equinox begins, walking the roads in its favoured guise of a storyteller who spins yarns that encourage people to monstrous action. And, say the magical beasts, its current intent is to tear apart the tenuous alliance between the Thule and the Varushkans. Not the treaty - it doesn&#039;t care about that - but to find any bit of common ground and poison it with words and bloodshed.&lt;br /&gt;
&lt;br /&gt;
===Participation : Dreams of Wisdom===&lt;br /&gt;
* &#039;&#039;&#039;Anyone dedicated to Wisdom who has in-character made a pilgrimage to the Maze of Zoria might have dreamt of the sovereigns&#039;&#039;&#039;&lt;br /&gt;
Part of the power of the [[Guardian of the Maze of Zoria]] is to empower [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]] and that is what has happened here. Anyone dedicated to Wisdom who has visited the Maze of Zoria may have experienced the revelatory dreams mentioned here, whether they are in Varushka or not.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Counting the Sovereigns&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;For the last [[Mime_each_lonely_word#OOC_Note_on_Sovereigns|few years]] we have been slowly adding more information about the primary sovereigns of Varushka to the wiki. [[Night Below]], [[Dho&#039;uala]], and the [[Charnel Lord]] have their own pages and there is also information about the [[Tales_of_the_Howling_Queen|Howling Queen]] and the [[Rat King of Temeschwar]]. With the information here about &#039;&#039;the Dubik&#039;&#039;, and &#039;&#039;the Stranger&#039;&#039; that list is largely complete (unless something awful lurks in the [[Forest of Ulnak]] which is by no means impossible). We intend to add full pages for the last four as soon as we can. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;There is one other being that is listed alongside the sovereigns of Varushka - the eternal [[Agramant]]. While he is not a creature &#039;&#039;of&#039;&#039; Varushka he is known to have a particular interest in the place, but also to operate there in a much more clandestine and subtle fashion than he does elsewhere. Why this is the case, and what it means for Varushkans in general, is not clear.&amp;lt;/p&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Dark Power Problem==&lt;br /&gt;
* &#039;&#039;&#039;Large scale magic used in Varushka will invariably affect the monsters that live there as well as the mortals&#039;&#039;&#039;&lt;br /&gt;
Rituals that create territory-wide effects - enchantments and curses alike - always do certain things. They might also do additional things depending on the circumstances in the territory where they are cast, but the effects are unpredictable. There are [[Varushkan Monster|monsters]] in Varushka, and while they are not an omnipresent threat by any means they are certainly not tamed. Any large-scale magic that targets a Varushkan territory will impact not only the Thule - who can at least be reasoned with - but also the wolves, sovereigns and other entities that lurk in those territories, who cannot.&lt;br /&gt;
&lt;br /&gt;
Imperial Enchantments by contrast are rarely focused enough to have a significant impact on the sovereigns of Varushka or their creatures. Yet even here there is a little bit of risk. An Imperial curse that made the dead walk for example could easily create significantly more problems in Varushka.&lt;br /&gt;
&lt;br /&gt;
Before anyone asks, it isn&#039;t possible to make an arcane projection that targets a territory but circumvents this problem. The only way to avoid or mitigate the problem is to create the arcane projection &#039;&#039;carefully&#039;&#039; and give thought to what its effects, and especially roleplaying effects, might do to a monster.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right; float: right;&amp;quot;&amp;gt;{{CaptionedImage|file=thulebanner1.jpeg|title=Thule banner iconography|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=left|width=250}}&lt;br /&gt;
&lt;br /&gt;
==Ten Shadows==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are not happy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have not yet demanded any reparations for losses in their part of Ossium but may still plan to do so&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Conclave endorses the enchantment it will make it difficult for Imperial law to become involved&#039;&#039;&#039;&lt;br /&gt;
The Thule, through their ambassador &#039;&#039;Runa, Who-Speaks-for-the-Dragons-Undivided&#039;&#039;, have expressed significant dissatisfaction with the enchantment that has also shrouded the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]] - especially as they are in the middle of negotiations with the [[Ambassador to Otkodov]] to determine how to [[The_little_things#Outstretched_Hands|proceed in the future]]. They have [[The_little_things#The_Parting_Shot|let it be known]] that they expect the Empire to identify and deal with these reckless individuals responsible. Whether they do or not, the orcs of Otkodov will certainly be considering whether to draw on the [[Ratify Thule Treaty Spring 387YE|treaty]] that says either side can &#039;&#039;resolve any breaches of the law by the citizens of one nation in the lands of the other through diplomatic channels and in mutual respect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Given that the Thule-controlled parts of Ossium are two areas of wild forest, and that if there are any roads there they will be perfunctory at best and used for the transport primarily of weirwood and armies, there is little doubt they will have experienced some significant difficulties with the effect of this enchantment - even if they will also have had all the benefits of incredible dreams and occasional flashes of prophecy.&lt;br /&gt;
&lt;br /&gt;
There is no suggestion that the enchantment is in any way illegal, it&#039;s not a crime to annoy the Thule. The [[Conclave]] could choose to [[endorsement|endorse]] the casting of the enchantment, which would ensure that the coven involved was shielded from any legal consequences. If that happens, the Thule would instead demand that the Conclave itself make amends for their losses.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Ossium]]&lt;br /&gt;
&lt;br /&gt;
* [[Guardian of the Maze of Zoria]]&lt;br /&gt;
* [[Varushkan Monster]]&lt;br /&gt;
* [[Mime_each_lonely_word#The_Naming_of_the_Beasts|The Naming of the Beasts]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=When_something_is_lost&amp;diff=145263</id>
		<title>When something is lost</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=When_something_is_lost&amp;diff=145263"/>
		<updated>2026-09-08T19:42:07Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* An Absolutely Terrible Idea */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;John scanned the horizon, looking, desperately, anywhere for a patch of blue sky. There was nothing, of course. Just the same endless billowing green, as if the sky itself were carpeted in grass. Every time he raised his eyes to the sky, he got his hopes up, but every time they were dashed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It ain&#039;t natural,&amp;quot; he said, the statement a contender for the worst understatement by a Marcher from Hay this week.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No. As I keep telling you, we&#039;re ain&#039;t in Mitwold no more.&amp;quot; Hatty Hay was trying not to snap but it was hard to keep a civil tongue in her mouth. &amp;quot;We&#039;re in some kind of regio. Some kind of enormous fucking regio. The size of Mitwold, or bigger even. Mebbe bigger than the whole Empire. Mebbe bigger than the whole world.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I still don&#039;t see how can it be bigger than Madruga, and fit in the territory.&amp;quot; John liked Hattie, best Landskeeper in the Drakes, as he often told people. But that was best as in &amp;quot;best at fixing broken bones&amp;quot; and the like. She was rubbish at explanations. He hadn&#039;t known that til now. Hadn&#039;t needed to mind.&lt;br /&gt;
&lt;br /&gt;
Hattie bit her tongue and changed the subject. &amp;quot;Stop chewing teeth, we&#039;ll be fine. They&#039;ll find a way to get us out of here. And in the meantime, keep your eye on that sky. First bit of blue you see, you let me know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
John hoisted his pack. It was noticeably lighter than when they&#039;d set out. That was definitely &#039;&#039;not&#039;&#039; reassuring.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div {{float-left}}&amp;gt;{{CaptionedImage|file=Spring by Michalina.jpg|caption=What do you do when something is lost?|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;An enchantment has been cast on Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It coincides with two Imperial armies bringing the last two regions of the transfigured territory into the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;One of those armies has not come back out of the marshes&#039;&#039;&#039;&lt;br /&gt;
Once [[Madruga]] was grassy plains, rich coastline, and prosperous islands. Now the islands are in the hand of the [[Iron Confederacy|Suranni]], the coastline is only just recovering from terrible storms and magical [[Spring magic#Chaos|chaos]], and much of the grassland has been transfigured into an enchanted marsh infused with the powers of the [[Realms#Night|Night]], [[Realms#Spring|Spring]], and [[Realms#Winter|Winter]] realms. Mind you, this is [[the Brass Coast]] and there are plenty of Freeborn who welcome the excitement, unpredictability, and wonder each day promises.&lt;br /&gt;
&lt;br /&gt;
After the Summer Solstice, magic started to settle over Madruga. It took a little time to get going - this magic is full of the dreams of forests that have not grown in Madruga for a very long time indeed. What few woodlands there were went to build the ships the Freeborn value so highly. At the same time the magic was weaving its way across the twilit bayou and the grasslands, two Imperial armies were finally bringing the last regions of the territory back into Imperial control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One&#039;&#039; of those armies has since come back to report success. The other... has not.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Crucible.png|align=right|width=200}} &lt;br /&gt;
{{CaptionedImage|file=Sung001b.JPG|align=right|width=200}} &lt;br /&gt;
{{CaptionedImage|file=Sadogua001d.webp|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Shadows over the Bayou==&lt;br /&gt;
* &#039;&#039;&#039;A potent Night magic enchantment has settled over Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Folk living there or visiting experience vibrant dreams of nighttime forests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Encounters with heralds of the Night realm, especially Sung, Sadogua, and Azoth, have become a little more common&#039;&#039;&#039;&lt;br /&gt;
Night magic pools in Madruga, in quiet places throughout the territory. It whispers through the dreams of the people, who are visited by visions of a strange night-time forest. A swampy, marshy forest of cypress, alder, willow, and mangrove. The forest is alive with strange creatures, rainbow-hued little beasts that switch from one shape to another. From scuttling lizard, to soaring laughing bird, to chattering monkey, to three-tailed cat, to meddlesome octopus, to surreptitious alligator, to long-legged dodo-bird with a crest of eyes. They are not threatening, but they are strange and they trail dreamers who walk or punt through the phantasmal woodlands.&lt;br /&gt;
&lt;br /&gt;
Encounters with the Night Realm are noticeably more common, little sparks of unexpected magic clearly drawing on the [[Night magic#Resonances|resonances]] of the [[Realms#Night|Wondrous Forest]]. In particular, people talk of seemingly chance encounters with odd heralds of that realm especially those answering to &#039;&#039;[[Sung|Rainbow Serpent]]&#039;&#039;, &#039;&#039;[[Sadogua|Brother of Wizards]]&#039;&#039;, and [[Azoth|&#039;&#039;Crucible&#039;&#039;]] itself. The creatures tend to be friendly, interested in the people, encouraging folk in the usual manners for their kind, happy to accept hospitality. This is the Brass Coast, and they often offer little boons in return for food and drink. They also offer payment for things no Freeborn would consider deserving of recompense - conversation, answers, the chance to pet a dog.&lt;br /&gt;
&lt;br /&gt;
Obviously, given the nature of this kind of magic and the territory itself (especially [[Madruga#Crucible|Crucible]]) there is a significant chance of some kind of unexpected outcome. Perhaps even permanent transformation of the territory in some way...&lt;br /&gt;
===An Absolutely Terrible Idea===&lt;br /&gt;
* &#039;&#039;&#039;Nobody is entirely sure who first came up with it but a daring proposal has been made&#039;&#039;&#039;&lt;br /&gt;
Everybody says they heard it from somewhere else, but there&#039;s a fascinating idea doing the rounds. It might have come from the heralds of Azoth, who everyone knows love transcendence through alchemy and learning through experience almost as much as they adore inspiration through madness. It might have been mentioned in one of the long, rambling conversations between drunk hakima and heralds of Sadogua. It might even have been whispered into the wind by some of the children of Sung. Not that the heralds of the Night realm have a monopoly on ideas of dubious good sense - it&#039;s just as likely to have come from a hakima inspired by their dreams or even a visiting citizen from another nation entirely.&lt;br /&gt;
&lt;br /&gt;
The idea is straightforward enough. The magic that infuses southern and western Madruga is not drawn from a single realm. So why not follow the Night enchantment currently nestled over the territory with a Spring and a Winter enchantment - in any order - and see what happens? Obviously the Children of Wrecks were throwing potent Spring magic around during their occupation of the islands but it was very much in the form of destructive [[curse|curses]]. But it can&#039;t be denied that such magic occasionally leads to beneficial results here and there - spreading &#039;&#039;marsh flowers&#039;&#039; for example. Wouldn&#039;t an enchantment &#039;&#039;intended&#039;&#039; to be beneficial be more likely to bring good results in Siroc Bayou, Crucible, or even the [[Madruga#Quiet Grasses|Quiet Grasses]]? They wouldn&#039;t even necessarily have to be cast strictly consecutively - although the order might matter - as long as no other enchantments were inserted in between. There is a very vague attempt to name the idea the &amp;quot;Madrugahedron&amp;quot; (referencing the [[Stargazer#Resonance_and_the_Omnihedron|omnihedron]] beloved by some [[Urizen|Urizeni]]) but it doesn&#039;t really catch on. &lt;br /&gt;
&lt;br /&gt;
Before anyone can do anything as organised as make a concrete proposal, however, the &#039;&#039;other&#039;&#039; effect of that this Night enchantment seems to have had a hand in becomes clear and people have other things to talk about.&lt;br /&gt;
{{CaptionedImage|file=Drakes_Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Star Forged colour.webp|align=right|width=200}}&lt;br /&gt;
&lt;br /&gt;
==Into Crucible==&lt;br /&gt;
* &#039;&#039;&#039;The Drakes and the Star Forged have entered the Bayou, but become split up&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;By the end of the season the Star Forged have emerged relatively unscathed, but the Drakes have not&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is no sign of the missing army; more than six thousand Marcher soldiers have completely disappeared&#039;&#039;&#039;&lt;br /&gt;
Since the [[Where the river rises|transfiguration]] of Madruga - since the Dry Patricians were defeated and their terrible Blight washed away by waters infused with Spring and Night and ultimately Winter magic - this has been a place of mysteries and wonders. Last season, a season of [[phantasms and foam]], the [[Red Wind Corsairs]] explored [[Madruga#Siroc Bayou|Siroc Bayou]] attempting to understand the shifting marshes and bring this magically infused geography into the Empire proper. They encounterd [[Phantasms_and_foam#Madruga|difficulties]] but still made some headway mastering two thirds of the marshlands.&lt;br /&gt;
&lt;br /&gt;
After the Summer Solstice, the Corsairs set off for [[the Marches]], alongside the [[Fire of the South]], and took part in the campaign against the Jotun in [[Bregasland]]. Two armies came south to complete their work - the [[Star Forged]], the new army of [[Navarr]], and the [[Drakes]], the [[Pride|proud]] first army of [[the Marches]]. Putting subtlety to one side, both armies were ordered to undertake an [[Army orders#Overwhelming Assault|overwhelming assault]] against the strangeness of the Bayou and Crucible, and that is exactly what they did. Both armies bore enchantments - the Drakes carried the [[Clarity of the Master Strategist]], invaluable in mastering the mysteries of the marshes. The Star Forged were empowered with [[Find the Best Path]], an enchantment that improves not only speed but the logistical structures of an army allowing them to move with confidence over long distances. Remember that bit.&lt;br /&gt;
&lt;br /&gt;
Elsewhere in the territory there is some commentary from the heralds of the Night realm that the approach of the two armies is all wrong, too violent, too unsubtle, but the creatures of Night often say that kind of thing. There may be a ring of truth to it all - for the first month or so there are semi-regular reports from Navarr messengers of encounters with phantasmal soldiers similar to those the Red Wind Corsairs mentioned. Sometimes human, sometimes orc, sometimes something unlike either, they seem to be drawn out of history or in from dreams. There is fighting, but amazingly no casualties are suffered. The wounds the phantoms cause seem to lie in the mind and the spirit rather than on the body. The two armies complete the work of the &#039;Corsairs. Siroc Bayou still contains enigmas, as befits any locale infused with the essences of both the [[Realms#Spring|Primal Forest]] and the [[Realms#Night magic|Wondrous]] ones. They proceed to the next target - to Crucible itself.&lt;br /&gt;
{{CaptionedImage|file=Logan Dusklight.jpg|caption=&#039;&#039;&#039;Logan Dusklight&#039;&#039;&#039;, General of the Star Forged|align=right|width=250}}&lt;br /&gt;
The first report, delivered by a cheerful Navarr messenger, is that everything is proceeding as expected. Then... nothing. The next messenger does not arrive with a status update, and neither does the one after that or... There are a handful of Freeborn explorers who brave Crucible in search of treasures and wonders to sell in the markets of [[Madruga#Calvos|Calvos]] and [[Madruga#Quzar|Quzar]]. This season when they emerge from the marshes they report encounters with the Drakes and the Star Forged, surprised that people seem so concerned about them. The last such sighting indicates that the two armies have split up to cover more ground, but are confident that by the start of the Winter Solstice they will have ensured Crucible is part of Madruga in fact as well as name.&lt;br /&gt;
&lt;br /&gt;
The silence from the armies themselves, however, stretches on. A patrol of soldiers sent in to make sure everything is alright are swallowed up and disappear in their turn. Something is clearly wrong...&lt;br /&gt;
&lt;br /&gt;
Then, a little over three weeks before the Autumn Equinox, the Star Forged emerge from Crucible into [[Madruga#Lightsea|Lightsea]]. They are muddied and exhausted, but triumphant. Between them, the Drakes and the Star Forged have mapped out enough of Crucible, have established outposts and encampments, that the region is now truly Imperial. They warn that the place is very confusing, that the deeper one pushes into Crucible the larger and wilder it seems to become, although that might just be the Night magic and the Spring magic playing tricks on the mind.&lt;br /&gt;
&lt;br /&gt;
What they haven&#039;t brought out of Crucible with them however are the Drakes themselves. There is some confusion among the Navarr - they thought the Drakes would rendezvous with them in Lightsea. And yet there is no sign of the Marcher army. The entire six-thousand-strong force of the Marches has vanished.&lt;br /&gt;
&lt;br /&gt;
The only sign of the Drakes comes when four units under the command of &#039;&#039;Iñez i Azul-Mar i Riqueza&#039;&#039; of [[the Brass Coast]], &#039;&#039;Fay Baker&#039;&#039; of [[Dawn]], and two Marcher captains - Lazarus and John of Meade. They are as confused as the Star Forged - they seem to have only jumbled recollections of the last few weeks, and believed the rest of the army was right behind them. But there continues to be no sign of the Marcher army.&lt;br /&gt;
===Participation : Mist Walking===&lt;br /&gt;
* &#039;&#039;&#039;Anyone whose military unit supported the Drakes or the Star Forged has jumbled recollections of their time in the marshes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any such character with the naga lineage might find their physical or roleplaying trappings becoming stronger&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any unlineaged human character who supported one of the armies may choose to change their lineage to naga after the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
Any character whose military unit supported one of the armies that were exploring and cataloguing the Siroc Bayou and Crucible, you are likely to have jumbled recollections of precisely what happened. The more you try to remember the harder it is to keep a coherent thread. You  are encouraged to skim over some of the other text about the marshes, such as that in [[Phantasms and foam]] last season, or the descriptions of the marshes&#039; peculiarities in the [[Made anew]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Any character with the [[naga]] lineage who supported the Drakes or the Star Forged, or is the general of one of those armies, may use this as an opportunity to strengthen their [[Naga#Other_Trappings|lineage trappings]] or to focus on one or more of their [[Naga#Roleplaying|roleplaying trappings]] and heighten their effects.&lt;br /&gt;
&lt;br /&gt;
Likewise, any human character with no lineage who supported one of the armies may choose to develop the naga lineage. Given the short gap between this wind of fortune being produced and the event, you may want to demonstrate roleplaying trappings at the Autumn Equinox and arrange your trappings afterward - meaning you can email {{plot}} after the event to get your lineage updated.&lt;br /&gt;
&lt;br /&gt;
==Still In There Somewhere==&lt;br /&gt;
* &#039;&#039;&#039;Magicians and their eternal allies all agree that the Marcher army has been trapped somehow by the kaleidoscope of magic that permeates the Bayou&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Star Forged were saved by the nature of the enchantment on them, the Drakes were not so fortunate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;To get them back, the Empire will have to go and look for them&#039;&#039;&#039;&lt;br /&gt;
The [[hakima]] from the [[Hakima_of_Salt_and_Sand#Parador_of_Salt_and_Sand|Parador of Salt and Sand]] are among some of the first to talk to those who have emerged from the marshes, and a potential explanation begins to emerge. The Night magic enchantment on Madruga has &#039;&#039;done something&#039;&#039; to the Crucible. The Drakes are, as near as anyone can tell, still exploring it. It looks as if the magic enhancing their ability to claim ground - the &#039;&#039;Clarity&#039;&#039; - may actually have worked against them in fact by encouraging them to keep seeking to understand a place that defies explanation. The Star Forged however were enchanted with an [[Autumn magic]] working that empowers armies to &#039;&#039;get where they are going&#039;&#039;. While the Crucible might have drawn them in, ultimately their enchantment served to ensure they emerged unfazed.&lt;br /&gt;
&lt;br /&gt;
All the reports suggest the Marcher soldiers are probably fine - but the longer they stay in Crucible the more likely they are to either get so lost they can never return, or to undergo some kind of terrible transformation, or to encounter something more dangerous than phantasmal dream soldiers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; margin: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sular.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBMarches.jpg|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBNavarr.jpg|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=NBBrassCoast.jpg|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=Wyr.png|title=Rune: Wyr|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Conveniently, there are a few heralds of the Night realm in Madruga who are happy to offer their own particular brand of assistance when challenged. The little wizards of Sadogua concurr with the hakima assessment, and are more than happy to get into the deep and confusing weeds of a conversation about the interactions of different kinds of magic. The heralds of Azoth find the questions a little confusing, and suggest that rather than assuming the Drakes are lost, they should instead consider them to be on a bold adventure, one that might lead to exciting new insights into magic, war, and the mortal spirit. The heralds of Sung reply to all questions with questions of their own, the most common being &amp;quot;&#039;&#039;What do you do when something is lost?&#039;&#039;&amp;quot; which at first seems very unhelpful but provides inspiration to the hakima. What you do when something is lost is &#039;&#039;you go and look for it&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Finding the Missing Legion==&lt;br /&gt;
* &#039;&#039;&#039;The Drakes are lost in the trackless Marshes of the Crucible &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Helping to bring them back will require a concerted effort by their allies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Military Council could apply the guerdon to the efforts to rescue the Drakes&#039;&#039;&#039;&lt;br /&gt;
The likely explanation is that the Drakes are still in Crucible somewhere. The [[Imperial Seer]], &#039;&#039;&#039;Jorma Steelhail&#039;&#039;&#039;, should be able to confirm this with a simple casting of [[Eyes of the Sun and Moon]]. The Marcher [[egregore]]s should likewise know whether the soldiers of the Drakes are still alive and well or not. The heralds of Sadogua and Azoth certainly think they are, but their definition of &amp;quot;alive and well&amp;quot; is of questionable value.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox there will be an [[opportunity]] for [[military unit|military units]] to launch a rescue mission into the Crucible. The aim will be to find the Drakes and lead them safely out of Crucible before anything bad happens to them. Nothing is ever easy, however, and definitely not in places like Crucible after a potent Night enchantment.&lt;br /&gt;
&lt;br /&gt;
After the Autumn Equinox, any [[military unit]] can take the [[venture]] &#039;&#039;Find the Drakes&#039;&#039;. This is a [[Military unit#Scouting|scouting]] action that represents venturing into Crucible, helping find the missing Marcher army, convincing them that they are lost in magical marshes, and leading them back to Lightsea or Quiet Grasses (or indeed anywhere that is not Crucible). Instead of the usual production a military unit receives, a standard military unit would gain one random &#039;&#039;marsh flower&#039;&#039;, and 36 rings (representing wonders of the marshes). This is a pitiful recompense, but obviously the [[Quartermaster General of the Imperial Armies|Quartermaster General]] could apply the [[Military_unit#Guerdon_Shares|Imperial Guerdon]].&lt;br /&gt;
&lt;br /&gt;
As with many such situations the amount of strength applied to this venture effects the outcome.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Less than 5,000 Strength - Further In&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A limited response will mean the Drakes are not rescued in time for the Winter Solstice 388YE. They remain lost in the marshes, and they will have lost 2,000 strength due to missing soldiers and the dangers of the deep Crucible. There will be another attempt to rescue them at the Winter solstice.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Between 5,000 and 10,000 Strength - Desperate Egress&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The rescue mission is a success, and the Drakes emerge from Curcible in time for the Winter Solstice. In the process however, they will have lost 1,000 strength due to soldiers who get left behind, disastrous encounters, or unrecoverable transformations.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;Between 10,000 and 20,000 Strength - Controlled Extraction&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drakes emerge from Crucible in time for the WInter Solstice. They have sustained some losses but their strength falls only by 500. They will also have the opportunity for a change to their quality, either related to their time in the transformative marshes or the inspirational support and outpouring of love from their people.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size: 1.2em; font-weight: bold;&amp;quot;&amp;gt;More than 20,000 Strength - Total Victory&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Drakes emerge from crucible hale and hearty, with the opportunity for a new quality. In addition they and the other explorers of the marshes will have discovered an opportunity in the marshes that could be exploited by the Empire in the future.&lt;br /&gt;
&lt;br /&gt;
To complicate matters, not every [[military unit]] is equally able to contribute to this venture. &#039;&#039;&#039;Freeborn&#039;&#039;&#039;, &#039;&#039;&#039;Navarr&#039;&#039;&#039;, and &#039;&#039;&#039;Marcher&#039;&#039;&#039; units provide their full effectiveness. Military units from any other nation contribute (and receive rewards) as if their strength were two ranks lower.&lt;br /&gt;
&lt;br /&gt;
Some folk have an advantage here however - any military unit that supported either the Drakes or the Star Forged this season receives a 2 rank bonus to help rescue the Drakes, affecting both effective strength and rewards.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; margin: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Pallas.png|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===All Things Can Have A Price===&lt;br /&gt;
* &#039;&#039;&#039;Rather than focus solely on finding the Drakes a military unit could go looking for treasure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These military units will gain more treasure and provide less help to find the Drakes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All military units taking either action will appear in a single list compiled by the civil service&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If finding the drakes gets the guerdon, then everyone involved will be able to claim the rewards&#039;&#039;&#039;&lt;br /&gt;
There is another approach here, but one that might result in a little bit of... criticism. Instead of focusing &#039;&#039;exclusively&#039;&#039; on finding the Drakes, a military unit &#039;&#039;might&#039;&#039; take the opportunity to do some exploration of their own and see what they can pick up. As well as the &#039;&#039;Find the Drakes&#039;&#039; venture, the &#039;&#039;Take Your Time Looking For Lost Marchers&#039;&#039; venture is also available. This is a [[venture#questing|questing]] venture, and a standard military unit that undertakes it will receive 2 pieces of &amp;quot;Adversity Vis&amp;quot; (that is, [[Vis#Vital Honey|Vital Honey]], [[Vis#Hearts Blood|Hearts Blood]], or [[Vis#Crystal Fire|Crystal Fire]]) and two &#039;&#039;marsh flowers&#039;&#039;. An upgraded or enchanted military unit will receive commensurately more treasure.&lt;br /&gt;
&lt;br /&gt;
This venture is available to anyone who wants to take it. Those military units receiving a two rank bonus from supporting one of the two armies this season will still do so. &#039;&#039;However&#039;&#039; there is a drawback to this action and that is that &#039;&#039;regardless&#039;&#039; of the effective strength of the military unit, it will &#039;&#039;only&#039;&#039; contribute 50 effective strength towards finding the Drakes and guiding them out of Crucible. The actual rank of the military unit and its enchantments will have no bearing on the amount they contribute.&lt;br /&gt;
&lt;br /&gt;
There isn&#039;t any way for the civil service to tell who is searching for the Drakes and who is taking their time about it, so a single list will appear with all the names on the same roll of honour. If the guerdon is applied to finding the Drakes, then everyone who takes &#039;&#039;either&#039;&#039; venture will be able to claim a share of it.&lt;br /&gt;
&lt;br /&gt;
===Pride of the Marches===&lt;br /&gt;
* &#039;&#039;&#039;The General of the Drakes is still a General&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General can still issue an order to the army though the force can&#039;t actually leave the region or undertake an attack or defence&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Folk from the Marches can support the Drakes to help them deal with potential casualties providing a lifeline to home&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is still possible to target the army with an enchantment but impossible to predict what if anything it will do&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is no upkeep for the army this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The general of the Drakes is Alfred Houtman Fella&#039;&#039;&#039;&lt;br /&gt;
Obviously the general of the Drakes &#039;&#039;&#039;Alfred Houtman Fella&#039;&#039;&#039; is in a little bit of a bind given their army is missing in action. The civil service have confirmed that they still &#039;&#039;are&#039;&#039; a [[general]] even though their army is currently somewhere in Madruga. They can still participate freely in the [[Military Council]] until such time as proof emerges that the Drakes are never coming back. They can even still issue an order, but &#039;&#039;only&#039;&#039; the text of the order matters. The army will remain in Madruga, lost in Crucible. It also isn&#039;t possible for military units to take the [[military unit#Campaigning|campaigning]] action to support the army. It is still possible to place an enchantment on the army using the general as focus, but impossible to predict exactly what the effect will be. The ritual will still &#039;&#039;have&#039;&#039; its effect but the ability of the Drakes to benefit from it will depend entirely on what it is.&lt;br /&gt;
&lt;br /&gt;
There is no upkeep for the army this season, since the civil service has no easy way to feed and billet the army.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Marcher Icons.jpg|align=left|width=300|caption=If absolutely nothing else, sending a few hundred poppets to the soldiers of the Drakes certainly can&#039;t &#039;&#039;hurt&#039;&#039;.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pride and Loyalty===&lt;br /&gt;
* &#039;&#039;&#039;An outpouring of Pride and Loyalty inspires the folk of the Marches&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Heralds of Sadogua and Lashonar have agreed to carry care packages and messages of support to the stranded Drakes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Any&#039;&#039; Marcher character can choose to support the rescue of the Drakes albeit with limited effect&#039;&#039;&#039;&lt;br /&gt;
There are concerns about how the soldiers on campaign, lost in the trackless marshes of Madruga will survive, but that only results in an outpouring of support from the Marches, especially [[Upwold]]. The Drakes are well loved, after all, and if [[Life of Tom Drake|Tom Drake]] taught anything else it is that you look out for your own. Obviously, this being the Marches, there has also been some recrimination from people who ought to know better who argue that a sinister Freeborn conspiracy has intentionally sacrificed the Drakes to Azoth but it is &#039;&#039;probably&#039;&#039; safe to ignore those people. Humans and orcs want to do everything they can to help, even if they can&#039;t send beaters of their own to deal with the situation.&lt;br /&gt;
&lt;br /&gt;
By itself its not clear how they &#039;&#039;could&#039;&#039; help (beyond encouraging or enchanting military units), but help comes from unexpected sources. Some of the [[smith]]s and [[landskeeper]]s have spoken to servants of Sadogua and Lashonar, and both eternals have committed to offer their assistance. They are prepared to carry messages and supplies into the Crucible and make sure they get to the Drakes. In a similar manner to the way the Navarr and the Imperial Orc nations were able to support the raid against the Great Forest Orcs, the people of the Marches can show their support for the Drakes if they wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Any&#039;&#039; Marcher character can take the action to support the venture to &#039;&#039;Support the Drakes&#039;&#039;. Any character that chooses to support the action will suffer a 50% penalty to the normal production of their [[Resource#Personal_Resource|personal resource]]. A character with a [[congregation]] that supports the venture will instead receive &#039;&#039;no&#039;&#039; [[liao]], but will keep all their Synod votes. They will however not be able to undertake a [[Congregation#Lectures|lecture]] or [[Congregation#Downtime_Options|preach]] at the same time. A [[fleet]] likewise can&#039;t take a different [[voyage]], including trading or supporting an army. Instead of their normal production they&#039;ll get the same as a military unit (a marsh flower and some valuables).&lt;br /&gt;
&lt;br /&gt;
Even if they aren&#039;t going to Madruga personally, they can still provide crucial supplies to support the soldiers of the Drakes themselves. The help they provide won&#039;t benefit from [[enchantment|enchantments]], but all resources of the characters that &#039;&#039;Support the Drakes&#039;&#039; will contribute &#039;&#039;half&#039;&#039; the strength of a military unit of equivalent rank.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Arwydd Clearbramble.jpg|caption=&#039;&#039;&#039;Arwydd Clearbramble&#039;&#039;&#039;, Archmage of Spring|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Bloodcrow Arora.jpg|caption=&#039;&#039;&#039;Bloodcrow Arora&#039;&#039;&#039;, Archmage of Winter|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Brat Umbral Path.jpg|caption=&#039;&#039;&#039;Brat Umbral Path&#039;&#039;&#039;, Archmage of Night|title=One in six Night eternals think he&#039;s pretty neat|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Each resource that takes this action will contribute 50 strength to the &#039;&#039;Find the Drakes&#039;&#039; venture. For every 100 Marcher characters take the option, any damage suffered due to a partial success will be reduced by 500. In the event that the mission is a full success, not only will the army not suffer any casualties but they will be revitalised and receive 500 additional resupply this season.&lt;br /&gt;
&lt;br /&gt;
===Eternal Aid===&lt;br /&gt;
* &#039;&#039;&#039;Plenipotentiary could be used to ask for help for the Drakes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A poorly chosen eternal or a poorly worded request for help will do more damage than good&#039;&#039;&#039;&lt;br /&gt;
While much of the focus on the missing army revolves around the Night enchantment and the heralds of Night, Crucible is affected by &#039;&#039;three&#039;&#039; realms of magic not only one. In theory, the [[Archmage of Winter]], [[Archmage of Night]], [[Archmage of Spring]], or [[Stone Smith]] could each use their [[plenipotentiary]] at the Autumn Equinox to ask an appropriate eternal to intercede and help the Drakes. This is a risky course of action - the choice of eternal and exactly what they were asked to do will be crucial. Neither the eternals of Spring nor Night are especially fond of armies, and the aid of the eternals of Winter always comes at a price. &lt;br /&gt;
&lt;br /&gt;
In the event that an eternal was asked for aid and minded to provide it, they could certainly increase the chances of the Drakes returning safe and untransformed. The civil service estimate that the aid of an eternal would add 3,000 to the effective strength of the &#039;&#039;Find the Drakes&#039;&#039; venture. Two or more eternals would likely conflict with each other however - a second eternal would add another 2,000 effective strength, and a third only another 1,000.&lt;br /&gt;
&lt;br /&gt;
Anyone attempting this should be &#039;&#039;very careful&#039;&#039;. A poorly phrased request, or a request to an eternal that for whatever reason was not disposed to help, had problems with the Marches or the Drakes, or disliked the Empire, would instead &#039;&#039;subtract&#039;&#039; 5,000 from the effective strength of the &#039;&#039;Find the Drakes&#039;&#039; mission, with potentially disastrous consequences.&lt;br /&gt;
&lt;br /&gt;
===Order, Order===&lt;br /&gt;
* &#039;&#039;&#039;A single Conclave Order could be guided to aid the efforts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only one Order can help but only if they are not currently busy elsewhere&#039;&#039;&#039;&lt;br /&gt;
Magicians are arguably the ones best placed to help, but which ones? The Conclave could choose one of the Orders and ask them to help recover the Marcher army. If that is the will of the Conclave they will need to choose a single order and give clear guidance on why they want them to help. An Order can only be [[Grandmaster#Guiding_an_Order|guided]] by their grandmaster using one of their two declarations of concord. Doing so would have the usual cost of twenty mana crystals, and would be guaranteed to contribute 1,000 strength to the efforts. Any other potential effects would depend which order was chosen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;grid-template-columns: 1fr 1fr 1fr 1fr 1fr 1fr 1fr; align-items: center;&amp;quot; class=&amp;quot;imagegrid&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderCelestialArch.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderShutteredLantern.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderRodAndShield.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=Chalice.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|width=150}}&lt;br /&gt;
{{CaptionedImage|file=OrderUnfetteredMind.jpg|width=150}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Islands_in_the_dream&amp;diff=145194</id>
		<title>Islands in the dream</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Islands_in_the_dream&amp;diff=145194"/>
		<updated>2026-09-08T15:41:25Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Caston smoothed out the rough bed and then carefully lay down on it. It was midday, the sun was still shining and there was plenty of work to be done. He wasn&#039;t remotely tired, but their guests had so many questions and they wanted answers. Answers only the ancestors could provide.&lt;br /&gt;
&lt;br /&gt;
There was nothing for it. He was just going to have to go and talk to them in person.&lt;br /&gt;
&lt;br /&gt;
He closed his eyes, relaxed every muscle and concentrated on his breathing, feeling the air entering and leaving his lungs. Once his chest began to rise and fall more slowly, he looked around his mind for the entrance to the Dark Forest. He imagined himself in the woods near his home, searching for mottlecops for the evening feast. That was usually the easiest way to locate the doorway.&lt;br /&gt;
&lt;br /&gt;
With an ease born of decades of careful practice, the dimwalker drifted off to sleep.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ImperialOrc.jpg|align=right|width=350|caption=All orcs hear voices, but it is quickly becoming clear that not every orc hears them in the same way.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Imperal Orc assembly seeks to learn more about the ancestors of the Dreamers of the Dark Forest&#039;&#039;&#039;&lt;br /&gt;
Since &#039;&#039;&#039;Bloodcrow Knott&#039;&#039;&#039; declared the [[the highest calling#Highest Calling|highest calling]] of the [[Imperial Orcs|Unshackled]] assembly to be [[Every_day_of_your_life#Spanning_the_Abyss|seeking the ancestors of other septs]], the Imperial Orcs have reached out to the [[Seeking the Karass|Karass]] of [[the Barrens]], and to the [[Beliefs_of_the_Great_Forest#From_the_Illarawm|Great Forest Orcs]]. At the Summer Solstice, &#039;&#039;&#039;Bloodcrow Meep&#039;&#039;&#039; was chosen to [[388YE_Summer_Solstice_Synod_judgements#Judgement_93|lead an approach]] to the small sept in eastern [[Ossium]] known as the [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Dreamers of the Dark Forest]]. &lt;br /&gt;
&lt;br /&gt;
The Dreamers are something of an unknown quantity. They ignored the opportunity to leave the former [[Druj]] territory to travel to [[Skarsind]] and like the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] show no interest in joining the ranks of the Unshackled. Unlike the other Ossium sept, however, they have demonstrated that they are prepared to work directly with the Empire. Three years ago, when the [[Varushka|Varushkans]] strove to secure their border against [[the Mallum]], the &#039;&#039;Dreamers&#039;&#039; were enlisted to help keep the Druj at bay. A joint effort by the Varushkan and [[Highguard|Highborn]] assemblies, [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|endorsed]] by the Senate, saw the sept armed and armoured and given license to hunt out and destroy Druj raiding bands, guerillas, and spies. Since then, they have enthusiastically discharged this duty while still maintaining a clear distance between themselves and the Varushkan rulers of their territory. Very little is known about them apart from the fact they despise the masters of the Mallum, and so Bloodcrow Meep and their allies cannot be certain of the kind of welcome they will receive. &lt;br /&gt;
&lt;br /&gt;
In the end a decision is made to bring a small number of Varushkans and Highborn along who have experience dealing with the Dreamers - those initially inspired by the [[mandate|mandates]] of &#039;&#039;&#039;[[385YE_Summer_Solstice_Synod_judgements#Judgement_114|Wildfyre of Balthazar&#039;s Vineyard]]&#039;&#039;&#039; and &#039;&#039;&#039;[[385YE_Summer_Solstice_Synod_judgements#Judgement_163|Anatolij Paukov Zorkin]]&#039;&#039;&#039;. While the Unshackled mystagogues and shamans will take the lead, the humans can still provide some insight into the customs of this unfamiliar sept.&lt;br /&gt;
==Who Were You?==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Assembly ImperialOrc.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Varushkan.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Assembly_Highborn.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are still something of an enigma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;While guarded they are well disposed towards the people of Varushka and Highguard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They despise both the Druj and the Thule&#039;&#039;&#039;&lt;br /&gt;
The Dreamers of the Dark forest are a sept that occupies part of the [[Ossium#Echofell|Echofell]]. Their main settleents lie near the [[Keeper_of_the_Bonehives#The_Bone_Hives|Bonehives]], where some of their number were once forced to work for Druj overlords. Since the liberation of the territory they have shown no interest in returning to those positions.&lt;br /&gt;
&lt;br /&gt;
When they were first contacted by the Empire there was speculation that they have a connection with the [[Great Forest Orcs]], although they seem ignorant of any connection if one exists. The sept was relatively small and insular, but there had been some effort from the Varushkans and the Imperial Orcs both to make contact with them. It was during an [[appraisal]] by &#039;&#039;[[Appraisal#Naomi of Virtue&#039;s Rest|Naomi of Virtue&#039;s Rest]]&#039;&#039; that they first became of particular interest to the Empire. After speaking with the leaders of the Dreamers, Naomi discovered that they could be convinced to fight the Druj at their own game, if they had the means to do so.&lt;br /&gt;
&lt;br /&gt;
As with many subjects of the Druj that they don&#039;t fully trust, the Dreamers had few if any weapons of war or experience in battle. They were however very eager to fight the Druj, despite their lack of weapons or training. The Highborn National Assembly had reached out to support the people of Varushka as they treated with the orcs and Naomi herself is from Highguard. It is no surprise then that when she contacted a number of [[unconquered]] of her acquaintance to discuss the issue with them, they pointed out that when the Imperial Orcs joined the Empire, Highborn soldiers supported them with gifts of weapons and armour. They suggested that it might be possible to kill two birds with one stone; help protect Echofell and encourage good relations with the independent orcs in Ossium. For the next year, the Dreamers were supplied weapons, armour, and most crucially the training to use both effectively. They took to the instruction quickly, and developed their own spin on traditional tactics by incorporating their own experience with hunting and stealth. &lt;br /&gt;
&lt;br /&gt;
There was a risk of course: it was impossible to determine what the long term effects of arming the Dreamers would be. Giving them weapons and armour certainly improved relations, and made them more positively inclined to both Varushka and Highguard. But the sept expressed no interest in becoming Imperial citizens, nor in adopting the Way. They had - have - their own religion, their own leaders, and their own laws. They also had their own enemies and ambitions, it seemed. They hate the Druj, but it is clear they don&#039;t think much better of [[Thule]], and they also loathe the Menrothat although exactly &#039;&#039;why&#039;&#039; they despise them is hard to fathom. They turned the weapons they had been provided on the Druj, but they also apparently used them to keep other septs of orcs at bay as enthusiastically as they used them on the Mallum.&lt;br /&gt;
&lt;br /&gt;
That is not to say that they have remained completely isolated; in the last couple of years there has been regular trade of herbs, game, and goods with their Varushkan neighbours. Twice a year in Spring and Autumn a contingent of Dreamers make the long trek through the marshes to [[Merchant-Boyar_of_the_Stinking_Market#Stinking_Market|Stinking Market]] in the [[Ossium#Drownbark Forest|Drownbark Forest]] where they sell the spoils of their ongoing raids against the Druj and purchase worked metal goods. While they are skilled at working with wood and leather, there are few smiths among the Dreamers. They have neither the ore nor the expertise needed to craft anything save the simplest metalwork, and so such items have particular [[worth]] to this small sept.&lt;br /&gt;
{{CaptionedImage|file=WondrousForests.jpg|title=Some magicians say this ritual calls on the mysterious forests of the Night realm themselves.|caption=The shadows beneath the boughs are deeper, and more dangerous.|align=right|width=300}}&lt;br /&gt;
==Who Are You?==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are inspired by the magical dreams swirling around Ossium this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Unshackled are able to meet the three &#039;&#039;dimwalkers&#039;&#039; who lead the sept&#039;&#039;&#039;&lt;br /&gt;
The trip to speak with the Dreamers almost founders before it can begin. Ossium has been [[enchantment|enchanted]] with a unique magic that [[occludes passage through woodlands]] {{TBC}}. Even familiar woods can turn treacherous and confusing, and the Echofall is by no means a tame forest. Less than six hours after entering the woods, the Unshackled party is hopelessly lost. [[Gralka&#039;s Gift to the Lost Seeker]] is able to pinpoint the location of the travellers, but it turns out to be no help in finding anywhere else. It would be easy to panic but level heads keep everyone calm. After a fretful night lost in the woods, however, an orc-like figure appears dressed in bright coloured clothes in the Varushkan style with a cloak of rainbow feathers and a lantern that turns out to be a glass jar full of moths. This [[inhabitants of the realms#heralds|herald]] of the &#039;&#039;[[Sung|Night Singer]]&#039;&#039; has been dispatched by her mistress to make sure that the winding paths do not delay the Unshackled in their endeavour. The &#039;&#039;Rainbow Serpent&#039;&#039;, it seems, approves of the Imperial Orcs&#039; highest calling and the same magic that confounds their journey makes it easy for her to send her herald to aid them.&lt;br /&gt;
&lt;br /&gt;
A lot can change in three years, especially in a place like Ossium. When the Unshackled and their human advisors arrive, they find the Dreamers of the Dark Forest quite different to how they were in 385YE. Almost as soon as they venture into territory claimed by the Dreamers, the Imperial group is intercepted by a patrol of a dozen serious orcs. Their weapons and armaments - bows, swords, and shields bearing the sigil of the black tree and six multicoloured stars - are practically antiques but there are also relatively new  Varushkan axes and segmented armour on display. They are cautious but by no means unwelcoming, carefully questioning their visitors and providing them with a small honour guard to the large village of &#039;&#039;Dimmorden&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Gone are the ramshackle huts that were all the Druj allowed them. In their place stand proud new structures of hardwood and stone surrounded by the kind of defensive wall familiar to any Varushkan, needful to keep the predators of the dark woods at bay. The settlement is also easily twice as large as it was when the Empire was last here in any official capacity. The warriors escorting the Unshackled explain that a few years ago several hundred of their kin captured by the &#039;&#039;Iceblood&#039;&#039; - a disparage term for the [[Thule]] - joined them from [[Ossium#Webwood|Webwood]]. Apparently the orc rulers of northern Ossium had tried to persuade them to stay, but when they refused had begrudgingly allowed them to leave - although it has done nothing to endear the folk of Otkodov to the Dreamers.&lt;br /&gt;
&lt;br /&gt;
Dwimmorden is overseen by three &amp;quot;dimwalkers&amp;quot; - respected orcs who represent the three extended families that make up the Dreamers of the Dark Forest. Between them they guide the sept, relying on the wisdom of the ancestors which they gleam from their dreams. Obviously, this excites the interest of the mystagogues and shamans, and it seems the dimwalkers are equally eager to speak to the Unshackled. It seems they have been expecting their arrival, having received dream portents that warned them of the Empire&#039;s approach.&lt;br /&gt;
&lt;br /&gt;
This news rouses particular interest in the magicians accompanying the expedition. Apparently the Dreamers are quite excited that over the last several weeks their dreams have been particularly vivid and powerful, and even the least insightful among them record night time visits to the Dark Forest that underpins the waking world. A few of their magicians have pointed out that this is the result of an [[enchantment]] laid over the whole of Ossium, a clever weaving of the [[Night magic|Spirit]], but where it comes from does not matter to the Dreamers as much as the way it helps them hear their ancestors.&lt;br /&gt;
&lt;br /&gt;
Intrigued, the Unshackled settle down to discuss matters of ancestors and spirits with the dimwalkers.&lt;br /&gt;
==The Dream==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest have mystical beliefs about ancestors and the Howling Abyss&#039;&#039;&#039;&lt;br /&gt;
There are some ancestors that are particularly important to the Dreamers of the Dark Forest, called the First Dreamers. Each one was the head of a family of orcs who swore binding oaths of loyalty and support to the others at the creation of their sept. The dimwalkers don&#039;t talk about where these families came from, but explain that at first they were rivals but they were forced to work together in the face of possible destruction, and that forged bonds of community between them. The First Dreamers made those bonds real.&lt;br /&gt;
&lt;br /&gt;
Their given names aren&#039;t used and aren&#039;t spoken to anyone save another dimwalker. Instead they are referred to by descriptive nickname - Redhand, the defender, who wielded two terrible blades to strike down anyone who threatened the sept; Keeneye, the watcher, who remained vigilant for enemies and struck them down with deadly arrows; and Threadsnap, the weaver, who read the ripples of future and past in his magical loom. While the voices of the First Dreamers are often the loudest, they rarely speak directly to their descendants except in times of dire need. Some young orcs mark themselves with tattoos that indicate the connection they feel to one of the First Dreamers, usually on the forearms. These are a cultural rather than metaphysical thing - such orcs are no more likely to hear a given ancestor but they use the tattoos to indicate which of the dreamers&#039; words they find particularly compelling. &lt;br /&gt;
&lt;br /&gt;
There are however an almost unlimited number of other ancestors that speak to the Dreamers when they sleep. The Dreamers believe that the waking world of solid objects and people is underpinned by the world of dreams. The two exist side by side, separated by a curtain of shadow. When someone is awake they can only see the mundane world, but when they hover on the edge of sleep they can sometimes glimpse through to the primordial world of dreams that is the foundation of reality. When people sleep, their spirits are free to explore the world of dreams and that is where the ancestors exist. They characterise it as the Dark Forest, a primordial space just out of reach of the waking world from which flow all sapient things, whether orc, human, animal, or tree. This rouses obvious interest but it appears that the Dreamers believe that human spirits come from the same place as orc spirits (and the spirits of trees and ox and what have you) and probably return there when they die). For the most part they don&#039;t worry about what human ancestors get up to - the first time they learned that humans believe they reincarnate was when they met the Highborn. It seems an odd idea to the dimwalkers, but they cheerfully point out that it would be incredibly rude for any orc to tell a human what their beliefs should be. One Varushkan casually asks if they think orcs can reincarnate and again they find the question odd. If humans can do it, orcs could probably do it (the word &amp;quot;better&amp;quot; is left unspoken). But why would they want to? And what would it even look like if an ancestor were born into the world of flesh again?&lt;br /&gt;
&lt;br /&gt;
They are very clear that only those who dream are truly people; they firmly believe that creatures such as [[mora]] or (controversially) the Thule are not really people because they do not really dream. They are no more people than rocks are. There is disagreement about heralds and creatures of the realms, but the Dreamers frankly don&#039;t have enough experience of them to have formed a strong opinion. Ghosts, incidentally, are also not people because they cannot dream - the Dreamers equate ghosts with the Nightmare or the Howling Abyss and teach their children to avoid them at all costs . There are also ways to cut people off from dreams, and doing so is a terrible crime that they believe ultimately causes anyone condemned to that state to go mad, die, and be immediately claimed by the Nightmare. This is one reason they have a deep-rooted distrust of [[Wise Rangara]] in particular, who they view with the same dread many Imperials reserve for Agramant.&lt;br /&gt;
&lt;br /&gt;
Following some further exploration, the dimwalkers are clear that this world is not the [[Realms#Night|Night realm]]. They&#039;re aware of that place and the [[inhabitants of the realms|creatures]] that dwell there but it is not the Dark Forest or the world of dreams. The realms are likewise underpinned by the Dark Forest, and those closest to it in concept (the Night realm, and the realms of Spring and Winter) show that closeness with their forests. The Autumn and Day realms are furthest from the primal dreaming and that is why they are described in such unsettling and unnatural ways.&lt;br /&gt;
&lt;br /&gt;
The Dark Forest is where the ancestors exist after they leave the waking world. Only a few orcs have the strength of spirit to become ancestors; other orcs become one with the forest and enjoy peaceful sleep in the shape of trees and animals of the dream. Any Dreamer of the Dark Forest might meet an ancestor when they sleep, especially when they are worried, frightened, angry, or otherwise in need of good advice.  It is also clear that the Dreamers hear their ancestors when they are awake, just as other orcs do, but here the conversation takes a darker turn.&lt;br /&gt;
&lt;br /&gt;
According to the dimwalkers, the thing the Imperial Orcs call the [[Imperial_Orcs_religious_beliefs#The_Howling_Abyss|Howling Abyss]] is a part of the dreaming world from which all bad things are born. Just as the Dark Forest is the ultimate source of mortal spirits, so the &amp;quot;Nightmare&amp;quot; is an endless chasm that seeks to consume those spirits. Howling Abyss is as good a word as any but the Unshackled, and most other orcs, are misled about its nature. It doesn&#039;t entirely consume the spirits that fall into it. Rather it hollows them out, consuming everything about them that is wholesome. Most spirits that fall to the Abyss are too weak to leave it and become part of its churning malignant chaos. Some however are strong enough to rise again, as ancestors that encourage their descendants to undertake selfish, self-destructive, corrupt actions.&lt;br /&gt;
&lt;br /&gt;
When someone is asleep they can always tell if they are listening to a good ancestor or a bad ancestor. The dimwalkers explain that this is a simplistic way of looking at it, but that it would take far too long to explore all the metaphysical underpinnings, much more than the handful of weeks available. Dreamers are taught from a young age what signs to look for to help them understand if they are dreaming of a good ancestor who wants to help them or an ancestor that wants to drive them down the path to the Howling Abyss. When awake, though, those signs are not visible. All an orc has to go on is the voice, and that is not enough. As a consequence, the Dreamers of the Dark Forest are &#039;&#039;very&#039;&#039; careful about listening to the ancestors that speak to them when they fight or are otherwise worked up. Sometimes it&#039;s obvious that an ancestor is good or bad based on the kind of words they speak - an ancestor urging someone to strike down their sibling and take their sword is clearly a bad ancestor. One of the gifts of the three original dreamers - Redhand, Keeneye, and Threadsnap - was the framework that allows the Dreamers to judge if an ancestor is good or bad.&lt;br /&gt;
&lt;br /&gt;
One of the reasons they despise the Menrothat is because the orcs of that sept believe that the waking world is a dream, and that they embrace the words of the bad ancestors fuelled by Nightmare in the same way the Druj do. They are still better than the Thule - but only just. &lt;br /&gt;
===Six Lights===&lt;br /&gt;
* &#039;&#039;&#039;The spiritual life of the Dreamers is guided by six precepts that help one become a &amp;quot;good&amp;quot; ancestor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orcs who abandon or subvert these principles are consumed by the Nightmare&#039;&#039;&#039;&lt;br /&gt;
There are six core principles that determine if an ancestor is good or bad. They are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Camaraderie:&#039;&#039;&#039; The Dreamers of the Dark Forest are family, bound together by bonds of blood, spirit, and oaths. When one is hurt, all are injured. When one weeps, all are sad. Always support your fellow, and believe that they in turn will support you.&lt;br /&gt;
* &#039;&#039;&#039;Insight:&#039;&#039;&#039; Weapons are good, but they all start with knowledge and understanding. Before you can have a spear, you must make a spear, and before you can make a spear, you have to understand how a spear is made. Learn everything you can, because the more you know the more prepared you are for whatever the world throws at you. This is the lesson of Threadsnap.&lt;br /&gt;
* &#039;&#039;&#039;Fury:&#039;&#039;&#039; Do not be afraid of anger, because anger is a fire that drives you forward. Anger is the way your spirit tells you something is wrong and you must do something about it. Sometimes you have to grab anger by the scruff of the neck and hold it back, but when the time comes to let it loose, the Dreamer must ride that fire and use it to do right things. This is the lesson of Redhand.&lt;br /&gt;
* &#039;&#039;&#039;Grace:&#039;&#039;&#039; You are a unique spirit spun out of the world of dreams into the waking world. There will never be anyone exactly like you ever again. Make your life a beacon to inspire your family, and to teach your enemies fear. &lt;br /&gt;
* &#039;&#039;&#039;Obduracy:&#039;&#039;&#039; Do not give up, no matter how difficult the path ahead seems. There is always a way towards your goal, and all you have to do is refuse to accept defeat and find a path to where you want to go. No forest is impassable.&lt;br /&gt;
* &#039;&#039;&#039;Wariness:&#039;&#039;&#039; The world is dangerous and there are plenty of people out there who listen to bad ancestors, or who don&#039;t know how to live properly. They are your enemies, and there are thousands of them, and some come in a pleasing guise. Learn to tell the difference between friends and enemies, and when you identify one make sure your family knows to turn away from them as well. This is the lesson of Keeneye.&lt;br /&gt;
&lt;br /&gt;
Needless to say, this list of principles arouses a great deal of interest in the Highborn advising the Unshackled. They are very keen to learn more, but unfortunately there is little enough time to learn about ancestors.&lt;br /&gt;
{{CaptionedImage|file=Ulnak Military Map.png|caption=Northern Mallum areas of control (artist impression)|align=right|width=400}}&lt;br /&gt;
===Missing Three=== &lt;br /&gt;
* &#039;&#039;&#039;There are three other ancestors the Dreamers honour whose voices have fallen silent&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These ancestors are the founders of three other families trapped under the tyranny of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers remain in Ossium because they will not abandon the half of their sept in Gul&#039;Thank forest&#039;&#039;&#039;&lt;br /&gt;
It&#039;s one of the Illarawm that points out that there are three First Dreamers and six lessons. Where did the other three come from? It seems that there are three other ancestors of the Dreamers of the Deep Forest - Holdfast, the ox, who worked day and night to ensure the original Dreamers had everything they needed to survive; Bright, the torch-bearer who lit the way for her people through the darkest times; and Wordmarked, who wrote down the laws the Dreamers still live by and helped forge them into one people. Their voices have fallen silent because the Dreamers are cut in two. This is the reason they refused to leave Ossium and why they continue to fight against the Druj - not just because it is the right thing to do but because the rest of their family is still held in the Mallum. Specifically, in the [[Forest_of_Ulnak#Ghul&#039;thak_Forest|Gul&#039;Thak Forest]]. &lt;br /&gt;
&lt;br /&gt;
It turns out the Dreamers of the Dark Forest have no particular affection for Echofell or even for Ossium. Unlike the Great Forest Orcs, they don&#039;t conceive of the Dark Forest as a physical place - every orc carries it with them all the time. They know they will dream of the forest and their ancestors anywhere in the world. THe reason they stay here is that they will not abandon those still held by the Druj. In fact, they believe they &#039;&#039;cannot&#039;&#039; abandon the other half of their sept and still be the Dreamers of the Dark Forest. Ultimately, they want to be reunited with the rest of their people. The two halves of the sept were separated roughly two hundred years ago at the order of a Buruk Tepel of the &#039;&#039;Sawscaled Viper&#039;&#039;. The reasons are unclear, but the Dreamers teach that it was because they hated and feared the bonds of community that meant that no matter how hard they tried the Druj could never entirely break their spirits, even with their [[Druj miasma]] and their cruelties.&lt;br /&gt;
&lt;br /&gt;
One of the reasons the Dreamers are excited is that their ancestors, their voices made clearer by Varushkan spirit magic, are telling them that the coming of the Unshackled presents a way for them to finally reunite with their family.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Illarawm.png|align=right|width=300|caption=The Dreamers of the Dark Forest and the Illarawm are not in accord when it comes to ancestors.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not Sharing===&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers are not interested in &amp;quot;sharing&amp;quot; their ancestors with the Unshackled&#039;&#039;&#039;&lt;br /&gt;
There is some talk of whether the Dreamers would be prepared to let the Illarawm build bridges to their ancestors. The dimwalkers ask to sleep on the matter - apparently this is a common thing for any Dreamer to do when faced with a big decision. The next morning, they are somewhat divided on the issue, but in the end say that they are not interested at this time. The First Dreamers are the ancestors of their sept, and if they wanted to talk to the Unshackled they would say as much. The Unshackled are worthy of respect but they represent different septs. There&#039;s no rudeness of condemnation, the dimwalkers just aren&#039;t interested in doing more than sharing stories.&lt;br /&gt;
&lt;br /&gt;
Indeed there&#039;s some confusion about why the Illarawm are interested in the idea at all. Obviously the two septs have had some limited contact in the past - both are from Ossium - but the Dreamers find their [[Illarawm#Beliefs|beliefs]] alien. The Howling Abyss can&#039;t be silenced; the ancestors speak to whoever they wish to. The world of dreams is ultimately an unknowable place - the only way for any mortal being to understand it is to die. They don&#039;t have a problem with the idea that Illarawm is the first ancestor, they just don&#039;t see what it should matter to them.&lt;br /&gt;
&lt;br /&gt;
One minor hiccup comes when the dimwalkers ask to speak to Bloodcrow Knott. Explaining that the orc who inspired this effort to reach out to septs within and around the Empire was executed for religious crimes causes a little consternation. The next morning the dimwalkers ask a few follow up questions and it after that are a little more guarded in their speech.&lt;br /&gt;
==Is Any of This &amp;quot;True&amp;quot;?==&lt;br /&gt;
* &#039;&#039;&#039;The Illarawm mystagogues believe that the Dreamers are fundamentally wrong about the nature of the ancestors and the Howling Abyss&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Dreamers shared their ancestors with the Illarawm, it &#039;&#039;might&#039;&#039; provide a way to answer the question, but they refuse to do that&#039;&#039;&#039;&lt;br /&gt;
There are a few raised eyebrows even among the [[Illarawm]]. This belief of ancestors living in dreams and speaking to the living, and especially this idea that there are &amp;quot;bad&amp;quot; ancestors that try to lead orcs astray, are a little challenging. The problem is that there is some very minor evidence that &#039;&#039;could&#039;&#039; be read as supporting the Dreamers&#039; position. Orcs dream of their ancestors sometimes, in exactly the same way that humans dream of their friends and family. They also dream of other orcs, or of humans they have met, or any number of other things. That&#039;s just how dreams work. Some orcs dream that something they think is an ancestor is talking to them, but there is no way to tell if that is something real or just a fantasy manufactured by the sleeping mind.&lt;br /&gt;
&lt;br /&gt;
Humans and orcs both know intellectually that there is a difference between dreams that come from &amp;quot;within&amp;quot; and those made by magic or potions. The Dreamers are clear that the Dark Forest is not the Night realm, but there is clearly some blurring of borders there. One of the Tamazi mentions that the Axou claim that when they use liao to [[Dedication#Dreams|share dreams]] those dreams often take the form of dead people talking to them, which doesn&#039;t exactly pour scorn on the idea.&lt;br /&gt;
&lt;br /&gt;
The dimwalkers don&#039;t claim that the ancestors are constantly visiting them in dreams, but they say that in the past it was more common than it is now. One reason, they explain, is that in the days before the Druj they had access to a plant that helped a sleeping orc seek the advice of their ancestors when they faced particularly trying times. That plant is lost to them since they were exiled from Ulnak, and they recount how the Sawscaled Viper wickedly destroyed it wherever it grew. As far as they know, it is extinct and that is another reason they despise the Druj and the Buruk Tepel. When asked if it is [[Regarding_Black_Lotus|black lotus]] they say it isn&#039;t - black lotus is a legendary plant they claim was first grown by Threadsnap, and it allows a living orc to create a profound bridge to the world of dreams and speak directly to the ancestors and to each other in a lucid way that goes far beyond what the Dreamers experience. The plant they are referring to was called &#039;&#039;dimbloom&#039;&#039;, and they believe it has passed from the world. The closest they can get today is through the preparations of [[apothecary|apothecaries]] - the [[Infusions of Feathers]] - which they say are a dim and unpredictable shadow of the past.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Obligatory Grud Photo.jpg|align=right|width=4500|caption=The Dreamers of the Dark Forest seek the military aid of the Empire to rescue the rest of their family before the Druj slaughter them all.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Dream of Unity==&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers of the Dark Forest are desperate to reunite their sept and free their cousins from the Forest of Ulank&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stories of the rescue of the Great Forest Orcs has raised hopes that the Empire might also help the Dreamers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reuniting the sept would be a powerful act of diplomacy that would win their trust&#039;&#039;&#039;&lt;br /&gt;
While the Unshackled and the dimwalkers are talking about philosophy and ancestors, other members of the Dreamers of the Deep Forest have much more pressingly mundane concerns. While the dimwalkers are the leaders of the sept, they don&#039;t oversee every element of the day-to-day running of the community. In the same way Senators might appoint generals, a boyar oversee a vale, or an exarch run a chapter - in each case with the advice of wise ones and priests - there are secular authorities who look after things like raiding the Druj or making sure everyone has enough to eat.&lt;br /&gt;
&lt;br /&gt;
These are the people who &#039;&#039;want&#039;&#039; something from the Empire. As soon as they hear about the [[A greater darkness|events taking place in the Mallum]] they are convinced that their ancestors have been urging them to ask their Imperial neighbours for help. One of their great fears is that the Druj are &#039;&#039;monsters&#039;&#039; and they are &#039;&#039;desperate&#039;&#039;. &#039;&#039;Nimon Rue&#039;&#039; was prepared to destroy the Great Forest Orcs and lose their expertise forever just to manipulate their family in the Barrens. When they hear about their use of the vallorn in [[Therunin]] and [[Sarangrave]], it reinforces their belief that the Druj of Ulnak are more than capable of slaughtering entire septs just to deny them the liberty the Empire might offer them. The Druj will &#039;&#039;always&#039;&#039; destroy a thing, say the dimwalkers, rather than lose control of it. They are sure the Empire must have many examples of this from their own experience with the Druj.&lt;br /&gt;
&lt;br /&gt;
As such, the Dreamers beg the Highborn, Varushkan, and Imperial Orcs to rescue their septmates from the Gul&#039;Thank Forest before it is too late. And before the Thule - who the Dreamers consider to be barely better than the Druj - get there. The immediate problem is that unlike the Great Forest Orcs, the Dreamers are not all conveniently collected in one place. They are spread out across Gul&#039;Thak, and the Dreamers will not countenance leaving any of their folk behind. It will need the Empire to actually conquer Gul&#039;Thak if they want the sept in Ossium to be completed. They wouldn&#039;t need long - with the help of the Unshackled the Dreamers will get their people moving as soon as the entire region is no longer in the hands of the Druj.&lt;br /&gt;
&lt;br /&gt;
To achieve this, the Empire would need to send armies into the region to seize the Gul&#039;Thak forest which will be hard because they will need a bridgehead unless they can get the agreement of the Thule to use [[Forest of Ulnak#Oerwealt|Oerwealt]]. Otherwise, the attack will need to come from [[the Barrens]]. There are also currently Druj armies in Ulnak that would definitely resist such an attack, and the garrisons of [[Forest_of_Ulnak#Cassad_Ûln|Cassad Uln]] and the [[Forest_of_Ulnak#Ghul&#039;thak_Forest|Thistle of Barbs]].&lt;br /&gt;
&lt;br /&gt;
Allies exist however; [[Irra Harah]] has been granted access to the Forest by the Navarri magicians and will certainly help to free the Dreamers from the shackles of the Druj. The ability of the &#039;&#039;Prince With a Thousand Foes&#039;&#039; to support the attack of armies is somewhat limited but he would automatically add 2,000 strength to any effort to attack Ulnak this coming season as long as the orders of any generals involved made it clear they were there to free the orcs of the region rather than just to slaughter the Druj.&lt;br /&gt;
&lt;br /&gt;
The Dreamers themselves would throw their full support behind an attack to reunite their sept and bring the three &amp;quot;missing families&amp;quot; home. Their presence would add an additional 2,000 strength to any effort to take Gul&#039;Thak this season, thanks both to the training they received, their experience fighting the Druj, and the excellent weapons and armour gifted them by Highguard and Varushka.&lt;br /&gt;
{{CaptionedImage|file=WinterSun_Colour.png|align=right|width=300}}&lt;br /&gt;
This kind of strategy is exactly where the strength of the [[Winter Sun]] is at its greatest. Under normal circumstances they cannot issue a [[Army_qualities#Freedom_Fighters|Break the Chains]] order unless their side controls a region with the [[Region_qualities#Forest|forested]], [[Region_qualities#Hills|hills]], or [[Region_qualities#Marsh|marsh]] quality. This season, the support of the Dreamers would allow them to issue such an order in Gul&#039;thak. Unfortunately they are in Mareave, and so even if they wanted to get here they break the chains in Ulnak this season.&lt;br /&gt;
&lt;br /&gt;
To which the Dreamers ask when &#039;&#039;could&#039;&#039; the Winter Sun get there? Their people have laboured under the rule of the Druj for many years - but the rule of the [[Druj lore#Buruk Tepel|Buruk Tepel]] is crumbling &#039;&#039;fast&#039;&#039;. They haven&#039;t murdered the Dreamers yet, but there is no way to know if that will change or when. They&#039;re already aware of the way &#039;&#039;Nimon Rue&#039;&#039; tried to use the Great Forest Orcs, and the casual atrocity the Druj were preparing to carry out. Furthermore, if the Thule take the region, the situation will only get worse in the view of the Dreamers.&lt;br /&gt;
&lt;br /&gt;
The Imperial scouts say there are a lot more orcs in Gul&#039;Thank than there are in Echofell - it&#039;s not clear how much it would swell the numbers of the Dreamers but it would certainly create problems for their current arrangement of living in a few settlements along the borders. That at least is something the Dreamers are prepared to consider. Unlike the Druj and several other septs, they have no particular tie to any given land. If the Empire reunites them, then they would be content to look for new lands elsewhere, not unlike the [[Outreach_across_the_marshes|Sand Fishers]] did. As they said before, they can dream anywhere.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBHighguard.jpg|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NBVarushka.jpg|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
If the sept was reunited it would be a powerful gesture that would win the trust and goodwill of the whole sept. It would create new [[opportunities]] to better integrate the sept into the Empire. If the Druj are allowed to slaughter their cousins before they are finally defeated, that opportunity will be lost.&lt;br /&gt;
&lt;br /&gt;
==Participation==&lt;br /&gt;
* &#039;&#039;&#039;Any Imperial Orc, Varushkan, or Highborn character may choose to have accompanied the visit to the Dreamers of the Dark Forest if they were not otherwise engaged this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers refused to put the mystagogues in touch with their ancestors, but they were happy to talk freely with anyone who visited them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamers see no real difference between orcs and humans&#039;&#039;&#039;&lt;br /&gt;
Any Imperial Orc, Varushkan, or Highborn character may decide that their character was involved in this expedition to the Dreamers of the Dark Forest. You will have found them wary and cautious, but charming and hospitable once their trust is earned. Once they became aware of the venture to save the Great Forest Orcs, they will have impressed on you how important it is to save the other members of their sept.&lt;br /&gt;
&lt;br /&gt;
The sept don&#039;t appear to distinguish between humans and orcs - they largely live apart, but that is a matter of circumstance to them and nothing more. Everyone who dreams is a dreamer as far as they are concerned. The crucial difference in this world is between people who dream and those who do not. The Dreamers, Imperial citizens, even the Druj - all of them are people. Those who do not dream, notably rocks and the Thule are not. As far as the Dreamers are concerned, a Thule warrior is more like a living puppet of flesh and bone, with no value or worth.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Beliefs_of_the_Great_Forest#From_the_Illarawm|Beliefs of the Great Forest]] &lt;br /&gt;
* [[Seeking the Karass]]&lt;br /&gt;
&lt;br /&gt;
* [[Every_day_of_your_life#Spanning_the_Abyss|Every day of your life]] - 387YE Winter wind of fortune about the Imperial Orcs highest calling&lt;br /&gt;
* [[The highest calling]] - 387YE Autumn Wind of Fortune introducing highest calling&lt;br /&gt;
* [[Culling_the_threat#The_Dreamers_of_the_Dark_Forest|Culling the threat]] - 385YE Summer wind of fortune introducing the Dreamers of the Dark Forest&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145133</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=145133"/>
		<updated>2026-09-08T10:37:18Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Lights in the Dark.jpg|align=left|caption=Change is the law of life. And those who look only to the past or present are certain to miss the future. |width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[The wolves tempt you]] || 1 || data-sort-value=&amp;quot;2026/08/15&amp;quot;| 15/08 || Imperial Address&lt;br /&gt;
|-&lt;br /&gt;
| [[Dream on]] || 2 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Seren&lt;br /&gt;
|-&lt;br /&gt;
| [[Come together]] || 3 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Apothecary college&lt;br /&gt;
|-&lt;br /&gt;
| [[Fair share of labour]] || 4 || data-sort-value=&amp;quot;2026/08/19&amp;quot;| 19/08 || Artisans Guild&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden inventory]] || 5 || data-sort-value=&amp;quot;2026/08/29&amp;quot;| 29/08 || Banner-bearers&lt;br /&gt;
|-&lt;br /&gt;
| [[A fork in the path]] || 6 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Mystics &lt;br /&gt;
|-&lt;br /&gt;
| [[Outreach across the marshes]] || 7 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Sand Fishers &amp;amp; League highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Stand proud, you&#039;re strong]] || 8 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Brass Coast highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Here you come again]] || 9 || data-sort-value=&amp;quot;2026/08/31&amp;quot;| 06/09 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
| [[Accomplices]] || 10 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Agramant is still in Therunin&lt;br /&gt;
|-&lt;br /&gt;
| [[Metamorphosis]] || 11 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Dealing with Kroll&lt;br /&gt;
|-&lt;br /&gt;
| [[Out of these convertites]] || 12 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || League visit to the Marches&lt;br /&gt;
|-&lt;br /&gt;
| [[Goodwill]] || 13 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Dawn, Navarr, Highguard, Vallornguard&lt;br /&gt;
|-&lt;br /&gt;
| [[Not from the benevolence]] || 14 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Offers from Ephisis&lt;br /&gt;
|-&lt;br /&gt;
| [[Wayfaring strangers]] || 15 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Visitors&lt;br /&gt;
|-&lt;br /&gt;
| [[Value beneath the mountain]] || 16 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Kespoena&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
| General Diplomacy || [[So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Asavean Archipelago|Asavea]] || [[So_little_I_wanted,_so_little_I_got#Asavean_Archipelago|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Axos]] || [[Those_memories_of_you#Axos|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[All I can do]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commonwealth]] || [[If_we_never_meet_again#Commonwealth|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Madruga#Trajadoz|Marracossa]] || [[So_little_I_wanted,_so_little_I_got#Marracossa|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faraden]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Faraden|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grendel]] || [[So_little_I_wanted,_so_little_I_got#Grendel|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Confederacy]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Iron Confederacy|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Principalities of Jarm|Jarm]] || [[If_we_never_meet_again#Principalities_of_Jarm|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarcophan Delves]] || [[Those_memories_of_you#Sarcophan Delves|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumaah Republic]] || [[So_little_I_wanted,_so_little_I_got#Sumaah_Republic|So little I wanted, so little I got]]&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 be sure, but even the League cannot move the whole world at once. To be effective the nation needs to [[Any_dream_will_do#Partners_within|focus their efforts]] on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the [[Holberg#Misericorde|Sand Fishers]] of [[Holberg#Misericorde|Misericorde]], the [[orc|orcs]] who once lived on the southern shores of [[Ossium]] as slaves of the [[Druj]] but who have found a new lease of life on the northern shores of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?&lt;br /&gt;
&lt;br /&gt;
You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the &#039;&#039;&#039;[[Outreach across the marshes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Stand Proud, You&#039;re Strong===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Freeborn.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially the Freeborn assembly;&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the [[the highest calling|highest calling]] of their people should be on defending their lands. The sentiment resonates with people across [[the Brass Coast]]. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?&lt;br /&gt;
&lt;br /&gt;
There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s highest calling, but that won&#039;t be enough time to pursue every possibility raised by a people as inventive as the Freeborn...&lt;br /&gt;
&lt;br /&gt;
You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the &#039;&#039;&#039;[[Stand proud, you&#039;re strong]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here You Come Again (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; &#039;&#039;Alazhar i Taziel i Erigo&#039;&#039;, &#039;&#039;Velasco i Guerra&#039;&#039;, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; &#039;&#039;Berilo i Erigo&#039;&#039;;  &#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039; and some dead generals&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 06/09/2026 to add some additional paragraphs to the end of the [[Here_you_come_again#End_of_Empire|End of Empire]] section&lt;br /&gt;
Each [[archmage]] is empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to a single [[eternal]] of their [[Realms|realm]] each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to [[archmage#Parley|parley]], but not all of them.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Here you come again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrows and Clay (Challenge)===&lt;br /&gt;
* &#039;&#039;&#039;Challengers of the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
Each season, the eternal &#039;&#039;[[Barien]]&#039;&#039; presents opportunities to those prepared to [[Challenge the Iron Duke]]. For the Autumn Equinox he offers two challenges: a game of speed and grace, and a game of creativity and imagination. As ever, the rules of the ritual apply. Each person who receives the ritual will be &#039;&#039;guaranteed&#039;&#039; entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
You can find details of the challenges issued by Barien this season in the &#039;&#039;&#039;[[Arrows and clay]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Accomplices===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Council; Military unit captains; &#039;&#039;Eskah Swift Hart, Vosjuli Cherenkov, Towlen Nighthaven&#039;&#039; and &#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Another season, another message from [[Agramant]], delivered by his heralds from the depths of [[Therunin]]. The eternal&#039;s efforts were roundly refuted last season, with the [[Golden Axe]] reclaiming Lower Tarn Valley. This season, Twigsnapper has a much more pointed offer to make to aid the reconquest of Therunin.&lt;br /&gt;
&lt;br /&gt;
You can find out what Agramant and his heralds are up to in the &#039;&#039;&#039;[[Accomplices]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Metamorphosis===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, particularly the captains of military units or residents of Sarangrave; Keeper of the Breadbasket and farm owners of the Marches; Imperial Consul; &#039;&#039;Frith, Ser Guy of the Twisted Rose, Fausta Ankarien,&#039;&#039; and people interested in the rebel septs; &#039;&#039;Solas of the Spire of the First Light&#039;&#039; and the Warmage&#039;&#039;&#039;&lt;br /&gt;
It has been a tumultuous time in the Sarangrave. First the Druj, then the vallorn, and now husks. All while the Empire has been endeavouring to make diplomatic inroads with the rebels of Nesustak Forest. Sadly, troubles abound; the eviction of so many from Thornfen by the Axou has raised the spectre of famine in the territory. And now the Druj scattered through the territory, alongside the rampaging husks, threaten to raise a third dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
You can find out what&#039;s happening in Sarangrave this season in the &#039;&#039;&#039;[[Metamorphosis]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Little at a Time===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Synod, especially Cardinals; Members of the Senate; Members of the Vallornguard and people interested in the fate of Pilgrim&#039;s Defiance&#039;&#039;&#039;&lt;br /&gt;
Last season, eight judgements of [[proscription]] were raised, and half of them were upheld by the General Assembly. Similar to their previous efforts, the [[Scrutiny#Constitutional_Court|Constitutional Court]] has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the three changes to religious law enacted by the Senate.&lt;br /&gt;
&lt;br /&gt;
You can find out the outcome of the Constitutional Court&#039;s meeting on the proscriptions and changes to religious law last season, in the &#039;&#039;&#039;[[A little at a time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Assembly League.png|align=right|width=150}}{{CaptionedImage|file=Assembly Marcher.png|align=right|width=150}}&lt;br /&gt;
===Out of These Convertites===&lt;br /&gt;
* &#039;&#039;&#039;The League, particularly orcs and members of the Synod; The Marches; People with an interest in foot-the-ball or duelling&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 07/09/2026 to change the time of the [[Out_of_these_convertites#And_So_Am_Come_Abroad|Am So Am Come Abroad]] encounter to 18:30 on Saturday&lt;br /&gt;
Last season, the [[The League|League]] and [[The Marches|Marcher]] Assemblies both passed statements of principle encouraging a pilgrimage of Apulian orcs and League members of the Synod to the [[Mournwold]]. Citizens from all five cities of the League have taken up the call to travel, and the orcs of the Mourn have welcomed them with open arms and farm tools. It&#039;s not just the harvest that&#039;s discussed, but ancestors and sports.&lt;br /&gt;
&lt;br /&gt;
You can find out what happened when the League visited the Marches this season in the &#039;&#039;&#039;[[Out of these convertites]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Goodwill===&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=100}}{{CaptionedImage|file=Assembly Dawn.png||align=right|width=180}}{{CaptionedImage|file=Assembly Highborn.png||align=right|width=150}}{{CaptionedImage|file=Assembly Navarr.png||align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr; Highguard; Vallornguard&#039;&#039;&#039;&lt;br /&gt;
Two nations have chosen to use their [[The highest calling|highest calling]] to focus their people on the coming final war against the [[vallorn]]. The [[Dawn|Dawnish]] are developing the skills and resources to prepare themselves, while [[Navarr]] are looking for ways to support the nascent [[Vallornguard]] by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to [[Love_and_monsters#Unicorns|throw open the doors of Greenwood Manor]] to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in [[Highguard]]. Even the denizens of the [[eternal]] [[realms]] have heard the call to war, and have been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the &#039;&#039;&#039;[[Goodwill]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ephisis.jpg|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not From the Benevolence===&lt;br /&gt;
* &#039;&#039;&#039;Entrepreneurs and traders; Members of the Senate, particularly the Senators for Reikos and Bastion; People interested in contracts available, particularly &#039;&#039;Dorys Delgorokov&#039;&#039;, &#039;&#039;Damiàn i Martàn i Erigo&#039;&#039; and &#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;; Citizens of Kallavesa, the Barrens, and Hercynia; and the &#039;&#039;Freeborn Flame Cartel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have returned with new offers for the coming summit. As always, the [[Inhabitants of the realms#Heralds|heralds]] will set up shop in the [[Hall of Worlds]] on the final day of the summit, where they will look to settle any sales offered to the City via the [[Ephisis&#039; Scale]] ritual. &lt;br /&gt;
&lt;br /&gt;
You can learn about the offer for a fortification, the contracts available from the City of Gold and Lead, and the counting houses requested by the Conclave, in the &#039;&#039;&#039;[[Not from the benevolence]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Wayfaring Strangers===&lt;br /&gt;
* &#039;&#039;&#039;Senators for Tassato and Holberg, and the League Assembly; Envoy to the Karass; Magpies;&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.&lt;br /&gt;
&lt;br /&gt;
You can find out more about some of the folk coming to Anvil this season in the &#039;&#039;&#039;[[Wayfaring strangers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ArgentSword_Colour.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Value Beneath the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;General of the Argent Sword; &#039;&#039;Kespoena Archsky&#039;&#039;; Members of the Senate and those able to announce commissions; people who like mithril; &#039;&#039;Herminius of the House of the Wanderer&#039;&#039;; Architect of Illumination; Gardener of Pallas; Arbiter of the Four Winds; Oblivion Sentinel; and people who like the idea of fighting in caves&#039;&#039;&#039;&lt;br /&gt;
Almost eighteen months ago, an arcane projection raised Kespoena&#039;s Reach (formerly known as Mount Polus) to be the highest mountain in the Empire. This, unexpectedly, led to a crevasse opening at the base of the mountain. Last season, the [[Argent Sword|General of the Argent Sword]], &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039;, ordered the heralds of her army to &amp;quot;&#039;&#039;sniff out the value beneath the mountain&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
You can find out what they found, and what lies beneath Kespoena&#039;s Reach, in the &#039;&#039;&#039;[[Value beneath the mountain]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Domain Expansion===&lt;br /&gt;
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;The Marches; Imperial Orcs; Senate and Military Council; Singing Caves seat; and Quartermaster of the Imperial Armies; Imperial diviners and cartographers; anyone with an interest in Liathaven/Ashvale&#039;&#039;&#039;&lt;br /&gt;
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assmebly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There&#039;s no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone&#039;s feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don&#039;t own it unless you can defend it...&lt;br /&gt;
&lt;br /&gt;
You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the &#039;&#039;&#039;[[Domain expansion]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations. This is usually based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the [[Senate]] and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===All I Can Do (Beoraidh)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Beoraidh; Cat&#039;s Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier&#039;&#039;&#039;&lt;br /&gt;
[[Mareave#Beoraidh|Beoraidh]] was once the stronghold of the [[Grendel]] &#039;&#039;Salt-Lord Ehsan&#039;&#039; and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]] are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful [[Sarcophan Delves]]. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the &#039;&#039;&#039;[[All I can do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s All Wrong, But It&#039;s All Right===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Ambassador to the Iron Confederacy; Synod, Senate; fleet captains; Alder of Meade, Mediator of Fisk, Azure Sutannir, Cat&#039;s Graces; military unit commanders, especially mercenaries&#039;&#039;&#039;&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - to the west and south of [[the Brass Coast]] more specifically. 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 détente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the &#039;&#039;&#039;[[It&#039;s all wrong, but it&#039;s all right]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===So Little I Wanted, So Little I Got===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Asavea; Ambassador to Sumaah; Ambassador to the Grendel; Marracossa Sendito; Members of the Senate; fleet captains; Ambassadors in general; Loyalty Assembly, particularly &#039;&#039;Dagon Barossa&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The orthodox [[Sumaah Republic]] and the declining [[Asavean Archipelago]] lie far to the west of the Empire. The two great nations remain locked in war. Closer to home, the [[Grendel]] compete with the Empire for dominance of the Bay of Catazar. Even closer to home, the Marracossan exiles live in their town of [[Madruga#Trajadoz|Trajadoz]], Madruga. The [[ambassador|ambassadors]], the [[Imperial Consul]], and other individuals invested in diplomacy have their work cut out keeping abreast of what is happening, as each nation has agendas no less complex than those of the nations that make up the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about the ongoing diplomatic situation with the Asavean Archipelago, the Sumaah Republic, the Marracossans of Trajadoz, and the Grendel in &#039;&#039;&#039;[[So little I wanted, so little I got]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Those Memories of You===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sarcophan Delves; Ambassador to Axos; Senate; Wintermark farmers, herb garden owners, and apothecaries; Imperial Apothecaries Guild; collectors of vallorn relics; fleet captains trading with Issyk; Navarr traders&#039;&#039;&#039;&lt;br /&gt;
The [[Sarcophan Delves]] are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. [[Axos]] is tiny nation on the outskirts of the Empire, controlling a little over two territories. For all their differences they have similarities, though. Both are a people of cities, and both have an uneasy relationship to death. The Axou &#039;&#039;necromantia&#039;&#039; are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the &#039;&#039;ongelukkig&#039;&#039; living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.&lt;br /&gt;
&lt;br /&gt;
You can learn about Sarcophan and Axou diplomacy, and some trade opportunities, in the &#039;&#039;&#039;[[Those memories of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===If We Never Meet Again===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Jarm; Ambassador to the Commonwealth; Senate; Imperial mercenary soldiers (especially the League, Dawn, Urizen, and Highguard); Imperial fleet captains; Celestial Arch and Sevenfold Path; Rod and Shield and Golden Pyramid; Granite Pillar; friends of Professor Emmanuel Gelberg&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] had been at war, fighting for control of the borderlands between their two great nations. When the tiny country of Lantir was annihilated by [[Cold Sun]], a major incursion began that saw armies of [[Cold_Sun#Heralds|scions]] pouring through a breach in what remained of the capital city. Now they have a common enemy, but it has given them little &#039;&#039;else&#039;&#039; in common. Revelations as to the cause of the incursion have set the balance of power in the east swinging wildly - and not just between the two nations. The Empire is in the middle of a war of words and recriminations, and a long-term friendship seems to be on the verge of collapse while the attitude of bitter rivals appear to be improving.&lt;br /&gt;
&lt;br /&gt;
You can learn about the chaos in the east, and its significant to Imperial citizens, in the &#039;&#039;&#039;[[If we never meet again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Little Things===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Otkodov; Senate; Military Council; Folk of Ossium&#039;&#039;&#039;&lt;br /&gt;
The [[Thule]] of [[Otkodov]] share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|the Unshackled]], and [[Varushka]]. A magocratic nation is ruled by five allegedly immortal orc wizards called the Dragons they were at war with the Empire for much of its history. Now though, they are at peace. An uneasy peace to be sure, secured with the concedence of northern regions claimed as part of Otkodov. But peace nonetheless. For the last year or so, the Thule have been waging war on [[the Mallum]], conquering western [[Forest of Ulnak|Ulnak]] and occupying the northern Druj. They have also been engaging in active negotiations with the representatives of the Empire, arranging deals and agreements that might against all the odds so this peace last longer than perhaps it has any right to.&lt;br /&gt;
&lt;br /&gt;
You can read about recent diplomatic developments, and in particular some upcoming events in [[Ossium]], in the &#039;&#039;&#039;[[The little things]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Strange Currencies===&lt;br /&gt;
* &#039;&#039;&#039;The Silver Flame ask for ritual texts for &#039;&#039;Strong Ox, Golden Sun&#039;&#039; and &#039;&#039;Gathering the Harvest&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, they pledge their sentinels to defend Spiral as needed&#039;&#039;&#039;&lt;br /&gt;
The [[A_question_of_loyalty#Spiral|Tribunal of the Silver Flame]] controls the region of [[Spiral#Cinion|Cinion]], in [[Spiral]] - and is home to several hundred former Urizeni mages at most. Nearly a [[Mirror_and_the_flame|year ago]], they announced grand plans to make a formal alliance with the [[eternal]] [[Sinokenon]], declaring their intent to build a [[fane]] in their territory so as to allow the eternal to give them more extensive support. Aware that the risks would be shared by the Empire, they wrote to inform them of their intentions, and tried to sweeten the deal with two powerful rituals in exchange for access to Imperial Lore, assuming that the offer would land favourably.&lt;br /&gt;
&lt;br /&gt;
It did not. The [[Conclave]] rejected the offer outright, seemingly incensed at the repeated request for access to Lore and having deep misgivings about the nature of &#039;&#039;Diamondmind&#039;s&#039;&#039; offer. The Flame sent a delegation to Anvil to try and understand why their strategy had landed so badly. Eager to demonstrate their worth to their neighbours, they sent their sentinels to aid in the [[This_is_the_end#Never_follow_me|quixotic but ultimately successful effort to free Apulian]] from the [[Whisper Gallery|Whisper Gallery&#039;s]] grasp. Last season, the Conclave agreed to disseminate [[Blessing of New Spring]] to them - a sign that there is diplomatic willing there, yet.&lt;br /&gt;
&lt;br /&gt;
Now the [[civil service]] have been sent word from Alexius, who acts as the representative of the Tribunal to the Empire. His missive strikes a somewhat contrite note. The Tribunal have abandoned their plans to build a fane for Sinokenon - for now. It seems that someone made a generous donation of liao to the faction within the Tribunal who were most opposed towards any form of eternal alliance, and they have spent the last three months pressing their point. They have convinced many, but in particular they have convinced Caela, the Grand Arbiter of the Tribunal, who has asked the heralds of Sinokenon to leave.&lt;br /&gt;
&lt;br /&gt;
This has not come without cost, it seems. While they have the stocks and stores to get through winter, it will be hard without outside assistance. Their need is pressing, and so they write to ask if their friends in Anvil could see to the dissemination of the other two rituals in the cycle of farm rituals. This would aid the rebels greatly - especially if this happens in time for the rituals to be cast in the Summer and Autumn of next year. Beyond that, the Flame would benefit from any personal enchantments, especially ones like [[Gift of the Wily Broker]] which allow for careful economic stewardship. In return, the Tribunal are prepared to guarantee that their sentinels will continue to support efforts in Apulian or be sent to assist in Spiral&#039;s defence in any way they can - whether it is simply to act as swords against the darkness of the wilds or to defend some fortification. They have four groups of sentinels with a combined military strength of a little under five hundred.&lt;br /&gt;
&lt;br /&gt;
===All the Right Friends===&lt;br /&gt;
{{CaptionedImage|file=Assembly Prosperity.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;Efforts to share the virtue of Prosperity with the people of Tsark have met with some success.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to bring word of inspirational figures of Prosperity to Tsark.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eleven Imperials have been invited at 18:35 on the Saturday of the equinox to visit the Tsarkoi in Zenith.&#039;&#039;&#039;&lt;br /&gt;
The isolated nation of [[Tsark]] is famously slow to change and resistant to outside influence or visitors of any kind. In the last decade, as the Empire has become aware of Tsark&#039;s existence yet remained neutral, even friendly towards the tiny sagocracy, there has been a slow but perceptible thawing of relations on behalf of the Sage&#039;s Council. [[Seeds_of_discord#Tsark|Last season]] they sent &#039;&#039;Camilla&#039;&#039;, one of the adepts who play some kind of role in day-to-day spiritual guidance of the lives of the Tsarkoi, to visit the Empire to learn more about the virtue of [[Prosperity]]. It seems that the [[Seeker of the Perfect World]] made the case that there could be a place for Prosperity within the worldview of the sages, and they were not so horrified at the suggestion as to refuse it out of hand.&lt;br /&gt;
&lt;br /&gt;
Camilla solicited letters on the subject of Prosperity and has made herself and her fellow adepts available this last season for members of the Urizen Assembly to discuss Prosperity with her. As the equinox approaches, the Imperial diplomatic corps, through the office of the Seeker of the Perfect World, receive word that the initiative has been a success: at least from Camilla&#039;s point of view. She has learned much about Prosperity from all she has read and heard - yet she feels there is yet more to learn. In particular, she understands that the Empire set great stock by inspirational figures of the past who exemplify their virtues - a practice the people of Tsark understand well. The great sages and adepts of the past all have shrines built into the [[Mountains_of_the_Moon#Wall_of_the_Luge_and_the_East_and_West_Rising|Wall of the Luge]], the mighty fortified wall that surrounds the sacred plateau of Visoko. She would like to learn more about the inspirational prosperous figures that the Empire holds dear to its heart. If the Empire&#039;s representatives can impressively preach of an inspirational figure of Prosperity in a way that resonates with the spirituality of Tsark, then it could well lead to further such opportunities, as the Tsarkoi believe that inspirational figures are the &#039;&#039;most&#039;&#039; important way to find spiritual enlightenment.&lt;br /&gt;
&lt;br /&gt;
She has asked Sage Kristoph, the well-established representative of the Sage&#039;s Council to the &amp;quot;People of the Horse&amp;quot;, to make the trip to Zenith. She would like to host a discussion on the premises of the Garden of the Perfect World, with Sage Kristoph to attend, and an invitation is extended to each person who wrote to her or visited. These are, in no particular order: &#039;&#039;&#039;Farren Silver Streams, Abel the Rounder, Isaac of the Reaching Vine, Berilo i Erigo, Heilyn Bronwen&#039;s Rest, Catena of Tropaion, Galene Netherwatch, Able the Taller, Lord Augur Gryphontale, Eleri Bronwen&#039;s Rest&#039;&#039;&#039;, and &#039;&#039;&#039;Solas of the First Light&#039;&#039;&#039;. They are invited to speak about three inspirational figures of Prosperity, with ten minutes (allowing time for questions) allocated for each figure. Who actually presents and on which figures Camilla defers to the visitors - she trusts them to collectively come to an understanding in an efficient manner that respects the time of others, as - she has learnt - the Prosperous are wont to do.&lt;br /&gt;
&lt;br /&gt;
This is clearly a fateful occasion, and on such occasions the Sentinel Gate obliges. There is a conjunction for eleven people at 18:35 on the Saturday of the Equinox, to attend the Gardens of the Perfect World, Occursion, Zenith. The civil service has asked the [[Seeker of the Perfect World]], &#039;&#039;&#039;Abel the Rounder of Sarangrave Reforged&#039;&#039;&#039;, to be responsible for the conjunction and for the other arrangements Camilla has mentioned.&lt;br /&gt;
&lt;br /&gt;
===Blades of the Semmerlak (reprise)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades of the Semmerlak&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
*Sandling in Weirwater &#039;&#039;or&#039;&#039; Lacuve in Semmerholm&lt;br /&gt;
&#039;&#039;&#039;and&#039;&#039;&#039;&lt;br /&gt;
*Malimorzi in Karov &#039;&#039;or&#039;&#039; Bittershore in Ossium&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 weirwood and 72 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Autumn Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates title of &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039; venture for questing knights, knights-errant, and wardens &lt;br /&gt;
* Removes the threat to ships on the Semmerlak and establishes a sodality to deal with threats from Dho&#039;uala&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Counts as a single commission&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Dawnish and Varushkan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Test of Arms &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; This is a [[martial title]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Receives 10 crowns a season&lt;br /&gt;
* Receives a [[Duelist&#039;s Scales]], a [[Troubadour&#039;s Ring]], and a set of [[Goldentide Mail]] once a year&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To counter the influence of Dho&#039;uala and deal with threats coming from the Semmerlak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: HotPink;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Venture Type:&#039;&#039;&#039; Guarding&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Territories bordering the Semmerlak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Questing knights, knights-errant, and wardens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Duration:&#039;&#039;&#039; Open-ended&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Rewards:&#039;&#039;&#039; Six crowns and four [[Military_unit#Production|random resources]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;, the Master of the Mint, announced the reappraisal of the Blades of the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Master of the Mint]], &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039;, announced the [[388YE_Summer_Solstice_Senate_sessions#Reappraise_Blades_of_the_Semmerlak|reappraisal]] of the Blades of the Semmerlak in Dawnish and Varushkan territories surrounding the [[the Semmerlak|Semmerlak]]. Originally [[Less_welcome_tenants#Blades_of_the_Semmerlak|suggested]] shortly before the Summer Solstice 386YE, the wardenhouse and knightly estate were part of a larger appraisal into the problem of [[Dho&#039;uala]] killing Imperial citizens and interfering with matters on and around the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
A motion to construct the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] was [[386YE_Summer_Solstice_Senate_sessions#Construct_Journeymage_Towers|proposed]] by &#039;&#039;&#039;Amicia of the Semmerlak&#039;&#039;&#039;, as Senator for Semmerholm, and the [[Watcher of the Semmerlak]] has been active, appointed by the Assembly of Vigilance, and tasked with ensuring the nations surrounding the Semmerlak act with Vigilance and countering threats from the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
Lutomysla&#039;s suggestion that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak still holds true, and has the same enthusiastic support from the merchant-boyars, earls, and merchant-princes keen to see people protected from the depredations of the sovereign. A knightly order focused on protecting the communities along the lake, and a warden fellowship to travel on ships crossing the Semmerlak to protect the crew; both would actively seek out the creatures of Dho&#039;uala and fight them. Supported by Imperial heroes, the sodality would remove the threat to the people living along the edge of the lake. Instead, it would fall to questing knights, knights-errant, and wardens to serve as the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;, &lt;br /&gt;
&lt;br /&gt;
They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identified that the best locations would be either [[Weirwater#Sandling|Sandling]], in the vicinity of [[Weirwater#Culwich|Culwich]], or [[Semmerholm#Lacuve|Lacuve]] in [[Semmerholm]] near the bustling port of [[Semmerholm#Lacre|Lacre]] for the knights, and the port of Korotny in [[Karov#Malimorzi|Malimorzi]] in [[Karov]] and the [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]] in [[Ossium]] and those still hold true. Although they involve work in two regions, the actual project itself requires only a single commission, and the building of the wardenhouse and the estates will take place in parallel. Once construction is complete, any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new guarding [[venture]] available to questing knights, knights-errant, and wardens - &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;. This will allow a [[military unit]] to spend their time actively defending the Semmerlak and the ships that traverse it. A starting military unit undertaking the venture would receive 120 rings and four [[Military_unit#Production|random resources]]. &lt;br /&gt;
&lt;br /&gt;
There would need to be a title to oversee the efforts and support the sodality; the &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039; would be a [[martial title]] of Dawn and Varushka who was appointed by either unanimous agreement of the senators of those two nations, or a [[Martial_title#Creating_Martial_Titles|test of arms]] between members of those two nations.  The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho&#039;uala whenever they raise their head. In return, they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.&lt;br /&gt;
&lt;br /&gt;
They would also be the beneficiaries of several magic items provided by Dawnish, Varushkan, and League donors. A [[Duelist&#039;s Scales|Duelist&#039;s Scales]] weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of [[Goldentide Mail]] from League merchant-princes to protect them from venom; and a [[Troubadour&#039;s Ring]] from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves, there is no reason they could not pass them to other warriors fighting against Dho&#039;uala or similar monstrous threats.&lt;br /&gt;
&lt;br /&gt;
===Dusk===&lt;br /&gt;
{{:Autumn Equinox 2026}}&lt;br /&gt;
&lt;br /&gt;
===Husky Business (Volunteers)===&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eligible characters must have died during the battle, but not have been killed as a husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to have their own costume and appropriate weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will last around twenty minutes, starting at 18:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will involve fighting alongside the skirmish team in an encounter against player characters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the [[Thorn_and_bone#Battle:_Harvester_of_Graves|Fens of Varreth]], raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat [[Accessibility#Combat_Highly_Likely|highly likely]] encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our [[Plot_crew#Skirmish|skirmish team]].&lt;br /&gt;
&lt;br /&gt;
If you are interested and would like more information, please email {{plot}} with your PID and the subject line &amp;quot;Husk Volunteer E4&amp;quot;, and you will be given more details.&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave|Sarangrave, Turan Flats, &#039;&#039;Fens of Varreth&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contain the dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thorn_and_bone#Battle:_Harvester_of_Graves|Harvester of Graves]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Sigismund Vladislav Kestovia&#039;&#039;&#039; of [[Varushka]]; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave|Mareave, Clisearn, &#039;&#039;Ruins of Sinat&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open the Vaults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mithril_and_rope#Battle:_Salt_and_Stone|Salt and Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039; of [[the Brass Coast]]; Saltbound Stone recovered and claimed by &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;; Ilium Jackals negotiated with and readying support of [[Boyar&#039;s Hasta]]; Iontach Leagsaidh remains in possession of their [[Grimnir&#039;s Hearthfire]]; Maistir Guaidre remains in possession of the Spiteri necklace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forest of Ulnak|Forest of Ulnak, Ghul&#039;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; survived&lt;br /&gt;
|-		&lt;br /&gt;
|	7	||	Ossium, Echofell, Burned Glade	||	[[Shadowed Torchbearer]]	||	[[The_keys_of_blood#Fire_The_Forests_(Ossium)|Prevent the cursing of Ossium]]	|| Heralds killed and Ossium was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	8	||	Therunin, Lower Tarn Valley, Rotwood Croft	||	&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[388YE Summer Solstice winds of war#After the Taint (Therunin)|Destroy the miasma pillar]]	|| Miasma pillar successfully consecrated&lt;br /&gt;
|-		&lt;br /&gt;
|	9	||	Madruga, Free Landing, Hart&#039;s Cove	||	[[Hand of Guerra]]	||	[[Keys_of_Enlightenment#Barren_Waters_(Conjunction)|Aid the stranded ship from Sumaah]]	|| Unclear, but Hand of Guerra should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	10	||	Sarangrave, Kroll, Slow Worm&#039;s Hill	||	[[Sevenfold Path|Grandmaster of the Sevenfold Path]]	||	[[The_keys_of_blood#Boil The Swamps (Sarangrave)|Prevent the cursing of Sarangrave]]	||  Heralds killed and Sarangrave was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	11	||	Sarangrave, Turan Flats, The Breakteeth dais	||	[[Eastern Sky|General of the Eastern Sky]]	||	[[The_keys_of_blood#The_Greatest_Prize_(Rhianos)|Recover the treasure]]	|| Treasure 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 kidnapped&lt;br /&gt;
|-		&lt;br /&gt;
|	21	||	Redoubt, Naris, Isaac&#039;s End	||	&#039;&#039;&#039;Telemachus of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[Seeds_of_discord#An_Empty_Bottle_(Conjunction)|Leave no more than a dozen Grendel alive]]	|| All Grendel killed&lt;br /&gt;
|-		&lt;br /&gt;
|	22	||	Kallavesa, West Marsh, The Meeting Place	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_32|Erlend]]&#039;&#039;&#039; || [[Myth_makers#The_Unity_Of_Deed_And_Word|Consecrate the Meeting Place]] || The Meeting Place successfully consecrated with true liao&lt;br /&gt;
|-		&lt;br /&gt;
|	23	||	Kallavesa, Wittal Grove, Frithstan&#039;s Fen	||	[[Grimnir of Wittal Grove]]	||	[[The_keys_of_blood#An_Unexpected_Ally_(Basileia)|Defeat the Grendel (and potentially rescue the Iontach)]]	|| Ionatch Meddool Miniog successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	24	||	Forest of Ulnak, Grimfen Mire, Moss End	||	[[Warmage]]	||	[[All_I_ask_of_you#Wild_Things_Run_Fast|Take advantage of a recent scouting discovery]]	|| [[Forge the Wooden Fastness]] successfully cast with eight rings of [[ilium]]&lt;br /&gt;
|-		&lt;br /&gt;
|	25	||	Sarangrave, Bloodwater Marsh, Eastern Ward	||	&#039;&#039;&#039;Theodora&#039;&#039;&#039;	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	26	||	The Barrens, Saltmarsh, Gardenway	||	[[Envoy to the Karass]]	||	[[Who_can_you_trust%3F#Protect_Lenna_Karass_%28The_Barrens%29|Prevent Druj raiders from kidnapping Lenna Karass]]	|| Lenna Karass was successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	27	||	Sarangrave, Bloodwater Marsh, Western Ward	||	[[Spear of the Seven]]	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	28 &amp;amp; 29	||	Forest of Ulnak, Gloomsea, Islet of Calm	||	[[Archmage of Day]]	||	[[Who_can_you_trust%3F#Who&#039;s_the_Thief?_(Forest_of_Ulnak)|Prevent the Eyes of the Dragon from using a boon of Kimus]]	|| [[Wind of Mundane Silence]] performed on regio and bodies successfully destroyed&lt;br /&gt;
|-		&lt;br /&gt;
|	30	||	Sarangrave, Bendol, Spring Regio	||	[[Warmage]]	||	[[Urizeni_Experiment#An_Open_Gate|Drive the vallorn from the regio]]	|| Imperial casualties suffered, vallornspawn remain around the regio&lt;br /&gt;
|-		&lt;br /&gt;
|	31	||	Sarangrave, Bendol, Spring Regio	||	[[Archmage of Spring]]	||	[[Urizeni_Experiment#An_Open_Gate|Cast Dance of Navarr and Thorn]]	|| [[Dance of Navarr and Thorn]] was not performed &lt;br /&gt;
|-		&lt;br /&gt;
|	32	||	Sarangrave, the Whisperwood, Depths of the Hungry Earth	||	[[Counsel of the Sun Chamber]]	||	[[Urizeni_Experiment#The_Caves_of_the_Hungry_Earth|Investigate the Hungry Earth]]	|| Depths investigated, Counsel of the Sun Chamber should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	33	||	Volodmartz, Livardz, Sumisev Peegel	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_167|Auntie Armand Mariyavich Remislav]]&#039;&#039;&#039;	||	[[Sunrise_over_Livardz#Blow_It_Up|Destroy the Sumisev Peegel]]	|| Sumisev Peegel was successfully destroyed by [[Wind of Mundane Silence]]&lt;br /&gt;
|-		&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Domain_expansion&amp;diff=145098</id>
		<title>Domain expansion</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Domain_expansion&amp;diff=145098"/>
		<updated>2026-09-07T14:55:03Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 388YE Autumn]][[Category:Winds of Fortune]][[Category:Highest Calling]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Ashvale? I don&#039;t want to live in a place called Ashvale&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re too picky by far. There&#039;s good farming land there now by all accounts. The Jotun have cleared the forests, and opened it up. A Marcher could stake a claim to some of that land and set up their own household. Get there first, you could end up steward of the whole territory. That sounds pretty good to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I still don&#039;t like the name, it just sounds miserable. Like everyone&#039;s dead and gone to ash.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We do have a territory called &#039;&#039;Mourn&#039;&#039;wold, you know. And beside we&#039;ll all end up as Ash when it&#039;s our time. Or Oak, or Beech. Or whatever. I can think of worse fates.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s exactly my point! Living there would be a constant reminder of your fate. One day you&#039;ll die and end up as an Ash tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well it&#039;s better than living in the Sarangrave.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Nation-marches-texture.jpg|align=left|caption=[[The Marches]] has officially existed in its current form, give or take, since the reign of [[Empress Teleri]]. Arguably these four regions have been Marcher land since long before the Empire was even a dream of an idea.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Marcher assembly nears the end of its highest calling&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Breadbasket now covers all four Marcher territories&#039;&#039;&#039;&lt;br /&gt;
{{SOP|statement=Our Highest Calling is completing this season. By Autumn, the Breadbasket network will be established across every Marcher territory; and it turns to the Ambitious and Wise amongst our folk to devise what ways this monument to the Marcher National Pride of practicality could do even more. With the Mournwold home to the Singing Caves, the Empire&#039;s most productive mithril mine; with the return to prominence of the tradition of the smiths; with the establishment of the new tradition of offering to billet visiting armies; with one eye to the forever - war with the Jotun; and with another eye to Liath&#039;s Heart next door and the coming Final Battle with the vallorn: the Marcher Assembly reckons that if the Dawnish can have a fancy magic castle that can resupply armies, we can do better. The Breadbasket has supported feeding armies - let&#039;s go further, and feed, clothe, arm, and armour any soldier looking to join an Imperial army.|by=Ursula Smith, Marcher National Assembly|vote={{GM}} 186-0|when=Summer 388YE|size=small}}&lt;br /&gt;
While other nations struggle on, the Marchers have got the harvest in. They have completed their highest calling and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There&#039;s no time for rest however... as every Marcher knows, the reward for a good job is more work. It was ever thus.&lt;br /&gt;
&lt;br /&gt;
Keen not to let the grass grow under anyone&#039;s feet, &#039;&#039;&#039;Ursula Smith&#039;&#039;&#039; is looking to make good use of the remaining time now the Breadbasket is properly sorted. With the backing of the Marcher Assembly, she&#039;s got a few ideas on what Marchers could be doing next. For the first while in a good time, the [[Bregasland|Bregas]] are feeling good about the future thanks to the tidal wave of Imperial steel that swept through [[Mitwold]] and now [[Mud, blood, and manacles|promises victory]] in the Dour Fens. It&#039;s time for hard-working folk to build on these successes. After-all - you don&#039;t own it unless you can defend it...&lt;br /&gt;
&lt;br /&gt;
==Strive==&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;Overton Smithy&#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; Overton, Mournwold&amp;lt;/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; 30 thrones&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Three months &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 10 thrones&amp;lt;/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;
* Establishes smelters, smithies and forges around the Singing Caves to resupply Imperial forces&lt;br /&gt;
* The Singing Caves would no longer provide 28 wains of mithril each season&lt;br /&gt;
* The title holder could still purchase additional mithril each season&lt;br /&gt;
* The Caves would provide a thousand points of additional resupply split between every army resupplying there&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 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;There is a proposal to convert the Singing Caves to resupply Imperial armies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Caves would no longer produce mithril each season, though it could still be bought by the seat holder&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Caves would provide a thousand points of resupply spread between Imperial armies resupplying in the territory at the caves&#039;&#039;&#039;&lt;br /&gt;
The [[Singing Caves]] is one of the most lucrative [[mithril]] seats in the whole Empire, especially when the holder attracts additional labourers with extra payment. Nearly six years ago it was made a Marcher national position elected by tally of the votes and has stayed as such ever since, at least while it remained in Imperial hands. At the behest of the national assembly, the local [[Mournwold#The_ruins_of_Overton|Overtonians]] (or &#039;&#039;Tunnys&#039;&#039;) have been putting their heads together as to how they might use it to compete with the prestige of the [[Weirwater#Spiral_Castle|Spiral Castle]].&lt;br /&gt;
&lt;br /&gt;
There&#039;ll be no castle built there; any marcher who&#039;d want such needless grandeur would need their head wobbled. But there&#039;s nothing wrong with an honest blacksmith&#039;s forge. Or two. Or a dozen for that matter.&lt;br /&gt;
&lt;br /&gt;
Plans are put together to establish an industrial district around the caves. Smelters and smithies, fires and forges. The artisans would take the mithril produced each season and quickly turn it into the arms and armour needed to support Imperial Armies. A little investment is needed to get things up and running, but not much. A simple commission costing thirty thrones and a season&#039;s work is all it would take. That would be enough to establish a community of blacksmiths and artisans around the caves and a town would soon spring up thereafter. &lt;br /&gt;
&lt;br /&gt;
If that happened, then each season, any Imperial [[army]] that was in Mournwold could issue orders to resupply at the Singing Caves. There would be a thousand points of resupply split between all the armies that did so. The Caves would have the same upkeep of 10 thrones per season as they do now, but they wouldn&#039;t automatically produce mithril for the title holder any more. All that would be directed to resupplying the armies. The seat holder wouldn&#039;t lose out completely though - they could still [[Singing Caves#Attract mine workers|hire additional miners]] to dig out some extra mithril each season for their own use.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Knowledgeable_Citizen.jpg|align=right|caption=Natalia &amp;quot;the Falcon&amp;quot; Barossa of [[the League]] is the current [[Quartermaster General of the Imperial Armies]].|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Toil==&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;Amend title of Quartermaster general&#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; Amendment&amp;lt;/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;
* Makes the Quartermaster General a Marcher national position, elected by the tally of the votes&lt;br /&gt;
* Assigns the income of the Singing Caves to the Quartermaster&lt;br /&gt;
* Allows the Quartermaster to purchase additional mithril each season&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 title of Quartermaster General could be combined with the Singing Caves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The position would be a Marcher national position with the legal powers of the current Quartermaster General and the powers of the Singing Caves&#039;&#039;&#039;&lt;br /&gt;
Setting up forges all round the caves is efficient, provided that there are enough armies to resupply there. However the Alders of Overton suggest that there is a better way to ensure that the mithril goes where it&#039;s most needed. The [[Quartermaster General of the Imperial Armies]] has the power to resupply Imperial armies, why not put the mithril in their hands? Or better yet, put the Quartermaster general in &#039;&#039;Mournwold&#039;s&#039;&#039; hands, which amounts to the same thing really.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Marcher Proverb&amp;quot;&amp;gt;The best soil is thirsty soil.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Urizen|Urizeni]] (as much as some folk are loathe to admit it) are widely considered to be the foremost practitioners of ritual magic in the Empire, and apparently that&#039;s good enough to let them have control the position of [[Warmage]]. Since it&#039;s the Marches that feed the Imperial armies, why shouldn&#039;t they choose who gets to be Quartermaster?&lt;br /&gt;
&lt;br /&gt;
If the Quartermaster General is made a Marcher national position, then it could be given the custodianship of the Singing Caves. The Imperial Senate could use a [[Senate motion]] to combine the position of Quartermaster General with the custodian of the Singing Caves to make a single title that was appointed by the Marchers using [[Tally of the Votes]]. It would have all the legal powers of the current Quartermaster General but it would also receive 28 wains of mithril each season and could spend money to acquire more, just as the current custodian of the Caves does.&lt;br /&gt;
&lt;br /&gt;
==Claim==&lt;br /&gt;
* &#039;&#039;&#039;A few Marchers have started eyeing the neighbouring territory of Ashvale and pondering its future&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Marcher National Assembly could pass a mandate laying claim to the territory to create an opportunity to claim a stake there&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandate would create a deep-seated expectation that the nation would be given the territory if they did the hard work to take it&#039;&#039;&#039;&lt;br /&gt;
Completing the Imperial Breadbasket and [[Mud,_blood,_and_manacles#Bregasland|taking Bregasland back]] from the [[Jotun]] means the Marchers can now support five armies. Which is all well and good, but where&#039;s it gonna be based? Where will it call home? A Marcher army ought to come from &#039;&#039;somewhere&#039;&#039;, it ought to be for &#039;&#039;somewhere&#039;&#039;. Good cider takes good apples, as folk say. Technically, there&#039;s no requirement for a new Marcher army to be bound to the land the way the others are, but the vows the Marcher generals swore have not done the nation any harm in the minds of many. Traditions have to start somewhere.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Marcher Proverb&amp;quot;&amp;gt;You can&#039;t enjoy the biscuits if you don&#039;t have the flour.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If it&#039;s to have a territory of its own then where? More than one experienced hand has been looking over the border into [[Liathaven]] (not bloody &amp;quot;Ashvale&amp;quot; or whatever the Jarls want to call it nowadays) and noticing just how much effort the Jotun have been putting into slash-and-burn to create another source of food for their war machine. Now, they&#039;ve not done a bad job to be fair, but if the Marches got their hands on the newly fertile regions of [[Liathaven]], well, they&#039;d certainly manage a better harvest than any thrall could manage even before they expanded the Breadbasket to cover it.&lt;br /&gt;
&lt;br /&gt;
Over the past few years, it is Marcher lands that have faced the brunt of the back and forth invasions and counter-campaigns in the west while attention has been focused in the east on the eradication of the [[Druj]]. Most Marchers wont deny that that&#039;s a worthy goal, but many feel as if they are owed for having their lands be used as sandbags while attention was focused elsewhere. A decent crack at Liathaven seems a fair reward, say some.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Those who pick the apples get first taste of the cider! We send {named priest} with 50 doses of liao to declare our intent to be the ones to till the fields of Liathaven, first with the butts of our bills and then with the plough. Strive, toil, and claim the just rewards of your labours.|assembly=Marcher National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this Mandate is enacted, then it will create an [[opportunity]] for the Marchers to focus their efforts on conquering Liathaven once Bregasland is secure. There would be a chance for the nation to break ground on taking the territory from the Jotun and claiming it for the Empire and in doing so staking their claim to it. It used to be a Navarr territory, years ago, but there have been no Navarr living there for years now and the territory has changed out of all recognition. Of course there&#039;s still a bloody vallorn in it, but Marchers know a thing or two about pruning themselves. &lt;br /&gt;
&lt;br /&gt;
The mandate wouldn&#039;t have any legal impact on the ability of the [[Senate]] to assign the territory to any Imperial nation if it were conquered, but it would rouse an expectation across the Marches that they&#039;d get first crack at it. Marchers are fair minded though - or so they tell themselves. Those who pick the tree get first taste of the cider, so while the Marches would be staking their claim on the land, they&#039;d respect any nation it was assigned to that had been clearly seen to put in as much or more effort into the conquest than the Marchers had. But if the Senate awarded it to a nation who did less work in the campaign than the Marchers, then folks would absolutely be up in arms about it.&lt;br /&gt;
{{CaptionedImage|file=Liathaven_Impressions.png|align=right|caption=Liathaven is under Jotun dominion but there are other factions at play there as well.|title=Map is for novelty purposes only and should not be used to attempt to scry the territory. Artist cannot be held liable for any distress caused by attempts to do so.|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Not You==&lt;br /&gt;
* &#039;&#039;&#039;The Imperial map of Liathaven no longer functions for purposes of scrying&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A new map will need to be created&#039;&#039;&#039;&lt;br /&gt;
Nothing is ever easy however. A renewed interest in Liathaven has brought something unexpected to the fore. The map Imperial magicians rely on to [[divination|scry]] Liathaven with rituals such as [[Eyes of the Sun and Moon]] no longer appears to be effective. This last happened two years ago when [[the Brass Coast|Freeborn]] [[Madruga]] was [[Where_the_river_rises#A_New_Territory|transfigured]] by tumultuous magics. It seems that the Jotun campaign to transform Liathaven into a land more suited to their needs, aided by the industrious [[inhabitants of the realms#Heralds|heralds]] of the [[Estavus|City of Fire and Stone]], have caused existing maps to depart too significantly from the reality on the ground. This will remain the case until Imperial maps can be updated, and will likely affect &#039;&#039;everyone&#039;&#039; who has a map of Liathaven with the possible exception of the Jotun - who are not particularly given to scrying on a large scale anyway.&lt;br /&gt;
&lt;br /&gt;
The lack of a map will not make it any harder to conquer Liathaven, but there are still risks. The Empire cannot take for granted that the territory is exactly as they remember it, and what [[Axe-bite_and_ploughshare|reliable intelligence]] they do have is around eighteen months out of date. A few things appear certain - there is still a [[vallorn]] in Liathaven. It is still dominated by the Jotun. There are still [[Feni]] there, but since the Empire withdrew its troops in 387YE they seem to have fallen silent. Other than that, there are no certainties.&lt;br /&gt;
&lt;br /&gt;
Creating a new map is straightforward but will consume both time and resources. The tried and trusted way to do it is to create a [[spy network]], and send sufficient [[military unit|scouts]] to fully explore the territory. Until then, rituals that rely on a representative map of Liathaven cannot target the territory. At least a detailed strategic map will also provide a guide to how the territory has changed under the four years of Jotun dominion.&lt;br /&gt;
&lt;br /&gt;
==Fruits==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=SkywiseGralka.jpg|align=right|caption=Skywise Gralka, whose words have mobilised the Imperial Orcs assembly.|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;News of the statement of principle in the Imperial Orc Assembly demanding the Marcher Assembly return the bodies from Grave Wood has inflamed tensions in the area&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Marcher Assembly tells the Imperial Orc Assembly where to take their demands, it&#039;ll will make them popular with local people&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A diplomatic solution would require an appraisal to identify a way to recover the Orc bodies without disturbing the other graves&#039;&#039;&#039;&lt;br /&gt;
The trees in Ashvale are not the only trees on people&#039;s mind at the moment. In Spring this year, there was a [[Old_blue_banners_dancing#The_Forest_Endures|minor miracle in Bregasland]] when a forest sprung up over night, claiming the bodies of nearly three thousand dead soldiers with it. Marchers, Jotun, Imperial Orcs, Freeborn, Wintermarkers - they&#039;re all feeding the soil now. The bodies of almost everyone slain in the battle were lost to the earth as the trees shot up. Hungry soil pulled them down as the roots took hold and the branches spread. Of course there are some folk who say it was some kind of Spring magic run amok, but that&#039;s clearly daft talk. Course it was Spring magic run amok - but it was &#039;&#039;also&#039;&#039; a bloody miracle. Irrefutable proof of what Marchers have always known - that when you die you come back as a tree for your next life. While people have never really thought about what happens to other people who did, the Wintermarkers and the Freeborn and the Unshackled all lost their lives fighting on Marcher soil, so it&#039;s not that surprising that they came back as trees as well, when you think about it.&lt;br /&gt;
{{SOP|statement=In a single day they died. In a single night they became a forest exactly where they fell. There is not such thing as orc wood. The soldiers of the Autumn Hammers who went to the Graven March to earn their legend and in death become ancestors. NOT TO BE PLANTED AS SEEDS. The Imperial Orc National Assembly demand the Marcher Assembly return the bones of our people back to be interred in our lands.|by=Gralka, Imperial Orc Assembly|when=Summer Solstice 388YE|vote= 62-0 {{GM}}}}&lt;br /&gt;
As far as many Marchers are concerned, Grave Forest, is a testimony to the [[Loyalty]] of the people who died fighting for the Marchers and the Empire. Let the Highborn have their dead stone tombs... the Marchers have living trees with which to remember their family and their friends. And trees are clearly better than mausoleums anyway - you can&#039;t pick apples from a tomb can you?&lt;br /&gt;
&lt;br /&gt;
But nothing dries faster than a tear, and there are clearly some folk who are not happy about it. The Imperial Orc Assembly has &#039;&#039;demanded&#039;&#039; that the Marcher Assembly return the bones of their people. And since then, more than a few Imperial orcs have turned up and been poking around the woods and asking questions. Bounders even caught two orcs heading towards the new woods with axes and shovels - which caused a nasty scene when they were turned back.&lt;br /&gt;
&lt;br /&gt;
If it were just a case of giving back the remains of the orcs who Loyally gave their lives fighting for the Marchers, then most folk would be minded to let the orcs tear up the forest to recover the bones. Their people are trees now - but if they want to kill them again, that&#039;s on them. The problem is that there are hundreds and hundreds of Marcher souls in that forest, and there&#039;s no way to know whose trees is whose. And even if there was, it&#039;s a forest - the trees roots are intermingled like wickerwork. Every time you cut one tree down and dig it up, you&#039;ll take another two more with it.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not universal, but many Marchers genuinely believe that the trees of Grave Forest are the reincarnated souls of their former countrymen. And more than a few of them think there&#039;s Jotun, Wintermark, Freeborn and Imperial Orc souls reincarnated in the trees as well. The Imperial Orcs might claim they don&#039;t reincarnate, but they don&#039;t know everything about orc souls do they? Marcher orcs say they &#039;&#039;do&#039;&#039; reincarnate, so who&#039;s to say that Imperial Orcs don&#039;t reincarnate when they&#039;re in Marcher lands? These claims might not persuade an [[Urizen|Urizeni]] [[questor]] or a [[Highguard|Highborn]] [[wayfarer]], but it&#039;s more than enough for some folk here.&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 Grave Wood&#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; [[Appraisal]] &amp;lt;/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;&lt;br /&gt;
* Appropriate wording instructing the civil service to look for a practical solution to the problems posed by Grave Wood&amp;lt;/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;
* Would create an opportunity to recover the bodies of the fallen orcs without disturbing the graves of the fallen Marchers&amp;lt;/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;&amp;lt;/div&amp;gt;&lt;br /&gt;
Either way, there&#039;s a &#039;&#039;lot&#039;&#039; of indignation from people that the Imperial Orcs are demanding the Marcher Assembly tear up Grave Wood. A few calmer heads point out that that&#039;s not what Gralka&#039;s judgement actually says, but whatever the truth of the matter, all eyes are on the Assembly. You don&#039;t own it unless you can defend it, as the saying goes. So what is the Marcher Assembly going to do about defending Grave Rock?&lt;br /&gt;
&lt;br /&gt;
All eyes are going to be on the Marcher Assembly this summit, more than usual, to see what they have to say about this. It&#039;s hard to see what they can do that won&#039;t make the situation worse however. An appropriately barbed Marcher retort to the Orc Assembly will win the monks and friars a lot of goodwill with folk - it&#039;ll reassure them, that the Assembly cares about the nation&#039;s beliefs and traditions and is ready to stand up and defend them. Anything less will not go down well, and a statement calling on people to let the orcs cut Grave Wood down will be as popular as manure in the milking pail.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;quote by=&amp;quot;Marcher Proverb&amp;quot;&amp;gt;The answer lies in the soil.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If the Assembly gives the Imperial Orcs their marching orders, that will win them the goodwill of a lot of Marchers but it&#039;s unlikely to do much for diplomacy between the two nations. An alternative might be, to find a solution to let the Imperial Orcs recover their dead without disturbing the graves of the fallen Marchers. The problem is that nobody can think of a good way to do that. But an [[appraisal]] would - if people are &#039;&#039;serious&#039;&#039; about this, then that is the one thing guaranteed to identify a possible solution. Might not be cheap, or easy, or quick, but easy come, worth less as folks say.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The highest calling]]&lt;br /&gt;
* [[Liathaven]] - A review of Imperial knowledge about Liathaven&lt;br /&gt;
&lt;br /&gt;
*[[Old_blue_banners_dancing#The_Forest_Endures|Old blue banners dancing]] - 388YE Spring wind of war involving magical chaos and trees&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=145046</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=145046"/>
		<updated>2026-09-07T12:51:24Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Lights in the Dark.jpg|align=left|caption=Change is the law of life. And those who look only to the past or present are certain to miss the future. |width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Wind of Fortune !! Order Released !! Last Updated || Note&lt;br /&gt;
|-&lt;br /&gt;
| [[The wolves tempt you]] || 1 || data-sort-value=&amp;quot;2026/08/15&amp;quot;| 15/08 || Imperial Address&lt;br /&gt;
|-&lt;br /&gt;
| [[Dream on]] || 2 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Seren&lt;br /&gt;
|-&lt;br /&gt;
| [[Come together]] || 3 || data-sort-value=&amp;quot;2026/08/17&amp;quot;| 17/08 || Apothecary college&lt;br /&gt;
|-&lt;br /&gt;
| [[Fair share of labour]] || 4 || data-sort-value=&amp;quot;2026/08/19&amp;quot;| 19/08 || Artisans Guild&lt;br /&gt;
|-&lt;br /&gt;
| [[Hidden inventory]] || 5 || data-sort-value=&amp;quot;2026/08/29&amp;quot;| 29/08 || Banner-bearers&lt;br /&gt;
|-&lt;br /&gt;
| [[A fork in the path]] || 6 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Mystics &lt;br /&gt;
|-&lt;br /&gt;
| [[Outreach across the marshes]] || 7 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Sand Fishers &amp;amp; League highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Stand proud, you&#039;re strong]] || 8 || data-sort-value=&amp;quot;2026/08/27&amp;quot;| 27/08 || Brass Coast highest calling&lt;br /&gt;
|-&lt;br /&gt;
| [[Here you come again]] || 9 || data-sort-value=&amp;quot;2026/08/31&amp;quot;| 06/09 || Plenipotentiary&lt;br /&gt;
|-&lt;br /&gt;
| [[Accomplices]] || 10 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Agramant is still in Therunin&lt;br /&gt;
|-&lt;br /&gt;
| [[Metamorphosis]] || 11 || data-sort-value=&amp;quot;2026/09/04&amp;quot;| 04/09 || Dealing with Kroll&lt;br /&gt;
|-&lt;br /&gt;
| [[Out of these convertites]] || 12 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || League visit to the Marches&lt;br /&gt;
|-&lt;br /&gt;
| [[Goodwill]] || 13 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Dawn, Navarr, Highguard, Vallornguard&lt;br /&gt;
|-&lt;br /&gt;
| [[Not from the benevolence]] || 14 || data-sort-value=&amp;quot;2026/09/05&amp;quot;| 05/09 || Offers from Ephisis&lt;br /&gt;
|-&lt;br /&gt;
| [[Wayfaring strangers]] || 15 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Visitors&lt;br /&gt;
|-&lt;br /&gt;
| [[Value beneath the mountain]] || 16 || data-sort-value=&amp;quot;2026/09/07&amp;quot;| 07/09 || Kespoena&#039;s Reach&lt;br /&gt;
|-&lt;br /&gt;
|}&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;
| General Diplomacy || [[So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Asavean Archipelago|Asavea]] || [[So_little_I_wanted,_so_little_I_got#Asavean_Archipelago|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Axos]] || [[Those_memories_of_you#Axos|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave#Beoraidh|Beoraidh]] || [[All I can do]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Commonwealth]] || [[If_we_never_meet_again#Commonwealth|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Madruga#Trajadoz|Marracossa]] || [[So_little_I_wanted,_so_little_I_got#Marracossa|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Faraden]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Faraden|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grendel]] || [[So_little_I_wanted,_so_little_I_got#Grendel|So little I wanted, so little I got]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron Confederacy]] ||  [[It%27s_all_wrong,_but_it%27s_all_right#Iron Confederacy|It&#039;s all wrong, but it&#039;s all right]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Principalities of Jarm|Jarm]] || [[If_we_never_meet_again#Principalities_of_Jarm|If we never meet again]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarcophan Delves]] || [[Those_memories_of_you#Sarcophan Delves|Those memories of you]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sumaah Republic]] || [[So_little_I_wanted,_so_little_I_got#Sumaah_Republic|So little I wanted, so little I got]]&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 be sure, but even the League cannot move the whole world at once. To be effective the nation needs to [[Any_dream_will_do#Partners_within|focus their efforts]] on one group at a time. Diplomacy is a complicated matter, so they also need to decide who among them would be best to take the lead with each such group. This past season the Princes of the League have reached out to the [[Holberg#Misericorde|Sand Fishers]] of [[Holberg#Misericorde|Misericorde]], the [[orc|orcs]] who once lived on the southern shores of [[Ossium]] as slaves of the [[Druj]] but who have found a new lease of life on the northern shores of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
Ultimately, the egregore decides who can or cannot join a nation - the nature of the bond is that it can only be formed with someone an egregores recognises as having the potential to be a member of the nation. But the League has already embraced the Apulian Orcs, why not the Holberg Orcs as well?&lt;br /&gt;
&lt;br /&gt;
You can read about how the outreach is going, and what it might take to bring the Sand Fishers into the Empire, in the &#039;&#039;&#039;[[Outreach across the marshes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Stand Proud, You&#039;re Strong===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Freeborn.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast, especially the Freeborn assembly;&lt;br /&gt;
After several seasons of deliberation (and funding a [[Construct_City_of_Wonders|whole new city]]), the Freeborn National Assembly has decided that the [[the highest calling|highest calling]] of their people should be on defending their lands. The sentiment resonates with people across [[the Brass Coast]]. It was not long ago that both [[Madruga]] and [[Feroz]] fell under barbarian control, [[Kahraman]] has faced constant invasion from the Lasambrians over the past few years and [[Segura]] has only recently enjoyed a prolonged period of quiet after nearly two decades of constant warfare. Is it a surprise that the people of the Brass coast feel a little vulnerable, given recent history?&lt;br /&gt;
&lt;br /&gt;
There is so much work that could be done, people are at a loss to know where to start. The Assembly will have to consider the options carefully - they have a year to take advantage of the nation&#039;s highest calling, but that won&#039;t be enough time to pursue every possibility raised by a people as inventive as the Freeborn...&lt;br /&gt;
&lt;br /&gt;
You can find out how the nation can begin to defend its lands, and the proposals put forward toward that aim, in the &#039;&#039;&#039;[[Stand proud, you&#039;re strong]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here You Come Again (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; Synod; Brass Coast especially Sutannir; &#039;&#039;Alazhar i Taziel i Erigo&#039;&#039;, &#039;&#039;Velasco i Guerra&#039;&#039;, the Imperial Warcaster; Marcher beaters, Unshackled thief-takers, Varushkan wardens; &#039;&#039;Berilo i Erigo&#039;&#039;;  &#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039; and some dead generals&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 06/09/2026 to add some additional paragraphs to the end of the [[Here_you_come_again#End_of_Empire|End of Empire]] section&lt;br /&gt;
Each [[archmage]] is empowered to send a [[Archmage#Plenipotentiary|plenipotentiary]] message to a single [[eternal]] of their [[Realms|realm]] each season. Bound to respond, the recipients are however free to choose precisely what form that response takes. Following the Summer Solstice, six eternals have responded to what are presumed to be missives from the respective archmages. Some have agreed to [[archmage#Parley|parley]], but not all of them.&lt;br /&gt;
&lt;br /&gt;
You can find out about the eternals, and the nature of their responses, in the &#039;&#039;&#039;[[Here you come again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrows and Clay (Challenge)===&lt;br /&gt;
* &#039;&#039;&#039;Challengers of the Iron Duke&#039;&#039;&#039;&lt;br /&gt;
Each season, the eternal &#039;&#039;[[Barien]]&#039;&#039; presents opportunities to those prepared to [[Challenge the Iron Duke]]. For the Autumn Equinox he offers two challenges: a game of speed and grace, and a game of creativity and imagination. As ever, the rules of the ritual apply. Each person who receives the ritual will be &#039;&#039;guaranteed&#039;&#039; entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
You can find details of the challenges issued by Barien this season in the &#039;&#039;&#039;[[Arrows and clay]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=AgramantArt.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Accomplices===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Military Council; Military unit captains; &#039;&#039;Eskah Swift Hart, Vosjuli Cherenkov, Towlen Nighthaven&#039;&#039; and &#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Another season, another message from [[Agramant]], delivered by his heralds from the depths of [[Therunin]]. The eternal&#039;s efforts were roundly refuted last season, with the [[Golden Axe]] reclaiming Lower Tarn Valley. This season, Twigsnapper has a much more pointed offer to make to aid the reconquest of Therunin.&lt;br /&gt;
&lt;br /&gt;
You can find out what Agramant and his heralds are up to in the &#039;&#039;&#039;[[Accomplices]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBUrizen.jpg|align=right|width=175}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Metamorphosis===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, particularly the captains of military units or residents of Sarangrave; Keeper of the Breadbasket and farm owners of the Marches; Imperial Consul; &#039;&#039;Frith, Ser Guy of the Twisted Rose, Fausta Ankarien,&#039;&#039; and people interested in the rebel septs; &#039;&#039;Solas of the Spire of the First Light&#039;&#039; and the Warmage&#039;&#039;&#039;&lt;br /&gt;
It has been a tumultuous time in the Sarangrave. First the Druj, then the vallorn, and now husks. All while the Empire has been endeavouring to make diplomatic inroads with the rebels of Nesustak Forest. Sadly, troubles abound; the eviction of so many from Thornfen by the Axou has raised the spectre of famine in the territory. And now the Druj scattered through the territory, alongside the rampaging husks, threaten to raise a third dark spectre - the beast that lurks beneath the waters of the Sarangrave, the dark and terrible Kroll.&lt;br /&gt;
&lt;br /&gt;
You can find out what&#039;s happening in Sarangrave this season in the &#039;&#039;&#039;[[Metamorphosis]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Little at a Time===&lt;br /&gt;
* &#039;&#039;&#039;Members of the Synod, especially Cardinals; Members of the Senate; Members of the Vallornguard and people interested in the fate of Pilgrim&#039;s Defiance&#039;&#039;&#039;&lt;br /&gt;
Last season, eight judgements of [[proscription]] were raised, and half of them were upheld by the General Assembly. Similar to their previous efforts, the [[Scrutiny#Constitutional_Court|Constitutional Court]] has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the three changes to religious law enacted by the Senate.&lt;br /&gt;
&lt;br /&gt;
You can find out the outcome of the Constitutional Court&#039;s meeting on the proscriptions and changes to religious law last season, in the &#039;&#039;&#039;[[A little at a time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Assembly League.png|align=right|width=150}}{{CaptionedImage|file=Assembly Marcher.png|align=right|width=150}}&lt;br /&gt;
===Out of These Convertites===&lt;br /&gt;
* &#039;&#039;&#039;The League, particularly orcs and members of the Synod; The Marches; People with an interest in foot-the-ball or duelling&#039;&#039;&#039;&lt;br /&gt;
* This wind was updated on 07/09/2026 to change the time of the [[Out_of_these_convertites#And_So_Am_Come_Abroad|Am So Am Come Abroad]] encounter to 18:30 on Saturday&lt;br /&gt;
Last season, the [[The League|League]] and [[The Marches|Marcher]] Assemblies both passed statements of principle encouraging a pilgrimage of Apulian orcs and League members of the Synod to the [[Mournwold]]. Citizens from all five cities of the League have taken up the call to travel, and the orcs of the Mourn have welcomed them with open arms and farm tools. It&#039;s not just the harvest that&#039;s discussed, but ancestors and sports.&lt;br /&gt;
&lt;br /&gt;
You can find out what happened when the League visited the Marches this season in the &#039;&#039;&#039;[[Out of these convertites]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Goodwill===&lt;br /&gt;
{{CaptionedImage|file=Vallornguard sodality.png|title=Vallornguard|align=right|width=100}}{{CaptionedImage|file=Assembly Dawn.png||align=right|width=180}}{{CaptionedImage|file=Assembly Highborn.png||align=right|width=150}}{{CaptionedImage|file=Assembly Navarr.png||align=right|width=150}}&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr; Highguard; Vallornguard&#039;&#039;&#039;&lt;br /&gt;
Two nations have chosen to use their [[The highest calling|highest calling]] to focus their people on the coming final war against the [[vallorn]]. The [[Dawn|Dawnish]] are developing the skills and resources to prepare themselves, while [[Navarr]] are looking for ways to support the nascent [[Vallornguard]] by sharing centuries of accumulated wisdom with other nations. Surprising progress has been made: the Dawnish have chosen to [[Love_and_monsters#Unicorns|throw open the doors of Greenwood Manor]] to all comers. The Navarr have spent the last year offering their unique expertise to their Imperial cousins, their eye turned at last to their allies in [[Highguard]]. Even the denizens of the [[eternal]] [[realms]] have heard the call to war, and have been encouraged to offer their aid as the Empire prepares for the war that will, if it is successful, bring to an end the Doom of Terunael.&lt;br /&gt;
&lt;br /&gt;
You can find out about the highest callings of Navarr and Dawn, and the opportunities they provide, in the &#039;&#039;&#039;[[Goodwill]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ephisis.jpg|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Not From the Benevolence===&lt;br /&gt;
* &#039;&#039;&#039;Entrepreneurs and traders; Members of the Senate, particularly the Senators for Reikos and Bastion; People interested in contracts available, particularly &#039;&#039;Dorys Delgorokov&#039;&#039;, &#039;&#039;Damiàn i Martàn i Erigo&#039;&#039; and &#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;; Citizens of Kallavesa, the Barrens, and Hercynia; and the &#039;&#039;Freeborn Flame Cartel&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Following the relative success of the new scheme to offer large contracts for fulfilment, the heralds of the [[Ephisis|Sovereign Lady of the City of Gold and Lead]] have returned with new offers for the coming summit. As always, the [[Inhabitants of the realms#Heralds|heralds]] will set up shop in the [[Hall of Worlds]] on the final day of the summit, where they will look to settle any sales offered to the City via the [[Ephisis&#039; Scale]] ritual. &lt;br /&gt;
&lt;br /&gt;
You can learn about the offer for a fortification, the contracts available from the City of Gold and Lead, and the counting houses requested by the Conclave, in the &#039;&#039;&#039;[[Not from the benevolence]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Wayfaring Strangers===&lt;br /&gt;
* &#039;&#039;&#039;Senators for Tassato and Holberg, and the League Assembly; Envoy to the Karass; Magpies;&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run-up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
People visit Anvil for all kinds of reasons. Trade, wonderment, and a chance to meet with the movers and shakers of the Empire. It is no surprise that Anvil is seen as the place to be if you want to get anything of importance done.&lt;br /&gt;
&lt;br /&gt;
You can find out more about some of the folk coming to Anvil this season in the &#039;&#039;&#039;[[Wayfaring strangers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ArgentSword_Colour.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Value Beneath the Mountain===&lt;br /&gt;
* &#039;&#039;&#039;General of the Argent Sword; &#039;&#039;Kespoena Archsky&#039;&#039;; Members of the Senate and those able to announce commissions; people who like mithril; &#039;&#039;Herminius of the House of the Wanderer&#039;&#039;; Architect of Illumination; Gardener of Pallas; Arbiter of the Four Winds; Oblivion Sentinel; and people who like the idea of fighting in caves&#039;&#039;&#039;&lt;br /&gt;
Almost eighteen months ago, an arcane projection raised Kespoena&#039;s Reach (formerly known as Mount Polus) to be the highest mountain in the Empire. This, unexpectedly, led to a crevasse opening at the base of the mountain. Last season, the [[Argent Sword|General of the Argent Sword]], &#039;&#039;&#039;Clytemnestra of the House of the Wanderer&#039;&#039;&#039;, ordered the heralds of her army to &amp;quot;&#039;&#039;sniff out the value beneath the mountain&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
You can find out what they found, and what lies beneath Kespoena&#039;s Reach, in the &#039;&#039;&#039;[[Value beneath the mountain]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Domain Expansion===&lt;br /&gt;
{{CaptionedImage|file=Assembly Marcher.png|width=150|align=right}}&lt;br /&gt;
* &#039;&#039;&#039;The Marches; &lt;br /&gt;
While other nations struggle on, the [[the Marches|Marchers]] have got their harvest in. Their assembly has completed their [[The highest calling#Highest calling|highest calling]] and successfully [[Expand_Breadbasket_into_Mournwold|expanded]] the [[The_Marches_economic_interests#The_Imperial_Breadbasket|Imperial Breadbasket]] into [[Mournwold]]. There&#039;s no time for rest however... as ever Marcher knows, the reward for a good job is more work. Keen not to let the grass grow under anyone&#039;s feet, Marchers look to make good use of the remaining time now the Breadbasket is properly sorted. There are a few ideas knocking around about what Marchers could be doing next, as a tidal wave of Imperial Steel sweeps through [[Mitwold]] and into [[Bregasland]] - time to build on that success. After-all - you don&#039;t own it unless you can defend it...&lt;br /&gt;
&lt;br /&gt;
You can learn about suggestions for how the Marches can own and defend land, and a mildly irritating development with a former Imperial territory, in the &#039;&#039;&#039;[[Domain expansion]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Winds==&lt;br /&gt;
Each season, the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations. This is usually based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the [[Senate]] and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response. While these winds revolve around international matters, their focus is still on the Empire and what its citizens can do to influence diplomatic matters, so they&#039;re as likely as any other wind to contain something of interest to characters from all walks of life.&lt;br /&gt;
&lt;br /&gt;
===All I Can Do (Beoraidh)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Beoraidh; Cat&#039;s Graces; Benefactors Council; Steward of the Ossuary; Members of Senate; Apothecaries Guild; Regario Dossier&#039;&#039;&#039;&lt;br /&gt;
[[Mareave#Beoraidh|Beoraidh]] was once the stronghold of the [[Grendel]] &#039;&#039;Salt-Lord Ehsan&#039;&#039; and his supporters. When the Empire moved to invade Mareave, Ehsan declared independence and sued for peace with the Empire. The city itself and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]] are recognised as a neutral state by the Senate; a free port where both merchants of all nations are welcome. They actively seek investment from both Imperial and Grendel sources, and have allied themselves with the powerful [[Sarcophan Delves]]. One opportunity that has been under discussion for a while now is the creation of a temple dedicated to the Way, a monument to cooperation welcomed by the former Grendel. After the Summer Solstice it appears that some movement has been made towards making intention into reality.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations with Beoraidh, and the opportunity to build a temple there, in the &#039;&#039;&#039;[[All I can do]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===It&#039;s All Wrong, But It&#039;s All Right===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Ambassador to the Iron Confederacy; Synod, Senate; fleet captains; Alder of Meade, Mediator of Fisk, Azure Sutannir, Cat&#039;s Graces; military unit commanders, especially mercenaries&#039;&#039;&#039;&lt;br /&gt;
The merchants of [[Faraden]] and the militarist [[Iron Confederacy]] lie to the west and south of the Empire respectively - to the west and south of [[the Brass Coast]] more specifically. 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 détente may be possible, although what it might cost is another matter entirely...&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic affairs regarding Faraden and the Suranni, and some pressing problems regarding both, in the &#039;&#039;&#039;[[It&#039;s all wrong, but it&#039;s all right]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===So Little I Wanted, So Little I Got===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Asavea; Ambassador to Sumaah; Ambassador to the Grendel; Marracossa Sendito; Members of the Senate; fleet captains; Ambassadors in general; Loyalty Assembly, particularly &#039;&#039;Dagon Barossa&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The orthodox [[Sumaah Republic]] and the declining [[Asavean Archipelago]] lie far to the west of the Empire. The two great nations remain locked in war. Closer to home, the [[Grendel]] compete with the Empire for dominance of the Bay of Catazar. Even closer to home, the Marracossan exiles live in their town of [[Madruga#Trajadoz|Trajadoz]], Madruga. The [[ambassador|ambassadors]], the [[Imperial Consul]], and other individuals invested in diplomacy have their work cut out keeping abreast of what is happening, as each nation has agendas no less complex than those of the nations that make up the Empire.&lt;br /&gt;
&lt;br /&gt;
You can learn about the ongoing diplomatic situation with the Asavean Archipelago, the Sumaah Republic, the Marracossans of Trajadoz, and the Grendel in &#039;&#039;&#039;[[So little I wanted, so little I got]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Those Memories of You===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sarcophan Delves; Ambassador to Axos; Senate; Wintermark farmers, herb garden owners, and apothecaries; Imperial Apothecaries Guild; collectors of vallorn relics; fleet captains trading with Issyk; Navarr traders&#039;&#039;&#039;&lt;br /&gt;
The [[Sarcophan Delves]] are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. [[Axos]] is tiny nation on the outskirts of the Empire, controlling a little over two territories. For all their differences they have similarities, though. Both are a people of cities, and both have an uneasy relationship to death. The Axou &#039;&#039;necromantia&#039;&#039; are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the &#039;&#039;ongelukkig&#039;&#039; living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.&lt;br /&gt;
&lt;br /&gt;
You can learn about Sarcophan and Axou diplomacy, and some trade opportunities, in the &#039;&#039;&#039;[[Those memories of you]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===If We Never Meet Again===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Jarm; Ambassador to the Commonwealth; Senate; Imperial mercenary soldiers (especially the League, Dawn, Urizen, and Highguard); Imperial fleet captains; Celestial Arch and Sevenfold Path; Rod and Shield and Golden Pyramid; Granite Pillar; friends of Professor Emmanuel Gelberg&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] had been at war, fighting for control of the borderlands between their two great nations. When the tiny country of Lantir was annihilated by [[Cold Sun]], a major incursion began that saw armies of [[Cold_Sun#Heralds|scions]] pouring through a breach in what remained of the capital city. Now they have a common enemy, but it has given them little &#039;&#039;else&#039;&#039; in common. Revelations as to the cause of the incursion have set the balance of power in the east swinging wildly - and not just between the two nations. The Empire is in the middle of a war of words and recriminations, and a long-term friendship seems to be on the verge of collapse while the attitude of bitter rivals appear to be improving.&lt;br /&gt;
&lt;br /&gt;
You can learn about the chaos in the east, and its significant to Imperial citizens, in the &#039;&#039;&#039;[[If we never meet again]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Little Things===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Otkodov; Senate; Military Council; Folk of Ossium&#039;&#039;&#039;&lt;br /&gt;
The [[Thule]] of [[Otkodov]] share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|the Unshackled]], and [[Varushka]]. A magocratic nation is ruled by five allegedly immortal orc wizards called the Dragons they were at war with the Empire for much of its history. Now though, they are at peace. An uneasy peace to be sure, secured with the concedence of northern regions claimed as part of Otkodov. But peace nonetheless. For the last year or so, the Thule have been waging war on [[the Mallum]], conquering western [[Forest of Ulnak|Ulnak]] and occupying the northern Druj. They have also been engaging in active negotiations with the representatives of the Empire, arranging deals and agreements that might against all the odds so this peace last longer than perhaps it has any right to.&lt;br /&gt;
&lt;br /&gt;
You can read about recent diplomatic developments, and in particular some upcoming events in [[Ossium]], in the &#039;&#039;&#039;[[The little things]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Blades of the Semmerlak (reprise)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades of the Semmerlak&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[Edifice]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
*Sandling in Weirwater &#039;&#039;or&#039;&#039; Lacuve in Semmerholm&lt;br /&gt;
&#039;&#039;&#039;and&#039;&#039;&#039;&lt;br /&gt;
*Malimorzi in Karov &#039;&#039;or&#039;&#039; Bittershore in Ossium&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 weirwood and 72 crowns in labour&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; Three months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; One year, until the start of Autumn Solstice 389YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates title of &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039; venture for questing knights, knights-errant, and wardens &lt;br /&gt;
* Removes the threat to ships on the Semmerlak and establishes a sodality to deal with threats from Dho&#039;uala&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; Counts as a single commission&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Knight-Warden of the Semmerlak&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Type:&#039;&#039;&#039; Dawnish and Varushkan&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Appointment:&#039;&#039;&#039; Senate or Test of Arms &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Special:&#039;&#039;&#039; This is a [[martial title]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Powers:&#039;&#039;&#039; &lt;br /&gt;
* Receives 10 crowns a season&lt;br /&gt;
* Receives a [[Duelist&#039;s Scales]], a [[Troubadour&#039;s Ring]], and a set of [[Goldentide Mail]] once a year&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Responsibilities:&#039;&#039;&#039; To counter the influence of Dho&#039;uala and deal with threats coming from the Semmerlak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: HotPink;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Venture Type:&#039;&#039;&#039; Guarding&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Location:&#039;&#039;&#039; Territories bordering the Semmerlak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Questing knights, knights-errant, and wardens&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Duration:&#039;&#039;&#039; Open-ended&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Rewards:&#039;&#039;&#039; Six crowns and four [[Military_unit#Production|random resources]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;, the Master of the Mint, announced the reappraisal of the Blades of the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
Last season, the [[Master of the Mint]], &#039;&#039;&#039;Tristan Ramson von Holberg&#039;&#039;&#039;, announced the [[388YE_Summer_Solstice_Senate_sessions#Reappraise_Blades_of_the_Semmerlak|reappraisal]] of the Blades of the Semmerlak in Dawnish and Varushkan territories surrounding the [[the Semmerlak|Semmerlak]]. Originally [[Less_welcome_tenants#Blades_of_the_Semmerlak|suggested]] shortly before the Summer Solstice 386YE, the wardenhouse and knightly estate were part of a larger appraisal into the problem of [[Dho&#039;uala]] killing Imperial citizens and interfering with matters on and around the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
A motion to construct the [[Less_welcome_tenants#Wards_and_Bargains|Journeymage Towers]] was [[386YE_Summer_Solstice_Senate_sessions#Construct_Journeymage_Towers|proposed]] by &#039;&#039;&#039;Amicia of the Semmerlak&#039;&#039;&#039;, as Senator for Semmerholm, and the [[Watcher of the Semmerlak]] has been active, appointed by the Assembly of Vigilance, and tasked with ensuring the nations surrounding the Semmerlak act with Vigilance and countering threats from the Semmerlak. &lt;br /&gt;
&lt;br /&gt;
Lutomysla&#039;s suggestion that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak still holds true, and has the same enthusiastic support from the merchant-boyars, earls, and merchant-princes keen to see people protected from the depredations of the sovereign. A knightly order focused on protecting the communities along the lake, and a warden fellowship to travel on ships crossing the Semmerlak to protect the crew; both would actively seek out the creatures of Dho&#039;uala and fight them. Supported by Imperial heroes, the sodality would remove the threat to the people living along the edge of the lake. Instead, it would fall to questing knights, knights-errant, and wardens to serve as the &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;, &lt;br /&gt;
&lt;br /&gt;
They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identified that the best locations would be either [[Weirwater#Sandling|Sandling]], in the vicinity of [[Weirwater#Culwich|Culwich]], or [[Semmerholm#Lacuve|Lacuve]] in [[Semmerholm]] near the bustling port of [[Semmerholm#Lacre|Lacre]] for the knights, and the port of Korotny in [[Karov#Malimorzi|Malimorzi]] in [[Karov]] and the [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]] in [[Ossium]] and those still hold true. Although they involve work in two regions, the actual project itself requires only a single commission, and the building of the wardenhouse and the estates will take place in parallel. Once construction is complete, any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new guarding [[venture]] available to questing knights, knights-errant, and wardens - &#039;&#039;&#039;Blades in the Semmerlak&#039;&#039;&#039;. This will allow a [[military unit]] to spend their time actively defending the Semmerlak and the ships that traverse it. A starting military unit undertaking the venture would receive 120 rings and four [[Military_unit#Production|random resources]]. &lt;br /&gt;
&lt;br /&gt;
There would need to be a title to oversee the efforts and support the sodality; the &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039; would be a [[martial title]] of Dawn and Varushka who was appointed by either unanimous agreement of the senators of those two nations, or a [[Martial_title#Creating_Martial_Titles|test of arms]] between members of those two nations.  The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho&#039;uala whenever they raise their head. In return, they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.&lt;br /&gt;
&lt;br /&gt;
They would also be the beneficiaries of several magic items provided by Dawnish, Varushkan, and League donors. A [[Duelist&#039;s Scales|Duelist&#039;s Scales]] weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of [[Goldentide Mail]] from League merchant-princes to protect them from venom; and a [[Troubadour&#039;s Ring]] from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves, there is no reason they could not pass them to other warriors fighting against Dho&#039;uala or similar monstrous threats.&lt;br /&gt;
&lt;br /&gt;
===Dusk===&lt;br /&gt;
{{:Autumn Equinox 2026}}&lt;br /&gt;
&lt;br /&gt;
===Husky Business (Volunteers)===&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for player volunteers to portray their characters who died during the Saturday battle at the last event&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eligible characters must have died during the battle, but not have been killed as a husk&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to have their own costume and appropriate weapons&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will last around twenty minutes, starting at 18:30 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The role will involve fighting alongside the skirmish team in an encounter against player characters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Please email before 18:00 on Wednesday 26th of August if you are interested in volunteering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is an opportunity for players to portray the husk of their fallen characters at the upcoming event. Anyone whose character died during the battle of the [[Thorn_and_bone#Battle:_Harvester_of_Graves|Fens of Varreth]], raised as a husk but was not subsequently killed again as that husk is welcome to email to register interest in volunteering for an encounter on the Friday. This will be a combat [[Accessibility#Combat_Highly_Likely|highly likely]] encounter through the Sentinel Gate and will involve fighting against player characters alongside members of our [[Plot_crew#Skirmish|skirmish team]].&lt;br /&gt;
&lt;br /&gt;
If you are interested and would like more information, please email {{plot}} with your PID and the subject line &amp;quot;Husk Volunteer E4&amp;quot;, and you will be given more details.&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
&lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Location&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opportunity&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Opposition&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Outcome&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave|Sarangrave, Turan Flats, &#039;&#039;Fens of Varreth&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Contain the dead&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Thorn_and_bone#Battle:_Harvester_of_Graves|Harvester of Graves]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Sigismund Vladislav Kestovia&#039;&#039;&#039; of [[Varushka]]; The spirits were not trapped and the husks remain a problem in eastern Sarangrave; The tortured souls of Het Trakaa remain in Turan Flats; Het Trakaa and Sul Maggotgnaw remain alive&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave|Mareave, Clisearn, &#039;&#039;Ruins of Sinat&#039;&#039;]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open the Vaults&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mithril_and_rope#Battle:_Salt_and_Stone|Salt and Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Field Marshal]] was &#039;&#039;&#039;Joaquim i Erigo&#039;&#039;&#039; of [[the Brass Coast]]; Saltbound Stone recovered and claimed by &#039;&#039;&#039;Terentia of Sarangrave Reforged&#039;&#039;&#039;; Ilium Jackals negotiated with and readying support of [[Boyar&#039;s Hasta]]; Iontach Leagsaidh remains in possession of their [[Grimnir&#039;s Hearthfire]]; Maistir Guaidre remains in possession of the Spiteri necklace&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forest of Ulnak|Forest of Ulnak, Ghul&#039;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; survived&lt;br /&gt;
|-		&lt;br /&gt;
|	7	||	Ossium, Echofell, Burned Glade	||	[[Shadowed Torchbearer]]	||	[[The_keys_of_blood#Fire_The_Forests_(Ossium)|Prevent the cursing of Ossium]]	|| Heralds killed and Ossium was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	8	||	Therunin, Lower Tarn Valley, Rotwood Croft	||	&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[388YE Summer Solstice winds of war#After the Taint (Therunin)|Destroy the miasma pillar]]	|| Miasma pillar successfully consecrated&lt;br /&gt;
|-		&lt;br /&gt;
|	9	||	Madruga, Free Landing, Hart&#039;s Cove	||	[[Hand of Guerra]]	||	[[Keys_of_Enlightenment#Barren_Waters_(Conjunction)|Aid the stranded ship from Sumaah]]	|| Unclear, but Hand of Guerra should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	10	||	Sarangrave, Kroll, Slow Worm&#039;s Hill	||	[[Sevenfold Path|Grandmaster of the Sevenfold Path]]	||	[[The_keys_of_blood#Boil The Swamps (Sarangrave)|Prevent the cursing of Sarangrave]]	||  Heralds killed and Sarangrave was not cursed&lt;br /&gt;
|-		&lt;br /&gt;
|	11	||	Sarangrave, Turan Flats, The Breakteeth dais	||	[[Eastern Sky|General of the Eastern Sky]]	||	[[The_keys_of_blood#The_Greatest_Prize_(Rhianos)|Recover the treasure]]	|| Treasure 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 kidnapped&lt;br /&gt;
|-		&lt;br /&gt;
|	21	||	Redoubt, Naris, Isaac&#039;s End	||	&#039;&#039;&#039;Telemachus of the Lighthouse-That-Was&#039;&#039;&#039;	||	[[Seeds_of_discord#An_Empty_Bottle_(Conjunction)|Leave no more than a dozen Grendel alive]]	|| All Grendel killed&lt;br /&gt;
|-		&lt;br /&gt;
|	22	||	Kallavesa, West Marsh, The Meeting Place	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_32|Erlend]]&#039;&#039;&#039; || [[Myth_makers#The_Unity_Of_Deed_And_Word|Consecrate the Meeting Place]] || The Meeting Place successfully consecrated with true liao&lt;br /&gt;
|-		&lt;br /&gt;
|	23	||	Kallavesa, Wittal Grove, Frithstan&#039;s Fen	||	[[Grimnir of Wittal Grove]]	||	[[The_keys_of_blood#An_Unexpected_Ally_(Basileia)|Defeat the Grendel (and potentially rescue the Iontach)]]	|| Ionatch Meddool Miniog successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	24	||	Forest of Ulnak, Grimfen Mire, Moss End	||	[[Warmage]]	||	[[All_I_ask_of_you#Wild_Things_Run_Fast|Take advantage of a recent scouting discovery]]	|| [[Forge the Wooden Fastness]] successfully cast with eight rings of [[ilium]]&lt;br /&gt;
|-		&lt;br /&gt;
|	25	||	Sarangrave, Bloodwater Marsh, Eastern Ward	||	&#039;&#039;&#039;Theodora&#039;&#039;&#039;	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	26	||	The Barrens, Saltmarsh, Gardenway	||	[[Envoy to the Karass]]	||	[[Who_can_you_trust%3F#Protect_Lenna_Karass_%28The_Barrens%29|Prevent Druj raiders from kidnapping Lenna Karass]]	|| Lenna Karass was successfully rescued and returned to Anvil&lt;br /&gt;
|-		&lt;br /&gt;
|	27	||	Sarangrave, Bloodwater Marsh, Western Ward	||	[[Spear of the Seven]]	||	[[Urizeni_Experiment#Stronger_than_Blood|Cast the permanent ward]] || Ward successfully performed&lt;br /&gt;
|-		&lt;br /&gt;
|	28 &amp;amp; 29	||	Forest of Ulnak, Gloomsea, Islet of Calm	||	[[Archmage of Day]]	||	[[Who_can_you_trust%3F#Who&#039;s_the_Thief?_(Forest_of_Ulnak)|Prevent the Eyes of the Dragon from using a boon of Kimus]]	|| [[Wind of Mundane Silence]] performed on regio and bodies successfully destroyed&lt;br /&gt;
|-		&lt;br /&gt;
|	30	||	Sarangrave, Bendol, Spring Regio	||	[[Warmage]]	||	[[Urizeni_Experiment#An_Open_Gate|Drive the vallorn from the regio]]	|| Imperial casualties suffered, vallornspawn remain around the regio&lt;br /&gt;
|-		&lt;br /&gt;
|	31	||	Sarangrave, Bendol, Spring Regio	||	[[Archmage of Spring]]	||	[[Urizeni_Experiment#An_Open_Gate|Cast Dance of Navarr and Thorn]]	|| [[Dance of Navarr and Thorn]] was not performed &lt;br /&gt;
|-		&lt;br /&gt;
|	32	||	Sarangrave, the Whisperwood, Depths of the Hungry Earth	||	[[Counsel of the Sun Chamber]]	||	[[Urizeni_Experiment#The_Caves_of_the_Hungry_Earth|Investigate the Hungry Earth]]	|| Depths investigated, Counsel of the Sun Chamber should know more&lt;br /&gt;
|-		&lt;br /&gt;
|	33	||	Volodmartz, Livardz, Sumisev Peegel	||	&#039;&#039;&#039;[[388YE_Spring_Equinox_Synod_judgements#Judgement_167|Auntie Armand Mariyavich Remislav]]&#039;&#039;&#039;	||	[[Sunrise_over_Livardz#Blow_It_Up|Destroy the Sumisev Peegel]]	|| Sumisev Peegel was successfully destroyed by [[Wind of Mundane Silence]]&lt;br /&gt;
|-		&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wayfaring_strangers&amp;diff=145041</id>
		<title>Wayfaring strangers</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wayfaring_strangers&amp;diff=145041"/>
		<updated>2026-09-07T11:43:29Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 388YE Autumn]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Seeking profit.jpg|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
It is not just the great and the good of the Empire who come to [[Anvil]] each equinox and solstice. The tent-city that springs up around the [[Anvil#The_Forge|the Forge]] attracts visitors from all over the known world, and beyond. Some are drawn by the promise of wealth, some by the need to find the wisest and the bravest to help them resolve their dilemmas, some seek to influence those who wield true power in the Empire, and others come to celebrate and forge new relationships with those drawn to the heart of Imperial power.&lt;br /&gt;
&lt;br /&gt;
Some who plan to visit Anvil are at pains to conceal their arrival, or their intentions. Others, though, make no secret of their intentions - indeed, they often choose to send word ahead to ensure that those they hope to make contact with are prepared for them. Here, we talk about some of those who have been most public in their desire to meet those who throng to Anvil.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;&#039;&#039;&#039;In Progress - This Wind of Fortune will be updated in the run up to the event with additional content; we&#039;ll remove this marker when the last information goes on it.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Friday==&lt;br /&gt;
&lt;br /&gt;
==Saturday==&lt;br /&gt;
===Forge and Furnace Fellowship===&lt;br /&gt;
{{SOP|statement=The League National Assembly recognises that negotiations between the Forge and Furnace Fellowship and the Senators of the League have begun in good faith over the Tassatan Hills ilium mine. We recognise that the Senators have immediately acted to protect the prosperity of the Tassatan workers through an initial recompense. We urge all parties to be patient, allow negotiations to conclude, and avoid taking any precipitous actions|by=Fabio Costas d&#039;Apulian, League Assembly|vote={{GM}} 334-0|when=Summer 388YE|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;Representatives of the Forge and Furnace Fellowship visited Anvil last season but were unable to agree on a deal with the Senators for Holberg and Tassato&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Robert Stewart will be visiting Anvil at 10:30 on Saturday to discuss the matter with the incumbent senators and a representative of the League Assembly&#039;&#039;&#039;&lt;br /&gt;
Four years ago, the [[Light upon the water|Great Storm of &#039;84YE]] raged, bringing widespread flooding across the Empire. The [[Light_upon_the_water#The_Good_News|good news]] was that it revealed a previously unknown [[ilium]] deposit in the hills of [[Tassato#Tassato Mestra|Tassato Mestra]], which was [[Exploit Tassatan Hills|established]] as a Bourse seat the following summit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Gemma Stewart&#039;&#039;, representative of the Forge and Furnace Fellowship, put forward the aid of the mining guild to provide most of the labour and expertise for the project on the proviso that it be made a League position appointed by [[Tally of the Votes]]. The Senate agreed, and the [[Tassatan Hills]] was established, with the ilium being delivered a year after the storm, at the Autumn Equinox 385YE.&lt;br /&gt;
&lt;br /&gt;
Eleven seasons after it was first elected, during the Winter Solstice 387YE, the seat was [[387YE_Winter_Solstice_Senate_sessions#Relinquish_Tassatan_Hills|relinquished]] as a national seat, and then [[387YE_Winter_Solstice_Senate_sessions#Allocate_Tassatan_Hills|allocated]] as an Imperial seat, with &#039;&#039;&#039;Damiàn i Martàn i Erigo&#039;&#039;&#039; winning the seat for 85 thrones. &lt;br /&gt;
&lt;br /&gt;
Last season, representatives met with &#039;&#039;&#039;Kaspar Yakovich von Holberg&#039;&#039;&#039;, [[Holberg|Senator for Holberg]], and &#039;&#039;&#039;Cesare Sanguineo Rezia Di Tassato&#039;&#039;&#039;, [[Tassato|Senator for Holberg]], to discuss the situation in an attempt to come to an agreement. Talks stalled during the summit, though the Forge and Furnace Fellowship have received 175 thrones in recompense from the Senator for Holberg. During the summit, a [[388YE Summer Solstice Synod judgements#Judgement 111|judgement]], raised by &#039;&#039;&#039;Fabio Costas d&#039;Apulian&#039;&#039;&#039;, which called on all parties to be patient, was upheld with a greater majority by the League Assembly. People have heeded the words of their Assembly, but their patience won&#039;t last forever...&lt;br /&gt;
&lt;br /&gt;
Gemma has dispatched her cousin, &#039;&#039;Robert Stewart&#039;&#039;, to Anvil to speak with the incumbent senators and a representative of the League Assembly on &amp;quot;&#039;&#039;making things right&#039;&#039;&amp;quot;. Their starting positions remain the same as last season, where they suggested the Tassatan Hills be returned to the League and elected by [[Tally of the Votes]] of League business owners - and the 85 thrones from the auction disbursed to them; &#039;&#039;or&#039;&#039; the [[Arratan Gamble]] being made a League seat, appointed by Tally of the Votes; &#039;&#039;or&#039;&#039; a total of 300 thrones - minus the 175 already paid - in lost earnings over the past eleven seasons (averaging slightly over a five percent interest rate). Robert is keen to negotiate, however and try to find a solution that leaves nobody happy. But if he is unconvinced that there is a plan to settle the matter, then he will return to Tassato and, over the next season, encourage labourers to strike. By the start of the Winter Solstice 388YE, any new commissions in the territory will see their labour cost increased by three crowns per wain until the matter is resolved.&lt;br /&gt;
&lt;br /&gt;
If the matter is not resolved by the end of the Spring Equinox 389YE, then the movement will spread to the other territories of the League, increasing labour costs for new commissions by two crowns per wain.&lt;br /&gt;
&lt;br /&gt;
===Bittersweet me===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 225px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Reynard of De Gauvain.png|caption=&#039;&#039;&#039;Reynard of De Gauvain&#039;&#039;&#039;, Envoy to the Karass|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Anka Karass and two other Karass are making their way to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She is hoping for a private meeting with Reynard of De Gauvain, the Envoy to the Karass, at noon on Saturday in a room near Anvil&#039;&#039;&#039;&lt;br /&gt;
With little fanfare, Anka Karass and two of her inner circle have slipped across the Barrens and headed for Anvil shortly before the summit begins. The sept are loathed by their peers in the Barrens, and they&#039;re not much more popular with the Dawnish, so most people give them a wide berth. Still, news of their involvement in the raid on the [[Forest of Ulnak]] and the [[Salt Flats of Sanath]] has spread far. The Rahvin repeatedly warned the Empire that the Karass were treacherous and not to be trusted. But when the long-anticipated betrayal was finally revealed... it appears to have been directed at the Druj. Their assistance was pivotal on the raid - without their aid the Navarr and the Imperial Orcs simply could not have achieved what they did.&lt;br /&gt;
&lt;br /&gt;
Despite that, the situation remains murky - somewhere along the line, [[A_greater_darkness#The_Treachery_of_the_Karass|the Karass split from the main body of the rescue party]] and somehow they have made their own way back to the Barrens. Now it seems that Anka Karass wants to come to Anvil, for the first time ever. Her usual shadow, the herbalist &#039;&#039;Tannuk&#039;&#039; is not with her, but she is bringing &#039;&#039;Lenna&#039;&#039;, the sept&#039;s shaman and &#039;&#039;Peyo&#039;&#039;, the leader of their scouts. &lt;br /&gt;
&lt;br /&gt;
She has made arrangements for a private meeting-room to be prepared at noon on the Saturday of the summit in Outer Anvil, a short distance beyond the Urizeni camp. She&#039;s asked &#039;&#039;&#039;Reynard of De Gauvain&#039;&#039;&#039;, the [[Envoy to the Karass]], to meet Lenna at midday at the entrance to the Hall of Worlds - it being as good a landmark as any - and retire with her for a meeting, to discuss the future of the relationship between the Karass and the Empire.&lt;br /&gt;
&lt;br /&gt;
It&#039;s all somewhat secretive - which is about what anyone expects from the Karass. She has written to Reynard in advance of the meeting - if Reynard intends to take the meeting, it will be up to the Envoy to decide who he takes with him.&lt;br /&gt;
&lt;br /&gt;
===Fear and Looting in the Sarangrave===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 225px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Magpie Sodality.png|title=The sodality exists to ensure accountability, protection, and suitable reward for the artefact hunters of the Empire.|align=right|width=300}}{{CaptionedImage|file=SpeakerMagpies.jpg|caption=&#039;&#039;&#039;Morgan Drifting Bough&#039;&#039;&#039;, Speaker of the Magpies|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An Urizeni spire from Sarangrave has discovered a terrible Druj artefact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It bears a curse which will be unleashed if it is destroyed without due care&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have asked the Magpies to examine it, and will be near the sodality tent from 13:30 on Saturday&#039;&#039;&#039; &lt;br /&gt;
Members of the Marsh Lantern Spire, a newly established Urizeni settlement in Sarangrave, have been working to understand the areas surrounding their new home. One of the number, a seer by the name of Joanides, uncovered the ruins of an old structure, presumably originally built by the Druj. Within it, the magician found a strange object which exuded a powerful aura of fear. &lt;br /&gt;
&lt;br /&gt;
Together with other members of the spire, they sought to destroy the object with a casting of [[Words of Ending]], however they performed some basic divinations first and discovered that it also bears some additional effects. If destroyed without being properly treated first, it will unleash a powerful curse on the surrounding area, affecting everyone nearby. This, in and of itself, might be manageable. The larger problem is that there is a shroud upon the object, concealing its history. If it were destroyed without removing the shroud then nothing could be learned from it. &lt;br /&gt;
&lt;br /&gt;
The shroud is too powerful for the spire to remove on their own, and the effects of it too unpleasant for them to leave it in place and await aid, so they have brought the item to Anvil. They would like the [[Magpies]], as the Imperial body with relevant expertise and jurisdiction, to examine it. As such they will be in Anvil Centre around half-past three on Saturday afternoon, where they hope that the [[Magpies|Speaker of the Magpies]], Morgan Drifting Bough, will be able to take them somewhere safe to untangle the web of effects on the item and learn its secrets. They warn that the item may need an assortment of magical and spiritual effects removed. The magpies may wish to ensure they know where to find powerful sects and covens at short notice.&lt;br /&gt;
&lt;br /&gt;
Last season the General Assembly agreed [[388YE_Summer_Solstice_Synod_judgements#Judgement_150|&#039;&#039;not&#039;&#039; to investigate the skills, the techniques, and the actual potion recipes that the Druj use to create fear auras]]. They judged it wise to let the art of creating fear die with them and encouraged people to destroy whatever items or learning existed. It&#039;s a sensible enough precaution, but it&#039;s not needed for people with the [[Urizen_culture_and_customs#Poise|poise]] and the [[arete]] of the Urizeni.&lt;br /&gt;
&lt;br /&gt;
Joanides will bring the cursed item to the sodality tent for 13:30 on Saturday and look for the Speaker or members of his sodality there.&lt;br /&gt;
&lt;br /&gt;
==Sunday==&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Those_memories_of_you&amp;diff=144973</id>
		<title>Those memories of you</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Those_memories_of_you&amp;diff=144973"/>
		<updated>2026-09-06T16:36:46Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Caleb of Crown&#039;s Quay stood his ground, feet firmly planted as if he was about to do battle against some Pakkad bruiser. He wished he had any of the wargear he would be bearing if he &#039;&#039;was&#039;&#039; facing a rampaging Druj warrior. Or at least a massive two-hander. Instead he had a quill pen behind one finned ear, a book of lists, and some paperwork.&lt;br /&gt;
&lt;br /&gt;
The ship captain before him radiated anger like a fireplace at midwinter. Her pale draughir features had darkened in a way Caleb found he really didn&#039;t like. Narrowed red eyes literally blazed with fury. She dragged her sharp upper teeth across her lower lip in a way that caused it to blush an equally unpalatable shade of crimson.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is surely some mistake here,&amp;quot; she said, slurring her Imperial slightly in that way the Delvesfolk so often did. She knew there was no mistake. He knew she knew there was no mistake. She knew he-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m afraid not,&amp;quot; he said. &amp;quot;Giuseppe Sanguineo von Temeschwar, Senator for Temeschwar, proposed the matter to the Senate during the Summer Solstice, and it was agreed by those there present. Civil service records indicate that you were made aware that this was coming, as per the records after the Spring Equinox 387YE. The Consul...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She slapped her hands together, decisively. She furrowed her heavy brows. For a moment Caleb thought he was going to get bitten, or raked with her nasty looking claws. He braced himself, but she did not attack.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fine then,&amp;quot; she snarled through gritted fangs. &amp;quot;We will take our medicinal herbs elsewhere then.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m afraid you&#039;re going to have the pay the approved duty on them wherever you take them,&amp;quot; said Caleb. &amp;quot;Sorry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not at Alivetti we are not,&amp;quot; she said. She spun on her heel and marched back down the quay to where her crew lounged against the half a dozen or so crates they had already unloaded. They were trading tobacco and sips with the Highborn stevedores. When they saw their captain, and the expression on her face, they straightened up and started to load the boxes back onto the &#039;&#039;Duizendjaarvalk&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Even if you do,&amp;quot; Caleb called after her. &amp;quot;There&#039;ll still be a duty to pay before your goods can cross the border into the Empire, even if its not payable on the docks!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not my problem!&amp;quot; the captain shouted back toward him without turning, making one of the universal gestures that indicated displeasure with an official just doing his job.&lt;br /&gt;
&lt;br /&gt;
Caleb considered chasing after the captain and trying to reason with her, but he decided in the end to wisely conserve his energy. There were two other Sarcophan vessels approaching Crown&#039;s Quay and he knew in his bones they&#039;d be no more happy to discover that &#039;&#039;everyone&#039;&#039; had to pay the new fees, yes even them, yes even though their families were very important. And, as the captain pointed out, what happened in Sarvos wasn&#039;t really his problem.&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=Buidelrats.jpg|align=left|caption=Sarcophan and Axos aren&#039;t exactly close but they are both used to living packed together in old, moribund cities.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Sarcophan Delves]] are a great power, a cosmopolitan nation centred around an immense city that sprawls out across the banks of the Umshalla river. They have holdings all over the world, trading with nations great and small all over the Known World. Their recent announcement of the Pax Sarcophan, a commitment to keep the trade routes open in spite of the political machinations of other nations, has begun a slow reassessment of how much power these smiling, mercantile tomb-robbers wield on the grand stage. The [[Axos|Citadels of Axos]] by contrast are a tiny nation on the outskirts of the Empire, controlling a little over two territories. They are a people of cities, it&#039;s true, with nine-tenths of their people dwelling in the five massive citadels built in the time of the semi-mythical sorcerer kings. Yet they wield an influence larger than their size might suggest, being founding signatories to the [[Liberty Pact]], and thanks in part to Imperial support welcoming traders from all the great nations to their docks.&lt;br /&gt;
&lt;br /&gt;
Yet for all their differences, there are some similarities. They are both nations with an uneasy relationship to death, for example. The Axou &#039;&#039;necromantia&#039;&#039; are acknowledged masters of the cold magic of the grave, while the Sarcophan base much of their industry on the use of the &#039;&#039;ongelukkig&#039;&#039; living-corpses. They are both nations made more powerful through trade, and both would like to see themselves as friends to the Empire... and in both cases that friendship can prove to be something of a mixed blessing.&lt;br /&gt;
&lt;br /&gt;
==Sarcophan Delves==&lt;br /&gt;
{{Nation|nation=[[Sarcophan Delves]]|status=Foreigner|port=[[Sarcophan_Delves_ports#Sarcophan|Sarcophan]], [[Sarcophan_Delves_ports#Betovering|Betovering]], and (temporarily) [[All_the_night-tide#Jakhalsmarkt|Jakhalsmarkt]].|ambassador= Dino i Riqueza of [[the Brass Coast]]|counterpart=[[Ambassador_to_the_Sarcophan_Delves#Sarcophan_Ambassador|Bedelaar Huisbaas Annike]]}}&lt;br /&gt;
* &#039;&#039;&#039;The Sarcophan Delves remain friendly to the Empire and enthusiastic about continued Imperial trade&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are disappointed by the imposition of mercantilist tariffs on their merchants&#039;&#039;&#039;&lt;br /&gt;
The merchant-princes of the [[Sarcophan Delves]] strive for neutrality. They are enthusiastic about trade, not only with the Empire but with everyone else in the known world. They hold it a mark of pride that they will deal with anyone who has goods, services, or money. While they have given up the practice of slavery with few regrets, they refuse to pick a side between the [[Liberty Pact]] and the so-called [[Thrones_and_principalities#The_Freedom_Accord|Freedom Accord]]. &lt;br /&gt;
&lt;br /&gt;
Their primary goal is to ensure the ports of the world remain open to their ships, ideally with [[Tariffs#Free_Trade|free trade]] agreements that allow their merchants to operate without onerous [[tariffs]]. A recent decision by the [[Senate]] to [[388YE_Summer_Solstice_Senate_sessions#Amend_tariffs_of_Sarcophan_Delves|end free trade]] and impose [[Tariffs#Mercantilist|mercantilist]] tariffs on vessels visiting the Empire has clearly caused some dissatisfaction. It remains to be seen precisely how that will affect the assorted [[ministry|ministries]] that deal directly in Sarcophan goods. &lt;br /&gt;
{{CaptionedImage|file=AmbassadorSarcophanDelves.jpg|caption=&#039;&#039;&#039;Dino i Riqueza&#039;&#039;&#039;, Ambassador to the Sarcophan Delves|align=right|width=300}}&lt;br /&gt;
They recently declared the &#039;&#039;Pax Sarcophan&#039;&#039; - a commitment to combat piracy and ensure that independent traders are free to sail [[the seven seas]] regardless of the politics of the great powers. Perhaps as part of this increased involvement in political affairs, they have also extended their protection to the independent city-state of [[Mareave#Beoraidh|Beoraidh]] in [[Mareave]], ostensibly to help guarantee its neutrality.&lt;br /&gt;
&lt;br /&gt;
The main locus of Sarcophan influence in the Empire is the [[Sarvos#Sarcophan_Enclave|Alivetti estates]] in [[Sarvos]], where &#039;&#039;Burgemeester Vandersaar&#039;&#039; oversees an enclave ceded to the Delves by the Senate. The estates have become a matter of concern for the Imperial magistrates due to the fact that Sarcophan merchants do not restrict the goods and services they offer in line with Imperial law. The change in the tariff structure for Sarcophan merchants also has some potential to create an additional headache. Goods coming to the Alivetti estates will not be evaluated by custom officials until they pass into Sarvos proper - and it is much easier for an Imperial or Sarcophan who wishes to do so to slip past anyone trying to inspect their goods when they are using a land border. &lt;br /&gt;
&lt;br /&gt;
Some of their number have taken part in agricultural enterprises in [[Wintermark]], and they have made inroads into [[Varushka]] in recent years, and the [[Prime_Factor_of_the_deBruin_Docks#deBruin_Docks|deBruin family]] have recently entered into a lucrative agreement to provide [[weirwood]] to [[Urizen]]. There are also a number of warehouses and &#039;&#039;[[Kruidenkenner_Trademaster#The_Kruidenkenner_Magazijn|Magazijn]]&#039;&#039; built to allow [[Kruidenkenner_Trademaster#The_Kruidenkenner|the Kruidenkenner]], an influential [[surgical skills#Apothecary|apothecary]] guild to supply herbs to Imperial citizens at a bargain price. The Delves, in short, are quite invested in the Empire.&lt;br /&gt;
===Kraft Brothers===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark farmers voted to end their association with the Kraft brothers&lt;br /&gt;
* &#039;&#039;&#039;Brenna&#039;s Gift returns to providing the standard benefit of 36 rings to each farm in Hahnmark&lt;br /&gt;
* &#039;&#039;&#039;Hahnmark farmers can no longer purchase doses of viezesmaak from the Kraft brothers&lt;br /&gt;
At the Spring Equinox, the farmers of Hahnmark [[Petals_in_the_snow#Making_the_Choice|voted nine to two]] to end their association with the Kraft brothers. These Sarcophan entrepreneurs had been involved in a mutually lucrative business arrangement for some time now, taking advantage of the alpine climate of central Wintermark to cultivate plants that don&#039;t prosper in the warm, marshy climate of the Delves. The brothers are philosophical about the decision; they have made a profit on their time being involved in the Wintermark &#039;&#039;viezesmaak&#039;&#039; trade, and there are apparently no hard feelings. &lt;br /&gt;
&lt;br /&gt;
Following the Summer Solstice, [[Hahnmark#Brenna&#039;s_Gift|Brenna&#039;s Gift]] no longer provides doses of [[Hyenas_and_herbs#Flowers_in_Frost|viezesmaak]]. Instead it returned to its original purpose, providing 36 additional rings to each [[farm]] in Hahnmark. This also ended the ability of Hahnmark farmers to purchase viezesmaak from the Kraft Brothers.&lt;br /&gt;
&lt;br /&gt;
The brothers have spent the last six months winding up their interests in Hahnmark, but they are apparently still keen to explore investment opportunities in the Empire. It remains to be seen what hare-brained scheme they will come up with next.&lt;br /&gt;
&lt;br /&gt;
===Jakhalsmarkt===&lt;br /&gt;
* &#039;&#039;&#039;The House of the Jakhal want 70 thrones to enable Imperial fleets to continue to access the Jakhalsmarkt&#039;&#039;&#039;&lt;br /&gt;
For the better part of a year Imperial [[fleet|ship captains]] have been able to trade with the [[All_the_night-tide#Jakhalsmarkt|Jakhalsmarkt]]. The opportunity was arranged by &#039;&#039;Annabel de Gouden&#039;&#039; of the [[Founders_of_the_Delves#The_Jackal|House of the Jackal]], responding to the Imperial need for luxury goods and substances of use to ritual magicians. It seems that de Gouden and her House have made a canny investment; the number of traders from the Empire visiting the Jakhalsmarkt has only increased over the last four seasons.&lt;br /&gt;
&lt;br /&gt;
It isn&#039;t clear what is the greater draw; the [[Vis#Golden_Apples|golden apples]], [[Vis#Warm Ashes|warm ashes]], and [[Vis#Prismatic Ink|prismatic ink]] (&amp;quot;Triumph Vis&amp;quot; in the parlance of some Urizen traders), the flawless [[tempest jade]] and fine jewellery, or the rare &#039;&#039;[[Trade_goods#Star_Jewels|star jewels]]&#039;&#039;, [[magic items]] normally available only from the [[Principalities of Jarm]]. With [[Imperial Consul]] &#039;&#039;&#039;Slawomir Rabovich Bolotstrazh&#039;&#039;&#039; having [[388YE_Summer_Solstice_Senate_sessions#Embargo_Zemelslo|announced an embargo]] on trade with the &amp;quot;independent&amp;quot; nation of [[My_passions_from_a_common_spring#Free_Ports_And_Free_People|Zemelslo]], the Jakhalsmarkt is the only place Imperial captains can legally purchase Jarmish goods.&lt;br /&gt;
{{CaptionedImage|file=Slawomir Rabovich Bolotstrazh.jpg|caption=&#039;&#039;&#039;Slawomir Rabovich Bolotstrazh&#039;&#039;&#039;, Imperial Consul|align=right|width=250}}&lt;br /&gt;
Of course this was never meant to be a permanent arrangement. As mentioned during the Spring Equinox, access to the markets of the Jackal is a premium commodity, and continuing to benefit from the trade will require [[Chain_and_anchor#The_Business_of_Diplomacy|some investment]] from the Empire if the opportunity is to continue. &#039;&#039;Annabel de Gouden&#039;&#039; took a chance that Imperial merchants would want the valuable goods the Jackal are offering, but those goods still need to be sourced and brought to market. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mistress de Gouden&#039;&#039; has assessed the situation and puts forward an offer. She and her people will continue to keep Jakhalsmarkt open to Imperial traders, and commit to ensuring there are valuable goods for them to buy - [[vis]] and &#039;&#039;star jewels&#039;&#039;. Nothing needs to change in that regard. However, to secure sources for these goods for the next year will require an up-front investment of 70 Thrones from the Empire. She would prefer to receive that investment from the [[Senate|Imperial Senate]], but is equally happy to do business with Ambassador Dino (although actually she&#039;d &#039;&#039;really&#039;&#039; prefer to work with a group like the [[In_the_Court_of_Far_Horizons|Court of Far Horizons]], with whom she imagines it would be possible to make a much better deal, but she understands politics do not always give one what one wants).&lt;br /&gt;
&lt;br /&gt;
If the investment is forthcoming, the House of the Jackal will keep &#039;&#039;Jakhalsmarkt&#039;&#039; open for another year allowing Imperial fleet captains to visit and take advantage of the services on offer until the start of the Autumn Equinox 389YE. Without it, regretfully, access to the port will be lost as de Gouden will not be able to provide the volume of goods needed to make the arrangement profitable. One matter to bear in mind however is that &#039;&#039;de Gouden&#039;&#039; operates a no-refunds policy; if the Senate interferes in trade with the Jakhalsmarkt, the Empire will simply lose out.&lt;br /&gt;
&lt;br /&gt;
===Draaikolkbloem=== &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBWintermark.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Zuredruiven vintners are pleased to learn Hahnmark has given the Kraft Brothers the elbow&lt;br /&gt;
* &#039;&#039;&#039;They&#039;re still excited about encouraging cultivation of draaikolkbloem in Hahnmark&lt;br /&gt;
* &#039;&#039;&#039;Every Wintermark herb garden owner has received a dose of draaikolkbloem as a gift from the vintners&lt;br /&gt;
* &#039;&#039;&#039;Hahnmark herb garden owners can choose to cultivate draaikolkbloem&lt;br /&gt;
While Hahnmark has ended their association with the Kraft brothers, the &#039;&#039;Zuredruiven&#039;&#039; vintners remain interested in working with Hahnmark&#039;s herbalists to cultivate &#039;&#039;draaikolkbloem&#039;&#039;, a fragile herb that also requires a cool alpine climate. As [[Petals_in_the_snow#The_Vintners_Option|mentioned]] recently, they have &amp;quot;cracked the puzzle of cultivating &#039;&#039;draaikolkbloem&#039;&#039; on a large scale&amp;quot;. The opportunity to [[Petals_in_the_snow#The_Vintners_Option|build the Zuredruiven Benefice]] is still available (and will be until the end of the Winter Solstice 388YE, or until a different [[great work]] supporting [[herb garden|herb gardens]] is built in Hahnmark).&lt;br /&gt;
&lt;br /&gt;
With the Kraft brothers out of the picture, the vintners have cheerfully shared their techniques for cultivating the sensitive plant with anyone in Hahnmark who is interested in learning how to do so. They&#039;re also making seeds available, although the crops they yield seem to be sterile meaning that continued cultivation of &#039;&#039;draaikolkbloem&#039;&#039; is dependent on continued good relations with the vintners.&lt;br /&gt;
&lt;br /&gt;
The vintners themselves are keen to continue their good relations with the people of Hahnmark. With that in mind, they have made a point of gifting a dose of prepared draaikolkbloem to everyone they can find with a herb garden in the alpine territory. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Every herb garden owner in Hahnmark who has booked for the Autumn Equinox will receive a dose of draaikolkbloem. If your character would not have accepted the gift of the Sarcophan herbalists, you can hand it back in to GOD when you pick up your pack.)&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox, every Hahnmark [[herb garden]] owner has the ability to choose in downtime to &#039;&#039;Cultivate Draaikolkbloem&#039;&#039;. This means their herb garden will produce two drams of draaikolkbloem that season, but lose production of three drams of [[true vervain]], and one dram of each of the other four herbs. This option is chosen in downtime in the same way that a [[military unit]] might choose a [[venture]], or a [[congregation]] choose to [[Congregation#Downtime Options|preach or lecture]].&lt;br /&gt;
&lt;br /&gt;
As part of the arrangement, the &#039;&#039;Zuredruiven&#039;&#039; vintners claim a portion of every crop of &#039;&#039;draaikolkbloem&#039;&#039; for themselves. As well as using it to create herbal preparations, they use it extensively in the brewing of a particularly sought after wine back in the Delves. As far as they are concerned, this arrangement with the Winterfolk has the potential to make everyone rich.&lt;br /&gt;
&lt;br /&gt;
===Using Draaikolkbloem===&lt;br /&gt;
* &#039;&#039;&#039;Draaikolkbloem can be used to brew variations of potions that are part of the Infusions of Feathers recipe sets&lt;br /&gt;
The &#039;&#039;Zuredruiven&#039;&#039; have also provided notes as to how draaikolkbloem can be refined and used in the creation of preparations. So far they have only shared this information with the apothecaries of Wintermark. &lt;br /&gt;
&lt;br /&gt;
Any Wintermark apothecary who knows how to brew the [[Infusions of Feathers]] can now create two additional preparations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Blacksmoke Recall&#039;&#039; is similar in effect to [[Infusions_of_Feathers#Magpie Infusion|Magpie Infusion]], but creates lingering hallucinations that some find enjoyable. It requires one draaikolkbloem and one cerulean mazzarine.&lt;br /&gt;
* &#039;&#039;Whispered Quill&#039;&#039; provides visions in the same manner as [[Infusions_of_Feathers#Goosewhisper Infusion|Goosewhisper Infusion]], but the visions it provides seem particularly portentous and serve as a source of insight or entertainment depending on how one engages with the effects. It requires a dose of draaikolkbloem, one bladeroot, and one marrowort.&lt;br /&gt;
&lt;br /&gt;
Interestingly, it is not possible to recover draaikolkbloem from a preparation using [[Distillation of Diverse Parts]], just as that ritual will not recover [[liao]] or mana crystals from a potion. There is also no interest in these preparations from the [[Ephisis|City of Gold and Lead]] - they are treated as [[Propensity_to_truck,_barter,_and_exchange#Common_Trade_Goods|common trade goods]] when submitted to [[Ephisis&#039; Scale]].&lt;br /&gt;
&lt;br /&gt;
The skill to make these new preparations have been added to Wintermark characters with knowledge of the [[Infusions of Feathers]] potion set who has booked for the Autumn Equinox. Following the event, any Wintermark character with the appropriate skill can email {{plot}} and ask to learn the recipes, as long as the &#039;&#039;Zuredruiven&#039;&#039; remain well disposed to the people of that nation. It isn&#039;t possible for anyone from another nation to learn these recipes without access to a [[Potion#Herbal|herbal]] - the vintners simply won&#039;t share the information. Unlike [[Runesmith&#039;s Law]] or [[Urizen_magical_traditions#Urizen_Lore|Urizen Lore]], knowledge of the recipes won&#039;t magically disappear if someone leaves Wintermark, but retraining the Infusions of Feathers recipe set will remove the recipes and they will not be automatically restored to a character who later learns how to make them.&lt;br /&gt;
&lt;br /&gt;
===Questions of Virtue===&lt;br /&gt;
{{CaptionedImage|file=Apothecaries Guild.png|title=Imperial Apothecaries&#039; Guild|align=right|width=240}}&lt;br /&gt;
* &#039;&#039;&#039;Some people are concerned about whether draaikolkbloem is a good idea or not&lt;br /&gt;
* &#039;&#039;&#039;They&#039;ve asked the Apothecary&#039;s Guild to take a look at the substance and the potions it creates&lt;br /&gt;
Not everyone is entirely happy with the cultivation of this foreign herb in Hahnmark. There is some concern as to the exact effects of these new preparations. Are they as innocent as they appear? For that matter, it strikes some students of herb lore as a little fishy that this herb that helps create potions that enhance perception &#039;&#039;doesn&#039;t&#039;&#039; seem to produce anything similar to [[Infusions_of_Feathers#Ravenwing Infusion|Ravenwing Infusion]] - or if it does that the &#039;&#039;Zuredruiven&#039;&#039; vintners have chosen to conceal that fact from their &amp;quot;friends&amp;quot; in Wintermark.&lt;br /&gt;
&lt;br /&gt;
Insipred by a recent [[Lean_and_athirst#Elder&#039;s_Gift|Varushkan example]], those with a concern about &#039;&#039;draaikolkbloem&#039;&#039; look to the [[Imperial Apothecaries Guild]]. Just as the Guild assessed &#039;&#039;Elder&#039;s Gift&#039;&#039; and [[388YE_Spring_Equinox_Senate_sessions#Caution_On_Elder&#039;s_Gift|uncovered]] both its grim provenance and vile ingredients, so they could make an assessment of the Sarcophan herb and the preparations it makes. As before, the [[Imperial_Apothecaries_Guild#Guild_Leader|Speaker]] can use their ability to make an [[Senate_announcement|announcement]] before the Senate to declare the findings of the Guild instead of [[Imperial_Apothecaries_Guild#Dissemination|disseminating]] a [[Potion#Herbal|herbal]]. If the herb and the preparations are innocuous, then it will set these concerns to rest. If they aren&#039;t, then forewarned is forearmed and presumably the Senate can then take steps to make the material illegal.&lt;br /&gt;
&lt;br /&gt;
As soon as they get wind of this concern the &#039;&#039;Zuredruiven&#039;&#039; vintners, never ones to miss a trick, have responded by endorsing the request for examination. They even make an offer to the Imperial Apothecaries Guild. They know for a &#039;&#039;fact&#039;&#039; that &#039;&#039;draaikolkbloem&#039;&#039; is safe to use, and that the preparations they have shared with the Empire are fundamentally harmless. &lt;br /&gt;
&lt;br /&gt;
If the Imperial Apothecaries Guild confirms this, and &#039;&#039;endorses&#039;&#039; the &#039;&#039;Zuredruiven&#039;&#039; vintners, the Sarcophan will show their appreciation by providing them with a [[Potion#Herbal|herbal]] detailing the potion recipes, and discuss the opportunity for the [[Imperial Sodality]] to acquire draaikolkbloem for its members.&lt;br /&gt;
&lt;br /&gt;
If the Guild declares draikolkbloem and the potions brewed from it to be &#039;&#039;safe&#039;&#039;, but doesn&#039;t endorse the vitners, it will have no impact either way. They will not receive the herbal, but the &#039;&#039;Zuredruiven&#039;&#039; will still be satisfied and remain enthusiastic about dealing with the Empire. Hahnmark herb gardens will continue to have the option to produce draikolkbloem.&lt;br /&gt;
&lt;br /&gt;
If the Apothecaries Guild gives a &#039;&#039;neutral&#039;&#039; response, then there will be no herbal but Winterfolk apothecaries and herb garden owners will treat the drug cautiously. It will not impact the ability for Hahnmark herb gardens to produce draikolkbloem, and while the vitners will likely lose interest in dealing with the Guild they will continue to work with the people of Wintermark.&lt;br /&gt;
&lt;br /&gt;
If the Apothecaries Guild declares draikolkbloem &#039;&#039;unsafe&#039;&#039;, then the &#039;&#039;Zuredruiven&#039;&#039; will be annoyed. They&#039;ll withdraw from the Empire, and look elsewhere for opportunities to cultivate the drug. The option to plant draaikolkbloem will be lost. &lt;br /&gt;
&lt;br /&gt;
Obviously with multiple substances under discussion its impossible to offer advice on every permutation of what the Apothecaries Guild might say, but these responses should be enough to provide some guidance at least. Presumably any Wintermark apothecary with an opinion on &#039;&#039;draaikolkbloem&#039;&#039; and its preparations will work with the Imperial sodality to provide samples of the herb and the potions.&lt;br /&gt;
&lt;br /&gt;
===Vallorn Exports===&lt;br /&gt;
{{CaptionedImage|file=Ephisis001.webp|align=right|width=240}}&lt;br /&gt;
* &#039;&#039;&#039;A Sarcophan scholar is interested in acquiring consumables and magic items related to the vallorn&lt;br /&gt;
* &#039;&#039;&#039;She has made an arrangement with the City of Gold and Lead to trade these goods safely&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&#039;&#039;Catharina Gjullit&#039;&#039;, a scholar from the influential [[The_mathematics_of_tears#The_Gjullit_Opportunity|Gjullit family]], has developed an interest in the [[vallorn]] and its creatures, especially the [[ettercap|ettercaps]]. They have corresponded with some of the scholars who attended the [[Great Library of Hacynian]], and developed a burning interest in the &amp;quot;fruits of the vallorn&amp;quot; but their poor health makes it impossible for them to visit the Empire. Having made an agreement with the [[Ephisis|City of Gold and Lead]], they present an opportunity for those with access to such &amp;quot;fruits&amp;quot; to sell them for a reasonable price.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox, anyone casting [[Ephisis&#039; Scale]] can include a note indicating that the contents are intended for Catharina Gjullit. If they do so, the entire box will be evaluated &#039;&#039;only&#039;&#039; on its connection to the vallorn and its spawn. Offers will be made with that in mind. Catharina has laid out a basic list of the prices she is prepared to offer, but wishes to ensure that people know she is also prepared to make an offer on anything more esoteric. The known prices are:&lt;br /&gt;
* For a &#039;&#039;corpseblossom&#039;&#039;, a plant associated with ettercaps, she offers 4 crowns or two doses of [[Apothecary_Potions#Feverfail_Elixir|Feverfail Elixir]]&lt;br /&gt;
* For each &#039;&#039;unique&#039;&#039; [[chaos fruit]] included in a box she offers 2 crowns, a single [[vis#golden apples|golden apple]], or a vial of [[vis#prismatic ink|primsatic ink]]. She is cautious about receiving too many chaos fruit of the same type and believes this is one way to ensure she gets a representative sample.&lt;br /&gt;
* She is also interested in any unique items with a clear connection to the vallorn, but given she doesn&#039;t know what they are it is hard for her to offer a price up-front&lt;br /&gt;
The offer is only available during the Autumn Equinox, after which Catharina will have secured everything she wants.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Axos==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|caption=The Victorious Axis continue to go from strength to strength.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Axos remains allied to the Empire through treaty and through the Liberty Pact&lt;br /&gt;
* &#039;&#039;&#039;They have taken ownership of the region of Thornfen in Sarangrave&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to Axos is Thanmir Hrafnar of Wintermark&lt;br /&gt;
Axos is enjoying a period of prosperity and even growth following the [[Victory_and_unity#Times_Change|upheaval]] prompted by the ambitious &#039;&#039;Grand Ilarch Kyther&#039;&#039;. A formal Grand Council guides the nation, and the [[A_better_future#Unified_Convocation|Unified Convocation]] works to bring Axos&#039; disparate religious [[Bands#Sects|sects]] together under one roof. Imperial relations with the [[Axos|Citadels of Axos]] remain steady. [[Synod]] efforts during the [[It_never_happened#Solokha|reclamation of Solokha]], and the loose alliance with the Empire in [[Sarangrave]], continue to bear dividends. &lt;br /&gt;
&lt;br /&gt;
It would be dangerous to take these kinds of thing for granted however. Axos remains sensitive to anything it sees as a threat to its sovereignty, and relations could sour again very easily. There are a number of potential cracks in the relationship with the Axou. The [[Liberty Pact]] (which Axos relies on to cement its status on the world stage) continues to fracture. The exaltation of the disgraced former Ambassador Fintan, traitor and heretic, offends those who found his crimes unforgivable. The Unified Convocation continues to bring together priests whose entire religion paints the Empire as footsoldiers of the hated Creator. There is still fear that the Empire plans to doom the entire nation by rousing the [[vallorn]] of [[Axos#Axou_Territories|VIsokumo]]. But for now at least, things appear to be going well between the two nations. Mostly.&lt;br /&gt;
{{Diplomacy|nation=[[Axos]]|status=Foreigner|port=[[Foreign_ports#Towers_of_Kantor|Towers of Kantor]] and [[Foreign_ports#Chambers_of_Issyk|Chambers of Issyk]]|ambassador=&#039;Shacklebreaker&#039; Thanmir Hrafnar of [[Wintermark]]|counterpart=[[Ambassador_to_Axos#Axou_Ambassador|Ilarch Kario Skopos of Solokha]]}}&lt;br /&gt;
===Thornfen===&lt;br /&gt;
* &#039;&#039;&#039;Axos controls the region of Thornfen in Sarangrave but Imperial armies may move through it freely&lt;br /&gt;
* &#039;&#039;&#039;They have removed the former Druj subjects who lived there&lt;br /&gt;
* &#039;&#039;&#039;The Axou are preparing to rebuild the Tower of the Skink&lt;br /&gt;
The Axou have claimed the region of [[Sarangrave#Thornfen|Thornfen]] in [[Sarangrave]], and command the [[Sarangrave#Tower of the Skink|Tower of the Skink]]. This season, their forces there have been deployed to protect the northern regions of the territory against Winter spirits (as discussed in the &#039;&#039;&#039;[[Skull beneath the skin]]&#039;&#039;&#039; wind of war). Their efforts here were made possible by the [[388YE_Summer_Solstice_Senate_sessions#Permit_Axos_Movement_in_Sarangrave|decision]] of the Senate to grant the Axou free movement across the Sarangrave. Meanwhile, the [[bastion#garrison|garrison]] of their newest citadel continues to grow slowly. Ilarch Skopos remains keen for the Empire to [[Seeds_of_discord#Armies_of_the_Dead|provide mithril]] to support the establishment of the garrison. There was fighting in the territory this season, so the only new soldiers defending the fortification are down to the effects of the Imperial [[enchantment]]. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Thane Thanmir Hrafnar.jpg|caption=Thane Thanmir Hrafnar is Ambassador to Axos.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the [[army]] of the &#039;&#039;Shield of Ipotavo&#039;&#039; fights in the north, efforts to rebuild and redesign the Tower of the Skink continue. The Axou are moving large amounts of [[white granite]] into the region through the pass that links [[the Mallum]] with Axos (the [[Sarangrave#Path_of_the_Eye|Path of the Eye]]). They are also apparently involved in tearing apart the wrecked city of Sephals, both to loot it and to provide additional building materials.&lt;br /&gt;
&lt;br /&gt;
It is notable that unlike the [[Urizen]] - most of whom still find the idea of establishing homes in Sarangrave [[Everything_is_trying_to_kill_us#A_Gift_Horse|deeply unappealing]], the Axou are showing no such reticence. Along with labourers and caravans of white granite, a steadily growing trickle of citizens from all five citadels travel up the Path of the Eye with the intent of settling in the shadow of the Tower of the Skink. The civil service estimate that the transformation of the Tower of the Skink makes it more appealing for Axou to settle in the marshes of Sarangrave. If it continues in the current vein, there may eventually be more Axou in Sarangrave than there are Urizen.&lt;br /&gt;
&lt;br /&gt;
===Armies of the Dead===&lt;br /&gt;
* &#039;&#039;&#039;The Axou continue to struggle to establish a garrison at the Tower of the Skink&#039;&#039;&#039;&lt;br /&gt;
Ilarch Skopos indicates that the Grand Council is not entirely happy with the situation in Sarangrave. They agreed to help defend the territory but they are disappointed that in the face of a known threat - the [[Thorn_and_bone#Objective:_Trap_the_Spirits|unbound spirits]] drawn from the [[Realms#Winter|Winter realms]] by the [[Druj]] - the Empire chose to desert the territory to continue their war of conquest elsewhere. It seems that some of the Grand Ilarchs had assumed the defence of Sarangrave would be significantly more of a joint effort.&lt;br /&gt;
&lt;br /&gt;
They will keep to their agreement with the Empire, of course, but the Winter spirits have not gone away and it seems clear they will be expected to squander yet more Axou lives in the defence of a tiny number of Imperial citizens. Given their [[Axos_religion#The_Eternal_Torture_Chamber|spiritual beliefs]] it is not surprising that they find the idea of &amp;quot;throwing away&amp;quot; the lives of their people to protect a rabble of orcs and Druj deeply unappealing.&lt;br /&gt;
&lt;br /&gt;
One thing is clear - the Axou seem to have no interest in supporting the Imperial venture into the [[Salt Flats of Sanath]] - or at least not with their armies.&lt;br /&gt;
===Trade Matters===&lt;br /&gt;
* &#039;&#039;&#039;Navarr fleets visiting Axos continue to experience suspicion&lt;br /&gt;
* &#039;&#039;&#039;Blacked Key is no longer available from Issyk&lt;br /&gt;
[[Death_leaves_us_homesick#The_Navarr_Threat|Worries about the Navarr]], and the likelihood that they are planning to unleash the [[vallorn]] in Axos, are fading. After the Autumn Equinox Navarr [[fleet|ship captains]] visiting the ports of Axos will still encounter some suspicion (experience a -1 rank penalty to trade), but unless something dreadful happens in the meantime, thing should be back to normal in time for the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
There is also news of some shifting priorities on the docks at Issyk. Following the Autumn equinox, [[Trade_goods#Blackened_Key|Blackened Key]] will no longer be available to Imperial fleet captains visiting that port; instead they will receive additional [[Trade_goods#Axou_Luxuries|luxury goods]] (increasing the amount of money gained by a standard fleet from 24 to 36 rings). There&#039;s no indication as to why this change has taken place, but it seems to be an economic consideration rather than anything political.&lt;br /&gt;
&lt;br /&gt;
{{Sarcophan Links}}&lt;br /&gt;
{{Axos Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=So_little_I_wanted,_so_little_I_got&amp;diff=144929</id>
		<title>So little I wanted, so little I got</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=So_little_I_wanted,_so_little_I_got&amp;diff=144929"/>
		<updated>2026-09-05T21:57:26Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]][[Category:Foreign Nations]][[Category:Asavea]][[Category:Sumaah]][[Category:Grendel]]&lt;br /&gt;
&amp;lt;ic&amp;gt;A lot of waves had crashed against a lot of beaches since they had first come together in poor, lost Siroc to discuss the ambitious plan that would eventually lead to their little sodality. Not so little these days, mused Therese di Sarvos, touching the purple-sailed ship that adorned her coat.&lt;br /&gt;
&lt;br /&gt;
The three of them were seated on the wide balcony overlooking the canals. She scanned the skyline, and for a moment was entranced by the way the gorgeous spires of Capodomus looked almost close enough to touch in the gathering dusk. She mentally began planning another visit for later in the week. Simply walking its halls helped clear her mind, quieted the clamour of the demands on her time, and allowed her to focus on what really mattered. Indeed, her current plans had crystalised under the golden light of the atrium and she couldn&#039;t wait to share them with her friends.&lt;br /&gt;
&lt;br /&gt;
Michael sighed and put the letter back on the little table between them, bringing her attention back to the two who had been with her along every step of the journey so far. The Highborn scratched distractedly his neat beard, more grey than black these days. She felt a fierce pang of affection for him. Even though their relationship had changed over the years he was still one of her closest friends and she hated seeing him like this. Of the three of them he was the one who had the biggest problem with what was being proposed, and she would not go forward without his being fully on board. Their disagreements after the slavery summit had nearly driven them apart for good, and it was not something she wanted to risk again.&lt;br /&gt;
&lt;br /&gt;
Olivero i Farad i Riqueza picked the letter up and scanned the gloaming-infused words for the umpteenth time. He shook his head and grunted. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t know what we&#039;re arguing about,&amp;quot; he said bluntly. &amp;quot;We all know what we should do, we&#039;re just trying to find an excuse not to.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Therese winced. Sometimes her old friend wielded his habitual honesty like the bluntest of instruments. Michael did not look happy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It feels like... I don&#039;t know. Blackmail?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s because that&#039;s what it is,&amp;quot; laughed Olivero. He raised his little thimble of thick brown syrah in a toast that was clearly meant to be jovial, but missed the mark. The Highborn&#039;s face darkened, and Therese knew it was time for her to pour oil on troubled waters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It isn&#039;t blackmail,&amp;quot; she said. &amp;quot;It isn&#039;t, Michael. And stop winding him up, Olivero. This is a big thing we are considering. We&#039;ve stayed out of politics mostly, and for good reason. But this is a direct request for us to actually do something with our influence, limited as it is. It&#039;s gone beyond tariffs and what have you. We all agreed that the Court was a good idea, and now we&#039;re being asked to put our money where our mouths are.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Michael barked a laugh of his own. &amp;quot;I think that&#039;s the wrong way of looking at it given we&#039;re being asked to &#039;&#039;stop&#039;&#039; putting our hands in our pockets. It still feels wrong.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Olivero cocked his head, thoughtfully, giving Michael a serious look. He glanced down at the letter again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;None sail alone, no flag flies apart&#039;&#039;,&amp;quot; he read in a quiet voice. &amp;quot;There&#039;s your virtue. I may tease you, but I&#039;d never &#039;&#039;mock&#039;&#039; you. I&#039;d also never dictate to you, but at the end of the day we all know what demands the devotion of our hearts, don&#039;t we?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Michael didn&#039;t look happy, but his old friends words finally punctured the cloud of sadness that had surrounded him since he arrived.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re right,&amp;quot; he said. &amp;quot;Virtue lies in the union of words and deeds, not in either one alone. I withdraw my objection. Let&#039;s talk to the others and as long as nobody can come up with a good argument, we&#039;ll let the civil service know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excellent,&amp;quot; said Olivera. &amp;quot;And once we&#039;ve done that, I assume Therese has some ideas about what to do with the money we&#039;d be saving?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, &#039;Livio,&amp;quot; said Therese, smiling widely. &amp;quot;You really do know me &#039;&#039;so well&#039;&#039;...&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Discussing Travel.jpg|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
There are six great powers in the known world whose influence and reach rivals that of the Empire. There also innumerable lesser powers who do not have the might to shake the world, but who are nonetheless important to those with whom they share a border. The ambitions of these nearby nations are no less relevant to the Empire. Sometimes diplomatic relations require in-depth analysis; sometimes there is an opportunity to catch one&#039;s breath and let the drama move slowly towards the next crisis point.&lt;br /&gt;
&lt;br /&gt;
The Senate is ultimately responsible for diplomatic relations with these nations, although it commonly devolves the role of negotiation, representation, and drafting [[Ambassador#treaty|treaties]] to its [[ambassador|ambassadors]]. While still appointed by the [[senator|senators]], they have a significant amount of authority to deal with foreigners (and even barbarians) both near and far.&lt;br /&gt;
&lt;br /&gt;
The [[388YE_Autumn_Equinox_winds_of_fortune#Diplomatic_Winds|diplomatic winds]] present information about matters of diplomacy and trade, and take a wide view of international affairs. Sometimes a nation receives a wind of fortune all to its own, sometimes two or three nations with a common thread are grouped together, and often there is a single wind of fortune that deals with a number of different nations whose activities while still important have not created quite so man [[opportunity|opportunities]]. This is one such wind - but before we get to the specific nations there are a few more general matters to discuss...&lt;br /&gt;
==Purple Sails==&lt;br /&gt;
* &#039;&#039;&#039;For the last ten years there have been civil service observers on all Imperial fleets&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The costs to maintain the oversight have been paid by an informal sodality called the Fellowship of Purple Sails&#039;&#039;&#039;&lt;br /&gt;
Ten years ago, the [[Senate]] chose to [[Employ_Civil_Service_to_observe_Fleets|assign]] observers from the [[Civil Service|civil service]] to all Imperial [[fleet|vessels]] capable of travelling over open water, at a cost to the [[Imperial treasury]] of 50 Thrones each season. These observers were [[Powers_of_the_Imperial_Senate#Abrogation|abrogated]] less than a year later, and then [[Employ_Civil_Service_to_observe_Fleets_II|reinstated]] the next season. In Autumn of the same year, the &#039;&#039;Fellowship of Purple Sails&#039;&#039; - a sodality of merchants and ship-owners - [[Rise_of_the_Fellowship_of_Purple_Sails|took on the burden]] of the costs involved in their ambitious project. The reason the observers were assigned is that, in their absence, piracy was rife across international waters. Once out of sight of the magistrates and the Senate, too many merchants were happy to breach the laws around trade with [[barbarians]]. The observers ensure that Imperial law is upheld, and for the most part their presence has proven to be a boon. No longer do foreign nations complain about pirates attacking their trade vessels; no longer are the [[Grendel]] and the [[Jotun]] being enriched by traitors whose crimes will never come to light.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the situation looks as if it is about to change.&lt;br /&gt;
===Fellowship===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Civil Service Oversight&#039;&#039;&#039;&amp;lt;br&amp;gt;Oversight of Imperial fleets was introduced in the early years of the game to counter the problem of piracy. Fleets were originally able to commit piracy against foreign trade hubs and in the process wreck Imperial diplomacy. As this was often the more lucrative decision, it made it impossible for the Empire to negotiate with other nations. Likewise, it was possible to trade with barbarian ports in a way that was impossible for the Senate to stop. The oversight removed these options.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Since then the game has developed, and our approach to fleets and downtime crime in particular have changed. Today the oversight of the civil servants primarily exists to prevent opportunities that are clearly illegal. A few have slipped through by accident, but in general we don&#039;t present chances for Imperial fleet captains to engage in raids against foreign nations, or support barbarians using the fiction of the civil service observers to prevent it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the civil service observers were removed today, it would not lead to the blanket reintroduction of piracy options or illegal trade options. We still don&#039;t want to support consequence-free downtime crime. The main change would be that going forward, we&#039;d be free to create plots offering opportunities for fleets to take suspect or illegal activities in the same we we currently do for military units - which generally come with their own clear downsides and risks of exposure. Or the Senate could keep the civil servants, and maintain the status quo - provided they were prepared to pay.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Fellowship of Purple Sails will no longer pay to allow civil servants to be assigned to Imperial fleets&#039;&#039;&#039;&lt;br /&gt;
The Fellowship of Purple Sails exists to encourage and support Imperial merchants, especially those who trade overseas. They recently came out in vocal support of the [[In_the_Court_of_Far_Horizons#The_Fellowship_of_the_Purple_Sails|Court of Far Horizons]] - the proposed [[Imperial sodality]] that sought to bring together shipowners, captains, and even diplomats under a broad umbrella. They were very interested in seeing the Court have the ability to set [[tariffs]] on international trade - a power that [[388YE_Spring_Equinox_Senate_sessions#Amend_Imperial_Consul|now rests]] with the [[Imperial Consul]]  in a limited fashion - and offered to join the sodality &#039;&#039;en masse&#039;&#039; once the sodality was recognised.&lt;br /&gt;
&lt;br /&gt;
They have always been happy to avoid the limelight, offering gentle support where needed and mostly staying in the background. This means it comes as a bit of a surprise when the three spokespersons for the unofficial sodality - &#039;&#039;Michael of Crown&#039;s Quay&#039;&#039;, &#039;&#039;Olivero i Farad i Riqueza&#039;&#039;, and &#039;&#039;Therese di Sarvos&#039;&#039; - announce that the Purple Sails are no longer able to pay for civil servants to travel on Imperial ships. There is no doubt that this decision is politically motivated, rather then a result of unexpected loss of funds. Speculation suggests that the decision has been inspired by the Senate&#039;s apparent lack of enthusiasm for the &#039;&#039;Court of Far Horizons&#039;&#039; although none of the three spokespeople have been prepared to confirm this supposition.&lt;br /&gt;
&lt;br /&gt;
It is perhaps telling however that those same spokespersons have also let it be known that if the Court of Far Horizons were recognised, and given the authority to appoint the [[In_the_Court_of_Far_Horizons#Ambassadors|Imperial ambassadors]], they would be prepared to provide the funds to pay for the embassies which, as it currently stands, amounts to 50 thrones or so each season. No-one imagines that to be coincidence.&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox, if the Senate wishes to maintain the civil service presence on Imperial ships, they will need to take the funds directly from the Imperial treasury. Indeed, the civil service points out that unless they once again [[Powers_of_the_Imperial_Senate#Abrogation|abrogate]] the [[Senate motion]] arranging this, the funds will automatically come from the treasury going forward. After all, the Fellowship of Purple Sails were simply providing money that otherwise would have been paid by the Empire. Alternatively, the Senate could use a Senate motion to remove the civil servants from the fleets, and at the same time remove the need for the 50 Thrones to be paid. Or they could attempt to persuade the Purple Sails to take up the burden of funding the oversight once more.&lt;br /&gt;
&lt;br /&gt;
==Ambassadorial Briefings==&lt;br /&gt;
* &#039;&#039;&#039;For the next year the civil service will furnish ambassadors with briefings at the start of each summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These briefings will be made publicly available after the summit&#039;&#039;&#039;&lt;br /&gt;
Until recently, the civil service primarily supported Imperial diplomacy through the arrangement of briefings, delivered to [[Ambassador|ambassadors]] during each summit. This caused an amount of confusion, and also led to a lack of &amp;quot;institutional memory&amp;quot; when it came to how negotiations with a foreign nation were proceeding from one ambassador to the next. A review of the matter led to a significant revision of how the Empire&#039;s civil servants supported the ambassadors. Transparency became a watch-word, and what would originally have been briefings to the Ambassadors were made public knowledge. The diplomatic briefings were treated with the same weight and depth as an [[appraisal]] - but without taking into account just how much effort it takes to perform one. An emergency discussion of the civil service raised the possibility that, to maintain the current situation, there would need to be a limit on how many embassies the Empire could create - something that nobody was in favour of.&lt;br /&gt;
&lt;br /&gt;
As 388YE moves towards a close and the civil service looks towards the winter, it has become clear that sometimes too much information can be as detrimental as too little. Many of the details of diplomatic situations are of minimal interest to the average Imperial citizen, for example. With that in mind, for the next year the civil service will resume furnishing Imperial ambassadors &#039;&#039;who are supported by [[embassy]] staff&#039;&#039; with individual briefings where necessary and appropriate. To maintain transparency and preserve continuity, the briefings will be made available to those who wish to review them &#039;&#039;after&#039;&#039; the summit where they are delivered, in a similar way to which [[historical research]] is made public. Only those elements of a briefing that are specifically personal to the ambassador may be removed, and only where they are clearly not of interest to the Empire.&lt;br /&gt;
&lt;br /&gt;
At the end of the year, this procedure will be reviewed again, to ensure that it is fit for purpose. &lt;br /&gt;
&lt;br /&gt;
===Embassies===&lt;br /&gt;
* &#039;&#039;&#039;There are nine Imperial embassies with embassy staff&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are eleven Imperial Ambassadors&#039;&#039;&#039;&lt;br /&gt;
Each [[embassy]] serves a dual purpose. It communicates to a foreign nation that the Empire takes them seriously, and it ensures that each ambassador can be supported by a staff of trained civil servants, diplomats, negotiators, and archivists. At the moment the Empire maintains [[Embassy#Current_Embassies|nine embassies]], and the [[Imperial_Consul#Imperial_Consulate|Imperial Consulate]]. Each has an upkeep of five thrones a season - covered by merchants and traders from all but two of the nations (Asavea and Jarm) eager to provide gifts and inducements - which ensure discreet, professional support.&lt;br /&gt;
&lt;br /&gt;
There are, however, &#039;&#039;eleven&#039;&#039; ambassadors. Currently the [[Ambassador to Beoraidh]] and the [[Ambassador to the Grendel]] do not have embassies - and crucially that means they do not have &#039;&#039;embassy staff&#039;&#039;. The civil service has done its best to provide briefings to these two ambassadors for the Autumn Equinox, but going forward they will be unable to continue doing so - not unless the Senate is prepared to make some additional funds available to find premises and supplies for a skeleton staff. &lt;br /&gt;
&lt;br /&gt;
If the Senate wishes to see one or both of the Beoradhi or Grendel ambassadors continue to receive a briefing, they can use a [[Senate motion]] to instruct the civil service to provide such a staff. This will cost the Senate five thrones each season per ambassador - the same cost as to upkeep an embassy - but without the other benefits an embassy provides. The costs are higher simply because the embassy provides a permanent base of operations for staff and records. Importantly, this upkeep would not be covered by keen merchants; with no embassy, there are fewer opportunities to provide gifts to cover the costs.&lt;br /&gt;
&lt;br /&gt;
One obvious alternative would be to [[Powers_of_the_Imperial_Senate#Abrogation|abrogate]] the ambassadorial titles, causing diplomatic relations to default back to the [[Imperial Consul]]. The consulate is set up to facilitate staff and briefings, and this would not see any increase in the upkeep.&lt;br /&gt;
&lt;br /&gt;
Of course, there&#039;s no reason anything needs to change. Diplomats will still write letters to each other. Opportunities will still arise. The problem is that, in the absence of a support staff, the Empire will have no records of what is being discussed, and it will be harder for the civil service to support those opportunities when they come up. There will be nobody available to provide additional context and explanation.&lt;br /&gt;
==Asavean Archipelago==&lt;br /&gt;
{{Diplomacy|nation=[[Asavean Archipelago]]|status=Barbarian|port=[[Asavean_Archipelago_ports|Nemoria]] (closed)|ambassador=Herminius of the House of the Wanderer|counterpart=[[Ambassador_to_Asavea#Asavean_Ambassador|Lady Madrianna of the Blue Stones]]}}&lt;br /&gt;
* &#039;&#039;&#039;The Asavean Archipelago and the Empire are at war&lt;br /&gt;
* &#039;&#039;&#039;The Asaveans continue to support the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ongoing attempt of missionaries to proselytise the Way continues to enrage the Asaveans&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Efforts to destabilise the Asavean Plenum continue to raise the ire of the rulers of Asavea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador to the Asavean Archipelago is Herminius of the House of the Wanderer, of Urizen&#039;&#039;&#039;&lt;br /&gt;
One of the oldest nations in the Known World - and perhaps the oldest of the six great powers - it occupies a sprawling chain of islands to the far west. Ruled by the noble families of the Plenum, and by the priests of the myriad gods who oversee all walks of life, the nation has been at war with the Empire since the [[Liberty Pact]] burned the slave-trading markets of [[Mosaic|Chalonsio]].&lt;br /&gt;
&lt;br /&gt;
Asavea is a long way away, and consequently the war between the Empire and the Plenum takes place largely through intermediaries. Having abandoned their attempts to throttle Imperial trade with privateers and pirates due to the imposition of the &#039;&#039;[[Can%27t_give_everything_away#An_Ultimatum|Pax Sarcophan]]&#039;&#039;, they have redoubled the support they provide to the [[Grendel]]. The barbarians of the Broken Shore are technically their allies in the &amp;quot;Freedom Accord&amp;quot; - an attempt to unite those nations who still pursue the abhorrent practice of slavery - but it is clear who is the superior partner in this arrangement. They instigated the [[A_beacon_of_smoke|destruction of Siroc]], and attempted to [[Harvest_of_infamy|do the same]] to [[Mitwold#Meade|Meade]] using their powerful Asavean warships. These vessels are practically mobile fortresses, and they offer powerful assistance to the Grendel [[navy|navies]]. There are also Asavean mercenary soldiers fighting with the armies of the Broken Shore in Mareave. The support the Asaveans are providing shows no sign of abating, if anything, over time, it is only increasing.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Herminius of the House of the Wanderer.png|caption=&#039;&#039;&#039;Herminius of the House of the Wanderer&#039;&#039;&#039;, Ambassador to Asavea|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Plenum also uses more subtle methods to cause trouble for the Empire. Asavea is an old, corrupt state and while its military power is in decline they could teach a master class in the arts of diplomacy, politics, and treachery. Their efforts to rouse [[Faraden]] zealots against the Empire have recently been exposed, but how deeply their fingers might be embedded in aiding the Empire&#039;s enemies is hard to say. There are rumours they may even have provided resources to the Cult of the Falconer that recently attempted to unleash a magical disaster on the northern Empire.&lt;br /&gt;
&lt;br /&gt;
The fact that they seem to be engaged in building closer relations with the [[Iron Confederacy]] in particular is a cause for some alarm. The Empire has had its own victories - not only within its own areas of influence but through its support for Asavea&#039;s avowed enemies the [[Sumaah Republic]]. The [[Two_suns_in_the_sunset#A_Bond_Between_Sailors|defeat of the Asavean navies]] that sought to destroy the city of  [[Foreign_ports#Zemeh|Zemeh]], for example, is just more salt in the wounds of an already furious polity. At the moment there is no sign of any cessation of hostilities between the Asaveans and the Empire. If anything, the more the situation escalates, the more committed the Plenum and the priesthoods seem to be to bringing the Empire to its knees.&lt;br /&gt;
&lt;br /&gt;
It has been a year since there was any kind of [[Drowned_in_tears#Asavea|formal communication]] with the [[Asavean Archipelago]]. With the appointment of a new ambassador however - the [[Urizen|Urizeni]] &#039;&#039;Herminius of the House of the Wanderer&#039;&#039; - missives from &#039;&#039;Lady Madrianna of the Blue Stones&#039;&#039; have been received at the [[Sarvos#Asavean_Embassy|Asavean Embassy]] in [[Sarvos]]. The civil service are preparing a briefing for Ambassador Herminius to be delivered at the Autumn Equinox and made available after the summit.&lt;br /&gt;
===State of the War===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Asavean Warships&#039;&#039;&#039;&amp;lt;br&amp;gt;One of the main ways the Plenum are supporting the Grendel is through the use of &#039;&#039;Asavean Warships&#039;&#039;. These are large vessels, heavily fortified, crewed by veterans of numerous conflicts. They&#039;re usually supported by half a dozen smaller, equally battle-ready, ships. Each one represents the equivalent of 1,000 fighting force. From a purely mechanical point of view, they are simply a more flavourful way to describe &amp;quot;ten fleets taking the campaigning action&amp;quot;, but they also allow the Asaveans to take advantage of their own &amp;quot;[[opportunity|opportunities]].&amp;quot; &lt;br /&gt;
&lt;br /&gt;
It is hard to nail down a definitive list of Asavean warships in the vicinity of the Empire, but according to eyewitness reports from Mareave and Redoubt, from the attack on Siroc, and from those visiting Faraden where some of the ships have been anchored, there were originally four ships. &#039;&#039;Leaping Bull&#039;&#039; was sunk during the [[Harvest_of_infamy#The_Poacher&#039;s_Lament|attack on Meade]].  That left &#039;&#039;Venger&#039;s Blade&#039;&#039; and &#039;&#039;Balo’s Grace&#039;&#039;, but as of the Spring Equinox they [[Deep_blue_sea#As_The_Gull_Flies|have been joined]] by two further ships, belonging to the priests of the Red Goddess - &#039;&#039;Blade of Tides&#039;&#039;, and &#039;&#039;Scapia’s Wrath&#039;&#039;. The most recent news is that as of the Summer Solstice &#039;&#039;Wind Tamer&#039;&#039; has been recalled to the Archipelago. If intelligence is correct, that means there are four Asavean warships still supporting the Grendel in the [[Bay of Catazar]].&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Hostilities continue, with the Plenum seeking the unconditional surrender of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The distances involved mean both nations are forced to deal through proxies&#039;&#039;&#039;&lt;br /&gt;
So far, the distances involved and the problems the Empire is constantly beset with, mean that the actual &amp;quot;war&amp;quot; has been a little one-sided. Beyond a cessation in trade, it has mostly fallen to the Plenum to send vessels and soldiers to support their allies in the Grendel, or to launch the occasional lighting-fast raid on Imperial targets. Even those have died down a little in recent months. There have been some triumphs - one of the Asavean warships was sunk during the attempt to attack Meade. There are rumours that another - the &#039;&#039;Wind Chaser&#039;&#039; - has been called back to the Archipelago due to some family unrest or scandal, allegedly instigated at the urging of Imperial citizens. While these are clearly victories, they are still minor victories at best.&lt;br /&gt;
&lt;br /&gt;
While the active elements of the conflict favour the Asaveans, the Empire has been waging its own kind of war. From encouraging rebellious forces, to seeking allies, to sending wayfarers and missionaries, Imperial citizens have been patiently seeking to undermine the powers of the Archipelago. The Brass Coast continues to [[Voyage#Smuggle_Missionaries|smuggle missionaries]] and resources to the west, and its also clear that at least some factions of the [[Basileia|City of Locks]] are involving themselves in Imperial operations overseas. Yet efforts to [[388YE_Summer_Solstice_Synod_judgements#Anchor_the_Way_in_Asavea|anchor the Way in Asavea]] - to spread the faith of the virtues to the heretics and blasphemers of the west - have mostly stalled out. While money is forthcoming, only 34 wains of [[white granite]] of the 750 needed have been contributed. Likewise it&#039;s not really clear what kind of success is being made through efforts to find allies capable of causing trouble for the Plenum equivalent to that Asavean agents caused for the Empire. There are certainly [[Asavean factions]] that have their own ambitions where the Archipelago is concerned, but those ambitions rarely seem to coincide with those of the Empire.&lt;br /&gt;
&lt;br /&gt;
While the Plenum must be aware of some of what the Empire is doing, it isn&#039;t not clear exactly &#039;&#039;what&#039;&#039; they know. It seems that the [[Regario Dossier]] agents in the west have fallen silent, providing no reliable insight into what is going on in the Archipelago. The only information coming out of Asavea comes via letter, and the occasional clandestine meeting, and how trustworthy any of that is, is had to say...&lt;br /&gt;
&lt;br /&gt;
===Loyalty===&lt;br /&gt;
{{SOP|statement=The Virtuous build up their fellows. We send Dagon Barossa with 25 doses of liao to urge the Virtuous to find a way to arrange a meeting with the Satrapy of Ibaria. Let us meet and find common ground against the Plenum.|by=Dagon Barossa, Mandate, Loyalty Assembly|vote=Upheld 262-76|when=Summer Solstice 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;The Loyalty Assembly has committed itself to spread the Way and support the rebels in Asavea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A meeting in the Caucus Forum has been arranged for 20:00 on Saturday evening&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dagon Barossa has been invited to head up the initial diplomatic meeting&#039;&#039;&#039;&lt;br /&gt;
The Loyalty assembly has [[Asavean Factor|recently committed themselves]] &#039;&#039;to spread the Way and support the Virtuous rebels in Asavea&#039;&#039;. Their first step has been to arrange a face-to-face meeting with the [[Asavean_factions#The_Satrapy_of_Ibaria|Satrapy of Ibaria]]. Located on the near edge of the Archipelago, Ibaria had a proud martial tradition that culminated in an effort to rise up and overthrow their satrap a few years ago. Their attempt at rebellion was crushed by the Plenum, and those rebels who survived fled. Some of them - drawing on past relations with [[the League|League]] merchants - ended up in the Empire. Everything that has been discovered so far suggests that while the original ringleaders are dead or in hiding, their martial spirit and will to fight is not diminished. All signs point to them being eager to rise up again, but the Plenum has seen to it that they are in no position to do so. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Dagon Barossa.jpg|caption=&#039;&#039;&#039;Dagon Barossa&#039;&#039;&#039; (hooded), Cardinal of Loyalty|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Some League folk have reached out to old contacts in the west, and while most of their former allies are dead or fled, one of them is still in place. Not long before the Autumn Equinox, a message is delivered by a rainbow-feathered [[inhabitants of the realms#Heralds|herald]] of [[Lashonar]]. Some of the surviving rebels have gathered in the mountain town of &#039;&#039;Lliberis&#039;&#039;, in the north of the satrapy. They apparently still have connections to other groups secretly working towards the eventual liberation of Ibaria, in &#039;&#039;Valentia&#039;&#039; and &#039;&#039;Magrita&#039;&#039;. According to the herald, they can&#039;t risk exposing themselves to the agents of the Plenum - but the &#039;&#039;Chatterer&#039;&#039; is more than happy to offer their assistance (especially as the eternal and the Empire are [[Here_you_come_again#Conscience-of-Kings_(Night)|friends again]]).&lt;br /&gt;
&lt;br /&gt;
[[Cardinal of Loyalty]] &#039;&#039;&#039;Dagon Barossa&#039;&#039;&#039;, who raised the [[mandate]], is thus invited to attend the [[Lashonar#Caucus_Forum|Caucus Forum]], via the [[Anvil#The_Hall_of_Worlds|Hall of Worlds]] during the Autumn Equinox. A herald will be provided to bring Dagon and up to five other people to the &#039;Forum. The usual rules apply - no physical violence will be countenanced by any party. Steps have been taken to ensure that the Ibarian will be able to understand and speak Imperial using the kind of commonplace boon Lashonar is known for. &lt;br /&gt;
&lt;br /&gt;
While the Caucus Forum is ideal for diplomatic meetings, it is clear to those pilgrims of Loyalty who made initial contact that the surviving Ibarian rebels are expecting actual, material assistance if they are to rise up against the Plenum. The civil service has already assessed that they could raise as many as three armies if they were provided with the materials to do so - but that there is no chance they can do it without Imperial assistance. Furthermore, unless these armies received major support from outside powers, then the same pattern than unfolded during the first rebellion would repeat itself - the Asavean would crush the rebels. If that happens, the Plenum is &#039;&#039;very&#039;&#039; unlikely to leave Ibaria in a position to attempt a &#039;&#039;third&#039;&#039; rebellion.&lt;br /&gt;
&lt;br /&gt;
===Ongoing Opportunities===&lt;br /&gt;
* &#039;&#039;&#039;A number of outstanding opportunities for Imperial citizens to involve themselves in Asavea are still available&#039;&#039;&#039;&lt;br /&gt;
There are a number of ongoing opportunities related to the Asavean Archipelago. It is still possible to contact the [[Asavean factions]] identified by the [[Silver Chalice]] and the [[Synod]] who might be prepared to support Imperial schemes. Anyone can contribute to the project to Anchor the Way in Asavea, through the usual means. The opportunities for the Loyalty assembly to pursue their [[The highest calling#Highest calling|highest calling]] are all still available (as detailed in last event&#039;s &#039;&#039;&#039;[[Asavean Factor]]&#039;&#039;&#039; wind of fortune). There are also potential opportunities to support the Empire&#039;s allies in the [[Sumaah Republic]] to pursue their own style of intervention in Asavea (touched on later in this wind of fortune).&lt;br /&gt;
&lt;br /&gt;
==Sumaah Republic==&lt;br /&gt;
{{Diplomacy|nation=[[Sumaah Republic]]|status=Foreigner|port=[[Sumaah_Republic_ports#Zemeh|Zemeh]]|ambassador=Accalon of [[Highguard]]|counterpart=[[Ambassador_to_the_Sumaah_Republic#Sumaah_Ambassador|Oxtitocszin]]}}&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah Republic remain allies of the Empire through the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The current Ambassador to the Sumaah Republic is Accalon of Highguard&#039;&#039;&#039;&lt;br /&gt;
The [[Sumaah Republic]] are simultaneously allies of, and rivals to, the Empire. Their shared practice of the Way both provide them with common ground, and divides them over questions of orthodoxy. As founding members of the [[Liberty Pact]], their ties to the Empire have been strengthened, and they have been closely involved in bringing ruin to those involved in the abhorrent practice of slavery. At the moment they are focused on their [[Guide_the_spirit#Virtuous_War|war]] with the [[Asavean Archipelago]], but they remain committed to spreading the Way through the entire world. In gratitude for [[Two_suns_in_the_sunset#A_Bond_Between_Sailors|major aid]] from the Empire in repulsing an Asavean assault against the port of [[Foreign_ports#Zemeh|Zemeh]], the Sumaah have committed to sharing a dose of [[Liao#True Liao|true liao]] with the Empire every season &amp;quot;&#039;&#039;until the Plenum falls and the Way is spread to the Archipelago&#039;&#039;.&amp;quot; Relations with the grateful Sumaash, which have been bumpy in the past, are now better than ever.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Accalon5901.jpg||caption=&#039;&#039;&#039;Accalon of Felix&#039;s Watch&#039;&#039;&#039;, Ambassador to the Sumaah Republic|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At the moment, it seems that despite the slow separation of the two nations&#039; religious alignment - the [[Synod]] has created new [[the Doctrines of the Faith|Doctrines]] and altered others that were once shared between the two nations - politically they remain reasonably well aligned. The ongoing [[appraisal]] of [[Satraps of the Abyss|Sumaah attitudes to eternals]] for example seems to be going well, with the [[Shuttered Lantern]] having sent some of its brightest lights to the west to support [[Appraisal#The_Prognosticators_Office|prognosticator]] &#039;&#039;[[Appraisal#Lisane de Terresford|Lisane de Terresford]]&#039;&#039; on her first major assignment and [[Satraps_of_the_Abyss#Wisdom_of_the_Conclave|learn more]] about how the Sumaah deal with hostile eternals in the absence of the [[Alignment|Declaration of Alignment]]. More details of the ongoing appraisal can be found in the {{TBC}} wind of fortune.&lt;br /&gt;
&lt;br /&gt;
The civil service are busily arranging a briefing for Ambassador Accalon, but there are also some topics of general interest that represent public knowledge among those interested in the Republic.&lt;br /&gt;
===Trade Tariffs===&lt;br /&gt;
* &#039;&#039;&#039;The Senate has applied tariffs to Sumaah merchants visiting Imperial shores&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, the [[Senate]] moved to [[388YE_Summer_Solstice_Senate_sessions#Amend_tariffs_of_the_Sumaah_Republic|apply tariffs]] to merchants from the Sumaah Republic visiting Imperial ports. This has led to a little dissatisfaction voiced around the quays of [[Sarvos]], [[Necropolis]], and [[Madruga]]. Not because of the tariffs themselves - although few merchants appreciate such things - but at the way they have been introduced. There was no warning to Sumaah merchants undertaking the long journey to the Empire that they would be have to pay for the privilege. When they set off from the Republic it was on the assumption of [[Tariffs#Free_Trade|free trade]]; now they must add the value of the [[Tariffs#Mercantilist|tariffs]] to the prices they offer for their goods.&lt;br /&gt;
&lt;br /&gt;
The House of the People has informed the Ambassador&#039;s office that they will be likewise moving away from free trade to light tariffs on Imperial imports. Exactly how this will change matters for the Empire&#039;s [[fleet]] owners who [[Fleet#Trading|trade]] with ports such as [[Foreign_ports#Zemeh|Zemeh]] remains to be seen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Hazelelponi.jpg|caption=&#039;&#039;&#039;Hazelelponi&#039;&#039;&#039;, Lepidean Librarian|align=left|width=400}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Ongoing Opportunities===&lt;br /&gt;
* &#039;&#039;&#039;Several opportunities remain available from previous seasons&#039;&#039;&#039;&lt;br /&gt;
As discussed in the &#039;&#039;&#039;[[Keys of Enlightenment]]&#039;&#039;&#039; wind of fortune from last summit, there are several ongoing opportunities relating to the Sumaah Republic. The [[Lepidean Librarian]], &#039;&#039;&#039;Hazelelponi of the Shattered Tower&#039;&#039;&#039; [[388YE_Summer_Solstice_Senate_sessions#Research_Life_of_Sjördeyr|accepted]] an offer to learn more about the life of the Sumaah paragon [[Keys_of_Enlightenment#Sjördeyr|Sjördeyr]] on behalf of the Empire and should know more at the Autumn Equinox. There is also word that the High House of Prosperity has provided Sumaah insight into the [[Zemress|Blade of the Isles]] with the Ambassador in turn, with the hope they will share with the Synod. &lt;br /&gt;
&lt;br /&gt;
The House of the People are still keen to explore the possibility of arranging a [[Keys_of_Enlightenment#Mithril_and_White_Granite|mithril and weirwood shipment]] from the Empire to help in their war against the Asaveans. And of course there is still the matter of the [[Keys_of_Enlightenment#Missing_River|disappearance]] of [[Regario Dossier]] agent Vassa and their small espionage network.&lt;br /&gt;
&lt;br /&gt;
==Maracossa==&lt;br /&gt;
* &#039;&#039;&#039;The Marracossan exiles live in Trajadoz in Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A recent proscription marks them as practitioners of the theist heresy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Marracossan Sendito is responsible for representing the exiles to the Empire and vice versa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Imperial Consul is responsible for diplomatic dealings with the exiles&#039;&#039;&#039;&lt;br /&gt;
The tiny, tiny state of Maracossa is something of a political fiction. The town of [[Madruga#Trajadoz|Trajadoz]] in [[Madruga]] was [[384YE_Winter_Solstice_Senate_sessions#Cede_Trajadoz|ceded]] to some of the [[Large_but_far_away#Asavea|exiles]] from Asavea following the failure of the Marracossan rebellion. Proud of their heritage, they have nonetheless made efforts to try and integrate into [[the Brass Coast]], even going so far as to offer a little limited help in fighting off one of the recent [[Grendel]] invasions. They&#039;re talented [[Crafting skills#Artisan|artisans]], but the kinds of items they have [[Marracossa_Sendito#Marracossan_Artisans|offered for sale]] have found only limited markets in the Empire being primarily focused around empowering their fellow artisans. There are however a few skilled stonemasons among their number - their old redoubt in the Archipelago was by all accounts an impressively fortified island citadel before the Plenum crushed it - and there has been some talk of putting that more valuable expertise at the disposal of their Freeborn neighbours.&lt;br /&gt;
&lt;br /&gt;
Technically, the [[Imperial Consul]] is responsible for any diplomatic discussions with the Marracossan exiles. The waters are muddied slightly due to the [[Marracossa Sendito]], &#039;&#039;&#039;Karg i Estrico i Erigo&#039;&#039;&#039;, whose [[Marracossa_Sendito#Responsibilities|responsibilities]] include serving as &amp;quot;&#039;&#039;the representative from the Empire to the Marracossans, and in turn represents the Marracossans to the Empire&#039;&#039;.&amp;quot; Their role also means that &amp;quot;&#039;&#039;if anything were to threaten Trajadoz they would be responsible for ensuring the safety of those who live there&#039;&#039;.&amp;quot; They are however not an [[ambassador]], and do not have the power to present a [[Ambassador#Treaty|treaty]]. Legally, the Imperial Consul&#039;s word would take precedence.&lt;br /&gt;
===Theist Heretics===&lt;br /&gt;
{{SOP|statement=The Marracossans are friends of the Empire and the Brass Coast. It would be an affront to our loyalty to our friends to not respect our differences in culture. To this end, the Marracossans have agreed not to preach their religion but cannot help their permanent display of fealty to their gods in the form of their tattoos. These tattoos are not a crime and it is unwise to attempt to enforce Imperial law upon the Marracossans who travel through the Brass Coast to trade. Let us show the merit of the Way that our bonds of loyalty and friendship and also be vigilant in reporting potential crimes to the relevant authorities and not risk our friendship through aggression.|by=Dayanara i Cabeza i Erigo, Freeborn Assembly|vote=Greater Majority 176-0|when=Summer Solstice 387YE|size=small}}&lt;br /&gt;
* &#039;&#039;&#039;The Marracossans are definitely guilty of being practitioners of the Theist heresy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The exiles have made offers to help defend the Brass Coast, but they are afraid to leave their town&#039;&#039;&#039;&lt;br /&gt;
The current big problem is that while they despise the Plenum, the exiles are still proud of their Asavean heritage. Specifically, like the [[Iron Confederacy|Suranni]], they are &#039;&#039;theists&#039;&#039;. Recently [[proscription|proscribed]] by the Synod on the urging of &#039;&#039;&#039;Frater Pontius of Adoniram&#039;s Testament&#039;&#039;&#039; this [[heresy]] claims &amp;quot;&#039;&#039;that there are gods that seek dominance of, control over, or communion with sapient spirits&#039;&#039;.&amp;quot; The Marracossan exiles cling to their three gods, and have gone as far as to build a temple honouring these [[idolatry|idolatrous]] spirits.&lt;br /&gt;
&lt;br /&gt;
Previously they have avoided censure by simply keeping their faith to themselves. They don&#039;t proselytise, and enquiries from their Freeborn neighbours are generally met with a polite refusal to elucidate. Unfortunately, the new proscription seems to make it a criminal act just to &#039;&#039;believe&#039;&#039; that there are gods and that they watch over their people. Which the Marracossans definitely do. [[Seeds_of_discord#Marracossa|Last season]] they asked for advice from the Marracossa Sendito, and for their friends in Madruga to speak on their behalf. &#039;&#039;&#039;Dayanara i Cabeza i Erigo&#039;&#039;&#039; [[388YE_Summer_Solstice_Synod_judgements#Judgement_163|presented]] a [[statement of principle]] that was supported by the Freeborn assembly with a significant margin.&lt;br /&gt;
&lt;br /&gt;
The judgement focused on the tattoos many Marracossan exiles wear that connect them to their religious beliefs, but went on to declare that it would be &amp;quot;&#039;&#039;unwise to attempt to enforce Imperial law upon the Marracossans who travel through the Brass Coast to trade&#039;&#039;.&amp;quot; It urged the people of the &#039;Coast to &amp;quot;&#039;&#039;show the merit of the Way that our bonds of loyalty and friendship and also be vigilant in reporting potential crimes to the relevant authorities&#039;&#039;&amp;quot; and to &amp;quot;&#039;&#039;not risk our friendship through aggression&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Freeborn assembly is [[Stand proud, you&#039;re strong|focused on its highest calling]], the matter of the exiles is actually at least somewhat tangential to it. During the earlier meeting between the Marracossans and representatives of the Empire, they had made a number of offers relating to protecting the Brass Coast. Now, any opportunity must be put on hold while the more immediate threat to their freedom is addressed. Consequently, the statement has led to a potential [[mandate]], which has attracted more than the usual amount of attention (possibly due to the aura of [[Night magic]] currently settled over Madruga).&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=The Marracossan exiles are friends of the Empire and the Brass Coast. They do not preach their belief in interventionalist gods, and trade respectfully with their neighbours. We send (named priest) with 50 doses of liao to remind our folk that, while they must remain vigilant for the commitment of a crime, it is not the Freeborn way to try and police what lies within someone&#039;s heart.|assembly=Freeborn National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, it will reassure the Freeborn that there is no problem treating with the exiles as they have before. Trade will resume, and while the Marracossans will remain most comfortable in Madruga, there will be no further problems. However, in the event that anyone attempted to arrest a Marracossan exile for their beliefs, or should the Senate, the Synod, or the Military Council move against the exiles within the next ten years, the people of Madruga would resist and oppose such a move as if it were aimed at one of their Freeborn neighbours. The response would be proportional to the threat, and they would expect the Freeborn assembly to back them up.&lt;br /&gt;
&lt;br /&gt;
While this mandate requires 50 doses of liao, if Karg i Estrico i Erigo is named to enact it, the cost drops to 25 liao. Karg is well-known and well respected by both the exiles and to those Freeborn who trade with them.&lt;br /&gt;
&lt;br /&gt;
Obviously, the mandate is not the only way forward. A change to the proscription that is causing the problem for the exiles could be enacted for example. Another possibility might be to prevail on [[the League]] nation assembly, whose [[The highest calling#Highest calling|highest calling]] is to bring [[Any dream will do|new people]] into the Empire. Or the Senate could render the entire matter moot by abrogating the cession of Trajadoz, declaring the exiles to be barbarians due to their refusal to abandon their heretical ways, and request the [[Military Council]] send in an army to suppress them. &lt;br /&gt;
&lt;br /&gt;
Either would bring an end to the current situation. If it continues for another season, however, it will certainly impact the goods available to the Maracossa Sendito, and might permanently sour the exiles with regard to future opportunities in the Brass Coast.&lt;br /&gt;
&lt;br /&gt;
==Grendel==&lt;br /&gt;
{{Diplomacy|nation=[[Grendel]]|status=Barbarian|port=None available|ambassador=Starlight Starchaser of [[Urizen]]|counterpart=[[Ambassador_to_the_Grendel#Grendel_Ambassador|Speaker Morna]]}}&lt;br /&gt;
* &#039;&#039;&#039;The Grendel remain at war with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate has abrogated the former Grendel embassy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to the Grendel is Starlight Starchaser of Urizen&#039;&#039;&#039;&lt;br /&gt;
War continues to be waged between the Empire and the Grendel - and their Asavean allies. Currently, the fighting seems to be [[Salt lions|concentrated]] in southern [[Mareave]], but the [[navy|naval superiority]] of the Grendel means that it is dangerous to take this kind of thing for granted. Of all the barbarian threats to the Empire, the orcs of the Broken Shore are perhaps the most mobile. But even in times of war, diplomacy continues. &lt;br /&gt;
 &lt;br /&gt;
The Grendel Embassy, which stood for a time in [[Redoubt#Cargo|Cargo]], [[Redoubt]], was [[387YE_Winter_Solstice_Senate_sessions#Abrogate_Grendel_Embassy|shut down]] by the Senate at the end of 387YE amid concerns of active espionage and potential sabotage. The [[Ambassador to the Grendel]] still serves, but the relative prestige offered by the embassy has been lost. There has been some discussion back and forth between the ambassador and &#039;&#039;Speaker Morna&#039;&#039;, who reports to the Salt Lords Council of the Broken Shore, but little in the way of official discourse.&lt;br /&gt;
&lt;br /&gt;
This changed following the Summer Solstice. For the first time in quite a long time, missives were received from the other side of the Bay of Catazar. A briefing has been prepared for Ambassador &#039;&#039;&#039;Starlight Starchaser&#039;&#039;&#039;. Details are not public, but it is believed they involve a proposal relating to future embassies, and at least some discussion around what it would take to end the hostilities currently ongoing with the Salt Lords.&lt;br /&gt;
{{Asavean Links}}&lt;br /&gt;
{{Sumaah Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_greater_darkness&amp;diff=144907</id>
		<title>A greater darkness</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_greater_darkness&amp;diff=144907"/>
		<updated>2026-09-05T19:56:24Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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=Trees against purple night sky.jpg|align=left|caption=The war we fight is not against powers and principalities, it is against chaos and despair.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before==&lt;br /&gt;
[[All_I_ask_of_you#Help_Us|There is a plan]]. It is a risky plan, and it requires everything to go right and nothing to go wrong. But there is a plan.&lt;br /&gt;
&lt;br /&gt;
The Great Forest Orcs and the Navarr are oathbound; siblings in spirit if not in flesh. In Therunin, the Navarr offered sanctuary when the orcs of Peytaht were forced to flee [[the Barrens]]. They walked the trods together, fought together against the vallorn, fought together against the Druj. When the orcs of the Great Forest returned to their home, it was the Navarr who helped them drive out the remaining tyrants and secure their beloved grove. The bond has become stronger since; orcs died alongside the thorns and brands when the barbarians assailed Therunin and slaughtered their way through the Tarn Valley. The Navarr have welcomed their ambitious youth to the groves of Miaren and Hercynia, helped them create their own &amp;quot;steadings&amp;quot; as they tend the weirwood trees and inch by slow inch combine their own traditions with those of their hosts.&lt;br /&gt;
&lt;br /&gt;
Yet they have always been a wounded, broken sept. The wisdom of the Great Forest Orcs has always been two-edged for them. Their mastery of living wood, their unparalleled skill at tending the valuable weirwood groves, long ago saw the tyrants of the Mallum rip their people into gobbets. Every weirwood grove the Druj control is tended by Great Forest Orcs, forced to toil at the command of cruel overseers. Each disparate settlement serves as surety for the others - if any one were to dare rebel it would be their family in the Barrens, in Ossium, or Sarangrave, in Sanath, or Ulnak, that would pay the price for insubordination.&lt;br /&gt;
&lt;br /&gt;
For centuries this was simply the way it was, and it is only within the last ten years that things have begun to change. The children of the Great Forest in the Barrens found a welcome in Therunin; their family in Ossium was ultimately liberated by the Druj; the Imperial conquest of [[Sarangrave#Whisperwood|Whisperwood]] freed the orcs held there to walk free. Only two weirwood forests remain in the possession of the Druj - the Sacred Grove and the Grove of Woe - and only two enclaves of Great Forest Orcs remain separated from their people. It is a wound, and a painful reminder that the sept is not whole, and it is also a weapon that the Druj seek to wield against them.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Summer Solstice, it came to light that the Buruk Tepel had given the orcs in the [[The_Barrens#Heart_of_Peytaht|Heart of Peytaht]] an ultimatum. Betray the Navarr, betray the Empire, betray the trust they have built; or know that every one of their sept trapped in durance in the Mallum would be slain. Killed, and worse than killed. The Druj know all the ways to make someone suffer, to beg for death, before they allow a broken spirit to slip into the Howling Abyss. The Great Forest Orcs are well aware of how far they will go, even when their backs are not against the wall.&lt;br /&gt;
&lt;br /&gt;
A [[All_I_ask_of_you#Hammer_Waiting_to_Fall|hammer waits to fall]] on the children of the Great Forest, and by themselves they cannot hope to stop its descent. If it strikes home, it will break their hearts.&lt;br /&gt;
&lt;br /&gt;
But the children of Peytaht have not betrayed their friends; and their friends are with them.&lt;br /&gt;
&lt;br /&gt;
==The Plan==&lt;br /&gt;
{{SOP|statement=The Navarr National Assembly calls upon Ioan Longshadow, former General of Isaella&#039;s Dance, Guide of Courage, oath-sworn friend of the Great Forest Orcs, and survivor of Grendel chains, to lead Navarr&#039;s hand in the rescue of the Great Forest Orcs and the war against the Druj. Any spoils of war gained in this endeavour shall be distributed among those who pledged their support to this cause. He is charged not merely with the conduct of war, but with the keeping of bonds forged in blood and memory. As our allies suffer beneath the yoke of the Druj, this Assembly places its trust in one who has endured captivity, borne loss without surrender, and walked the path of duty. Between Navarr, the Imperial Orcs, and the Great Forest Orcs, The Druj will find before them a Wall of thorns that shall not fall!|by=Ioan Longshadow, Navarr National Assembly|vote=Greater Majority 217-0|when=Summer Solstice 388YE}}&lt;br /&gt;
{{SOP|statement=The Imperial Orc Assembly call upon the skills won in combat and wisdom from his time as General of the Winter Sun, for his steadfast pursuit of liberation of those in chains and the ruin of fear makers; we send Exemplar of Wisdom Skywise Rykana to lead the Imperial Orc forces to boldly venture into the Mallum and save all those Great Forest Orcs we can. No orc should go alone, to second him and support him with her knowledge of the Great Forest Orcs. We send a cousin from the Yerende sept of Ossium, Bloodcrow Meep. May they show the strength of orcs who unite. May our gathered forces join with the Navarr to create a wall of thorns that will not fail.|by=Firesong Galath, Imperial Orcs National Assembly|vote=Greater Majority 62-0|when=Summer Solstice 388YE}}&lt;br /&gt;
On one level, the plan is simple. The Navarr and the [[Imperial Orcs|Unshackled]] will go into the Mallum and &#039;&#039;get&#039;&#039; the remaining Great Forest Orcs. They will break their chains, and bring them to the safety of the Heart of Peytaht. They will use stealth as long as it avails them, and when that fails as it inevitably must, they will fight. The Druj are in disarray; they fight a war for survival on at least two fronts. The Thule press them in the Forest of Ulnak; the Empire has crossed the borders of Sarangrave and assault them to the south. Within their own borders, the threadbare trust that has allowed the rival septs to work together, allowed the Buruk Tepel to collaborate, is fraying. It will not be &#039;&#039;easy&#039;&#039; but the plan is not &#039;&#039;complicated&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During the Solstice, the priests of Navarr and the Imperial Orcs chose champions - leaders who would guide their own people and work together to make sure the plan is a success. Their people rally around them, in Ossium and in the Barrens and in northern Sarangrave. The maps acquired at great risk by Imperial scouts allow for multiple routes to be plotted to the target locations - smaller groups move swiftly and are less likely to attract the attention of the Mallum&#039;s defenders.&lt;br /&gt;
&lt;br /&gt;
The [[Salt_Flats_of_Sanath#Grove_of_Woe|Grove of Woe]] is the most accessible. The Imperial armies are engaged in [[Salt_Flats_of_Sanath#Lower Saarnath|Lower Saarnath]] and it should in theory be straightforward enough to infiltrate [[Salt_Flats_of_Sanath#Upper Saarnath|Upper Saarnath]]. Once the slaves are freed, they will only need to be escorted back to the Imperial battle-lines to reach safety. The situation is complicated by the fighting, of course. There are not just Druj in Lower Saarnath but &#039;&#039;[[Forward into depthless dark|multiple armies]]&#039;&#039; of Druj. &lt;br /&gt;
&lt;br /&gt;
The [[Forest_of_Ulnak#Sacred_Grove|Sacred Grove]] will be much more challenging. Looming over [[Forest_of_Ulnak#Deathsgate|Deathsgate]], where the grove stands, is the immense fortress of [[Forest_of_Ulnak#Cassad_Ûln|Cassad Ûln]]. Indeed, it is the master of that immense [[fortification#bastion|bastion]] - the [[Druj lore#Buruk Tepel|buruk tepel]] &#039;&#039;Nimon Rue&#039;&#039; - who tried to use the threat of murder to suborn the Great Forest Orcs in the first place. In theory, Imperial forces could pass through the lands claimed by the Thule. Otkodov and the Empire are allies after all - at least in theory. Yet it might be a mistake to take the goodwill of the Dragons for granted. Worse, just as in Lower Saarnath, the clash of armies in the northern forests of Ulnak risks exposure to the Druj just as it does in the south. If Nimon Rue becomes aware of the rescue effort, there is every chance they will immediately order the slaughter of their prisoners. The Druj have a long history of making the choice that hurts their enemy the most, and no matter if they suffer themselves as a result.&lt;br /&gt;
&lt;br /&gt;
In both cases, while the journey to the weirwood groves will be fraught, it is the return where the danger really lies. Not only will the Druj be aware of what is happening, but every minute it takes to overcome the defences of the labour camps, every minute wasted mobilising frightened orcs, is another minute for the enemy to respond. The flight back to the Empire cannot help but be a harrowing escapade no matter how well the plan is executed.&lt;br /&gt;
&lt;br /&gt;
It takes weeks to organise the raid, and with Summer ripening into Autumn, the first Imperial warriors slip across the borders under a bruised sky into the Mallum proper.&lt;br /&gt;
&amp;lt;div {{float}}&amp;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;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; Urq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Legion Protectorate&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Ashborn Trosk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Ashborn Vana&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Bloodcrow  Reek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Bloodcrow Arora&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Bloodcrow Kran&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloodcrows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Firesong Arachas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Firesong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Firesong Ecca&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Firesong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Firesong Okeer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Firesong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Firesong Ussa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Firesong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Frith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Hurn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Irontide Scrin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Irontide Thorrak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Irontide&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Kellek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Kirrik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Protectorate Kardak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Legion Protectorate&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Redhand Gezzar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redhands&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Rok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Redhands&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Sandviper CODA&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sand Vipers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Skod&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Stormcrow Dren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stormcrow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Stormsteel Skorr&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Tibalt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Unbroken Nezzak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Unbroken Legion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Vrakk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Adeen Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Adonis Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aedan Bellwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Aisling Dancing Leaf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dancing Leaf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alim Longstride&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Alistair&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Anthony&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Dreadshields&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Antur Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arianwen Thornfield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arin Birchwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arisent Twin-Wreathed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Twin Wreath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Artoreus Cinderheart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Badonthir Fúlmar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Badran&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bleddyn Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Long Shadow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Boars Ashen Tear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashen Tears&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Braithe Ashen Tear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashen Tears&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bran&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foxden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brenna Whisperleaf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Broccomaglos Gladespear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brody Dusk Crow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Twin Wreath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bruiser Ashen-Tear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashen Tears&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynmor Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brân Splintered Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Splintered Oaks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadfael Silentwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caelwyn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caiden Duskcrow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Callohan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blackstripes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caoimhe Tend-Fallen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cara Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brackensong Steading (Banner)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carric&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Dreadshields&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Carrock Daggersbond&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cassidy Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Celwyddog &#039;Dog&#039; Brackensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cerwin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ciapek SplinteredOak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cliab (Cleo) Larksong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Coeden Silvercloud&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Conan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cormac&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Corwyn Heartsbane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heartsbane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Corwyn Silvercloud&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SilverCloud Banner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Courgetta Thistleseeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Culann&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fawn Hollow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Culhwch Edgestalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Edgestalkers of Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Daegan Larksong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dagony O&#039;Shea&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blackstripes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Darrach&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Darragh Cinderhart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dax&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Two Feet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Deagan Springseeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Derwyn Sparrowflight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drew Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dris Treetalk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dryn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dylan Thornweaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Egan Dusk Crow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eisen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Rising Wolves&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Elijah Swift Hart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Emlyn Tangled Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TangledSong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Emrich Bloodfeather&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Emrys Edgestalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Edgestalkers of Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Emrys Ember-Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ember-Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eoghan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Erin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SilverCloud Banner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eryr Adar Pluen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Even Agra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ewan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Dreadshields&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Faelan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farren Silver Streams&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fen, Twin Wreathed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Finnian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dancing Leaf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Flannagan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Twin Wreath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Flynn DancingLeaf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dancing Leaf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fynn Swift Hart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaeorg Broken Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gelert&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feathers Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Giacomo Fuchin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gragan Leafblown&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gull Wind-Roar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Silver Fletchings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwenllain Hearts’ End&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gwyddian Ashborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Dreadshields&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Halwyn Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brackensong Steading (Banner)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hastur Flame of Broken Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hen Was Silverthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Henarian&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feathers Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hester&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SilverCloud Banner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Idris Arwyn Tanglewood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blackstripes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Idris SummerCrow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Summer Crows&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ikarosh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Iven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SilverCloud Banner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jaerin Embracing Fold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jonah Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ruis Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jorek&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juniper Silvercloud&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kai &amp;quot;Kiwi&amp;quot; Silverfletch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kai Wayward Hearth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kalor Warboar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kevan Heartsbane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Heartsbane&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Keyan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Khain&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Khestra&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kiàine Thistleseeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kyffin Thornfield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kylar Splintered Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lark Lonestrider&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embersworn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilith Montague&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Driftwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lilliana Eir  Shield Hearth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lindir&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cold Embers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lith &amp;quot;Shiny&amp;quot; Fellsmith&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Thornborn of Entwined Paths&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lochlainn Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logain Hawkwind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Logan Dusklight&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lowen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Machar Broken Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mai Gwyn Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maldwyn Bloodbrook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Marr Mothskin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mathias Lonestrider&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Driftwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Maud Splintered Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mazo Freewalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashborn Banner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meera Mended Branch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meirion Scattered Step&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mercia Questor&#039;s View&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Meredith Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Merewen Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mervyn Tendfallen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mirabel Lonestrider&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mooch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Moose&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mouse Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muse Ashen Tears&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ashen Tears&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Myrddin Ravensong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neasa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Niah StarSeeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Thornborn of Entwined Paths&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Niylah&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Olwyn Curlyute Mossglade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pine Ashen Tears&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pine Swordsong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Podine Halfthorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Powell Open-Skies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Open Skies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Priff&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Thornborn of Entwined Paths&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Puck&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raghnall Long-Hammer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Driftwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Raina&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhian Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barbed-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhyffyllann Inkblood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Thornborn of Black Scar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhyl Hammer&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhys Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rodric Worldscribe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rook&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rook Tanglewood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blackstripes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Saamy Splitroot&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seaton&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;TangledSong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sebastian Swift Hart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seda Hornleaf&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Selvis Larksong&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Larksong Striding&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seren Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Seth Blackhawk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Driftwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shistjarma Soar Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barbed-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Skunk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sorrel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sylaria Sentri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Twin Wreath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Talfryn Summergleam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taren Summergleam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summergleam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tavvik Splintered Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tegid Ember-Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Telyn Ashes Blaze&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thalion&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thane Springseeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Theo Wintersun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Therin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Edgestalkers of Hercynia&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tom&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Foxden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foxden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torin Shanks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torin Swift Hart&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Torri&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Feathers Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Triskeliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farbound&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Turin &amp;quot;Goose&amp;quot;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;SilverCloud Banner&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Twyll Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Umbral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Twin Wreath&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaelira Tanglewood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blackstripes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Val&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blackstripes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valeska Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valros&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vanna&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Winifred Blackhawk&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wren Hawkwind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wyl&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ydfran Waystone Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ylona Silverfletch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Zakal Antigonus Shatterhorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Barbed-Eye&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;face&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&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;
==The Call== &lt;br /&gt;
By themselves the warbands of the Navarr and the Imperial Orcs could probably liberate the Grove of Woe in Sanath, but it would still be touch-and-go. The Navarr are adept at swift movement, skilled at not being seen by their enemies until it is too late. The Imperial Orcs have the advantage that they can masquerade as Druj when they need to, distasteful as they may find it, allowing them to brazen their way past patrols or secure information from unsuspecting soldiers of the Mallum. Yet they are behind enemy lines, in territory where an ancient [[Druj miasma]] hangs like a weighted shroud over everything. &lt;br /&gt;
&lt;br /&gt;
Fortunately, the burden of success does not rest solely on the shoulders of the warriors. This is a mission of mercy. Oaths and bonds of family, virtue and the memory of what it means to be imprisoned, do not only motivate those who fight. Dozens of folk who have never raised a spear in anger, held a shield, or marched to an uncertain future answer the call of the Great Forest Orcs. Veterans of old conflicts, who long since hung up harness and sword, hear the familiar thump of their hearts, the sharp tang that promises bloodshed and desperation and perhaps the sweetness of victory over darkness. There are few victors in war; all too often it is fought between soldiers who do not entirely know why they fight. Against the Druj though? On a rescue mission? There is no grey area here.&lt;br /&gt;
&lt;br /&gt;
So across Miaren and Hercynia, even in the tangled depths of Brocéliande and the lost lands of Therunin and Liathaven, the Navarr move. They gather at [[wayhouse|wayhouses]], meet in hidden glens beneath the blind eyes of the Jotun and the Druj. At the same time, in Skarsind and Mareave, the septs of the Unshackled hear the twin-whispers of virtue and spirit, hearing the voices of the ancestors urging them to &#039;&#039;take action&#039;&#039; and &#039;&#039;answer the call&#039;&#039; and &#039;&#039;kill the Druj&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
These people make decisions that put both their lives and their livelihoods on the line. Shopkeepers and cowherds; herbalists and gardeners; foresters and miners; priests and guides and preachers and shaman; and all the great span of people in between. They do what they can to ensure the raid is a success and the Great Forest Orcs are brought home - and that their own people come home with them. &lt;br /&gt;
&lt;br /&gt;
Some contribute directly - they gird themselves and their fellows and they join the warbands slipping eastward. Others use their wealth - their Prosperity as their shield and sword - herbs and potions, money and mana used to secure enchantments and equipment, liao to create auras to defend against the miasma, magic items to give those who take the ultimate risk the edge they will need. Under the direction of the two commanders and their aides, no contribution is wasted. Everything is channelled toward the success of the mission.&lt;br /&gt;
{{CaptionedImage|file=BunnyArt.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==The Rabbit==&lt;br /&gt;
Even as the decision about who should represent each nation is being made, a band of Navarr use the power of the [[Sentinel Gate]] to reach Thule-held [[Forest of Ulnak#Oerwalt|Oerwalt]] in the north. At a [[regio]] there, two brave covens call down the [[Forge the Wooden Fastness|warding power]] of &#039;&#039;[[Irra Harah|Shacklebreaker]]&#039;&#039; into the wild woodlands. Rather than rely solely on the enchantment, they weave [[ilium|star metal]] into their working and draw on the boon promised by the &#039;&#039;Guard of the Weak&#039;&#039;. Even as the forests shift and twist themselves to defend the Thule fighting there - for such is the way of the Wooden Fastness - the &#039;&#039;Prince with a Thousand Foes&#039;&#039; focuses his attention in the Forest of Ulnak, and on the plight of the Great Forest Orcs.&lt;br /&gt;
&lt;br /&gt;
As the first Navarr and Imperial Orcs cross the borders into the Forest, they are met by quick-footed, keen-eared heralds. Caparisoned for war, garbed in thin leather and armed with clubs and staves, these leporine [[inhabitants of the realms#Heralds|heralds]] have a supernatural sense for danger that helps their allies avoid patrols and sentries alike. When fighting is inevitable, they engage alongside the thorns and the legionnaires, and it soon becomes apparent that their master &#039;&#039;Shacklebreaker&#039;&#039; more than deserves his name as their simple weapons [[shatter]] shield and spear alike leaving their foes vulnerable to the weapons of Imperial heroes.&lt;br /&gt;
&lt;br /&gt;
Often when the servants of the &#039;&#039;Lord of Brambles&#039;&#039; deal with the people of the Empire, they are curt and unfriendly. There is no hint of this among those who offer their aid in the Forest of Ulnak. A few even speak of having fought alongside the Imperial Orcs before they &#039;&#039;were&#039;&#039; the Imperial Orcs. Others express their sincere approval for the oaths the Navarr have taken, and the aid they give to their friends. If there is talk of the horrors of the Barrens or the politics of Sarangrave, the subject is swiftly changed. The heralds are focused on their purpose for being here - to free those under the cruel heel of the tyrants of the Mallum and to kill as many of those oppressors as they can in pursuit of it.&lt;br /&gt;
&lt;br /&gt;
There is only one real point of friction and that is with the &#039;&#039;other&#039;&#039; allies the Empire brings with them into the Mallum.&lt;br /&gt;
&lt;br /&gt;
==The Karass==&lt;br /&gt;
{{CaptionedImage|file=Reynard of De Gauvain.png|caption=&#039;&#039;&#039;Reynard of De Gauvain&#039;&#039;&#039;, Envoy to the Karass|align=right|width=250}}&lt;br /&gt;
By now it is a truism that nobody likes [[Not_to_conquer#Karass|the Karass]]. One of the three surviving septs of the Barrens, the Great Forest Orcs certainly despise them - and the feeling seems mutual. Those who Chief Vallack has sent to accompany the raid into the Mallum will not even speak to the Karass, will not be in the same space as them.&lt;br /&gt;
&lt;br /&gt;
Yet for all that, the Karass have made it clear in the past that they are prepared to be &#039;&#039;of use&#039;&#039; to the Empire, just as they were once &#039;&#039;of use&#039;&#039; to the Druj. They do not seem to have any significant military strength; what they &#039;&#039;do&#039;&#039; have is a truly uncanny amount of information about the Mallum and its wicked overlords. They know how their patrols operate, and they know where the paths and the roads lead. Nobody knows the Druj lands like the Karass. The Empire has maps, but the Karass have actually travelled these lands. They know how the Druj move, and they know how they think.&lt;br /&gt;
&lt;br /&gt;
They did not volunteer; they were asked to join the raid by the [[Envoy to the Karass|envoy]] appointed by the people of [[Dawn]] to deal with the often difficult sept of [[The Barrens#The Bleaks|Bleaks]] and the [[The Barrens#Untrod Groves|Untrod Groves]]. It is not clear at first whether they intend to respond, but shortly before the warbands in the Barrens start to mobilise, a hundred or so Karass hunters emerge from the woodland and join the Imperial forces encamped along the borders.&lt;br /&gt;
&lt;br /&gt;
They do not pretend to have any great love for the Great Forest Orcs; they do not suggest for one moment that they are here for virtue or because they recognise the virtue of the task ahead. They say they are here to discharge a debt for the [[Who_can_you_trust%3F#Protect_Lenna_Karass_(The_Barrens)|rescue]] of &#039;&#039;Lenna Karass&#039;&#039;, and to show the Empire once again that they have value as allies. Are they telling the truth? It&#039;s hard to say, but they have proved their worth already this year when they helped [[Fear_quickens_the_breath#Into_the_Forest|deny the Thule]] a prize they sought in the Forest of Ulnak. Perhaps it is best not to enquire too closely about their motives simply because their presence greatly increases the likelihood of success - knowing where you are going, where to avoid, who you can trust and who you can&#039;t, is &#039;&#039;everything&#039;&#039;. Even more so than the Unshackled, the Karass can approach Druj settlements and talk with the occupants with no fear of a ruse being exposed. In enemy territory that kind of intelligence is priceless... assuming you can trust it. You can&#039;t betray your enemies, so they say. Which raises the question of just who is the Karass&#039; enemy and now we are back where we started.&lt;br /&gt;
&lt;br /&gt;
[[Vigilance]] is a virtue, and where the Karass are concerned it may be more important than any of the others. If the sept chooses to betray the Empire, if they pick their moment carefully (which they surely will) then the results will be devastating and might result in the failure of the entire mission. Sometimes, perhaps, it is a mistake to keep your enemies &#039;&#039;too&#039;&#039; close...&lt;br /&gt;
&lt;br /&gt;
Regardless, when the Empire moves, the Karass are with them, and the desperate mission into the Mallum begins.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Salt Flats of Sanath Regions.png|SaltFlatsBasic.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upper Saarnath== &lt;br /&gt;
The [[Forward into depthless dark|campaign in Lower Saarnath]] is in its earliest stages as the raiders committed to the Salt Flats of Sanath begin to move east, to make the difficult ascent onto the plateau of Upper Saarnath. The land rises steeply here, cliff walls and difficult paths presenting the only safe way to make the ascent. The Druj control the main routes, those usable by sizable organised forces. An army would struggle to climb the plateau without fighting, without giving the game away, but the warbands of Imperial heroes are a different matter. There are those with experience in the highlands of Hercynia, and Unshackled who have adapted to the rugged life in northern Skarsind, who make short work of the climb. With the aid of the Karass, others are able to find isolated paths, either unguarded, or with the kind of sentries who will not be missed for weeks if they are slain. A small number receive more magical assistance - while the children of Irra Harah are mostly active in the Forest of Ulnak to the north there are still a few here to help rescue the prisoners from the Grove of Woe. Those who have their aid are able to climb an otherwise impassable cliff-face using a magically conjured vine that the heralds dance and pipe into being, growing with supernatural speed up the sheer rock walls to provide ample handholds for ascent and - more importantly - later descent.&lt;br /&gt;
&lt;br /&gt;
As with a surprising amount of the Mallum, the forests here are not heavily populated. There are woodcutting camps here and there, and areas where trees have been cleared to create miserable villages populated by Druj subject septs, but most of the plateau remains wild and untamed. The heavy weight of the Druj miasma hangs over everything, corroding the confidence of those sneaking through the forest towards the Grove of Woe. Fortunately, between donations of liao and certain potions, the worst of the effects can be managed at least for a time.&lt;br /&gt;
&lt;br /&gt;
The other threat here is more mundane; it is all too easy to get lost in what amounts to an often trackless expanse of trees. There are a few roads, it&#039;s true, but they are more dangerous than the wilderness. Druj soldiers patrol the roads, the settlements along them are alert for signs of raiders from the Imperial forces attacking Lower Saarnath. All too often the Empire must trust to instinct to find their way through terrain that looks the same hour to hour, day to day. &lt;br /&gt;
&lt;br /&gt;
Standing at the heart of the region, the Grove of Woe represents one of the largest weirwood forests in the Mallum. A match for [[Canterspire Circle|Canterspire]] and the [[Golden Trees of Seren|Golden Trees]], only the [[Hunt of Alderei the Fair]] in far-off Varushka is larger.  It is also clearly ancient; the woods here have been tended and harvested for centuries. It is a hive of industry - albeit a &#039;&#039;Druj&#039;&#039; hive of industry. Before one even comes in sight of the grove proper, there is a ring of high watchtowers protruding from the trees that allow garrisons of keen-eyed orcs to keep a watch over the approaches. Perhaps watchtower is the wrong word - it conjures to mind a simple structure with one or two occupants gazing out across the treetops. These watchtowers are more akin to small forts wide platforms supporting what amounts to a tiny keep, easily home to two or three dozen orc warriors.&lt;br /&gt;
&lt;br /&gt;
Furthermore the Karass warn that each tower is equipped with a set of sounding drums that will allow a warning to be spread across half of Upper Saarnath in a heartbeat if the raiders stumble. The towers are also situated just close enough to each other that an attack on one risks others realising what is going on and sounding the alarm. Worse, it is not a simple matter of disabling the instruments; four times a day the drums must be beaten in certain rhythms to show the tower is still intact or the alarm will inevitably be raised.&lt;br /&gt;
&lt;br /&gt;
There is a plan, though, and as long as it goes smoothly it will be a success. In the darkest heart of the night, two adjacent towers are attacked. Skin and weapons and armour blackened with mud, the stealthiest assassins among the raiders scale the legs of the towers in silence and bring swift death to the sentries on watch. Any misstep here risks sending a screaming body plunging to the forest far below, risks rousing the rest of the defenders with enough time for them to raise the alarm.&lt;br /&gt;
&lt;br /&gt;
With the sentries dealt with, the rope ladders are dropped to allow more warriors to swarm up to secure the platforms. It is not just a matter of assassinating sleeping barbarians; each has a shift ready to respond to any alarm raised by those watching the forest. Brutal, bloody fighting, high above the forest floor, leads to serious wounds on each side. It&#039;s fortunate that the [[Rivers of Life]] flow across Sanath this season - but it also makes the fighting that much more vicious as the foe must often be executed to prevent them rising again.&lt;br /&gt;
&lt;br /&gt;
After the towers are captured, there is only a short time for the next stage to be put into operation - Imperial Orcs in Druj hooded cloaks take up the post of sentries so that the neighbouring towers will not suspect anything is wrong. There must also be people ready to beat the signal drums, to prevent the alarm being raised - at least until the Grove of Woe itself is attacked. Then it will be the responsibility of these brave fighters to attack the towers to either side, to widen the safe passage for the escape.&lt;br /&gt;
&lt;br /&gt;
==The Grove of Woe==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Druj8.jpg|title=The Black Hide Beetle - symbol of the Pakkad|caption=The Black Hide Beetle - symbol of the Pakkad|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Druj4.jpg|title=The Deathstinger - symbol of the Hupul|caption=The Deathstinger - symbol of the Hupul|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Druj4.jpg|title=The Deathstinger - symbol of the Hupul|caption=The Deathstinger - symbol of the Hupul|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
With the outer defences secured, the sands truly begin to flow through the hourglass. It is now just a matter of time before the Druj realise what is happening, before ill chance or a passing patrol exposes the ruse. Stealth is still useful, but speed is essential now. Unfortunately, speed brings its own risks. The Druj have placed traps and pitfalls all around the Grove of Woe. It soon becomes apparent that these traps are less about discouraging attackers - although an army would certainly suffer losses if they tried to press through the woods here - than they are about punishing anyone who tries to flee the groves. Some are clearly ancient, others relatively new. Spiked pits, deadfalls, tripwires attached to blades crusted with filth and old venom, weighted nets that fall and lift, and game trails that seem safe until they very much are not.&lt;br /&gt;
&lt;br /&gt;
Here the Karass guidance is more sketchy - they know the traps &#039;&#039;exist&#039;&#039; but they have no way of knowing where they are. Fortunately, the Navarr are no strangers to this kind of subtle warfare, and know the signs to watch for. Even with that expertise, though, the infiltration of the woods is perilous. It is not enough to just bypass the traps; wherever possible they must be disarmed to reduce the risk of someone stumbling into them while fleeing the Grove.&lt;br /&gt;
&lt;br /&gt;
Within the ring of traps is the Grove itself, an expanse of healthy weirwood trees that reaches up above the surrounding forest. There is one final circle of defence - a weirwood wall topped with vicious spikes of mithril and rusted iron. A garrison of several hundred orcs, cruel guards and wicked overseers who keep the captured prisoners in line. Here the last tatters of stealth begin to fragment and blow away. The raiders have the initiative, launch their surprise attacks at three key junctures, each arrow or javelin finding its target and sending them sprawling, but there is no way to stop the alarm being raised. Even as the gates and the walls are attacked, the drums start beating, heavy thunderous notes of warning that are soon echoed by the loyal watchtowers.&lt;br /&gt;
&lt;br /&gt;
For some, perhaps, it is a relief. Too many days of ever-tightening tension, each successful act of infiltration being nothing more than the threat that the &#039;&#039;next&#039;&#039; risk will be the one that brings the whole house of cards tumbling down. Now it is battle, and for many of the Imperial Orcs they smash through the Druj defences with the voices of their ancestors ringing exultant in their spirits, in their hearts, in their ears. &#039;&#039;Break these chains!&#039;&#039; they shout, and &#039;&#039;kill the slavers!&#039;&#039; and &#039;&#039;no mercy for the Druj!&#039;&#039; The Navarr are lockstep with their allies, but where the orcs have the voices of their ancestors to spur them on they have the memory of Therunin, and what the Druj did to their people there, and it howls in their blood loud enough to match any spirit of the gone-before.&lt;br /&gt;
&lt;br /&gt;
Again the curse of [[Spring magic]] helps both sides, prolongs the fighting, makes it five times bloodier than it might have been. These Druj are elite fighters - [[Arkad#Pakkad|Pakkad]] and the [[Arkad#Hupul|Hupul]] and [[Arkad#Kallad|Kallad]] who ensure the slaves stay in line. They are equipped as befits the [[Arkad]] - ample [[Legacy of Thorns|blade venom]], potions of healing and strength, and when all else fails pouches of [[true vervain]] to restore their vitality. Spells and potions of [[purify|purification]] prove invaluable during the battle to seize the Grove of Woe.&lt;br /&gt;
&lt;br /&gt;
While the fighting rages, a small number of champions take advantage of the chaos to bypass the defenders and push deep into the encampment here among the weirwood trees. Their purpose is twofold - to kill any Druj commanders they can find and to let the slaves know that they are about to be liberated. They are perhaps a little unprepared for the tenacity of the resistance they encounter. Even as the fighting spreads along the walls and spills over into the outskirts of the encampment, those moving to the aid of the Great Forest Orcs discover that the Grove of Woe is under the direct command of one of the [[Druj lore#Buruk Tepel|Buruk Tepel]].&lt;br /&gt;
&lt;br /&gt;
The orc master apothecary is protected by a cadre of Pakkad with the finest weapons and armour the Mallum can produce. True juggernauts of poison and steel, they fight with the fervour of the fanatic to protect their mistress. For her part the Buruk Tepel is clearly so much more than a &amp;quot;mere&amp;quot; master [[surgical skills#Apothecary|apothecary]]. There are braziers prepared in which some sinister mix of herbs and poisons have been prepared and as her bodyguards battle the Navarr and the Imperial Orcs, she personally begins to set them alight. The thick greenish-yellow smoke they produce hangs low to the ground, creeping in a slow flood through the encampment. As more of the braziers are ignited, the fog spreads more quickly, begins to thicken, becomes deeper. When someone falls into the fog, they do not rise again. This &amp;quot;death fog&amp;quot; smothers anyone who breathes it for more than a few lungfuls - and if someone is already weakened when they encounter it it swiftly spells their doom. The Empire has encountered weapons similar to this in the past but never so concentrated, never so &#039;&#039;cruel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As the fighting continues, it also becomes apparent why none of the slaves here have joined the fighting. The Great Forest Orcs who tend the Grove of Woe have been chained to the floors of their ramshackle huts, and as the fog thickens they desperately struggle to keep their heads above the level of the poison mist. It becomes a race against time - to break the chains of the prisoners before the Buruk Tepel atrocity claims them. The raiders split their attention between the Druj defenders and the salvation of the orcs.&lt;br /&gt;
&lt;br /&gt;
In the end though, the Empire is able to prevail - just. It is easy to say, but hard to communicate how close it is. A hair&#039;s breadth and the fog would have thickened enough, risen high enough, then the victory over the guards would have been rendered all but meaningless. If the heroes of the Empire had fought one iota less fiercely, committed even an ounce less completely to their goal, the Druj would have held the weirwood groves and stood victorious over the charnel pit they had made of it. In the end though, their terrible scheme does not come to fruition. The Imperial plan works. The slaves are saved, the Druj are slain.&lt;br /&gt;
&lt;br /&gt;
The Buruk Tepel stands defiant to the last, at the heart of a tightening ring of Navarr spears and Unshackled blades and the blazing eyes of the heralds of &#039;&#039;Papa Otec&#039;&#039;. She sneers, spits her defiance, and in the last moment touches the burning brand with which she sought to extinguish the lives of the Great Forest Orcs to her own robes. She becomes a pillar of flame, her arms spread out, the stench of burning hair and wool and cooking meat overpowering the stink of the dissippating death fog. Worst of all, as she burns, as she dies, she &#039;&#039;laughs&#039;&#039;, howls with laughter until the fire rips the air from her lungs and she collapses in ashes and burnt fragments of bone. Those present to see her die will likely hear that laughter in their dreams for the rest of their lives and wonder what kind of creature, human or orc, can laugh while being devoured alive by flame.&lt;br /&gt;
{{CaptionedImage|file=Verys.png|title=Rune: Verys|align=right|caption=Strength is often found in unexpected places.}}&lt;br /&gt;
&lt;br /&gt;
==Flight Through the Dark==&lt;br /&gt;
The last of the Druj defenders flee into the forest once it is clear the day is lost; they do not stand and fight. The rescued prisoners number several hundred. Roughly two thirds are of the Great Forest sept, although many of them have never known any life save that of slavery in the Mallum. The remainder are orcs of other subject septs kept for more prosaic service, and a few handfuls of humans. Most of the latter are Navarr, or Dawnish yeofolk, brought here after Druj raids for their own expertise in tending weirwood. Some have no knowledge of the Empire at all, and are as frightened of their rescuers as the orcs. They are either descendants of prisoners taken generations ago, or folk who lived in the Mallum before the Druj took control.&lt;br /&gt;
&lt;br /&gt;
The next enemy to overcome is fear. There is so little time, and yet defeating this foe is crucial. It would be easy to imagine the Imperial Orcs would have an advantage here, but that would be a mistake. The slaves are orcs themselves, but so are their former masters. It is the Navarr, and their talk of oaths and of the bond with the sept of Peytaht that break through the paralysing, traumatic fear that the servants of Irra Harrah call &#039;&#039;&amp;quot;tharn&amp;quot;&#039;&#039;. The fear that robs the mind of the ability to think, the terror that prevents the legs from moving and, if it lasts long enough, spells slow death. The words of the Navarr, and the reassurance of the handful of Great Forest Orcs with them, get through to the prisoners and get them moving.&lt;br /&gt;
&lt;br /&gt;
This is the most vital thing, the part of the plan that could go most catastrophically wrong. Several hundred tired, frightened prisoners must now be escorted to safety, with the alarm raised and the Druj certainly already on their way. Supplies are needed - and while the [[business|businesses]] and [[farm|farms]] of Miaren and Hercynia and Skarsind and Mareave have provided what they can, carrying too much &#039;&#039;into&#039;&#039; the Mallum would just slow the raiders down when they need to move. And so the first order of business is to raid the camp and grab everything that can keep body-and-spirit together in the flight west toward the Empire. Food and water, obviously, but it is easy to overlook the importance of good footwear and sturdy clothes, walking sticks, containers to carry provisions, bedrolls... the list is endless and every moment brings the Druj closer.&lt;br /&gt;
&lt;br /&gt;
Here fortune smiles a little on the Empire and their new charges. The garrison here had a great store of potions and herbs for their own use. The Buruk Tepel had brought her own supplies for her bodyguards. Potions to strengthen the body, to clear the mind, to heal wounds, even to bolster the spirit are all claimed and distributed among both the prisoners and those who have freed them. There is also, unfortunately, a sizable stash of potions known for the [[Double-sided Blade|pernicious impact]] they have on those subjected to them, and while there is some discussion as to whether [[Double-sided Blade#Weakening Sun|Weakening Sun]] or [[Double-sided Blade#Warming Armour|Warming Armour]] might ultimately be of use, these discussions are quickly curtailed. There are some weapons of the Druj, argues one of the priests vehemently, that we must never stoop to using, no matter how deep the need.&lt;br /&gt;
&lt;br /&gt;
Time runs out. The agreed on signal comes from the captured watchtowers; a force of Druj is moving toward the Grove of Woe from the east. It&#039;s not clear if it is a local patrol, or a force up from [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]], but it is clearly time to go. Moving hundreds of disciplined soldiers is enough of a challenge; moving hundreds of terrified refugees is several orders of magnitude worse.  Yet somehow, the plan holds together. The ragged column starts to move; a handful of wagons hold those not in a condition for the heavy marching ahead, nestled in among the hastily gathered supplies. Most of those who ride are children; the Druj have little use for tree-tenders too old or infirm to work the groves. The rest are those who were exposed to the death fog for a little too long and will need serious medical attention before they can walk easily.&lt;br /&gt;
&lt;br /&gt;
Through the ring of traps, almost miraculously, without losing anyone. The caution of the Empire&#039;s approach has paid dividends here. There are a few attacks by Druj warriors - the sentries of the other watchtowers most likely coupled with some who fled the fall of the camp - but they are easily fended off. The rest of those who remained behind to hold the towers join the main body, and once they are through the outer circle the caravan begins to make better time.&lt;br /&gt;
&lt;br /&gt;
Over the next several days, the raiders push themselves almost to the point of exhaustion. Outrunning the pursuing Druj is one thing; dealing with the Druj &#039;&#039;in front&#039;&#039; of them is another. While the ingress was marked by stealth and misdirection, the egress is a bloody swathe cut through the forested plateau as more and more Druj warriors zero-in on the fleeing Imperials and their living cargo. By the third day, some of the slaves have recovered enough to demand weapons, armour, shields of their own, to protect their friends and their families and fight alongside their rescuers. Some artisans and crafters among the Imperial force have sacrificed [[Materials#Metals|ingots]] and [[Materials#Natural_Materials|measures]] to craft the kind of weapons that will give even an unskilled wielder an edge; others have brought a few extra armaments from their forges or their armouries for just this kind of situation. For the rest... the servants of Irra Harah are again able to offer strange assistance; with a touch they can carve a shillelagh or a staff, or a spear shaft from a tree; with their fingers alone they can shape stone into spear-heads and charm vines to attach one to the other. They can weave grass and leaves into simple armour, held together more by magic than by any artisanry. &lt;br /&gt;
&lt;br /&gt;
Westward then, from the first light of dawn to the last light after dusk, with the night-time spent in fitful sleep. The miasma presses down mercilessly, a threat to the spirit every bit as immediate and wicked as a Druj arrow poses to the body. Yet just as there are weapons and armour to wield against the mortal attackers, so there are also armaments that can be used against despair. Around simple campfires, in the shadows beneath the trees, in the snatched moments of rest and respite, there are stories and there are songs. The Unshackled share their history and the path that led them to where they are now; the Navarr speak of the fall of Terunael and the nation that rose from its ashes; the Great Forest Orcs share a few tales that are new even to those who know the sept of Peytaht, of the woodlands that once stretched from shore to shore and the spirit that moves through it. As a philosopher once said &amp;quot;&#039;&#039;greater than the death of flesh is the death of hope, the death of dreams&#039;&#039;,&amp;quot; and ultimately the final victory over the Druj will be the victory over despair.&lt;br /&gt;
&lt;br /&gt;
Long days and long nights and then, long hours of trudging exhaustion punctuated by terrifying moments of battle and bloodshed. And through them, at last, against all the odds, the edge of the plateau comes steadily closer. There is little chance of taking the rescued prisoners down the secretive routes used to reach Upper Saarnath. A final assault, then, against the &#039;&#039;Lidless Stair&#039;&#039;, and then hopefully safety below.&lt;br /&gt;
&lt;br /&gt;
Of course, nobody can be sure if there is any safety in Lower Saarnath. When the heroes of the Empire made the ascent into Upper Saarnath, the fighting was just beginning. If the Empire has been driven back into Sarangrave, if the Druj have sent a superior force, then all this might still prove to have been for naught as the descent places the heroes and their charges in the heart of the armies of dread. As much as they can the Imperial raiders keep this unsettling truth from the former slaves, for fear that it may prove one burden too many for them to bear.&lt;br /&gt;
{{CaptionedImage|file=Tykonus.png|title=Rune: Tykonus|align=right|caption=We take victory where we can.}}&lt;br /&gt;
&lt;br /&gt;
==Down the Lidless Stair==&lt;br /&gt;
The Lidless Stair is a wide path, the most southerly of those which allow an army to move from the lowlands to the uplands. It is guarded by a wall of twisted weirwood and old white granite, and a few hundred soldiers. The plan gambles on the fact that some of those soldiers will be out of position - joining the fighting in Lower Saarnath or looking for the raiders in the wrong place.&lt;br /&gt;
&lt;br /&gt;
A fortress might be poor quality, but it is still a fortress. Crystal mana is gathered in trembling hands, supplemented by a few pots of [[Vis#Vital Honey|Vital Honey]], and in the last hours before dawn a ritual is enacted among the trees on the edge of the plateau. Those Navarr magicians versed in [[Spring magic]] are just between them able to craft a [[Rising Roots that Rend Stone|magical weapon]] to breach the wall. Warriors alone could have taken the Lidless Stair, for sure, but there is no way they could have done it without loss of life - and without leaving their charges vulnerable. With the magic of those volunteers who accompany them, though, there is another option.&lt;br /&gt;
&lt;br /&gt;
The spell works like a charm; one minuted the arrogant Druj defenders are taunting the approaching force from the safety of their gatehouse, the next that gatehouse is rent asunder sending no-longer smug orcs tumbling in every direction. Shorn of their wall, the Druj lose much of their steel... only to discover that they are now trapped between the furious Imperial heroes to the east and the armies of the Empire to the west. Their only escape is death, and in the end that is the route they all must take.&lt;br /&gt;
&lt;br /&gt;
Even as the gates fall, the alarm is being raised at the rear of the column. A (relatively) disciplined force of Druj warriors is fast approaching, closing the distance with distressing speed. The fight at the top of the Stair is nearly won but not quite and if the defenders must split their forces then there is every chance they will fail, fall at the last hurdle between them and freedom...&lt;br /&gt;
&lt;br /&gt;
The sky turns black, and the rain begins to pour, and the gale begins to howl, and in that moment it looks as if everything has been for nothing. The raiders will need to choose between sacrificing their lives to delay the inevitable, or leaving those they promised liberty to be recaptured, slaughtered. &lt;br /&gt;
&lt;br /&gt;
Then a horn is heard, an echoing note that rises above the weather, that stills fear and quickens the heart. It is followed by a peal of thunder, an indescribable noise as if the sky itself was being torn in half and whatever it is that lies behind it was pouring through. Far to the east thunderbolts cascade out of the peligin clouds, and for a moment that noise expands to fill the entire world.&lt;br /&gt;
&lt;br /&gt;
The approaching Druj scatter in terror, the sound overwhelming their discipline for precious minutes. The gate of the Lidless Stair is taken, and the refugees begin to pour down the path, down into the southern reaches of Lower Saarnath. By the time the approaching Druj find their courage again, the very last Imperial soldiers are following them down. And at the bottom wait the victorious Imperial armies, and the Druj dare not follow their quarry into that unwelcoming embrace.  &lt;br /&gt;
&lt;br /&gt;
So, then, when all is counted up, the plan has gone just as it should have. The Great Forest Orcs are rescued from the Grove of Woe, along with several dozen other servants of the Druj who will find a welcome in the Barrens, or in Skarsind, or further afield in Hercynia or Miaren.&lt;br /&gt;
&lt;br /&gt;
But what of the Forest of Ulnak?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Forest of Ulnak regions.png|caption=The Forest of Ulnak is mapped, but parts of the territory remain unknown.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Ancient Forest==&lt;br /&gt;
What of the Forest of Ulnak indeed. In the north, speed is more of a pressing concern than stealth. For the plan to work, the Grove of Woe and the Sacred Grove need to be attacked at roughly the same time. The Buruk Tepel are said to be able to communicate over great distances using some mystical technique or other, and any warning will surely see Nimon Rue execute their prisoners. Worse, no matter where they enter the Forest, the Imperial raiders will need to cover more than twice the distance to reach the weirwood groves - through the whole of [[Forest of Ulnak#Oerwalt|Oerwalt]], [[Forest of Ulnak#Grimfen Mire|Grimfen Mire]], or [[Forest_of_Ulnak#Ghul&#039;thak_Forest|Gul&#039;thak Forest]], and then into the depths of [[Forest_of_Ulnak#Deathgate|Deathgate]], all under the unsleeping gaze of [[Forest_of_Ulnak#Cassad_Ûln|Cassad Ûln]] itself.&lt;br /&gt;
&lt;br /&gt;
The plan rules out any approach through Gul&#039;thak. There is something alien in the woods there, something alert and watchful. Just as bad, there is the Thistle of Barbs, which defends the forest from any attempt to cross the Nameless River. Oerwalt would be easier, but risks the attention of the orcs of Otkodov. Most likely the Thule would be disinterested in the Imperial plan, but there is always a chance that they might obstruct it unintentionally, or otherwise.&lt;br /&gt;
&lt;br /&gt;
Talking with the Karass, the decision is made to push through Grimfen Marsh, skirting the northern Gul&#039;Thak as quickly as possible, and then delving into Deathgate. While Grimfen Marsh is perilous, and reasonably well populated, there is no suggestion that the folk who live there have any love for the Druj. Treachery is always a threat in the Mallum, but between the Imperial Orcs and the Karass, it is assumed they will be able to handle the sprawling families of Druj subjects.&lt;br /&gt;
&lt;br /&gt;
Here the Empire also has significant aid from the children of &#039;&#039;Papa Otec&#039;&#039;. The heralds out of Oerwalt do not boast of their prowess, but they quietly let it be known that they can help with marsh and forest alike. Given speed is of the essence, they ask the raiders to trust their expertise. They can ensure the Empire is forwarned of any patrol, any watching sentry, no matter how canny or well hidden. The wisest beasts, they explain, always know when they are being watched. So it is with the servants of &#039;&#039;Shacklebreaker&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
With the plan set, a flotilla of small boats, rafts, and flat-bottomed skiffs are deployed to transport the raiders across the Nameless River, in small groups, and the assault on the Forest of Ulnak has begun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Druj1.jpg|align=right|caption=The desperation of the Druj is so much worse than their complacency.|width=300}}&lt;br /&gt;
{{CaptionedImage|file=thulebanner1.jpeg|align=right|width=300|caption=It is unwise to rely too much upon the goodwill of the Dragons.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grimfen Mire==&lt;br /&gt;
While it is called both fen and mire, Grimfen is as much forest as it is marsh - a flooded forest, reminiscent of the wild places of Therunin on the other side of the Barrens. There are insects everywhere, vicious animals, deadly toadstools and mushrooms, predatory birds, and an omnipresent cladding of soft mosses. The natural dangers here are made all the worse by the presence of the Spring curse placed on the entire territory by the warlocks of Otkodov. The [[Rivers Run Red|rivers run red]] here, breeding sickness and infection that can make even the mildest of injuries, the smallest of insect bites, potentially life threatening. Potions and herbs can help of course, as can the magic and medical expertise of those who have risked their lives to accompany the warbands, but the danger is omnipresent.&lt;br /&gt;
&lt;br /&gt;
The riverbank is marked by a handful of settlements - stilt-fishers and pot-fishers for the most part - and as one moves inland (inasmuch as any part of Grimfen can be called &amp;quot;land&amp;quot; rather than &amp;quot;mud&amp;quot;) there are many more. The Karass know the routes to take, there are plenty of Navarr used to this kind of sodden woodland, and the raiding parties make good time. Rather than take a single path through the region, there are multiple bands of raiders moving separately. It increases the risk of one of them being spotted, certainly, but smaller groups are harder to spot and can react more quickly.&lt;br /&gt;
&lt;br /&gt;
The heralds of Irra Harah are as good as their word; their supernatural senses provide ample warning of threats both barbarian and natural. They can tell the difference between a log sunk in a stagnant pool, and an awful predator that only &#039;&#039;looks&#039;&#039; like a log at a glance. They are able to show hunters which fungus is safe to eat and which will cause agonising nightmare delerium. &lt;br /&gt;
&lt;br /&gt;
As with the force in the Salt Flats, the omnipresent miasma is a challenge. Again, liao and virtue and the voices of the ancestors help, but it is a struggle all its own, especially in environs such as this. There is something mournful about Grimfen, that goes beyond the miasma. Something sad woven into the roots and branches and the waterways. The Karass shrug when asked about it, and the heralds of Irra Harah just look sadly away and change the subject.&lt;br /&gt;
&lt;br /&gt;
For all the difficult terrain, the raiders make good time through Grimfen. As the southern warband is cresting the cliffs of Upper Saarnath, they are closing in on the northern borders of the mire. Here they come across signs of battle - fighting between Thule conquerors and the defenders of the Mallum. It seems however that these are older battlefields, and it is only Druj bodies that are found here, bloated and flyblown by weeks abandoned in the damp, hot sun.&lt;br /&gt;
&lt;br /&gt;
When the denizens of the region are encountered, on the rare occasions they cannot be circumvented easily, they either flee or just watch the Imperials impassively, disinterestedly. Perhaps one or two might seek to curry favour with their overlords by reporting the presence of trespassers but if they do they are either intercepted by their own people or ignored. Those orcs among the raiders who make contact with one of the settlements find a people cowed by the miasma, and by the wickedness of those who rule here. If they speak of the Empire at all, it is in the tones of folk who know them only from stories as wicked sorcerers who rain curses down on the Mallum and slaughter any orc who falls into their hands. The raiders might not encounter opposition here, but they find no welcome either.&lt;br /&gt;
{{CaptionedImage|file=Ull.png|title=Rune: Ull|align=right|caption=Chance undoes even the best laid plans.}}&lt;br /&gt;
==Trees and Bones==&lt;br /&gt;
From Grimfen, the raiders press along the border between Gul&#039;thak and Bonewall. The southern woodlands give way to more barren hillside, and another dilemma. Travelling through the woods helps hide the presence of interlopers from any watchers, but likewise hides the watchers and impedes swift progress. Travelling through the hills is a little easier, but all too often leaves trespassers exposed to anyone who might be paying attention.&lt;br /&gt;
&lt;br /&gt;
The dissipated groups that have made their way here join together as they push north and east. The time for stealth is coming to an end - if they are to make the Grove in time to save the Great Forest orcs they need to pick up the pace. Armed conflict is inevitable, and violence finds the raiders before they have gone more than a quarter of the distance they need to cover. A cohort of Druj soldiers, under the ragged banners of the [[Druj_armies#Deadly_Blade|Deadly Blade]], retreating out of Bonewall into Gul&#039;Thak spy the Imperials and raise their spears to attack. A few race south, others east, to try and spread the alarm. Not only must the Imperials deal with the soldiers, but they must try and catch the runners if they hope to maintain the element of surprise.&lt;br /&gt;
&lt;br /&gt;
As swift-footed warriors, scouts, and hunters in lighter armour dash to intercept the would-be alarm-raisers, the rest of the raiders are forced to battle venom-bladed Druj soldiers who know the terrain much better than they do. The Empire is outnumbered, but fortunately these are not fresh troops. Far from it. They have been fighting the invaders from Otkodov, and have had little time to resupply or rest. As it is the fighting is hard going, but the Imperial raiders are at full strength and well prepared. The Druj are cut down, and those who try to flee their inevitable rout are shown no mercy.&lt;br /&gt;
&lt;br /&gt;
As the last warrior falls, those who chased after the runners return. They think they have silenced all those who would raise the alarm, but they cannot be certain. The need to move quickly intensifies.&lt;br /&gt;
&lt;br /&gt;
This is only the first of several such encounters - ragged warriors retreating out of the Bonewall. Some bear battered banners of the Druj armies, others are part of the garrisons of the southern forts. They are demoralised, injured, tired, and as often as not their first thought is to retreat rather than fight. When they have to, the Empire kills them; when they don&#039;t they let them pass by, unnoticed.&lt;br /&gt;
&lt;br /&gt;
Twice the raiders see signs of the Thule along the southern borders of the Bonewall. Massive encampments, lit up like the night sky with flames and lightstones. Azure banners marked with runes and depictions of the Dragons stand out against the skyline. It is clear the Thule &#039;&#039;want&#039;&#039; the Druj to know where they are, taunting them almost, as if they are urging the defenders of the Mallum to attack them. An ironic twist of the familiar Druj tactic of trying to lure their enemies into a trap, perhaps.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Deathsgate.jpg|align=right|caption=Cassad Úln stands sentinel over the high peaks of the north, watching eternally for anything that might threaten its domination.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Deathsgate==&lt;br /&gt;
Even for those who have seen the Tower of the Skink in Sarangrave, the great citadel of Cassad Ûln is a breathtaking sight. Where the Tower had something of a ramshackle mien, suggesting broken glass and rusted metal and twisted ambition, Cassad Ûln is fear and tyranny made manifest. Black stone looms on the side of the sweeping northern mountains, a single spire reaching up as if in defiance of the stars and the surrounding peaks. Where other Druj fortifications are intentionally things of spike and jagged steel, this is something else. A monolith of darkness, smooth sided, easily imagined as a great sentinel watching over the entirety of the Mallum. Those who have seen the wall at its base report that it is a different matter; a curtain of stone garlanded with the familiar grisly totems of the cruel masters of the Mallum.&lt;br /&gt;
&lt;br /&gt;
The tower itself isn&#039;t always visible; Deathgate is covered with a thick northern forest and it looks as if it would be possible to cross the entire region without ever seeing the open sky above the canopy. Yet once it is seen it preys on the mind - a result of the Druj miasma perhaps - and it is all to easy to imagine it staring through the leaves and branches deep into ones soul. One Imperial Orc jokes that perhaps it is just the biggest miasma pillar in the Mallum, but their attempt at levity falls very flat indeed.&lt;br /&gt;
&lt;br /&gt;
As with so much of the rest of the Mallum there is no solid road to follow, no great highway. What roads there are, are rutted with wheel-tracks, barely more than open spaces between the tree trunks. It is clear that caravans must travel through these woods regularly - to collect the weirwood from the Sacred Grove and bring supplies to Cassad Ûln if for no other reason - but they must represent a truly arduous task. When asked, the Karass look blank and say &amp;quot;slaves&amp;quot; and leave it at that.&lt;br /&gt;
&lt;br /&gt;
It would be easy to imagine that this is just more trackless wilderness, but nothing could be farther from the truth. Particularly in the south the woodlands here are dense with herb gardens, small villages, and the guarded estates of skilled tepel and apparently even some Buruk Tepel who wish to get away from the constant scheming of Sanath to spend some time in study. This means that the woods here are guarded, and the strain of having to ensure that nobody escapes to raise an alarm begins to show on the raiders.&lt;br /&gt;
&lt;br /&gt;
Just as in the south, there is an outer ring and an inner ring of defenders here. Unlike the protections in Upper Saarnath, though, those established in the woods around the weirwood groves are not solely mundane and trickery will not avail against them. According to the Karass, there are white stones quarried from the depths of the northern mountains, marked with dark sigils and woven with cruel magic, that allow unnatural horrors to hunt the woods around the Sacred Grove and punish all who they find who do not bear the &amp;quot;mark of passage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These supernatural guards are truly monstrous - orc-like humanoids whose bodies are pierced with metal and who drag terrible chains behind them. Some are plated in misshapen metal, as if their armour has fused to their flesh or their bodies have somehow grown &#039;&#039;through&#039;&#039; it. Some wear helmets that hide their entire face, hunting by sound and scent and the echo of feet on the earth. Others possess powers of dark witchery, able to drain the strength from a warrior with a touch of one taloned hand and leave them easy prey for the creatures that pad alongside them - a twisted mix of dog, and cat, and human being. They are given free rein to torment any who stray beyond the weirwood grove, and are said to be nearly as expert in prolonging agony as the masters of the Mallum are.&lt;br /&gt;
&lt;br /&gt;
The initial proposal was that the raiders would ambush a Druj convoy, and steal a mark of passage. The problem is that even the Karass cannot say with any certainty how many folk can be protected by one such mark. Certainly it seems unlikely that one will be sufficient to protect a column of freed slaves. Only the wagons that carry weirwood out, and supplies in, are equipped with such marks but it is likely that there are more within the encampment itself. More than one raider points out that &amp;quot;likely&amp;quot; is doing a lot of heavy lifting in that sentence.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the presence of the heralds of Irra Harah provides an alternative and one that the supernatural children of the &#039;&#039;Voice of the Voiceless&#039;&#039; are &#039;&#039;very&#039;&#039; keen to put into operation. Rather than skulk and dissemble, masquerade and trust to the nebulous advice of the Karass, they propose smashing straight through the ring of wards, slaughtering every so-called guardian that gets in their way, shattering these white stone monoliths into pieces, assaulting the camp, murdering all the Druj, grabbing the Great Forest Orcs and running for the Nameless River. When questions are raised about how this can be done, the heralds reveal the boons their father has given them. A dozen staffs of woven wood that contain the power to tear stone structures apart when wielded by an adept of Spring magic. These, they say, will quickly put paid to any magical warding and binding stones, and there are enough masters of ritual lore here to make use of them.&lt;br /&gt;
&lt;br /&gt;
In the end the decision is made for the raiders. Somewhere along the line, one of those who escaped the raiders with their life has made it to someone prepared to listen to them. Drums begin to pound to the south, and from the north the answering bray of some immense bone horn is heard. There are only two choices left; flee, or fight. In the end, the choice is no choice at all.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 240px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Skathe001.webp|align=right|width=240}}&lt;br /&gt;
{{CaptionedImage|file=Tharim 001.jpg|align=right|width=240}}&lt;br /&gt;
{{CaptionedImage|file=Surut002.png|align=right|width=240}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Sacred Grove==&lt;br /&gt;
The defenders of the Sacred Grove appear almost immediately and they are just as awful as the Karass proposed. They are clearly [[inhabitants of the realms#herald|heralds]], and every sign suggests they are drawn from the [[Realms#Winter|Winter realm]]. Worse, almost as soon as they begin to engage the Empire, it is clear they are drawn from the [[The_Thrice-cursed_Court|Thrice-cursed Court]] which means that they have any number of horrible, cruel, wicked powers between them. Some can bring the Curse of the Bound King to bear on their foes, preventing them fleeing or defending themselves. Others wield the witchery of the &#039;&#039;Hag Queen&#039;&#039;, cold and imperious and terrible, sapping willpower and spreading discord. The worst are probably those warriors that serve the &#039;&#039;Burnt Prince&#039;&#039; - armoured behemoths whose weapons sear and brand the skin. It also becomes painfully apparent that these are nothing like the warriors of the Thrice-cursed that the Empire is familiar with. These creatures are dark, and powerful, and wield a greater portion of their patrons power than anyone could have expected. They do not die easily, and they do not give up, and when one is seen there are half a dozen more close behind. Worst of all are the hounds - the hybrid horrors the Karass hinted at. Humanoid in rough form, with the aspect of wolf and lion, they are large enough to heft an armoured orc in one misshapen hand and they clearly have a taste for the flesh and blood and screams of mortal folk. &lt;br /&gt;
&lt;br /&gt;
Questions of [[Alignment#Amity|amity]] and [[Alignment#Enmity|enmity]] immediately fall away as battle is joined, and always the plan is foremost in the mind of those fighting through this ring of horrors. The worst thing that can happen here is to falter, to allow themselves to be delayed now the alarm is raised. They &#039;&#039;must&#039;&#039; make it to the Sacred Grove before &#039;&#039;Nimon Rue&#039;&#039; can make good on their threat.&lt;br /&gt;
&lt;br /&gt;
Fighting alongside the orcs and humans are the heralds of &#039;&#039;Shacklebreaker&#039;&#039; and they are something else the Empire has not really experienced. In the past, the children of &#039;&#039;Voice of the Voiceless&#039;&#039; have tended to talk, to retreat, to hide, to urge others to take up arms. Here, in the dark woods, against the servants of the &#039;&#039;Court of Rope&#039;&#039;, they are transformed. Swollen with anger, channelling the fury of the Spring Realm against creatures whose entire being echoes with tyranny and cruelty, they take on a very different aspect. Some send their enemies flying with the kind of force Imperials are more used to seeing in the hands of the chosen of [[Siakha|Maelstrom]]. Others shatter their foes weapons but also their bodies; a herald of the Thrice-cursed with a broken leg is no more mobile than a mortal. Yet their fury seems to rouse an answering rage, especially in the burnt knights of Surut. Spring breaks, Winter endures. Ironically, it is the overarching magic of the Thule that swings the pendulum in favour of the Empire here - the Winter heralds are no more able to resist the magic of the malignant curse laid over Ulnak than the Imperial heroes are.&lt;br /&gt;
&lt;br /&gt;
Of course killing the heralds of the Winter realm is not the reason those heroes are here. This fight is a distraction, a ruse all of its own. When the first detonation is heard, it sends a ripple through the knights of the &#039;&#039;Three Monarchs&#039;&#039;. Their fury falters for a moment, and there is a shift in their tactics. A second detonation, and some of the heralds shake themselves as if suddenly free of chains all their own. The vates and warcasters, with their own skills and the boons of &#039;&#039;Prison Smasher&#039;&#039;, are shattering the white stones that keep these heralds in place and command their service. Each one that falls loosens the bonds on them, frees some of them of their obligations. The gifts of the Winter realm are often double-edged, and it seems that this &amp;quot;gift&amp;quot; of bonded guardians is just such a one. While some of the heralds continue to fight the Empire&#039;s champions, others either turn aside from the fray entirely or start heading towards the Sacred Grove itself...&lt;br /&gt;
&lt;br /&gt;
As with the Grove of Woe, there are defences around the encampment but again they are different. Rather than a wall, there is a loose barrier of wooden stakes, supplemented here and there by sections of palisade. There have been recent attempts to reinforce these defences, but they look very makeshift. It seems that the commander of the Sacred Grove trusted more in the supernatural defences than in anything so mundane as a &#039;&#039;wall&#039;&#039;. The camp has defenders, though, and they are just as dangerous and vicious as those faced in the south. Elite troops, trusted with guarding one of the most valuable resources in the Mallum. Some bear the mark of the black tower, indicating an allegiance to the master of Cassad Ûln itself. Others have the marks of the septs of Ulnak, each of the Buruk Tepel of the northern Mallum represented here.&lt;br /&gt;
&lt;br /&gt;
The commander here is no Buruk Tepel, relying on apothecary and subtle poisons. They have a very different fate in mind for the Great Forest Orcs - although it still involves fire. As fighting spreads through the camp - as the Empire assaults the defenders with the unexpected accompaniment of a handful of heralds of the Thrice-cursed Court clearly working out decades of frustration at not being allowed to harm those they &amp;quot;protected&amp;quot; - the horror that Nimon Rue has in store becomes clear. The workers of the weirwood grove, the Great Forest Orcs who have toiled here for generations, have been placed inside three tall wooden structures in the centre of the camp. Each is a terrible mockery of a weirwood tree, packed with living orcs, surrounded by kindling. It brings to mind the stories of [[the Marches]], of the [[The_Marches_culture_and_customs#The_Wicker_Man|wicker man]], but here the power of spiritual purification has been warped into a force of corruption and malice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Burning Marches.jpg|width=400|align=right|caption=The Druj have something very different in mind to the purification heralded by a Marcher wicker burning.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The commander of the camp - a [[Druj_champion#Het|het]] in armour of black plate - holds an iron torch, already burning. He is flanked by three witches - three [[Druj lore#Ghulai|ghulai]] - and as the Imperial heroes break through the stakes surrounding the sprawling encampment he steps closer to the awful pyre. Before he lights it, though, he turns to address the trespassers, to mock them for their failure, to invite them to witness the immolation of -&lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear if the arrow that finds his throat, the chink in his armour, is fired by Unshackled or Navarr, but it does the same job regardless. The Het toppled backward, silenced, the brand falling from his suddenly numb hand. One of the witches stoops to pick it up, but another half-dozen arrows strike him before he can do so, sending him sprawling. Sorcerers are even easier to kill with a hail of arrows than het are.&lt;br /&gt;
&lt;br /&gt;
One of the other two ghulai chants a word and raises their staff over their head, and unleashes a terrible spell that causes everyone in front of them - Druj and Imperial alike - to be wrapped in invisible chains that hold them immobile. The chains do nothing to stop the arrows, however, and ultimately simply allow the raiders to kill the het&#039;s guards before they can recover from the paralysis.&lt;br /&gt;
&lt;br /&gt;
The third wizard flees rather than fights, and alone among her brethren escapes the arrows of justice. Unfortunately for her, she runs straight into the arms of an impossibly tall skeletal figure with a mirrored half-helm, who wraps her up in unnaturally jointed arms before biting her face off and turning her screams to desperate gurgles.&lt;br /&gt;
&lt;br /&gt;
Chaos, death, blood, fire. As the last of the Druj are mopped up, those free to do so tear into the wooden trees and free those trapped inside. There is no time to waste, none at all. The defenders of Ulnak are coming and the Druj know they are here. The element of surprise is gone, and there is so far a distance to cover it seems impossible. There&#039;s little time to spend in explanations - ten minutes to grab provisions and possessions, to raid the Druj supply tents, and then they have to leave.&lt;br /&gt;
{{CaptionedImage|file=Gralm.png|title=Rune: Gralm|caption=We all come to the crossroads eventually.|align=right}}&lt;br /&gt;
==The Plan Changes==&lt;br /&gt;
Terrified, but desperate to survive, the freed orcs are gathered and the exodus begins. In the time it takes to drag them together a decision is reached - there is no way that the Imperial heroes will be able to lead these orcs to safety along the same route they took to get here. The plan will need to change. It is risky but it seems the best of the available bad plans is to run west, into Bonewall, and trust the orcs of Otkodov to hold to their alliance with the Empire. The Karass have a different proposal. The Druj will &#039;&#039;expect&#039;&#039; them to go west, or to retrace their steps. There is another option. It is dangerous - incredibly so - but if it works it will allow them to escape the Mallum. Instead of going for the nearest safety, they head &#039;&#039;south&#039;&#039; through [[Forest of Ulnak#Shifting Basin|Shifting Basin]] to the river and from there to [[The_Barrens#Saltmarsh|Saltmarsh]]. Instead of trying to bypass the Mallum forces no doubt regrouping to fight the Thule along the Bonewall, they avoid the fighting by pressing through land the Druj believe uncontested.&lt;br /&gt;
&lt;br /&gt;
The flaws are obvious, but the worst is that the refugees would still need to cross the Nameless River at a point where nobody is expecting them to try. The Karass try to argue that messengers could be sent, and boats be waiting, but in the end it simply makes no sense. The Shifting Basin contains one of the largest Druj settlements in the Forest of Ulnak, for a start. The Rivers Run Red bear down on everyone in Ulnak, and the idea of transporting four hundred tired slaves through trackless marshes when any injury might fester and become incapacitating. It isn&#039;t said out loud, but these new plan also involves giving the Karass a level of trust nobody is comfortable with.&lt;br /&gt;
&lt;br /&gt;
Westward it is, then. The Karass are clearly unhappy, but they are no in charge here. Nothing is ever simple of course; the Great Forest Orcs are no less traumatised than those rescued from the Grove of Woe. Sickness and infection become a constant threat, and without the medical supplies and expertise of those who risked everything to be here the death toll would surely mount higher and higher. There is nowhere near enough time to collect enough provisions and supplies, with the threat of Cassad Úln literally looming on the horizon.&lt;br /&gt;
&lt;br /&gt;
The plan has changed, and now everyone has to make sure it works. Out past the ring of warding and binding, and then turn sharp west to flee through the woods towards the all-too-distant hills. The first day is the worst, with the Great Forest Orcs still adjusting to the fact they are fleeing for their lives and freedoms. Hope can be painful, especially for people who are unfamiliar with it. The first night is bad, but by then the new reality is beginning to take hold. Just as in the south, some of the freed slaves ask for weapons and armour, or offer their skills to help their fellows, former slave and liberator alike. It is too dangerous to risk fires, and folk are forced to huddle together for warmth under the cold Autumn stars.&lt;br /&gt;
&lt;br /&gt;
Only as morning breaks, and the column of refugees gets ready to move, do the Imperial heroes notice that the Karass have disappeared.&lt;br /&gt;
&lt;br /&gt;
==The Treachery of the Karass==&lt;br /&gt;
During that first dark night, the Karass vanished. None of the sentries seem to have seen them leaving, and it is clear that this is not some random desertion. This is something that would have taken planning. There was always a chance the Karass would betray the Empire, and it looks as if the fears for their fidelity were well founded.&lt;br /&gt;
&lt;br /&gt;
Although not &#039;&#039;all&#039;&#039; of the Karass have disappeared. One has stayed behind; an old hunter found sitting in the middle of the camp smoking a pipe. They endure accusations of cowardice and treachery for a few long minutes, then put their pipe away and offer an explanation. The plan hasn&#039;t changed, says that remaining hunter. Not for the Karass at least. They knew all along there was almost no chance that the Empire would be able to raid the Sacred Grove and escape without the aid of at least on Imperial army. This was the contingency put in place by Anka Karass; the sept has gone to help the plan succeed by risking their own lives to create a distraction. They will launch a raid on Shadowmere, the domain of the Iron Asp, and the largest settlement in the south. The Druj will respond, directing their gaze toward what seems to be a major threat, and the Karass will melt into the marshes and make their own way home. Unlike the Imperials, the Karass can effectively disappear in the Mallum - not even the Imperial Orcs can say the same.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no doubt something stinks to the celestial heavens, but what can be done? The Karass are gone, and if they are going to return with the Druj it is already too late to do anything about it. They&#039;ve been &#039;&#039;essential&#039;&#039; up to know, helping at every turn, but in truth, it&#039;s not clear they are needed any more. Their role was always to help the Empire slip into the Druj lands, to get close to their target without tipping their hand. No-one will feel the loss of them, now it&#039;s time to run for the hills.&lt;br /&gt;
&lt;br /&gt;
How much of what this hunter is saying is the truth is impossible to gauge. There isn&#039;t time to try and make him change his story, and what if he is telling the truth? Risk everything on suspicion? What good would that serve. The plan has changed once, but that doesn&#039;t mean the Empire shouldn&#039;t stick to the new one. So with that lone Karass under careful watch, the escapees begin to move westward through the forest toward the Thule front lines.&lt;br /&gt;
&lt;br /&gt;
The caravan moves, as it inevitably must, and then everything goes wrong.&lt;br /&gt;
{{CaptionedImage|file=Yoorn.png|title=Rune: Yoorn|caption=An end is in sight...|align=right}}&lt;br /&gt;
==Later Than You Think==&lt;br /&gt;
It&#039;s always later than you think. That first night under the trees of Ulnak, with the Karass sneaking away into the darkness, brings that home if nothing else does. The hourglass is nearly empty. As the southern force is fighting its way down the Lidless Stair, the raiders in the north realise just how close the Autumn Equinox is. &lt;br /&gt;
&lt;br /&gt;
Close as the summit at Anvil is, the Druj are closer. The garrison of Cassad Úln is on their trail, the soldiers of the Thistle of Barbs cannot be far behind. There is even some hint that some of the heralds of the Thrice-cursed are stalking the fleeing prisoners. The weather is shifting, and the Empire&#039;s heroes are fighting their way into a warzone.&lt;br /&gt;
&lt;br /&gt;
When the Imperial Orcs scouts come back to report that there is a major Druj force ahead - several thousand strong - it feels almost inevitable. The orcs of Otkodov, it seems, have claimed the whole of Bonewall and pushed the defending forces of the Mallum back... right into the path of the fleeing heroes. There&#039;s no suggestion they&#039;ve done this on purpose - indeed it would be incredibly difficult for them to manoeuvre the Druj in this way. It just seems to be the worst of luck.&lt;br /&gt;
&lt;br /&gt;
Turning north or south won&#039;t help - the caravan has to keep moving or those hunting them will catch up. If there had been a larger force - the help of an army or another twenty warbands maybe - the matter would be different. But if wishes were oxen, nobody would ever have to pull a plough. The situation is dire, and it looks as if everyone in the Forest of Ulnak is going to die...&lt;br /&gt;
&lt;br /&gt;
==Game Information==&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}}&lt;br /&gt;
{{CaptionedImage|file=NBOrcs.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Rescue the Prisoners===&lt;br /&gt;
* &#039;&#039;&#039;The raid to rescue the Great Forest Orcs from the Mallum has been a qualified success&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Several hundred slaves have been brought safely to the Empire, but several hundred more remain in imminent danger&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Those chosen to organise the raid have received some weirwood from the Grove of Woe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ambitious [[venture]] to [[All_I_ask_of_you#Help_Us|rescue the Great Forest Orcs]] from [[the Mallum]] before they could be executed by the [[Druj]] has been a qualified success, but it is not quite over yet. Large numbers of Navarr and Imperial Orcs put everything on the line to help free the slaves forced to work in the weirwood groves of the [[Forest of Ulnak]] and the [[Salt Flats of Sanath]]. With the enthusiastic aid of the [[All_I_ask_of_you#Wild_Things_Run_Fast|children of &#039;&#039;Papa Otec&#039;&#039;]] and the somewhat grudging assistance of [[All_I_ask_of_you#Dog_Eat_Dog|the Karass sept]], those imprisoned in the [[Salt_Flats_of_Sanath#Grove_of_Woe|Grove of Woe]] have made it safely back to Imperial lands. Those who were held at the [[Forest_of_Ulnak#Sacred_Grove|Sacred Grove]] have been freed, but they remain in terrible danger from the Druj.&lt;br /&gt;
&lt;br /&gt;
To [[All_I_ask_of_you#Rescue_the_Great_Forest|free all the Great Forest Orcs]] required the player characters to reach a threshold of 60,000 effective force. Once every factor was taken into account, the venture fell a tiny bit short of the required amount. In theory, while the Empire had enough strength to &#039;&#039;Liberate the Grove of Woe&#039;&#039;, this would have left the orcs of the Sacred Grove to suffer a horrible death at the orders of &#039;&#039;Nimon Rue&#039;&#039;. Given how close it was, we quickly decided it was much better to go a different route, and give player characters a chance during the event to save the remaining Great Forest Orcs in the Forest of Ulnak.&lt;br /&gt;
&lt;br /&gt;
The region of [[Forest of Ulnak#Oerwealt|Oerwealt]] in the Forest of Ulnak has permanently gained the [[Region_qualities#Woodward|woodward]] quality thanks to the efforts of Navarri covens and their allies. Heralds of [[Irra Harah]] will find it easier to enter the mortal world there and support the people in that territory who have reason to fear oppression, tyranny, or violence. This led to them offering support to both raids, but what it means for the future remains to be seen.&lt;br /&gt;
&lt;br /&gt;
There are two sections below for players who participated in the action - who either used their personal resource directly or took the unique opportunity to [[All_I_ask_of_you#Strength_and_Sacrifice|personally commit]] their efforts to try and ensure victory.&lt;br /&gt;
&lt;br /&gt;
In addition to several hundred former slaves of the Druj, the commanders of the raid - &#039;&#039;&#039;Ioan Longshadow&#039;&#039;&#039; for the Navarr and &#039;&#039;&#039;Skywise Rykana&#039;&#039;&#039; for the Imperial Orcs - have liberated a dozen wains of [[weirwood]] that have been split between them. It is up to them what to do with these wains.&lt;br /&gt;
&lt;br /&gt;
===Participation : Sanath===&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest Orcs rescued from the Grove of Woe in Upper Saarnath are safely back behind Imperial lines&#039;&#039;&#039;&lt;br /&gt;
The attack in the south, against the Grove of Woe in the Salt Flats of Sanath, has been entirely successful. Characters who supported the effort either with their [[military unit]] (or a [[forest]] or other resource transformed into a military unit with magic), or who supported it with other resources, are encouraged to make up stories about their exploits that fit with the narrative presented. &lt;br /&gt;
&lt;br /&gt;
There&#039;s no requirement for a character to have actually taken part physically; they might have instructed their military unit to take part, or focused on providing funds or resources to those going. Alternatively, they might have led their own warband (or part of their warband), or girded up and taken their herbs, crystal mana, and the like with them to actively contribute to the success of the raid.&lt;br /&gt;
{{CaptionedImage|file=Jotra.png|title=Rune: Jotra|caption=Nothing is ever easy.|align=right}}&lt;br /&gt;
===Participation : Forest of Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;The effort to free the slaves from the Sacred Grove teeters on the brink of failure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;At time in any player whose character would have supported the northern raid in person will have the option to emerge from the Sentinel Gate&#039;&#039;&#039;&lt;br /&gt;
As with those who took part in the raid into the Salt Flats of Sanath, any character who assigned their military unit or personal resource to the action could choose to be involved personally in the attempt to rescue the Great Forest Orcs from the Sacred Grove in the northern Forest of Ulnak. As can be seen from the narrative, this endeavour has not succeed, but it has not &#039;&#039;yet&#039;&#039; failed. As the Autumn Equinox dawns, four hundred or so former slaves, orcs and humans are caught between pursuing Druj from Cassad Úln and the armies camped along the border with the Bonewall. And in theory, their rescuers are trapped with them!&lt;br /&gt;
&lt;br /&gt;
Obviously, nobody should have to choose between attending an event and supporting a downtime action! With that in mind we are planning to use the [[Sentinel Gate]] to let people do both. At the start of the event, any player whose character supported the northern prong of the raid into the Mallum can congregate at the Sentinel Gate. Shortly after time in, a rare [[Sentinel_Gate#Conjunctions|conjunction]] will take place linking the depths of [[Forest of Ulnak#Deathgate|Deathgate]] to [[Anvil]] (rather than the much more traditional other way around). Any player who wants, can emerge through that conjunction onto the field, having come from the beleaguered refugee column to seek desperate support from the rest of the Empire.&lt;br /&gt;
&lt;br /&gt;
It won&#039;t be possible for anyone to use this conjunction to reach Ulnak from Anvil, but see the [[#Battle Opportunity|Battle Opportunity]] below.&lt;br /&gt;
&lt;br /&gt;
Anyone who can&#039;t take this opportunity for whatever reason is free to roleplay that they were there but obviously nobody saw them, or that they had run ahead of the raiders once it was clear that everything was going wrong to bring news to Anvil - the kind of news that might have uncovered the battle opportunity.&lt;br /&gt;
&lt;br /&gt;
Obviously anyone coming through he gate in this way is free to have wounds sustained in the battle so far, or to be suffering the lingering effects of exposure to the [[Druj miasma]] ([[Calls#Weakness|weakness]] and heightened sense of fear). We&#039;ll strive to have referees on hand who can provide some lingering [[Combat#Traumatic_Wounds|traumatic wounds]] where appropriate, but availability will depend on how many people there are.&lt;br /&gt;
&lt;br /&gt;
In-character, the rescued Great Forest Orcs know what is happening - they aren&#039;t being deserted but rather the Imperial heroes are going to try and round up the cavalry to help them. Our assumption is that members of military units, and the heralds of Irra Harah, are remaining behind to do their best to get the freed slaves to safety while player characters look for aid at Anvil.&lt;br /&gt;
&lt;br /&gt;
Please do not ask if you can take part in this opportunity if you did not take the appropriate downtime action. It is only available to those who assigned their military unit or personal resource. There&#039;s also no requirement out of character to take the opportunity - as mentioned previously it is entirely possible to put your full support behind the mission of mercy without personally attending the raid.&lt;br /&gt;
&lt;br /&gt;
===Participation: The Karass===&lt;br /&gt;
* &#039;&#039;&#039;The Karass contributed 10,000 strength toward the success of the venture&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have also pursued their own agenda&#039;&#039;&#039;&lt;br /&gt;
The Karass are a complicated people. At the request of the Envoy to the Karass, &#039;&#039;&#039;Reynard of De Gauvin&#039;&#039;&#039;, they contributed support to the raid into the Mallum even though there is little love between them and the Great Forest Orcs. In the south, they helped the raiders get to the Grove of Woe and back, and while they might have been a little grumpy about it, there&#039;s no question their efforts helped achieve victory.&lt;br /&gt;
&lt;br /&gt;
Things are a little more complicated in the north, as the narrative lays out. The Karass deserted the venture after it had freed the Great Forest Orcs, and headed off under their own command, allegedly to create a diversion. Their disappearance did not stop the sept from providing very considerable support to the raid - they effectively contributed 10,000 effective strength toward the overall success of the mission. Without their aid, there would be no opportunity to rescue the orcs of the Sacred Grove who would have been killed by the servants of &#039;&#039;Nimon Rue&#039;&#039;. The Karass abandoned the raid at the point where stealth was of no further value - &#039;&#039;after&#039;&#039; they had contributed everything they were asked to do.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;There is a major conjunction of the Sentinel Gate to western Deathsgate during the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
Even before news of the desperate situation in the Forest of Ulnak, the civil service prognosticators had identified a [[Sentinel_Gate#Major_Conjunctions|major conjunction]] of the Sentinel Gate leading to the western forests of Deathsgate. As news of the problems encountered by the raiders, and the need to adjust the plan, reached Anvil it became clear that this conjunction represents an opportunity to intervene and ensure the slaves freed from the Sacred Grove make it back to Imperial lands. Exactly how remains to be seen.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eyes_of_the_Hills&amp;diff=144720</id>
		<title>Eyes of the Hills</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eyes_of_the_Hills&amp;diff=144720"/>
		<updated>2026-09-05T11:36:56Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{CaptionedImage|file=NBUrizen.jpg|caption=This ritual is part of [[Urizen magical traditions#Urizen Lore|Urizen lore]] rather than [[Imperial lore]].|align=right|width=200}}&lt;br /&gt;
{{Season|Autumn|100}}&lt;br /&gt;
{{Urizen Lore}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}}&lt;br /&gt;
&lt;br /&gt;
{{regio|Autumn }} This ritual targets an [[Army|Imperial army]]. The [[Military Council|general]] responsible for the army (or the [[egregores|egregore]] if the general is not at Anvil) must be present throughout.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual places an [[enchantment]] on the soldiers of a [[Army|campaign army]] that allows them to make and execute strategic and tactical plans more effectively. The target campaign army gains a boost to its combat ability equivalent to 4,000 additional soldiers but &#039;&#039;only&#039;&#039; for purposes of calculating the economic benefits of any plunder, or similar, order - that is, the army does not inflict additional casualties or gain additional territory, but it does generate additional wealth. {{Army Strength Ritual}}&lt;br /&gt;
&lt;br /&gt;
As long as the enchantment persists, the general experiences the following roleplaying effect: &#039;&#039;you are acutely aware of any opportunity to take advantage of every situation that surrounds you, for your benefit or the benefit of allies. It feels easy to ignore any drawbacks or compromises that might be involved in seizing any opportunity for gain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{{Ritual Substitution|green iron|ingots}}&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was one of the very first to become part of [[Urizen magical traditions#Urizen lore|Urizen lore]], following the Autumn Equinox 383YE. Contributed by Mord Thorntarry of the [[spire]] of Auric Horizon, the ritual was one of those contained in the book &#039;&#039;Meditations&#039;&#039;. Written by Callus Strategos, [[Dean of the Lyceum]] during the reign of [[Empress Britta]], the book also contained [[Swords in the Noonday Sun]], [[Good Green Oak]], [[Hook of the Hoarfrost Guardian]], and two rituals that had already become part of [[Imperial lore]] - [[Find the Best Path]] and [[Hammers of the Brilliant Shore]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;&#039;&#039;Meditations&#039;&#039;, Callus Strategos&amp;quot;&amp;gt;Too many treatise on war speak of nothing but the deployment of soldiers and the disposition of armies as if these things were nought but pieces on a chessboard. As if war was the clash of steel and the spilling of blood and nothing more. Those who neglect the realities of war will find defeat awaits them. More wars are won by supplies than swords. It is logistics not tactics that determines the outcome of the battle, as often as not. A brilliant strategy may reveal a victory on the day, even while the outcome was won determined or years earlier by resources and supplies.&lt;br /&gt;
&lt;br /&gt;
The Grendel opened my eyes to the truth that war is ultimately won not by killing the enemy but by seizing their enemy&#039;s wealth and resources. The first time I saw their wave riders attack our baggage trains, I thought them driven only by greed - cowards who had abandoned their fellow soldiers merely to enrich themselves. But in the weeks that followed, our forces were starved and hungry, while we watched their soldiers, camped on the other side of the Couros, feast and make merry. By the time we were finally joined in battle, the fight was already lost.&lt;br /&gt;
&lt;br /&gt;
As Dean, I was committed to delivering victory to our armies on every front. The &#039;&#039;Eyes of the Hills&#039;&#039; was always contentious, many assumed the ritual was nothing more a way to enrich our generals and threw base accusations at me. But the Grendel showed me the truth, that the wealth we strip from our enemies can clothe and feed us instead of them. And if it does then victory will soon follow.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A powerful [[enchantment]] of the Autumn realm, the Eyes of the Hills infuses soldiers with a degree of cunning and  awareness that allows them to seize every opportunity for profit. While war is usually destructive, it invariably creates opportunities to seize the wealth of an enemy and tear it from them. But in the clash of steel, such opportunities all too often go unnoticed. The enchantment ensures that no chance to is missed, as those affected become alert to what is going on around them. The army becomes adept at lightning strikes designed to loot wagon trains, raid Bourse resources, or plunder mines and forests. &lt;br /&gt;
&lt;br /&gt;
Autumn magic is ill-suited for use in war, if a general desires to improve their chances of defeating the enemy. The realm is [[War_magic#Autumn_Magic|well suited]] to enchantments that improve logistics, making armies move and resupply faster, but the realm is [[Autumn_magic#Destruction|dissonant with destruction]] and that makes it impossible to use to create rituals that increase casualties or take territory.&lt;br /&gt;
&lt;br /&gt;
However, prosperity and wealth is one of the strongest resonances of the realm and that does make it possible to enchant an army to aid them when foraging or looting. This ritual makes every soldier in the army alert to any opportunity to steal wealth or resources from their enemy while on campaign. Any army that can issue an order to plunder - or otherwise loot wealth while on campaign, can benefit from this enchantment.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As an enchantment that enhances a campaign army, the general of the target army serves as a vital focus for delivering the magic. A banner or standard that will be used by the target force as a focus for the ritual is an obvious component, as is the presence of soldiers who have fought beneath that banner in the recent past. Other elements include girding or crowning the military leader, the slow and steady beat of drums, and the use of symbols of Prosperity like cups or coins are common.&lt;br /&gt;
&lt;br /&gt;
[[The Key]] has a strong resonance for this enchantment - &amp;quot;Things are revealed&amp;quot; reflects the way the magic imparts potency to scouts,  observers,  and pathfinders moving stealthily to observe enemy positions. [[Pallas]], the rune of wealth, can always be employed when creating this enchantment which concerns itself so intimately with the value of things.&lt;br /&gt;
&lt;br /&gt;
[[Category:Autumn Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_little_at_a_time&amp;diff=144697</id>
		<title>A little at a time</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_little_at_a_time&amp;diff=144697"/>
		<updated>2026-09-04T19:54:44Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Autumn]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;So for example, they could proscribe lying, right? Because it cracks and shatters your soul?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reaction across the room was as pronounced as it was instantaneous. Leontes nearly spat out the swig of drink he had permitted himself whilst his colleague spoke. Abraham erupted from his chair, sending crumbs and pieces of paper across the table. Stanislav&#039;s head shook violently, nearly dislodging his hat. Even Cosme pointedly raised an eyebrow.&lt;br /&gt;
&lt;br /&gt;
Leonardo&#039;s mischievous grin did nothing to calm their colleagues.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am afraid &#039;&#039;not&#039;&#039;,&amp;quot; - the merrow chief magistrate picked her words carefully - &amp;quot;because there is no evidential basis for that assertion.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A nod. &amp;quot;So... what &#039;&#039;is&#039;&#039; there an evidential basis for? What acts do we know cause spiritual harm? Or at least have the proven capacity to do so?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Secretary General looked around the room, pen tapping a bound booklet in their hand. &amp;quot;Because reading &#039;&#039;Echoes&#039;&#039;, it seems pretty clear that a past life vision &#039;&#039;can&#039;&#039;...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This time, the rippling reaction was slower, but no less dramatic. Leonardo leaned back and sipped their cup of tea.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Assembly General.png|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For three seasons, the [[Synod]] has been defining religious crime through the power of [[Proscription]]. The Summer Solstice was an extremely busy time - for one, a &#039;&#039;Symposium of Proscriptions&#039;&#039; was held, allowing interested parties to engage in detailed debate on what specific acts should be prohibited - and which should not. Yet in parallel, the Imperial [[Senate]] passed, and [[Emperor Vesna]] [[The_Throne#Ratification|ratified]] two significant constitutional motions with implications for how the Synod defines religious crime moving forwards. And to top it all off, the Senate, via the [[Citizens&#039; Voice]], also amended the law of Idolatry, following calls by the Prosperity Assembly to finally ensure orcs were included in it.&lt;br /&gt;
&lt;br /&gt;
Overall, eight judgements of proscription were raised at the Summer Solstice, and half of them were upheld by the General Assembly. Similar to their previous efforts, the Court has asked the civil service to publish not just guidance on the outcome of these proscriptions, but also details from the minutes of their discussions in the hopes of providing clarity to interested citizens. This includes detailed guidance on the changes to religious law enacted by the Senate.&lt;br /&gt;
&lt;br /&gt;
==Elevation==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed by: Thalia of Netherwatch, Senator for Redoubt, Seconded by: Delara of the House of the Wanderer, Senator for Zenith&amp;quot;&amp;gt;&lt;br /&gt;
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;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Moving forward, a proscription cannot be raised without the support of one of the eight cardinals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A cardinal can only elevate a single judgement per summit, either a proscription or a statement of principle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Firstly, the Senate passed a motion requiring that any proscription raised to the General Assembly must be [[Cardinal#Elevation|elevated]] by one of the eight [[cardinal]]s - that is, it must be supported at the point of raising by a cardinal who has not already elevated a proscription (or [[statement of principle]]) that summit.&lt;br /&gt;
&lt;br /&gt;
This motion required a [[Senate_motion#Constitutional_Vote|constitutional vote]] as it significantly restricts the ability of the General Assembly of the Synod to &#039;&#039;ensure the virtuous behaviour of the Empire&#039;&#039;. The Constitutional Court has advised that it would not be constitutional to move proscriptions to the Assembly of Nine completely. An argument might be made for the Assembly of the Way, given their wide-ranging remit to preserve the Imperial faith, but only the Assembly of the Way and the General Assembly can conceivably hold the moral authority to decide for the Synod what constitutes a religious crime.&lt;br /&gt;
&lt;br /&gt;
The Court has also been asked whether it would be possible to require judgements of proscription to achieve a greater majority to be upheld. Reluctantly, Magistrate Abraham confirms this would be possible - but it would require another constitutional vote of the Senate. He is at pains to point out just how difficult this would make it for the Synod to move with speed to proscribe acts when needed - or to change their mind if they passed something and then discovered they didn&#039;t like the way the magistrates were interpreting it...&lt;br /&gt;
&lt;br /&gt;
==Moral Injury==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed by: Belakov Zakharovich Prochnost, Senator for Karsk, Seconded by: Aurianna du Meravon, Senator for Semmerholm&amp;quot;&amp;gt;&lt;br /&gt;
We of the Imperial Senate recognise the Assembly of Nines request to add a law protecting a citizens soul in Imperial law as per judgement 177 Spring 388YE. To add the following to religious crimes of the Empire. Moral Injury: An act via physical, spiritual, or magical that directly harms, corrupts or defiles the soul of an Imperial citizen.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate has created a new religious law called moral injury, related to the harming of a soul&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No acts have been proscribed as moral injury as of yet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Constitutional Court have provided careful advice about proscriptions for this crime&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Separately, for the first time in some years, the Senate has created a new category of religious crime. &#039;&#039;Moral Injury&#039;&#039; now stands alongside Abuse of Powers, Blasphemy, Desecration, Heresy and Idolatry, and has been defined as &#039;&#039;an act via physical, spiritual, or magical that directly harms, corrupts or defiles the soul of an Imperial citizen&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court has reviewed the wording of this motion at length. It has passed [[scrutiny]] and become law, but the Court wishes to ensure that citizens - especially [[Member of the Synod|members of the Synod]] - are well-advised as to how they might make use of this new framework.&lt;br /&gt;
&lt;br /&gt;
Other religious crimes are relatively straightforward to proscribe and prosecute, because they encompass actions that clearly fall within their remit. Heresy, for instance, could cover the promotion of any beliefs which the Synod identifies as contrary to the Doctrines of the Faith. Even idolatry, in its new formulation, stipulates that it includes &amp;quot;worship, exaltation, or devotion&amp;quot; - a definition that it is straightforward for the Synod to assign actions as being a part of.&lt;br /&gt;
&lt;br /&gt;
Moral injury appears to be different - it is focused on acts that harm, corrupt or defile the soul. The magistrates are at pains to stress that were this law outwith the boundaries of religious crime, it could be struck down as unenforceable. The ceremony of insight can reveal the presence of spiritual maladies (the magistrates have ignored the philosophical question of whether insight shows the soul or simply a person&#039;s spiritual aura). But no Imperial citizen has a proven ability to prove the presence of &amp;quot;corruption&amp;quot; or &amp;quot;defilement&amp;quot; to or of the soul of another. Any proscription would need to have some way to evidence that the crime had occurred so that restricts what could be proscribed under this law.&lt;br /&gt;
&lt;br /&gt;
The magistrates are aware of a limited set of examples where actions could be said to demonstrably cause harm in &#039;&#039;connection&#039;&#039; with the spirit. For example, the manticore known as the Earl of the Groves was believed to deliver a venom with its tail that caused a spiritual malady, corroding the essence of a person from within. The Druj are able to turn victims into tortured souls, twisted unliving horrors requiring powerful [[exorcism]] to lay to rest. As foundational to the Way as it is, the ceremony that allows an individual to experience a [[past life vision]] is reported to occasionally cause the visionary to return beset by spiritual maladies that require priestly intervention to resolve. Anything like this could be proscribed.&lt;br /&gt;
&lt;br /&gt;
Thus the advice of the Constitutional Court is clear: proscriptions for moral injury will only be constitutional where they define an act that has been demonstrated to at least &#039;&#039;sometimes&#039;&#039; cause some kind of spiritual harm or malady. It would be theoretically possible to proscribe the creation of tortured souls (though this would have little practical impact, given the practice is already a vile act of torture committed by the enemies of the Empire). It would also be theoretically possible to proscribe the act of using [[true liao]] to experience a vision. It would not be possible, the Court notes after a particularly spirited conversation with Secretary General &#039;&#039;Leonardo i Del&#039;Toro i Riqueza&#039;&#039;, to proscribe lying - as despite the fervent belief of Freeborn that it cracks and shatters one&#039;s soul, there is no detectable &#039;&#039;evidence&#039;&#039; for this.&lt;br /&gt;
&lt;br /&gt;
The Court strongly recommends any Member of the Synod seeking to raise a proscription for moral injury discuss the matter with the Court first, preferably between summits. The Court can carefully scrutinise any proposed proscription to give an initial indication of whether it will pass muster and have the desired effect.&lt;br /&gt;
&lt;br /&gt;
==Mortal Will==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed by: Rafael Barossa d&#039;Apulian, Citizens&#039; Voice&amp;quot;&amp;gt;&lt;br /&gt;
To redefine the crime of Idolatry as follows: &amp;quot;Submitting mortal will to any force or sapient being not otherwise defined as a person in law. This includes worship, exaltation, or devotion towards any such being or force.&amp;quot;&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The definition of idolatry has been amended to be inclusive of all mortal beings, not just humans&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This has provided clarity and reassurance to orcs across the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;, once [[Grandmaster]] of the [[Sevenfold Path]], and before that once [[Auditor of Senatorial Accountability]], bid on and won the title of [[Citizens&#039; Voice]] at the Summer summit, and with the support of the Senate, has used it to change the definition of idolatry. This comes two seasons after the Prosperity Assembly [[Stones_in_the_wellspring#A_change_in_perspective|called]] on the Senate to do this, though Rafael&#039;s wording differs a little from the Assembly&#039;s proposal.&lt;br /&gt;
&lt;br /&gt;
As the wording of the religious crime has been altered, the Constitutional Court have carefully reviewed all extant proscriptions for idolatry to ensure that they are compatible with the new definition. They have concluded that Rafael&#039;s reform has provided greater clarity and, from a strict legal sense, broadened the definition, but has not meaningfully restricted it in any way. As a result, all previous proscriptions for idolatry remain applicable, valid and in force.&lt;br /&gt;
&lt;br /&gt;
This change is warmly received by many throughout the Empire who value the clarity it brings - that orcs, just as humans, can commit idolatry, and should pay heed to the proscriptions of the Synod as much as anyone else.&lt;br /&gt;
&lt;br /&gt;
==Abuse of Powers==&lt;br /&gt;
* &#039;&#039;&#039;No new acts have been defined as abuse of priestly powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two judgements were raised attempting to designate actions as [[Abuse of Powers|abuse of powers]] - but neither was upheld by the General Assembly.&lt;br /&gt;
&lt;br /&gt;
One, raised by &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;, sought to criminalise raising a judgement of [[recognition]] for anyone who was still alive. So-called &amp;quot;living exemplars&amp;quot; can be a controversial topic in the Synod, with some holding to traditionalist views that only the dead should be recognised. Still, as the judgement failed to achieve a lesser majority, the practice can continue. The Court notes that had the proscription passed, it would not have criminalised any attempt to &#039;&#039;de&#039;&#039;recognise an exemplar or paragon that was still alive.&lt;br /&gt;
&lt;br /&gt;
The other proscription relating to abuse of powers was raised by &#039;&#039;&#039;Jurand Biegacz&#039;&#039;&#039;, attempting to criminalise the act of placing auras on another&#039;s possessions without their consent. This judgement has sparked excited debate amongst Lucidians across the Empire, despite it failing to pass. The Court has briefly reviewed the wording anyway, and is happy to confirm that the principle is cogent and likely to pass scrutiny if it were upheld in the future.&lt;br /&gt;
&lt;br /&gt;
==Blasphemy==&lt;br /&gt;
{{SOP|statement=The Proscription against &amp;quot;Bearing a dedication or anointing of a false virtue&amp;quot; should be withdrawn. It is not the Judgement that Brother Orchard put forward and Synod voted for. The Constitutional Court has made it clear that the original wording will never be constitutional. If we wish the judgement the Court wrote to be applied, we should vote for it, not rely on the Court having correctly guessed our intent.|when=Summer Solstice 388YE|by=Edward Greyfriar|vote=732-338}}&lt;br /&gt;
* &#039;&#039;&#039;It is no longer blasphemy to bear a dedication or anointing to a false virtue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In the future, the Constitutional Court will consider a different approach when providing constitutional interpretation of proscriptions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A single proscription relating to [[blasphemy]] was raised at the Summer Solstice. The General Assembly upheld a call by &#039;&#039;&#039;Edward Greyfriar&#039;&#039;&#039; to rescind the previous proscription against bearing a dedication or anointing of a false virtue, on the grounds that the original intent of &#039;&#039;&#039;Geoffrey Orchard&#039;&#039;&#039; in raising the original proscription as distinctly different to the final interpretation of the proscription by the Constitutional Court.&lt;br /&gt;
&lt;br /&gt;
As a result, it is no longer proscribed to bear a dedication or anointing of a false virtue. It is still a crime to create such a dedication or anointing, but merely bearing such an aura is no longer grounds for prosecution for blasphemy. This comes as welcome news to [[Faraden]] and [[Axos|Axou]] visiting the Empire, though citizens of the former nation are [[It%27s_all_wrong,_but_it%27s_all_right#Faith_and_Law|wary]] about the risks they still face.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court has paid particular attention to the wording of this judgement and the sentiment of the Synod in rejecting their interpretation of Brother Geoffrey&#039;s original judgement. The Court are always eager to avoid a situation where they misinterpret what the Synod wishes to achieve. Chief Magistrate Karkovich cautiously indicates that in future, the Court might call on the Tribune to raise an administrative judgement of proscription to confirm the Synod&#039;s intent in the future. Such a move would delay the implementation of any such proscription, so would only be used if an interpretation seems to require too great a leap of faith.&lt;br /&gt;
&lt;br /&gt;
==Heresy==&lt;br /&gt;
There were two proscriptions raised at the Summer Solstice on [[heresy]].&lt;br /&gt;
&lt;br /&gt;
===Heresy of the Spawn===&lt;br /&gt;
{{SOP|statement=We proscribe the Heresy of the Spawn: The promotion of the idea that the vallorn has any significant capacity to influence or prevent the passage of the spirit or soul after death.|when=Summer Solstice 388YE|by=Nathair Autumngale|vote=1067-490}}&lt;br /&gt;
* &#039;&#039;&#039;The idea that the vallorn can trap souls has been proscribed as heresy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This move has shocked grey pilgrims and members of the Vallornguard across the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the situation is unchanged by the end of the summit, there will be serious consequences for the sodality and the Pilgrim&#039;s Defiance&#039;&#039;&#039;&lt;br /&gt;
Over six years ago, the General Assembly upheld the words of &#039;&#039;&#039;Raewyn Eternal&#039;&#039;&#039;, declaring that the [[vallorn]] was the [[382YE_Spring_Equinox_Synod_judgements#Judgement_49|&amp;quot;greatest spiritual threat&amp;quot;]] to the Empire, based on observations under [[insight]] that some [[vallornspawn husk]]s could be identified as &amp;quot;orc&amp;quot; or &amp;quot;human&amp;quot;. Since then, various Assemblies have upheld a number of judgements calling for further investigation into this phenomenon - many raised by &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039;. A year ago, he went so far as to raise a [[387YE_Summer_Solstice_Synod_judgements#Judgement_81|challenge]] for his own position as [[Advisor on the Vallorn]], stating that he &#039;&#039;disputed the claim that the vallorn traps every spirit lost within it&#039;&#039; and &#039;&#039;disputed again and again that the Vallorn is the Greatest Spiritual Threat to the Empire&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=PilgrimsDefiance Colour.webp|align=right|width=250}}{{CaptionedImage|file=Vallornguard sodality.png|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Now, the General Assembly has upheld Nathair&#039;s call to proscribe the idea that the vallorn has this capacity to entrap the spirits of anyone who dies within it. Where previous judgements on this matter drew some attention, this decisive step lands on the ears and hearts of nearly every [[grey pilgrim]] and member of the [[Vallornguard]]. The grey pilgrims conducted a five-year pilgrimage, inspired to stand up against an inhuman force that trapped the souls of those it killed - what does that pilgrimage mean now? The Vallornguard&#039;s principal belief is that &#039;&#039;the vallorn are the greatest spiritual threat the Empire has seen&#039;&#039; - but what basis for that belief can there be, if the vallorn has no effect on the spirit?&lt;br /&gt;
&lt;br /&gt;
The ripples of this decision have spread across the Empire, prompting a hundred questions. If the founding principle of the Vallornguard is not just wrong but &#039;&#039;heresy&#039;&#039; - does that make membership of the sodality a crime? Can this body of state - which has the backing of the Navarr National Assembly - continue its work? Did the grey pilgrims who walked the trods throw away five years of their lives on something that turned out to be heresy?&lt;br /&gt;
&lt;br /&gt;
For now, level heads prevail. The Constitutional Court provided advice on the wording of this proscription prior to its submission, and confirm that what has been upheld does nothing to criminalise the Vallornguard nor membership of it. The Vallornguard believes the vallorn is the &#039;&#039;greatest spiritual threat&#039;&#039; - that is not proscribed, nor could it constitutionally be. But if any member of the Vallornguard, or indeed anyone in the Empire, were to promulgate the idea that this was &#039;&#039;because&#039;&#039; the vallorn traps souls - that would definitively be an act of heresy.&lt;br /&gt;
&lt;br /&gt;
Level heads cannot prevail forever, though. If the situation remains unchanged - if the Heresy of the Spawn is still proscribed, the manifesto of the Vallornguard still references the &amp;quot;greatest spiritual threat&amp;quot;, and neither Senate nor Synod can satisfactorily resolve the sudden loss of a foundation of a whole Imperial Sodality - then faith in the purpose and mission of the Vallornguard will suffer. Similarly, if neither the Highborn nor General Assemblies can resolve the cracks in the faith of the grey pilgrims, the morale of the Pilgrim&#039;s Defiance is sure to take a significant blow.&lt;br /&gt;
&lt;br /&gt;
One group that is &#039;&#039;not&#039;&#039; suffering a crisis of confidence over this proscription, however, is the Navarr themselves. The Navarr committed themselves to the destruction of the vallorn hundreds of years ago - centuries before the newly heretical idea that the vallorn traps souls ever emerged. Their reasons and commitment to the goal and oaths of their forebears, their dedication to end the vallorn for good - all this stands Proud and unchanged. Perhaps in that, some suggest, lies the solution to this crisis - that the Vallornguard and Pilgrim&#039;s Defiance should look to the Navarr for a foundation to continue fighting the fight.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|size=small|statement=Courage teaches us to face an unwelcome truth like a barbarian charge. Wisdom teaches us to apply what we have learned. The Navarr national assembly submitted judgements based on information and evidence gathered at the time. Through further use of the insight ceremony the results of which are now available in civil service records and the use of day magic, we have evidence that some but not all spirits and souls are trapped within vallornspawn husks. The Navarr national assembly wishes to put this judgement forward in recognition of these discoveries and to update our previous judgement but still regard the vallorn as the greatest spiritual threat to the Empire.|when=Spring Equinox 384YE|by=Nathair Autumngale, Navarr Assembly|vote=186-0}}&lt;br /&gt;
{{SOPInner|size=small|statement=The motion to push towards the Heart of Terunael could take us deeper into the largest vallorn in the Empire than ever before. Priests who are accompanying this expedition who are able to do so, should take the opportunity to insight and investigate vallornspawn encountered as close to the Heart as possible.|when=Autumn Equinox 384YE|by=Nathair Autumngale, General Assembly|vote=1256-23}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|size=small|statement=Three years ago I dissuaded the claim that the Vallorn traps every spirit lost within it. I have since disputed again and again that the Vallorn is the Greatest Spiritual Threat to the Empire, and yet this Hearsay persists. A year ago this summit, I begged my nation to consider what steps we take for a single season, and not rush to our destruction with the same hubris as Terunael, and along with several others was ignored. I find my steps in the Great Dance uncertain when I think of them continuing on the path as Advisor on the Vallorn. If the Vallornguard are to be the tool through which Imperial efforts are focused. My tenureship would undermine their authority. If the role of Advisor is to change, its purpose would alter from that to which I was elected. Navarr choose who they follow. So I raise this challenge against myself, Nathair Autumngale, Advisor on the Vallorn. Let citizens display their virtue and suitability in pursuit of this position. And should the Vallornguard gain the responsibility, recognise their right to elect the title in working against our ancient enemy.|when=Summer Solstice 387YE|by=Nathair Autumngale, Navarr Assembly|vote=128-10}}&lt;br /&gt;
{{SOPInner|size=small|statement=The claim that the vallorn is the Greatest Spiritual Threat has been espoused across the Empire for several years. Entirely framed following the results of a single ceremony of insight, that perceived a spirit seemingly trapped within a husk. The previous Advisor on the Vallorn, Nathair Autumngale, has conducted fifty insight ceremonies themself. With further ceremonies performed by Exemplar of Vigilance, Ravadi Founder’s Dance, several citizens who attend Anvil, and those priests who ventured into the heart of Terunael. All have been unable to find any similar cases. This assembly encourages priests, pilgrims, and dedicants to consider the aura of the Challenge of Wisdom. To investigate the vallorn and its spawn for any evidence that it poses any significant threat on a spiritual level, or indeed has any capacity to directly influence or trap the spirit or the soul. We must seek out the fact, or the falsehood of the matter. This is the highest calling of our assembly.|when=Autumn Equinox 387YE|by=Nathair Autumngale, Wisdom Assembly|vote=260-96}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Doctrine of the Abyss===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Howling Abyss Symbol.png|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Synod has not proscribed the beliefs of the Marcher orcs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There are rumours that the Synod might change doctrine at the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the situation is not resolved, things will escalate&#039;&#039;&#039;&lt;br /&gt;
Separately, &#039;&#039;&#039;Konstantin Rabovich Bolotnikov&#039;&#039;&#039; called for proscription of the belief that orc souls reincarnate. This drew the attention of Emperor Vesna Borkovna Prochnost, who invoked her power of &#039;&#039;Custodian of Virtue&#039;&#039; on the judgement - but regardless, the General Assembly did not uphold this call.&lt;br /&gt;
&lt;br /&gt;
The response can perhaps be described as a collective sigh of relief across the Marches. When many first see the wording of the judgement, hands reach for bill-hooks, swords and bows - but when they are told the judgement &#039;&#039;failed&#039;&#039;, arms cross and heads nod in approval. The fact that even without the Empress&#039; intervention, the votes were solidly against the proposal, reassures many Marchers that their Assembly&#039;s promise to &amp;quot;sort out the paperwork&amp;quot; might finally be bearing fruit. There is an approving nod to the Throne for their timely caution, even if it was not ultimately needed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hap the Soft&#039;&#039;, one of the more outspoken and defiant (some would say obnoxious and stubborn) Marcher orcs, attended the Symposium of Proscriptions to speak his piece. Whilst he seems to have a lot to say about &amp;quot;them folk at Anvil&amp;quot;, he appears to have returned home with the clear impression that the Synod is on the cusp of fixing the Doctrine of the Howling Abyss once and for all - and has informed the other orcs accordingly.&lt;br /&gt;
&lt;br /&gt;
As the summit draws close, the eyes of the Empire look to the Synod. Konstantin&#039;s judgement may have failed, but it has drawn even more attention to the growing contradiction in the heart of the Marches - the paradox that increasingly large portions of the nation believe that orcs can reincarnate, something in stark conflict with established Doctrine. Even as the Marches breathe a sigh, the Empire holds its breath, waiting to see how the Imperial Synod resolves this paradox. One thing is for certain though - the Empire can only hold its breath for so long, and if no resolution is reached... &#039;&#039;when a taut rope breaks, you don&#039;t want to be pulling it&#039;&#039;, as they say.&lt;br /&gt;
&lt;br /&gt;
==Idolatry==&lt;br /&gt;
{{SOP|statement=We do not proscribe as Idolatry being openly chosen by an eternal as their representative to the Empire. We request that the positions be known and recorded by the Empire.|when=Summer Solstice 388YE|by=Ourania Neofoti of the House of the Wanderer|vote=994-204}}&lt;br /&gt;
* &#039;&#039;&#039;It is no longer idolatry to serve an eternal as their representative to the Empire, so long as this is public knowledge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Synod has confirmed that trading and bargaining with eternals and sovereigns is not idolatry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three judgements of proscription were raised on the topic of [[idolatry]], but only two were upheld. The now-executed former Archmage of Night, &#039;&#039;&#039;Bella Vicente d&#039;Apulian&#039;&#039;&#039;, executed at the summit for treason, called to criminalise giving memories to non-human or orc entities - but the General Assembly did not uphold this call. If it had, this would only have proscribed the gifting of memories as an act of devotion - it would not have criminalised the use of [[Cast Off the Chain of Memory]], nor any transactional trading of memories for something else.&lt;br /&gt;
&lt;br /&gt;
The General Assembly did, however, uphold two other proscriptions defining acts as &#039;&#039;not&#039;&#039; idolatry. One, raised by &#039;&#039;&#039;Ourania Neofoti of the House of the Wanderer&#039;&#039;&#039;, sought to permit individuals to accept positions as the &#039;&#039;Chosen&#039;&#039; of eternals - so long as that selection was done &#039;&#039;openly&#039;&#039;. Ourania also called for public records of such Chosen to be made.&lt;br /&gt;
&lt;br /&gt;
After some spirited debate, the Court is comfortable that this proscription carves out a sufficient exception to the existing one criminalising entering into the service of an eternal. Where an individual has been selected by an eternal to be their representative, this is not an act of idolatry - provided this information is public knowledge because the eternal has made it so. Any other form of service to an eternal - including covertly acting as representative, or becoming a herald in service to one - are still proscribed.&lt;br /&gt;
&lt;br /&gt;
The judgement called for eternal&#039;s representatives to the Empire to be known and recorded. The civil service is at pains to stress that eternals will follow their own whims - that it is entirely possible that one might appoint a representative and make the arrangements public, but then change them privately later. Where such details are made public knowledge by an eternal, the civil service will record and publish this information, but they will note that such details cannot be completely relied on.&lt;br /&gt;
{{SOP|statement=We do not proscribe as Idolatry the acts of bargaining or trading with inhuman entities and forces such as eternals and sovereigns|when=Summer Solstice 388YE|by=Lepidina|vote=1213-102}}&lt;br /&gt;
At present, there are no known Imperial citizens acting as an eternal&#039;s representative to the Empire - unsurprisingly, since before the Autumn Equinox summit such would have been illegal.&lt;br /&gt;
&lt;br /&gt;
Finally, the General Assembly passed the judgement of &#039;&#039;&#039;Lepidina&#039;&#039;&#039; &#039;&#039;not&#039;&#039; to proscribe bargaining or trading with inhuman entities and forces. As bargaining or trading have never been proscribed by the Synod, this judgement had no legal effect - but it has set a clear stance that the Synod considers bargaining and trading do not, by themselves, constitute idolatry. This move has reassured many Varushkans that they can continue to deal with [[Varushkan_Monster#Sovereigns|sovereigns]] and their representatives - so long as they do not step into the territory of other proscriptions, such as by offering up lives in sacrifice.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Accomplices&amp;diff=144662</id>
		<title>Accomplices</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Accomplices&amp;diff=144662"/>
		<updated>2026-09-04T13:40:33Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: 388YE Autumn]][[Category: Winds of Fortune]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;A thousand heroes could be here right now, fighting for Therunin. Instead, there are just two! Two heroes! Let us be thankful that brave Mirella and courageous Towlen have come here alone...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Does he &#039;&#039;ever&#039;&#039; shut up?&amp;quot; Dylan asked Efa. Even from the back of the crowd, the herald&#039;s voice carried and they&#039;d be listening to it for the best part of five minutes. They&#039;d assumed that someone was going to talk about where the fighting was, instead there was just a capering fool in a ragged cloak pretending to be human and pretending to care. &amp;quot;For someone who claims to only want to help, it sure has a lot to say for itself...&amp;quot; he commented.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This must be what the Assembly warned us about,&amp;quot; responded Efa dryly. &amp;quot;Those who accept Agramant into their heart must suffer the interminable whining of its heralds until their ears fall off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dylan laughed at the mockery. &amp;quot;I&#039;m not sure that&#039;s &#039;&#039;exactly&#039;&#039; what the Synod said&amp;quot; he grinned. But the smile fell from his face a moment later. &amp;quot;There&#039;ll be trouble to pay for this though, when it&#039;s all over.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Probably. Certainly. Dochas says he&#039;ll sort it. He&#039;s got a plan. I trust Dochas. He knows what he&#039;s doing. Unlike this fool.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She pointed at the herald as she said it, but even as she did, Dylan was shaking his head. &amp;quot;I think the Whisperer knows exactly what he&#039;s doing, every bit as much as Dochas does&amp;quot; he said sadly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maybe. Probably. Arguably he&#039;s got a point about Prosperity. Why do the Military Council get to decide who gets paid for their labour and who doesn&#039;t? That&#039;s what the guerdon does, when you think about it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dylan threw a despairing look at Efa. &amp;quot;And &#039;&#039;this&#039;&#039; is why we&#039;re not supposed to listen to Agramant!&amp;quot;, he said pointedly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is it? Doesn&#039;t Courage have something to say about unwelcome truths?&amp;quot; Efa responded glumly. &lt;br /&gt;
&lt;br /&gt;
Dylan tucked his arm through his beloved&#039;s and pulled her away. &amp;quot;Enough of this capering; let&#039;s get something to eat and then find Dochas. I can put up with this provided they keep fighting alongside us, but I&#039;ll be damned if I have to listen to it.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=White River.jpg|align=left|caption=The water-logged bayous of Therunin see seasons change and the turning of the leaves.|alt=&amp;quot;Bald cypress trees on the White River in Arkansas&amp;quot;|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;2&#039;&amp;gt;Supported the Golden Axe&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Towlen Nighthaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Deadfall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mirella of the Twisted Rose&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Amber Lance&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&#039;2&#039;&amp;gt;Reconquered Therunin with Agramant&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Citizen&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Another season, another message from &#039;&#039;Twigsnap&#039;&#039; delivered via his heralds, from the depths of [[Therunin]]. Much of the territory languishes under the tyrannical rule of the Druj, whose cruelty is infamous. This season the Empire has made some progress, sending the Golden Axe and two military units to [[The_dose_makes_the_poison|retake Lower Tarn Valley]]. The Druj still control Peakedge Song, Upper Tarn Valley, and East Ashes, while Sweetglades, Greenheart, and Eastring are completely dominated by the vallorn.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the heralds of the &#039;&#039;Giver of Gifts&#039;&#039; are everywhere, helping wherever they can to fight the vallorn and the Druj and save lives - while simultaneously keeping up a near-ceaseless stream of barbed and wicked calumny against the Empire. Purely in the interest of knowing what the enemy is doing, the civil service briefing presents the lies that the heralds of the &#039;&#039;Wicked Liar&#039;&#039; are spreading this season.&lt;br /&gt;
&lt;br /&gt;
==Does He Ever Shut Up?==&lt;br /&gt;
{{SOP|statement=Blood on the Snow is a friend to none. He continues to target refugees of Therunin, and he is becoming more active. Do not accept his boons, they pathe the way to destruction. If you see or hear anything related to him, speak to the Vates, and speak to the Stormcloaks of Wintermark who are offering their support, knowledge, and expertise.|by=Xandor Trodbreaker, Navarr National Assembly|vote={{GM}} 231-0|when=Summer 388YE}}&lt;br /&gt;
{{SOP|statement=We utterly reject the offer of Agramant to work alongside it to reclaim Therunin. We do not need to be vates to know that Blood-on-the-Snow&#039;s motivations are not benevolent. We do not need to be guides to see that to follow it would turn us from the Way. We did not choose this sacrifice, but we stand as virtuous citizens nonetheless. We invite the Empire to consider we were put in a position where not all of us made that choice. Where Dochas Weeping Glade&#039;s desperation leads him to take the Dark Path that will no doubt be his end. Remember him. Our steadings and stridings are lights in the darkness for Therunin. One day we will welcome our kin home to a land won back with Imperial steel.|by=Enfys Larksong, Navarr National Assembly|vote={{GM}} 217-0|when=Summer 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;Agramant&#039;s heralds remain in Therunin offering help to any who will take it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The heralds spew lies and propaganda to any who will listen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Agramant will provide two pawns of heart&#039;s blood to any military unit that supports an army that attacks in Therunin this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If no Imperial army attacks, then Agramant will provide a venture for any military unit to support the people of Therunin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the venture happens, characters that take part can provide a pseudonym for the Roll of those involved&#039;&#039;&#039;&lt;br /&gt;
Once again, the Synod has much to say about the situation, and once again, the heralds of &#039;&#039;The Abominable One&#039;&#039; simply says that it is offering aid to those who hold to the oaths they swore, even when the Empire does not. No military unit captains had the Courage to take the offer of the &#039;&#039;Voice in the Pines&#039;&#039; to aid the reconquest in the east, according to his heralds. Perhaps they wanted to help but were simply too afraid of the Empire&#039;s tyrannical magistrates to risk punishment to save lives and keep their oaths? But wait, they say, that &#039;&#039;cannot&#039;&#039; be true, because those who wished to heed the call &#039;&#039;could&#039;&#039; have joined the [[Golden Axe]] in the [[The_dose_makes_the_poison|reclamation of Lower Tarn Valley]]. And lo, of nine hundred military captains who attend Anvil, just &#039;&#039;two&#039;&#039; have come to aid Therunin! Brave Mirella and Courageous Towlen, two lone heroes in an empire of thousands. &lt;br /&gt;
&lt;br /&gt;
Agramant heralds [[The_keys_of_blood#The_Beast_Below_(Agramant)|promised he would send more aid]] if the Empress gave him leave to do so. They say the &#039;&#039;Good Knight&#039;&#039; has studied the [[The_wolves_tempt_you|Throne&#039;s address]] in great detail, and determined that Empress Vesna does &#039;&#039;not&#039;&#039; want him sending more heralds into Therunin to help her subjects. Her words are cunning foxes, and much like the Synod, they appear to send a message of support, while painstakingly avoiding the one thing that would actually help the situation. Still, the &#039;&#039;Good Knight&#039;&#039; must always be true to its word - it promised that it would increase its aid to help the people of Therunin if the Empress gave any indication that she desired that. She has elected not to do so, and so &#039;&#039;Five True Words&#039;&#039; has his heralds inform people in Therunin that, regrettably, tragically, he cannot send further aid to help them. His heralds spread the word that, just like the Synod, the Empress does not want them helped, even when it came at no cost to her or anyone else.&lt;br /&gt;
&lt;br /&gt;
As to the Axe, the heralds applaud that the Empire has sent &#039;&#039;one&#039;&#039; army to Therunin, while there are &#039;&#039;six&#039;&#039; currently fighting in the [[Salt Flats of Sanath]] and &#039;&#039;four&#039;&#039; having a holiday in [[Zenith]]. The Navarri watching should wonder, his heralds demand, whether the Axe represents an &#039;&#039;actual&#039;&#039; Imperial effort to reclaim Therunin, or simply an attempt to shut him up. Does the Empire hate the &#039;&#039;Friend of the Fearful&#039;&#039; more than they care about the Navarri still languishing under the dual threats of Vallornspawn and remnants of Druj leadership cracking down where they can?&lt;br /&gt;
&lt;br /&gt;
Of course, if the Military Council truly cared about the people of Therunin, his heralds say, they might have provided the Guerdon to those military units who fought for the Axe. Alas they did not, and his heralds fear that must have cost lives. &#039;&#039;Crying Child&#039;&#039; weeps to think of those who have died because the Council were so parsimonious. The heralds suggest that the tenets really ought to be a little more truthful? They propose the Assembly of Prosperity ought to embrace &#039;&#039;&amp;quot;All that is worthwhile is shared with those who deserve it, unless the Military Council has other plans, in which case let them starve&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Fortunately, here the &#039;&#039;King of the Feast&#039;&#039; can compensate for the Empire&#039;s lack of Prosperity. In the coming season, Agramant will provide two pawns of [[Vis#Heart&#039;s Blood|heart&#039;s blood]] to every military unit that supports &#039;&#039;any&#039;&#039; Imperial army in Therunin, regardless of how the Military Council spends its blood-gold. Proof, his heralds say, that the Provider does not baulk at working with the Empire in Therunin, if it will help to save even a single life. Sadly, the &#039;&#039;Crying Child&#039;&#039; remains under enmity, so it is illegal to accept their aid. Doubtless the militia will attempt to confiscate the heart&#039;s blood he provides and then claim they have destroyed it. Perhaps the Prosperity Assembly could consider &#039;&#039;&amp;quot;Enjoy the fruits of your labour today; no one knows when the militia will take it from you&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Of course, if the Empire abandons Therunin for the &#039;&#039;third&#039;&#039; time, then they may send no armies to fight there. The &#039;&#039;Faithful Friend&#039;&#039; will not abandon the people of Therunin, even if, especially if, the Empire do. If that happens, if there is no Imperial army taking an attacking order there this season, he will once again arrange for a campaigning venture to &#039;&#039;&#039;Reconquer Therunin&#039;&#039;&#039; offering two pawns of heart&#039;s blood to every military unit and more for those which are upgraded. This time, however, there will be a few differences:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;The King of the Feast&#039;&#039; understands that modern Navarri may not have the [[Courage]] of [[Isaella]], and so will allow them to give pseudonyms (by emailing {{plot}}) for the roll of honour he supplies to the civil service. &lt;br /&gt;
&lt;br /&gt;
* Any who take up the offer of the &#039;&#039;Bloody Ally&#039;&#039; will be allowed to invite a small portion of the magic of its domain in the wasteland to their military unit (also by emailing {{plot}}), marking them as true believers in the wisdom the &#039;&#039;Horned Manticore&#039;&#039; has to teach. He may use this to offer them ventures in the future that might interest them or send aid to support them.&lt;br /&gt;
&lt;br /&gt;
==Child of Sacrifice==&lt;br /&gt;
{{SOP|statement=Calling Dochas of the Weeping Glade. You have reached out to &amp;lt;u&amp;gt;the voice of pines&amp;lt;/u&amp;gt; for aid in Therunin in desperation, claiming the Empire has abandoned Navarr. Loyalty is demonstrated in words and deeds let us explore your virtue in these actions. We call you to inquisition at the autumn summit at a time and place of your choosing.|by=Eskah Swift Hart, Loyalty Assembly|Upheld 124-0|when=Summer 388YE}}&lt;br /&gt;
* &#039;&#039;&#039;There is a conjunction for four people to the Weeping Glade at 18:15 on Friday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dochas and his allies will be waiting there to discuss the liberation of Therunin with representatives of the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a [[Accessibility#Unlikely_or_Contained|combat contained]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eskah Swift Hart&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for the conjunction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Dochas Weeping Glade&#039;&#039; sends a separate and very different message to the Empire through regular Navarr mail services. While he is saddened that only one army has come to Therunin and it seems that the crushing of Sanath will come first, he is nonetheless grateful for the intercedence of &#039;&#039;&#039;General Vojsuli Cherenkov&#039;&#039;&#039;. He notes that he has been called to [[388YE_Summer_Solstice_Synod_judgements#Judgement_134|inquisition]] by &#039;&#039;&#039;Eskah Swift Hart&#039;&#039;&#039;, but points out that while people have been crowing around the &amp;quot;trap&amp;quot; of working with Agramant, they attempt to catch him in one anyway. He will hand himself over to the magistrates at Anvil when the job is done and &#039;&#039;no sooner&#039;&#039;. Getting to Anvil is a hazardous enough journey from where he is at the moment anyway.&lt;br /&gt;
&lt;br /&gt;
Fortunately, there does appear to be a conjunction of the Sentinel Gate at 18:15 on Friday of the coming summit for four people to the &#039;&#039;Weeping Glade&#039;&#039; in [[Therunin#East_Ashes|East Ashes]]. Dochas requests that &#039;&#039;&#039;Vosjuli Cherenkov&#039;&#039;&#039;, &#039;&#039;&#039;Towlen Nighthaven&#039;&#039;&#039; and &#039;&#039;&#039;Mirella of the Twisted Rose&#039;&#039;&#039; use it, along with &#039;&#039;&#039;Eskah Swift Hart&#039;&#039;&#039; as an observer, to meet him there and discuss the plan to retake the rest of the territory. In thanks for the efforts of the general and his army, he has prepared a gift: the recovered standard of the [[Iron Helms]] that was [[Under eastern skies|lost]] a year ago in the murky swamps. He impresses that he has no interest in this &amp;quot;Therunin Military Council&amp;quot; being a fight, but if the heroes of Anvil choose to take this opportunity to try to attack or arrest him, he and his allies will have little issue overpowering them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chief Magistrate Cosme i Zuhri i Erigo&#039;&#039; has addressed any potential legal concerns. While Dochas appears to be a blatant criminal, it is not illegal to work with him to perform a perfectly legal activity, or to receive gifts from him, as long as those gifts are neither provided nor empowered by Agramant.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arrows_and_clay&amp;diff=144609</id>
		<title>Arrows and clay</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Arrows_and_clay&amp;diff=144609"/>
		<updated>2026-09-02T19:50:57Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Summer]][[Category:Challenge]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The Queen sat, regal on her throne, frozen in place. Her gold and crimson robes fell in perfect folds around her while she bore the bejewelled sceptre aloft. &amp;quot;Is this going to take much longer&amp;quot; she hissed between her clenched lips.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;m painting as fast as I can your majesty,&amp;quot; Rill replied, &amp;quot;but your magnificent splendour far outshines the sun. Incomparable beauty defies easy capture by your humble servant&#039;s brush. But if you could just keep still for a &#039;&#039;little&#039;&#039; while longer, then I have reason to hope that this simple rendition of your glorious demeanour might yet please you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before the Queen of the Brightening Sky could respond, a messenger was announced. A sure-footed owl of a man, bringing word from the Reeve of the Summer Lands. An almost-imperceptible nod was sufficient to instruct the herald to deliver the message. Not that the Queen really cared what Iron-staff had to say, but decorum demanded it. And it was something to do while Rill worked on her portrait.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To her regal majesty, Queen of the Forests of Glory, undisputed regent of the Forest of Arden, I bring word from...&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The messenger droned on in this way for some time. Bored already, the Queen found it difficult to follow, but it finished with a request for her aid which piqued her. &amp;quot;Does your master imagine that I am a hound that can be called to his side? If he requires my aid, why does he not come in person to petition it?&amp;quot; she demanded, her voice dangerously strained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah&amp;quot; said the messenger, wringing his hands with obvious nervousness. &amp;quot;Perhaps, I misspoke my lord&#039;s intent... It was your renowned servant &#039;&#039;Rill&#039;&#039; whose service my lord desires...&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 20%; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=left|caption=[[Barien]] exemplifies meeting, setting, and overcoming challenges.|width=3000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Each season, the [[inhabitants of the realms#Heralds|heralds]] of the [[Barien|Iron Duke]] come to Anvil to issue new [[Challenge the Iron Duke|challenges to the mortals of the Empire]]. The &#039;&#039;Lord of the Crossroads&#039;&#039; is eternally eager to test the skills and the wits of those brave enough to step forward, aiming to challenge the Courageous heroes of the Empire. &lt;br /&gt;
&lt;br /&gt;
Every person who has [[Challenge the Iron Duke]] cast upon them will be guaranteed entry to a challenge. Depending on the challenge, they &#039;&#039;may&#039;&#039; be able to bring a certain number of attendants with them to assist. The exact number will depend on the nature of the challenge and the number of challengers. The [[Civil Service|civil service]] will publish exact numbers in [[Anvil#The_Hub|the Hub]] on Saturday morning for all to see.&lt;br /&gt;
&lt;br /&gt;
Challengers will need to choose a reward from one of the [[Challenge_the_Iron_Duke#Rewards_and_the_Dragonforge|items found in the Dragonforge]]. Challengers who have been victorious in the past year may not take part in another challenge until a year has passed.&lt;br /&gt;
&lt;br /&gt;
==Challenging the Duke==&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 colspan=&amp;quot;2&amp;quot;&amp;gt;&#039;&#039;&#039;Last Season&#039;s Covens&#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;Coven of Endless Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Cabal of Nevezamzer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Coven of Golden Wings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Eternal Family&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navarr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Glass Mantle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;The Glorious Rays of the Sun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Golden Grove&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dawn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Prosperous Pigs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;The Tempest Flame&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;Voices of the Unbound Storm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Wintermark&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;To formally enter, a challenger must be the recipient of the Challenge the Iron Duke ritual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A challenger can only enter a single challenge each summit; if they win, they may not enter again for a year&#039;&#039;&#039;&lt;br /&gt;
To formally enter one of the Iron Duke&#039;s contests, a citizen must be the target of the Summer ritual [[Challenge the Iron Duke]]. The ritual is magnitude 30, and only a handful of [[coven|covens]] have it mastered. It is possible to cast the ritual without mastery, but it is harder and more expensive, so anyone who is interested in entering a challenge would be best advised to seek out a coven known to be able to cast the ritual. According to the heralds of the &#039;&#039;Traveller&#039;&#039;, ten covens successfully performed the ritual last season. The heralds advise those interested in taking part to seek out these covens first. &lt;br /&gt;
&lt;br /&gt;
Even for those covens who have the ritual mastered, it is expensive. Champions who seek to prove themselves will need to find some way to convince a coven to put them forward. Just being able to pay the ritual&#039;s cost might not be enough, though it is likely the minimum price that will be asked.&lt;br /&gt;
&lt;br /&gt;
===Challenge of the Arrow&#039;s Flight===&lt;br /&gt;
* &#039;&#039;&#039;Barien challenges citizens of the Empire to a test of speed, wits and shooting skill&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each challenger will have two minutes to navigate a course of barriers and collect up to seven tokens while being shot at by heralds of Jaheris&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Challengers may not use melee weapons, but may retaliate with bows, crossbows or thrown weapons if they are able to use them, or defend themselves with a buckler&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Challengers score a point for each token they retrieve and each herald they incapacitate, for a maximum of ten possible points&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each challengers run is over when either they are shot by a herald, time runs out or they score the maximum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A run is ended when a challenger is hit by an arrow, even if they are physically able to continue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Challengers will make their runs one at a time until everyone has gone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The top half of challengers by points (rounded up) will be considered victorious&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Challengers who score the full ten will always win, and challengers who score zero will not be considered victors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This challenge will take place at 4:30pm on the Saturday in Fletcher&#039;s Flight, Anozeseri, Segura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spectators are welcome, and up to 100 people may pass through the gate.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Iron Duke&#039;&#039; and his heralds enjoy tests of skills of all kind. Twice so far this year he has put on tourneys of martial prowess in the great new arena that has sprung up in Anvil, but tourneys of melee skill are not the only thing Barien has a taste for. The Forest of Arden provides a superb venue for shooting and hunting of many sorts, and the heralds of [[Jaheris]] spend a great many hours atop their spider mounts riding down all manner of summer beast in those dark woods. Now, the Iron Duke has decided to give the heroes of the Empire the chance to be hunt and be hunted against the Unicorn Prince&#039;s heralds in a high stakes game at the next summit.&lt;br /&gt;
&lt;br /&gt;
A course will be assembled of barriers and barricades in a glade Barien&#039;s heralds have selected in [[The Brass Coast|Freeborn land]]. Three of Jaheris&#039; heralds, armed with bows, will guard it. Placed within will be seven tokens dotted around the arena. Each challenger will be given one attempt to gather as many of the tokens as they can in a strict time limit of two minutes, while avoiding the arrows of Jaheris&#039; archers. The archers will be limited to certain areas of the arena in order to make things more sporting. Challengers are not defenceless though; those running the course may use their own bow, crossbow or throwing weapons to retaliate against the heralds. Landing a hit on a herald will remove that herald from the run and earn a point. Challengers may also defend themselves from arrow fire with a buckler, if they so choose. Fighting in melee is against the spirit of the challenge and not allowed; this is a test of speed, wits and shooting skill, not brute force.&lt;br /&gt;
&lt;br /&gt;
If a challenger is hit by an arrow from a herald their run is over, even if they could recover from it by any means. Otherwise, the run will be over when the two minutes are up, or if they challenger gets all seven tokens and takes out all three heralds for the maximum score of ten. Note that challengers who are not armed with bows or throwing weapons can only score a maximum of seven.&lt;br /&gt;
&lt;br /&gt;
Once every challenger has made their run the challengers will be ranked. The top half of challengers (rounded up) by score will be considered victorious; the bottom half will receive a consolation prize. Any challenger scoring ten will be considered victorious automatically, any challenger who fails to score a point cannot be a victor regardless of what other score.&lt;br /&gt;
&lt;br /&gt;
For those who want to compete or witness, the gate will open to &#039;&#039;&#039;Fletcher&#039;s Flight, Anozeseri, Segura&#039;&#039;&#039; at &#039;&#039;&#039;4:30pm on the Saturday&#039;&#039;&#039; of the upcoming summit. Spectators are welcome; the gate can accommodate up to 100 people.&lt;br /&gt;
&lt;br /&gt;
===Challenge of the Painted Gallery===&lt;br /&gt;
* &#039;&#039;&#039;Barien has laid a challenge to the artists of the Empire to create a piece of art with him as the subject&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A chamber will open at 10:30am on Saturday morning, where Barien will pose for challengers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Challengers will have thirty minutes to make any sketches or notes they need about Barien and the scene&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien and his heralds may provide other requirements at the time as well&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Challengers will need to make a piece of art based on this&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien is not prescriptive about what constitutes &amp;quot;art&amp;quot; - drawing, painting, song, dance, or poetry or other art forms are all permissible&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any performance based piece should last no more than 5 minutes maximum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Challengers may have assistance from others both in creating and performing their piece, though the challenger should be central when displaying to the judges&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final display will take place in the Sodality Chamber in Anvil Centre at 8:00pm on the Saturday until 9:00pm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The final products will be judged by selected invitees from Anvil and heralds of Barien&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any piece which meets the criteria laid down by Barien will be considered successful&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A grand prize will be given to the creator of the judges favourite piece&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Barien formally requests the Maestro of the Cat&#039;s Graces, Ralphine, be present to help judge the contest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Last year at the autumn equinox, the Iron Duke laid out a challenge to all the chefs of Anvil; make me dishes using my secret ingredient, and prove your worth as cooks and creatives. By all accounts, the challenge was a smashing success, and now the Lord of the Dragonforge wants to set his sights on a new set of challengers.&lt;br /&gt;
&lt;br /&gt;
Barien is a lover of all things made and crafted. While his preference is for superlative pieces of forged equipment, he has a keen eye for anything made by mortal hands. The creation of the Cat&#039;s Graces sodality has piqued his interest as a font of creativity and potential challenge. As such, the Iron Duke invites the artists of the Empire to compete against each other in a test of their skill at the coming summit.&lt;br /&gt;
&lt;br /&gt;
For those who wish to take part, a chamber will open via the &#039;&#039;&#039;Hall of Worlds portal at 10:30am on the Saturday&#039;&#039;&#039; of the summit to a chamber of Barien&#039;s design. Here, the Iron Duke himself will be present in order to pose for a piece of artwork. Attendants will have thirty minutes to gather as much information as they need or want in order to produce a piece of creative artwork based on the subject matter. Barien should be the centrepiece of any produced artwork, but careful attention should be paid to all of the details surrounding the Iron Duke, as the pieces will be judged on quality and adherence to the theme of Barien and the scene. If the challenger is unable to journey to the Hall of Worlds, they may send someone in their stead to make any necessary notes. The heralds of Barien will check who is presenting themselves before proceeding through the portal.&lt;br /&gt;
&lt;br /&gt;
After this, challengers will have until 8:00pm to produce a piece of artwork in the style of their choosing, to be presented to the judges. The &#039;&#039;Lord of the Crossroads&#039;&#039; sets no limits on what form the art can take; it could be a painting, drawing, poem, song, dance, or &#039;&#039;anything&#039;&#039; that could conceivably be called art. Challengers may have assistance from others, but it should be clear to the judges that the challenger was the primary producer. &#039;&#039;&#039;At 8:00pm in the Sodality Chamber&#039;&#039;&#039; in central Anvil a viewing will be arranged. The Iron Duke has formally requested the Maestro of the Cat&#039;s Graces, Ralphine, be present to help judge the contest alongside heralds of the &#039;&#039;Keeper of the Revels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Physical artwork will be put on display and pored over. Any performance pieces should last at most five minutes, preferably shorter. Once the judges have viewed all the submissions, they will deliberate and decide which pieces meet the criteria for victory, and which piece is considered the best overall and worthy of a grand prize. Participants are free to retain any physical artwork after the challenge is over.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hero%27s_Journey&amp;diff=144555</id>
		<title>Hero&#039;s Journey</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Hero%27s_Journey&amp;diff=144555"/>
		<updated>2026-09-01T16:09:41Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{CaptionedImage|file=NBUrizen.jpg|caption=This ritual is part of [[Urizen magical traditions#Urizen Lore|Urizen lore]] rather than [[Imperial lore]].|align=right|width=200}}&lt;br /&gt;
{{Season|Night|20}}&lt;br /&gt;
{{Urizen Lore}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}} The target character must possess the [[Heroic_skills#Hero|hero]] skill.&lt;br /&gt;
{{enchantment}} &lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The target gains two additional [[Heroic skills#Hero points|hero points]]. At the completion of the ritual, they receive a mystic vision related to things that are happening, have happened or may happen at the event. The information is often cryptic and is not a catalogue of events that &#039;&#039;will&#039;&#039; happen, but rather the suggestion of things that are &#039;&#039;likely&#039;&#039; to happen, or that are relevant to those events.&lt;br /&gt;
__TOC__&lt;br /&gt;
An individual target can receive only one vision at each event; whether that be from this ritual, contributing to [[Signs and Portents]], consuming [[Goosewhisper Infusion]], or any other method.&lt;br /&gt;
&lt;br /&gt;
While under the [[enchantment]], they also experience a roleplaying effect: &#039;&#039;You are keenly aware of the significance of any impending social or martial confrontation. You feel the urge to carefully prepare for the forthcoming conflict, to ensure they are worthy of a hero&#039;s name. You find it hard to contemplate shying away from this confrontation, no matter the danger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&lt;br /&gt;
===Additional Targets===&lt;br /&gt;
This ritual can affect additional characters from the same [[Groups#Banners|banner]]. Each additional character increases the magnitude by 11. Additional characters must be present throughout.&lt;br /&gt;
&lt;br /&gt;
===OOC Elements===&lt;br /&gt;
The result of this ritual is liable to be delivered in the form of an out-of-character written vision, acquired from GOD or the referee processing the ritual. The target is free to roleplay however they like - they may play through the process of receiving the vision, or act as if they have been in a waking trance and the vision has already passed. As the vision is purely out-of-character information, it is important not to show it to other players.&lt;br /&gt;
&lt;br /&gt;
As with Signs and Portents, it is not possible to direct this ritual to gain information about specific topics. It also doesn&#039;t matter where the ritual is performed - a single pool of visions exists that Signs and Portents and similar effects draw on.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This ritual was added to Urizen lore by &#039;&#039;the Crescent&#039;s Eye&#039;&#039;, a group of Kallavesi mystics, in reciprocity following the gift by the illuminates of the &#039;&#039;Stallion&#039;s Volition&#039;&#039; of [[Dissipating Silks]] to Runesmith&#039;s Law after the [[The_shadows_fall_behind_you#Visionary|consecration of Elos docks]]. It relies on combining the resonances of [[Night_magic#Inspiration|inspiration]] and [[Night_magic#Emotions|emotions]], granting the target a vision of an important event that was, is, or might be, and enflaming their passions to go and be the [[Heroism|hero]] that bends the weave of fate to their will, just as the [[Fist of the Mountains]] did in their last stand on the shores of Redoubt.&lt;br /&gt;
&lt;br /&gt;
Initially, academics at the Heliopticon questioned why two disparate effects were combined into a single ritual. It would surely be more efficient to have one ritual that grants the target visions similar to [[Signs and Portents]], and one ritual that grants additional reserves of heroic strength like [[Champions Shining Resolve]]. The visiting mystics stated that those two rituals bore no similarity to Hero&#039;s Journey, in the way that simply having a field and a flower is not the same as tasting honeybread. A second question was raised as to how a ritual of such magnitude was codified seemingly without the use of a [[college of magic]] or the aid of an eternal. The visiting mystics again cryptically responded that they looked into the future where the text had already been written, and aligned their dreams with it. The ritual had already been made; it was simply a matter of acquiring it from themselves.&lt;br /&gt;
&lt;br /&gt;
Stormcrows from the delegation to Canterspire advised that the ritual was best employed in combination with the practice of [[Dedication#Dreams|guided dreaming]] and employing a relevant aura to aid the target in pursuing the objective revealed to them. Other priests were somewhat suspicious about allowing Night magic to have such an intimate role in guiding the path of the souls of the faithful.&lt;br /&gt;
&lt;br /&gt;
This ritual creates similar effects to the [[Infusions of Feathers#Goosewhisper Infusion|Goosewhisper Infusion]]. Experimentation has suggested that the potion and the ritual both allow one to reach the same extended state of consciousness - visions received using the potion are the same visions created by multiple uses of the ritual, and vice versa (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; This means that a given individual has only one vision each event, regardless of whether they are using a ritual or a potion).&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
Performance of this ritual is often done in a somewhat closed setting, with the members of the coven sat around a supine target, guiding them through the visions as they tell them to the casters, encouraging them in their agency to affect the visions that they are seeing. The members of the coven themselves often each hold some trinket belonging to, or symbolising the target, aligning themselves with the [[Wintermark_culture_and_customs#Skein|skein]] or [[Urizen_hearth_magic#Essence|essence]] of the recipient.&lt;br /&gt;
&lt;br /&gt;
Astronomancers are advised to use [[the Door]] or [[the Stallion]] in this ritual, but under no circumstances [[the Wanderer]], so as not to invite disaster. Unsurprisingly, [[Gralm]] and [[Ull]] are the most resonant runes for the ritual, though ones the Urizen are least familiar with using given how tied they are to the culture of the three traditions.&lt;br /&gt;
&lt;br /&gt;
Goeticists argue back and forth on whether it is more likely to help or to harm to invoke [[Janon]] in the casting of the ritual; it is a matter of personal (and acquired) taste for a coven to do so.&lt;br /&gt;
[[Category:Night Ritual]][[Category:Rituals]][[Category:Divination]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_fortune&amp;diff=144485</id>
		<title>388YE Autumn Equinox winds of fortune</title>
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		<updated>2026-08-31T20:32:15Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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;
|}&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;
|}&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;
===Dream On===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Navarr.png|align=right|width=150}}&amp;lt;/div&amp;gt;&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;
&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; magicians; &#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;
&lt;br /&gt;
==Diplomatic Winds==&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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Llofir&amp;diff=144388</id>
		<title>Llofir</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Llofir&amp;diff=144388"/>
		<updated>2026-08-28T14:12:32Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=LlofirArt.jpg|title=&amp;quot;Ruin&amp;quot; by Marcher artist Martha Riversbank. Painted in 293YE, as part of a commission for the never-completed Hall of Spring (a college of magic intended to be built in Miaren later abrogated by the Senate). One of several canvases recovered in 326YE from a crawlspace in the Forge in Anvil, it was apparently significantly damaged by damp.|caption=&#039;&#039;Ruin&#039;&#039; is the slow moving harbinger of fungus, rot, pestilence, and decomposition|align=left|width=400}}&lt;br /&gt;
==Eternal of Spring==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Most commonly Llofir is &#039;&#039;The Rotlord&#039;&#039; or the &#039;&#039;Lady of Spores&#039;&#039;. It generally uses &amp;quot;it&amp;quot; as a pronoun.&lt;br /&gt;
&lt;br /&gt;
It is also known as &#039;&#039;The Quiet One&#039;&#039;, or &#039;&#039;The Great Fungus&#039;&#039;, or &#039;&#039;Wisdom of Dead Wood&#039;&#039;, but seems mostly unconcerned with what names mortals give it. It appears broadly immune to flattery, enduring it with quiet stoicism before ignoring it and moving on. Other names commonly used include &#039;&#039;End of Empires&#039;&#039;, &#039;&#039;Inevitable Circle&#039;&#039;, &#039;&#039;Promise of Life&#039;&#039;, &#039;&#039;Moulder&#039;&#039;, &#039;&#039;Despoiler of Grain&#039;&#039;, &#039;&#039;Ender of Empires&#039;&#039; and &#039;&#039;Ruin&#039;&#039;. It is called &#039;&#039;Blood Choke&#039;&#039; by the Sumaash.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
As with eternals such as [[Yaw&#039;nagrah]], Llofir is believed to be truly massive - an entire ecosystem with a single consciousness behind it. Where Llofir differs from other Spring eternals is that its body is composed of fungus and moulds - sometimes on an epic scale. It is known to &#039;bud&#039; smaller, humanoid forms that are in some way vessels for its consciousness with which it can speak to mortals; many of these strange creatures serve as its heralds, guards and courtiers. They range in size from a few feet tall through dangerous animalistic creatures to massive, shambling horrors that move like a tide of animate matter. &lt;br /&gt;
&lt;br /&gt;
Its heralds most often appear as humanoids infested with rot and fungus. Often quiet and slow-moving, their appearance is a little deceptive - they are actually creatures in their own right rather than reanimated flesh.&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
The Quiet One is usually described as calm, placid and extremely long-sighted. Where other Spring eternals live in the moment, Llofir seems utterly disconnected from concerns of past and future. It in some way exemplifies ideas of natural rot, corruption, decomposition and decay - the way things tend to break down into simpler forms, from which new things arise. It is also fascinated with disease and sickness, and the way they cause healthy organisms to fall apart or become weak.&lt;br /&gt;
{{CaptionedImage|file=Herald of Llofir.jpg|caption=The heralds of Llofir often appear as humanoids infested with rot.|align=right|width=300}}&lt;br /&gt;
Some magicians believe that Llofir&#039;s interest in rot and decay extends beyond the physical, literal manifestation of decomposition and includes the philosophical idea that complex structures such as societies and empires also need to be periodically killed and broken down so that new societies can grow from the &#039;mulch&#039; they leave behind. This would be a very sophisticated position for a Spring eternal to take, but not entirely inconsistent with the &#039;long view&#039; that Llofir appears to take.&lt;br /&gt;
&lt;br /&gt;
The eternal has several times expressed a dislike for the [[vallorn]], and even offered aid in weakening or destroying it. It appears that the unquenchable wellspring of life that fills vallorn-infested areas is at odds with Llofir&#039;s focus on the cyclic nature of death, decay, and new life arising from the remnants of the old. In a similar vein, the &#039;&#039;Lady of the Toadstools&#039;&#039; expresses an uncharacteristic virulent hatred for things which inhabit dead flesh and prevent it rotting (such as the husks produced by [[Quickening Cold Meat]] or the transformation effected by [[Mark the Flesh Incorruptible]]). It offers boons to help destroy them or return them to their &amp;quot;natural&amp;quot; space in the cycle; on one occasion this involved investing the unliving husks created by &#039;&#039;Quickening Cold Meat&#039;&#039; with spores that quickly rotted the bodies inhabited by the winter spirits. &lt;br /&gt;
==Recent History==&lt;br /&gt;
In 380YE, Llofir was responsible for a [[A_season_of_mushrooms|wave of Spring magic]] that swept across newly-liberated [[Reikos]]. In the process, it claimed the region of [[Reikos#Tamarbode|Tamarbode]] for itself. In the years that followed, it resisted Imperial efforts to reclaim the region while simultaneously offering to provide assistance to the efforts to fight the vallorn. The Winter Solstice 382YE saw Llofir [[382YE_Winter_Solstice_Conclave_sessions#Enmity_:_Llofir|placed under enmity]] by the Conclave. Then in Summer 383YE, a [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|combined operation]] by the [[Wolves of War]] and the [[Towerjacks]] ultimately destroyed Llofir&#039;s Garden and drove the eternal&#039;s forces back into the Spring realm. Llofir was less than pleased, to put it mildly.&lt;br /&gt;
&lt;br /&gt;
Indeed, when the [[Archmage of Spring]] Ibiss Briarheart next sought [[Archmage#Parley|parley]] with the &#039;&#039;End of Empires&#039;&#039;, in Winter 386YE,  the eternal [[I_knew_you_were_trouble#Llofir|refused in no uncertain terms]]. Instead, it made an extreme demand of the Conclave - that it be granted [[alignment#amity|amity]] with the intent that it would &amp;quot;ravage the Empire&amp;quot; in retribution for the destruction of its garden. Unsurprisingly, the Conclave refused to provide it with the opportunity to take revenge on Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
In Autumn 387YE, however, Ibiss made another attempt to reconcile the Empire and the &#039;&#039;Rot Lord&#039;&#039;. This time, [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|Llofir&#039;s response]] appeared a little more measured. In the end however, the Empire did not meet the eternal&#039;s demands; they did however, [[387YE_Autumn_Equinox_Conclave_sessions#Alignment:_Llofir,_Neutrality|remove the existing enmity]] as &amp;quot;a show of trust.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
The &#039;&#039;Great Fungus&#039;&#039; has a number of boons that might interest Imperial magicians. It can offer aid with rituals that encourage [[Spring magic#Ruin|decay and collapse]], or the destruction of crafted goods or structures. It also has power to support attempts to renew damaged or ruined lands, or to bring forth new life from rot and decay. As a being fascinated with fungus and mushrooms, it can also offer boons related to replicating or enhancing the hallucinogenic or poisonous properties of many fungi. According to some sources, this interest can provide insight into the magic of Spring, or even into the nature of living creatures.&lt;br /&gt;
&lt;br /&gt;
More than any other eternal except perhaps [[Yaw&#039;nagrah]], Llofir&#039;s realm bursts at the seams with magical substances. Often referred to as  &#039;&#039;[[Yaw%27nagrah#Donahorti|donahorti]]&#039;&#039;, they differ from those associated with the &#039;&#039;Green Mother&#039;&#039; both in their properties - related to ruin and renewal rather than [[Spring magic#Chaos|chaos]] or [[Spring_magic#Fertility|fertility]] - and because they invariably take the form of fungus or fungal spores. &#039;&#039;Whisperspore&#039;&#039;, for example, takes the form of pale, powdery spores that can be inhaled to empower an adept of Spring lore to work their magic more easily, especially Spring magic that causes rot and renewal such as [[Turns the Circle]]. There have also been several cases of mushrooms gathered under Llofir&#039;s auspices that have produced powerful if sometimes unpredictable mind-altering substances.&lt;br /&gt;
===Donahorti===&lt;br /&gt;
The [[Realm#Spring|Primal Forest]] is a wellspring of wonderful plants and beasts, and while full of vitality they inevitably die. Llofir maintains vast gardens of fungus, mould, mushroom, rusts, and the like which it can make available to mortal magicians that win its favour. Often taking the form of spores or juices, these boons are referred to as &#039;&#039;donahorti&#039;&#039; (an old Asavean name originally for the boons of [[Yaw&#039;nagrah]] - the &#039;&#039;donahorti mirabilis&#039;&#039;, the Marvellous Gifts of the Garden). The &#039;&#039;donahorti&#039;&#039; are similar to [[potion|potions]], and generally [[Potion#Consuming_a_Potion|used in the same way]]. Some of the more common &#039;&#039;donahorti&#039;&#039; drawn from Llofir&#039;s demesne are:&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Whisperspore&#039;&#039;&#039;&#039;&#039;: A pale powder with a faint fungal smell that empowers practitioners of Spring lore, especially when performing rituals that draw on the resonance of [[Spring magic#Ruin|ruin]]. An ideal physrep is a small pouch of loose flour or sherbert.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Magical Mushrooms&#039;&#039;&#039;&#039;&#039;: A plethora of different mushrooms, toadstools, and puffballs grow in Llofir&#039;s gardens. Their flesh can cause any number of peculiar effects. Common strains grant boons for magicians casting Spring rituals; endurance or healing at a price (often represented by venom or weakness); or gifts of strange insight, exhilaration, or awareness similar to those experienced by consuming some mundane fungi (albeit much more pronounced and powerful). Ideal phys-reps for such substances might be actual pieces of mushroom or toadstool, or small bags of powder representing spores.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Mushroom, mushroom, mushroom]] - 387YE Winter wind of fortune detailing certain boons offered by Llofir especially to the Navarr&lt;br /&gt;
* [[Has_reared_himself_a_throne#Hours_Breathing_Faint_and_Low|Has reared himself a throne]] - 387YE Autumn plenipotentiary response&lt;br /&gt;
* [[I_knew_you_were_trouble#Llofir|I knew you were trouble]] - 384YE Winter plenipotentiary response&lt;br /&gt;
* [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|Destroying angels]] - 383YE Summer Wind of War detailing the destruction of Llofir&#039;s garden in Tamarbode&lt;br /&gt;
* [[When_all_the_land_is_in_ruins#The_Aid_of_Llofir|When all the land is in ruins]] - 382YE Winter Wind of Fortune including offers of aid from Llofir&lt;br /&gt;
* [[Bury_the_hatchet#Llofir|Bury the hatchet]] - 382YE Summer plenipotentiary response&lt;br /&gt;
* [[Under_the_red_sky#Llofir|Under the red sky]] - 381YE Summer plenipotentiary response&lt;br /&gt;
* [[380YE_Autumn_Equinox_winds_of_war#Our_Neighbour&#039;s_Field|Our neighbours field]] - 380YE Autumn Wind of War involving the Citadel Guard attack on Llofir&#039;s garden&lt;br /&gt;
* [[A season of mushrooms]] - 380YE Summer Wind of Fortune discussing Llofir&#039;s &amp;quot;restoration&amp;quot; of Reikos&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stand_proud,_you%27re_strong&amp;diff=144366</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=144366"/>
		<updated>2026-08-27T16:54:06Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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 born 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 Surrani 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 Condeferacy 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;Maracossans&#039;&#039;&#039; - While they may currently be [[Seeds_of_discord#Marracossa|facing issues]] with precent pronouncements by the Synod, the Marcossans 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 Lasamabrians&#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 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 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 Surrani 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 Wranglers 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;
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;&lt;br /&gt;
&#039;&#039;&#039;Burn Brightly&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are doubled&#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;
&lt;br /&gt;
The Freeborn are attended to by their cousins in their home land 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;&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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=144259</id>
		<title>Forward into depthless dark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=144259"/>
		<updated>2026-08-27T11:00:24Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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=Into depthless dark.jpg|align=left|caption=Here is the heart of the Druj; black and twisted and filled with hate and fear.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Wicked Effigies and Twisted Monuments==&lt;br /&gt;
The Salt Flats of Sanath are the true heartlands of the Druj. Broad plains criss-crossed by dark waterways. The ground is sodden, and the further east toward the sea one travels, the more marshy the land becomes. The forests common to the rest of the Mallum have mostly been cleared here, by centuries of ravenous industry. Only in the south-west is there any great woodland - the [[Salt Flats of Sanath#Lower Saarnath|lowland valleys]] and the high [[Salt Flats of Sanath#Upper Saarnath|plateau]] that each form half of the lands jointly called the Saarnath.&lt;br /&gt;
__TOC__&lt;br /&gt;
It rains almost constantly here, or so it seems. Even when it is not actively raining, the air is thick with moisture. The ground can turn slick and treacherous without warning, even in the valleys of Saarnath where the marshes of Sarangrave give way to broad-leafed rainforest. Visibility drops precipitously, a far cry from the relatively open sight-lines of the marshes and the flats to the south-west. Only the [[Navarr]] and the [[Varushka|Varushkans]] are really at home here, but even they must beware of overconfidence. The Druj know these woods better than they do after all.&lt;br /&gt;
&lt;br /&gt;
Thick as the air can be, the [[Druj miasma|miasma]] is thicker, perhaps thicker than the Empire has ever encountered it. It has had generations to take root, to smother hope and ambition, to grind deep into the mud those unfortunate enough to be enslaved by the Druj. It preys on the minds of many soldiers, an insidious urge growing daily to simply give up, to turn back, to surrender, to cower. It requires constant vigilance by the captains, and by each soldier for their comrades, to keep the enervating atmosphere at bay.&lt;br /&gt;
&lt;br /&gt;
The weather worsens as Summer wanes, and with the almost constant rain comes the [[curse]] of [[Spring magic]]. A fragment of [[Rivers of Life|healing power]] falls with every drop, bringing burgeoning life without constraint, without reason or caution. No wounds, save the most egregious, will last the night. Death comes only to those unfortunate enough to fall far from their lines, or to those who are the victims of swift execution. The familiar magic flows everywhere, in all the water in the Sarangrave, and it protects barbarian and Imperial invader alike. It also touches the plants and creatures of the Mallum with supernatural vitality, but driving some of them to the edge of frenzy. &lt;br /&gt;
&lt;br /&gt;
And what creatures they are! The Empire has heard of them, encountered them in the eastern forests from time to time, but just as this is the heartland of the Druj so it is home to the [[Arkad#Hupul|deathstinger]], and the [[Arkad#Vikari|green forest scorpion]], and the awful serpentine [[Arkad#Kallad|coiled shrike]]. These creatures seem to have little fear of humans or orcs, and are ambitious enough to try and prey upon them when the opportunity presents itself. Imperial soldiers quickly learn to fear the droning buzz of ebon-and-scarlet wasps the size of doves, the cold horror of awakening to discover a razor-clawed insect with its tail already poised to strike exploring the interior of their tent, the yell of surprise that quickly gives way to agonised screaming as a friend is condemned to a terrible death at the fangs of an arboreal assassin. The Rivers of Life do little to purge venom, or cure the poison that burns through the belly of those foolish enough to eat the ripe fruit from the wrong tree.&lt;br /&gt;
&lt;br /&gt;
Into this land of death come the Imperial armies, ready to strike against the core of the Druj. They will have their work cut out for them in the months to come, but if they can seize victory... what a thing &#039;&#039;that&#039;&#039; would be!&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;Sebastián Fawnwood, General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;My glorious pride. You have bided your time, but now is our opportunity for what we were made for. Conquest. The salt flats of Sanath is our destination, for this is the beginning of the end for the Druj. With our warbanner reforged, it has been named the Pride of the Gryphons. It will be raised high enough that the Druj will see who brings their end. Be Vigilant. Be Glorious. Be the pride of Dawn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Lions, three years ago I first came to Anvil a woman in pain. Like so many, the Druj had taken everything from me. Like so many, they continued to take our past, our present, our future. Our Gui, our Isaac, our Scout. Their ideology of hatred thrives in the dark and they wish to make monsters of us all. They wish to teach us to be scared of the dark. Let us make them fear the light. May we be the flame the innocent are drawn to as a Beacon of Safety. May our banners show that Courage and Loyalty drives us. May the sound of our roar carry far across the Salt Flats. May the Druj know this sound heralds their end, learn those banners mean those hurt will be saved, learn that flame is Ambition to bring glory with Elodian&#039;s Hammersmiths and the majesty of the Lion of Summer. Learn the monster they tried to create, became the lioness that will bring a death to the Druj. Whatever it takes. One day, the Druj will be a bedtime story told of our glory. Let us be the authors.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Navarr will serve the Empire in Loyalty, regardless of the theatre of war. The Druj are broken, a scorpion backed into a corner, but their story is still a danger. The Buruk Tepel will fall, their armies laid low by the virtue of Imperial steel and we will free the slaves of the Mallum. Act in loyalty, fight with courage and serve with pride.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mercia Questor&#039;s View, General of the Quiet Step&amp;quot;&amp;gt;Navarr, now is the time to hit the Druj where it hurts. We march on Lower Sanath. I may not be who you expected in command but I will see Neve&#039;s ambition for this army fulfilled. Whatever it takes. Our cousins in Varushka will take care of our home. Let the citizens of Therunin look to this beacon and away from the arms of Agramant. For those who came before. For those who come after.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There comes a point in some fights when you are so much better than your opponent that victory seems inevitable. Your foe does not comprehend that they have lost, for they still stand, still fight. They lack your foresight, your arete, and you must simply walk them through the dance steps of their demise. In that moment it can be tempting to show mercy, even pity your foe. Worse, one can lose focus, looking to the next conflict. The Empire has made this mistake before. This is how the Druj still blight the world. Mercy is weakness - The task is not done until it is done. We begin the end. Make for Lower Saarnath. With Spring&#039;s might and Summer knights we soften Leen, bringing ruin to the Beacon of Iskrid. We must not relent until the last of the Buruk-Tepel are marched through Anvil and relieved of the burden of their vile, poisonous heads.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaromir Ostrovyn Kostka, General of the Northern Eagle&amp;quot;&amp;gt;Eagle of the North, I return to you now to guide our path to the last conquest of the Druj. We go to the Sydathian Fens, striding unseen as we hunt for our foe&#039;s weakness. To you, Surut, Schlacta of the Roaring Hearth, I present my curiosity to your bargain and welcome your wisdom in bringing bright ruin to old and rotten things. Before us stand wicked effigies and twisted monuments to a dying power, symbols of a strength that has left the heart and limbs of this sickened beast of a nation. We shall make a beacon of them, a sign to our embattled cousins and fearful foes alike that soon all here will be changed by Imperial will. Forward now, into this depthless dark, for herein we shall raise the torches that shall light the way to a better world.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Who Brings Their End==&lt;br /&gt;
Five armies march out of northern Sarangrave, through the [[Sarangrave#Turan Flats|Turan Flats]] into the Sanath. This is the [[A_walk_in_shadow|second time]] the Empire has ventured into Sanath, and the situation in the south is very different to that they encountered in the north three years ago. &lt;br /&gt;
&lt;br /&gt;
The [[Black Thorns]] and the [[Citadel Guard]] are already in place, and they are quickly joined by the [[Gryphon&#039;s Pride]], the [[Lions of Adelmar]] and the [[Quiet Step]] from [[Ossium]], and [[Semmerholm]], and [[Zenith]]. The Quiet Step bring word that the [[Axos|Axou]] of [[Sarangrave#Thornfen|Thornfen]] are mobilizing for their [[Skull beneath the skin|advance]] up to the Fens of Varreth. They will hopefully keep the path into the Salt Flats open to Imperial baggage trains, rather than devoured by ravening [[Quickening Cold Meat|Winter spirits]].&lt;br /&gt;
&lt;br /&gt;
When they arrive, these five are met by the [[Northern Eagle]] who are already in position. The Varushkans have been busy in the Salt Flats for some time now, laying the groundwork for this invasion. There are few forces anywhere in the Empire that can match the Northern Eagle when it comes to [[Army qualities#Elusive|mastery]] of the wild forest, the sodden marsh, the rough dark hill. For the last six months they have been engaged in a game of cat-and-mouse with the Druj defenders of the Saarnath, avoiding any attempt to trap them or bring them to battle, and patiently putting their plans in motion. &lt;br /&gt;
&lt;br /&gt;
The captains of the Eagle report an unqualified success; they have collapsed strategically chosen passes and bridges across the southern Salt Flats, destroying carefully selected caches and otherwise putting their guerrilla training to good use. This will not impede the armies of the Druj, who can carry their supplies with them, and resupply from baggage trains but for the [[fortification#garrison|garrisons]] of the Druj [[fortification|fortifications]] - the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] - it is a different matter. This season, those garrisons are unable to intervene in Lower Saarnath, occupied clearing the damage the Northern Eagle has inflicted, limited by their ability to move provisions into the forests of the south. The Empire will still have a fight on its hand, but the forces the barbarians can bring to bear will be limited to their armies - armies already battered from fighting in Sarangrave and the [[Forest of Ulnak]], armies that have still not fully recovered.&lt;br /&gt;
&lt;br /&gt;
The Northern Eagle have laid the groundwork, but they are not finished with the Druj. Not by a long chalk. The Varushkan soldiers are already planning their next strike against the Mallum, and the planning and execution of their strategy requires all their attention. They are still able to provide a bounty of valuable scouting reports, marking out the areas the Imperial armies should avoid, as well as places they may want to target. Then they disappear back into the rainforest. Their fight this season is very different to that of the conquerors here to fight the Druj openly; it remains to be seen what punishment they have in mind for the barbarians in the coming months.&lt;br /&gt;
&lt;br /&gt;
It is for the Gryphon&#039;s Pride to step into the breach. [[Army_qualities#Conquering|Conquest]] is their calling after all, and they press forward with a single overriding goal - to seize Lower Saaranth from the Druj and drive the armies of the Mallum before them. They lead the way, a solid spear-strike deep into enemy territory. They are closely supported by the [[Army_qualities#Cunning|cunning]] of the Quiet Step, who focus their efforts on setting ambushes and luring enemies into traps. They remain mobile, taking advantage of every weakness in the enemy strategy to attack from the flanks. Their tactics are unorthodox but effective - poison and venom, targeting healers, magicians, and supplies. They kill without mercy, and perhaps in some way the Druj might even respect them for it. &lt;br /&gt;
&lt;br /&gt;
For the most part the other Imperial armies take a more conservative approach. For those who have fought the Druj before, this caution seems the wisest course. The barbarians are fond of traps and Imperial soldiers have paid a harsh price for their overconfidence too many times in the past. The Black Thorns push forward [[Army orders#Steady Conquest|patiently]], prioritising the preservation of Imperial lives over the pursuit of victory. The Lions of Adelmar complement this painstaking approach; they [[Army qualities#Guardian|stand staunchly with their allies]] wherever they are engaged, shields ready to block the arrows of the Druj, swords unsheathed and eager to fight alongside their comrades. Selfless and courageous, many are the Navarri and Urizeni who will owe their lives to the Dawnish once this campaign is over.&lt;br /&gt;
&lt;br /&gt;
With the Lions also march a cohort of the [[Knights of Glory]]. They are captained by the fearsome &#039;&#039;Elodian&#039;&#039;, resplendent in mighty panoply of runebound steel and leading a glorious warband of hammer-smiths no less powerfully accoutred. The unstoppable blows these heavy warriors strike with their great mauls send barbarians sprawling, or smash them into trees, and both their heavy armour and these terrible strikes serves as a perfect complement to the tactics of the Lions. Whispers suggest that the runic knights have been sent personally by their [[Eleonaris|Queen]] to fight with the Lions, and rumour speculates that there may be something more than friendship between the &#039;&#039;Lady of Pennants&#039;&#039; and the general.&lt;br /&gt;
&lt;br /&gt;
Then, at last, the Citadel Guard. The [[sentinel|sentinels]] and the battlefield magicians of Urizen are there beside their allies whenever battle is joined but their goal is clearly somewhere else. They focus on support and strengthening the soldiers of the other nations and their aid is valuable in seizing land from the Druj but actually &#039;&#039;fighting&#039;&#039; the barbarians is of secondary importance. While their soldiers fight, their [[coven|covens]] work together on of rituals intended to gather magical power and direct it toward this unseen goal. As Summer fades the leaves on the great broad-leafed trees in their vicinity turn brown and red and yellow faster than they have any right to do so. As if something primal was being redirected in some way, out of the forests and toward... somewhere else. &lt;br /&gt;
&lt;br /&gt;
There are [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Summer|Summer realm]] with the Urizeni as well - proud &#039;&#039;Dindrayne&#039;&#039; of the feather-brow. A war-witch with a staff of adamant, she commands a cohort of elfin heroes in mithril chain, who enthusiastically fight alongside the sentinels against the Druj. With them are a score of trumpeters, who rouse the  spirits of the soldiers they fight alongside, urging them to acts of heroism and glory that are sometimes at odds with the more sober mien of the people of the southern peaks. Their commander, however, remains with the covens further back behind the lines - an uncommon position for a champion of the &#039;&#039;Lion of Summer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as magical allies, the armies of the Empire are supported by more than twelve thousand strength at arms lead by [[military unit|Imperial captains]], many of whom bear [[enchantment|enchantments]] of their own. The vast majority fight with the Citadel Guard, and while those versed in the arts of war are at the forefront of the campaign alongside the sentinels and battle-wizards, those with even a smattering of [[Magical_skills#Realm_Lore|realm lore]] - especially the lore of [[Spring magic|Spring]] - are stationed further back supporting and protecting the covens. The &#039;Guard regularly dispatch these auxiliaries on missions deep into Druj territory, to capture resources or secure access to certain location at critical moments.&lt;br /&gt;
&lt;br /&gt;
A strong force, then, bound together by bonds of [[Loyalty]] and [[Pride]], of the love of comrades, and of a singular purpose: the destruction of the Druj.&lt;br /&gt;
&amp;lt;gallery heights=150 mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
QuietStep Colour.png&lt;br /&gt;
NorthernEagle Colour.png&lt;br /&gt;
CitadelGuard Colour.png&lt;br /&gt;
BlackThorns Colour.png&lt;br /&gt;
GryphonPride Colour.png&lt;br /&gt;
LionsAdelmar Colour.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scorpion in a Corner==&lt;br /&gt;
That unity is not found among the barbarians of the Mallum. Even something as straightforward as a singular purpose is somewhat lacking. One would think the Druj armies would be brought together by the desperate need to keep control of as much of the Salt Flats as they can, but they show no sign of it. The armies come to defend Lower Saarnath, its true, but they do so piecemeal and that gives the Imperial armies an advantage.&lt;br /&gt;
&lt;br /&gt;
The first major force to engage the Empire are the [[Druj_armies#White_Lions|White Lions]]. Named for the large venomous ants that build great nests on the Salt Flats, they are perhaps the most disciplined of all the armies of the Mallum. Some of their troops are already in Lower Saarnath, hunting the Northern Eagle, and they quickly raise a warning once it is clear the Empire has come in force. They avoid direct confrontation with the Imperial forces wherever possible, at least until the rest of the defenders start to arrive. It seems they have accepted unwise boons of [[Winter magic]], likely from the &#039;&#039;[[Agramant|Wastewalker]]&#039;&#039;. Wounds that should kill them barely slow them down, but when they fall they die quickly. Worse, they are riven by a terrible hunger; there are disturbing scenes where warriors of the White Lions abandon their own defence to cut strips of warm flesh from the fallen - enemies and friends alike. There are handfuls of bloodthirsty [[Inhabitants of the realms#Heralds|heralds]] - pale white walkers more beast than human or orc - among their number who urge them on to greater and greater excess. For all this apparent madness, however, when they are able to think clearly the White Lions prove to be a persistent and responsive threat to the Empire, seemingly always in position to counter Imperial tactics.&lt;br /&gt;
&lt;br /&gt;
Over the first few weeks of the campaign, the [[Druj_armies#Hidden Widow|Hidden Widow]], the wild warriors of the treacherous [[Druj_armies#Jagged Claws|Jagged Claws]], and the twisted [[Druj_armies#Red Lizard|Red Lizard]] filter in to join the defence of Lower Saarnath. They are forced to approach through the marshes of [[Salt_Flats_of_Sanath#Beladrarsh|Beladrarsh]], and by all accounts receive little assistance from the Skinweaver sept that rule that rich territory. No doubt the wealthy Skinweavers are too busy making preparations for their own survival to see the Druj armies as anything other than a wall of meat between them and the invading humans. Last to arrive are the [[Druj armies#Black Wind|Black Wind]], and for once they seem less interested in [[Army_qualities#Cruel|tormenting]] the armies of the Empire and more in simply trying to stem the flood of Imperial soldiers into the Salt Flats. It is easy to forget that they hate the Druj for what they did to their people - and sometimes hard to bear that they loathe the Empire even more.&lt;br /&gt;
&lt;br /&gt;
The Urizeni quickly note that none of these armies seem to bear enchantments, and that there is a distinct lack of magical wards at least in the south. This is certainly not the traditional way the Druj make war - especially in defence. Speculation runs like wildfire - has the loss of the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] and the disappearance of the cowardly [[Druj lore#Ghulai|Ghulai]] of the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] gutted the magical capabilities of the Druj? Or is it simply that the resources they have are focused elsewhere? Is there some other shoe waiting to drop? Is there a magical trap here, hidden behind the trees, shrouded from the eyes of the magicians and witches and [[vate|vates]]?&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Dancing scorpions.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Make Monsters of Us All==&lt;br /&gt;
If the Druj are bad when they invade, they are ten times worse when forced on the defensive. Yet the air of desperation here in the dripping woods of Lower Saarnath is different, somehow. There is a tremor of fear in the people of the Mallum, it seems. They rely on purely defensive tactics, seeking to turn their admittedly superior knowledge of the terrain into advantage wherever possible. They still skirmish, but their attacks are much more focused on singular objectives - driving &#039;&#039;this&#039;&#039; specific band of knights away from a defensible position, overrunning &#039;&#039;this&#039;&#039; specific hospital and then retreating, killing &#039;&#039;these&#039;&#039; scouts and then fleeing without even taking the time to string their corpses up from the trees.&lt;br /&gt;
&lt;br /&gt;
Afraid they might be, but they refuse to cede anything that the Empire does not wrest from their tight grasp. It is challenging for the Imperial armies to bring their weight of numbers to bear against the Druj in the confines of the rainforest; hard for them to force a large-scale confrontation when often visibility is reduced to a score of meters in every direction. When it is not the trees alone, it is the ever-present rain, or the thick, warm mists that rise on the rare occasions when the sun peaks out behind the dark clouds for a few hours. The woods favour the Druj tactics of ambush and surprise, which must be accounted for whenever the Empire advances.&lt;br /&gt;
&lt;br /&gt;
Still the Druj &#039;&#039;are&#039;&#039; outnumbered though, and arguably outclassed. Again, though, it is the ability of the Empire&#039;s armies to trust one another than proves the greatest advantage. The Lions of Adelmar and the Quiet Step employ strategies specifically designed to aid their allies, to work with their comrades in other armies and nations. The sentinels of the Citadel Guard are adept at deploying their force where it will offer the greatest support, and then moving to another position as the ebb and flow of battle shifts. In contrast there are reports of warriors of the Jagged Claw intentionally abandoning their Red Lizard &amp;quot;allies&amp;quot; in the middle of an engagement, their deaths serving to cover a flanking manoeuvre and hasty retreat. There are incidents where the Hidden Widow are left in an exposed position by the Black Wind just to lure a band of thorns into a trap that closes around the Navarr too late to save their &amp;quot;comrades&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As one Dawnish troubadour marching with the Lions says, it isn&#039;t so much that the Druj are intentionally turning on one another, but rather than they seem utterly incapable of seeing anyone outside their immediate circle as being &#039;&#039;people&#039;&#039; at all. Rivals or pawns to be used to their own advantage, in the pursuit of their own ambitions or their own survival. A people culturally incapable of feeling the bonds of fellowship, utterly alien to the understanding of love that the Lions hold at the centre of their philosophy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sebastián Fawnwood.jpg|caption=&#039;&#039;&#039;Sebastián Fawnwood&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handfuls of Dust==&lt;br /&gt;
A month after the fighting begins, the Empire encounters serious magical resistance. The Gryphons Pride and the Black Thorns have pushed a little ahead of their allies, driving north-east where the land slopes upward toward the great plateau of Upper Saarnath. A major force of White Lions, supported by warriors of the Hidden Widow, attempt a pincer movement and fighting erupts among the trees. At first it seems that the Pride and the Thorns cannot fail to achieve victory, but then a third force joins the fighting.&lt;br /&gt;
&lt;br /&gt;
They are not an army, or even really a garrison, but rather a force of perhaps a hundred or so hooded orcs with bows and barbed spears. The Thorns identify them as [[Arkad#Vikari|Vikari]] although their banner is unfamiliar - that of a skeletal serpent similar to the coiled shrike favoured by the Kallad. This, reason the Navarr, must be the Vileshrike sept from the Dripping Tor. They are some distance from home, presumably on the orders of the rumoured ghulai &#039;&#039;Graknuz Acidtouch&#039;&#039;. They are not alone, however.&lt;br /&gt;
&lt;br /&gt;
With the Vileshrikes are a hundred or so beings that seem to be heralds of the [[Realms#Night|Night realm]], similar to those encountered a few months ago by Imperial champions fighting [[alongside the Earthquake Drummers]] in the Forest of Ulnak. Scarecrow-like, in billowing black robes, it is easy at first to mistake them for [[Druj_lore#Tortured_souls|tortured souls]]. Yet these creatures have never been mortal; there is nothing beneath their robes save animate darkness, shadows that seem to seep through the empty eye-holes of the featureless masks they wear. The merest touch of these awful phantoms [[Calls#Weakness|weakens]] the strongest knight, draining away their will to fight and overwhelming them with fear and terror. Their weapons assail the mind as well as the body, creating magical wounds that confuse the confident thorns leaving them riven with self-doubt and uncertainty. A few are armed with terrible pole-arms that drown their foes in [[paralysis|paralysing]] wells of phantasmal horror, leaving them as easy picking for the rest of the barbarians alongside who they fight.&lt;br /&gt;
&lt;br /&gt;
The Vileshrikes - if that is who this is - don&#039;t especially coordinate their attacks with the two armies but rather take advantage of their attack to cover an assault of their own. The battle-magicians are clearly experienced fighting alongside their unnatural allies - they [[entangle|bind]] a likely target long enough for the fluttering-robed things to descend on them and assail their spirit. The Rivers of Life does nothing to bolster the broken will to fight, it cannot heal the terrible nightmares that assail those injured by the creatures&#039; weapons, nor offer protection from the sucking quagmire of doubt that overwhelms the doughtiest warrior.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t help that these vikari are obviously backed by significant magical resources - enough for some of their number to unleash great wails that weaken enemies and allies alike, or terrifying atonal hymns that [[Calls#CURSE|curse]] Imperial soldiers with a growing delirium that takes hold hours after the fighting when they think themselves safe.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to say for certain how much difference this additional force of Druj makes to the overall battle; for all their magical prowess Vileshrike Vikari and terrorizing Night held alike are as vulnerable as any magician to [[Calls#IMPALE|arrows and mighty blows]], can be put to flight with a [[Calls#CLEAVE|solid strike]] from a skilled fighter. They also seem to have little stomach for a long fight. They expend their magic quickly, it seems, and then fall back while the White Lions and the Hidden Widow still clash with the Pride and the Thorns.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance is turned back that day, although the Pride and the Thorns manage to lead some of the more bloodthirsty Druj into an ambush set by the Quiet Step. Less than a week later, with the Lions and the Step to back them up, the two Imperial armies return and the Navarr and Dawnish are victorious. They continue to push through the Salt Flats, and the further north-east they travel the more common and vicious fighting with the Vileshrikes becomes.&lt;br /&gt;
&lt;br /&gt;
Whoever the Vileshrikes are, whoever their allies are, they do not fight anywhere else in Lower Saarnath; only in the north-east. They also seem to be the source of a peculiar magical effect, a curse of some kind, that is slowly settling over the southern Salt Flats. Soldiers begin to report an increasing number of horrific dreams, and those standing watch at the darkest hours of the night claim to spot hooded figures watching them from the shadows who they &#039;&#039;know&#039;&#039; are filled with poisonous hate. It doesn&#039;t seem to be an enchantment; perhaps this mysterious ghulai is drawing on other sources of power to do... whatever they are doing.&lt;br /&gt;
&lt;br /&gt;
Despite all this, the Druj are forced to retreat again and again. As the season draws on, as the Quiet Step and the Lions of Adelmar come within sight of the location marked out by Imperial scouts as the &#039;&#039;Dripping Tor&#039;&#039;. It lies in the depths of the forest, far from any other settlement, but it has been identified by the Northern Eagle as a key strategic location to control. When the armies arrive, however, they find the Tor... missing. In its place looms an impenetrable grove of massive, clearly supernatural trees. When any Imperial soldier gets within a mile of the rough location, thick mists boil out of the ground and seethe in the air, creating impenetrable curtains of grey and white. Those who do not turn back soon regret it - scouts report encounters with unspeakable horrors in the depths of the mists. Some who brave the fog are left shattered in mind and spirit, raving about &#039;&#039;eyes&#039;&#039; and &#039;&#039;claws&#039;&#039; and &#039;&#039;the terrible soft music&#039;&#039;. Others do not return at all.&lt;br /&gt;
&lt;br /&gt;
The decision is made to give the area a wide berth. None of the armies here are in a position to try and penetrate whatever ward is in place, and there are still Druj to be fought. A watch is set by the Quiet Step, and the Empire turns its attention elsewhere. At least there are no further attacks by the Vileshrikes and their unnatural allies, once the armies reach the Tor.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Jaromir Ostrovyn Kostka.jpg|caption=&#039;&#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039;&#039;, General of the Northern Eagle, leads the Varushkans in subtle infiltration of the Salt Flats.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Those Who Come After==&lt;br /&gt;
In the end, there is no single decisive battle in the valleys of Lower Saarnath, only a string of engagements spread out through the woodlands. There are relatively few Druj settlements here - and they are poorly prepared for attack by Imperial soldiers. Unless the Druj armies are present, these scattered arboreal villages and logging camps swiftly fall to the Empire. Even where the Druj defenders are present, it is usually not enough to stop the Empire seizing them anyway. Usually.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Empire is victorious, smashing through the Druj defences and forcing the armies to retreat. Lower Saarnath is captured in its entirety, and the Imperial forces regroup to consider their next move. The Rivers of Life help to blunt the slaughter on both sides, but when the final tally is made it is still sobering. A thousand Imperial lives lost in the woodlands to the Druj. It is scant consolation that, thanks in particular to the presence of so many Imperial captains, the barbarians seem to have paid a much steeper price. It is difficult to say how &#039;&#039;much&#039;&#039; of a price as always, but even with their purely defensive strategy the Druj have &#039;&#039;suffered&#039;&#039; this season.&lt;br /&gt;
&lt;br /&gt;
As Autumn approaches, armies on both sides take stock and consider their next moves; but then -&lt;br /&gt;
&lt;br /&gt;
Then something unexpected happens.&lt;br /&gt;
==What Brings Their End==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard, has unleashed the devastating power of Spring magic on the Druj capital.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
For three months, the Citadel Guard have been gathering strength, working carefully crafted rituals in each Spring [[regio]] they encounter, weak or strong. They have been studying the flows of [[mana site|mana]] across Lower Saarnath, sending out small bands of diviners and sentinel defenders to learn more about the way power pools across the Salt Flats. A week before the Autumn Equinox, their work is completed.&lt;br /&gt;
&lt;br /&gt;
While it takes time to prepare, and set in motion, the [[Highest_discipline#Technique_of_the_Transcendent_Claw|Technique of the Transcendent Claw]] is not subtle in its effects. At sunrise, the sky turns black, boiling with storm clouds. The rain turns torrential, driven by howling gales. Lightning strikes willy-nilly not only across the valleys of Lower Saarnath but across the entire southern reach of the Salt Flats. Tents are torn up into the sky, unwary folk thrown flat in the mud, branches are ripped from ancient trees creating stark openings in the canopy. Imperial soldiers are at least partially prepared, but it takes the Druj mostly by surprise.&lt;br /&gt;
&lt;br /&gt;
Then, the sole elfin trumpeter that accompanies the Urizen magicians sounds a single terrible note that, impossibly, is heard throughout the lower valleys. It isn&#039;t part of the working, but it seems the knights of Eleonaris have a good sense for the dramatic... and this magic is certainly &#039;&#039;dramatic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Far away from the Imperial attackers and the Druj defenders, in one of the poorest parts of the sprawling city of [[Salt Flats of Sanath#Leen|Leen]] itself stands the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]], a fortification garrisoned not by orcs but by humans under the banner of the self-styled &#039;&#039;Prince Tristain the Golden.&#039;&#039; A long way from the fighting, in a city that no doubt still imagines itself beyond the reach of the Empire. That dream is shattered, decisively.&lt;br /&gt;
&lt;br /&gt;
With a deafening peal of thunder, audible all the way back to Lower Saarnath, a cascade of thunderbolts rains from the sky over Leen. The gale force winds become even stronger, battering the stones of the Beacon with the force of ten Winter storms, then twenty, then thirty. The rain pours in sheets, eating away at the mortar that holds the stones together, at the foundations that allow it to stand. The destruction is not limited to the fortification itself; the surrounding buildings are likewise stricken with this devastating, hungry tempest called by the highest arts of the Urizeni magicians. A tornado reaches down from the heavens, down toward the earth, and as it comes the lightning ignites something within it and it becomes a conflagration despite the monsoon deluge.&lt;br /&gt;
&lt;br /&gt;
The Druj of Leen speak in whispered, terrified tones of spirits within those winds, awful shapes of water and wind and fire that somehow poured &#039;&#039;out&#039;&#039; of the tornado. Creatures of the Spring realm, following this consummate magical working into the mundane world for a short time, tearing at the Beacon with the single-minded hatred creatures of the Primal Forest have for all construction. Were they really there, or do the Druj imagine them in the chaos and ruin that attends upon the power unleashed by the Citadel Guard?&lt;br /&gt;
&lt;br /&gt;
And then the weather starts to clear... the tumultuous downpour turns back to &#039;&#039;just&#039;&#039; heavy rain. The winds lessen, ceasing entirely for a moment before returning again at more normal speed. Smoke rises from the rainforest, but the fires find no purchase in the soaking wood. The lightning ceases, the thunder stills, the clouds part and the wan Autumn sun shines through.&lt;br /&gt;
&lt;br /&gt;
It shines on the uncertain faces of the Imperial soldiers, it shines on the satisfied and tired faces of the Urizeni masters, it shines on the terrified faces of the Druj. It shines also, sadly, on the Beacon of Iskrid. The [[fortification#bastion|bastion]] leans dangerously to the side, barely standing. The upper ramparts have been torn away, as if gouged by some mighty claw, and scattered with lethal force into the city below. It looks for all the world as if the slightest push would send it tumbling into the streets of Leen, crushing everything in its path. It is almost entirely devastated... almost. &lt;br /&gt;
&lt;br /&gt;
The Beacon still stands - the power of the &#039;&#039;Onrushing Storm&#039;&#039; was perhaps blunted by the rival resonances of life and healing in the rainwaters of Sanath this season - but only just. And while it may have avoided destruction by a hair&#039;s breadth, the people of Leen cannot fail to understand what has just happened. The [[Druj_lore#Buruk_Tepel|Buruk Tepel]], the rulers of the Druj, who imagined themselves safe in their great city have been presented with a potent illustration of just how vulnerable they are. The Druj are &#039;&#039;afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Salt Flats of Sanath Regions.png|SaltFlatsBasic.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Salt Flats of Sanath===&lt;br /&gt;
* &#039;&#039;&#039;The Empire has claimed Lower Saarnath&lt;br /&gt;
* &#039;&#039;&#039;The Northern Eagle prevented any of the Druj fortifications in Sanath participating in the fight and gave the region the under threat quality&lt;br /&gt;
* &#039;&#039;&#039;The Beacon of Iskrid has been devastated by Urizen magic but still stands - just&lt;br /&gt;
* &#039;&#039;&#039;The Dripping Tor appears to be hidden behind a powerful shroud of Night magic&lt;br /&gt;
As the Autumn Equinox approaches the Imperial forces in Sanath have claimed the region of Lower Saarnath. The Vileshrikes hidden in the north-east clearly intend to resist Imperial control, but it is not clear how much magic they may be able to bring to bear. &lt;br /&gt;
&lt;br /&gt;
Thanks to the Northern Eagle, the garrisons of the three Druj fortifications were unable to operate in Lower Saarnath this season. That benefit ends with the Autumn Equinox - the remaining garrisons will be able to participate in the campaign as normal going forward. They also provided the [[Region_qualities#Under_Threat|under threat]] quality to Lower Saarnath, but that quality has also faded as the Autumn Equinox dawns. The Eagle are in Sanath, but they did not participate directly in the campaign this season. Instead they are arranging another strike against the Druj using their [[Army qualities#Elusive|elusive]] quality.&lt;br /&gt;
&lt;br /&gt;
The Beacon of Iskrid was assailed by the Urizeni using their Technique of the Transcendent Claw. All casualties the army caused were targeted specifically against the Beacon, ignoring the usual reduction in damage done to a bastion. The presence of many military units, and the Knights of Glory, both help this technique have a significant impact. Even the Quiet Step &#039;&#039;Cunning&#039;&#039; strategy works to increase the damage to the Beacon (but only by increasing the casualties caused directly by the army; as with all army orders it doesn&#039;t increase the casualties caused by military units or enchantments). It is also worth noting that this effect [[Limits_of_magic#Damaging_Fortifications|cannot be created]] with ritual magic - the direct damage to a fortification is the result of a [[Highest_discipline#Technique_of_the_Transcendent_Claw|unique technique]] that requires an entire season of campaigning in a given territory by an army including powerful magicians who perform dozens of individual rituals before it has any effect.&lt;br /&gt;
&lt;br /&gt;
Only military units supporting the Citadel Guard receive a share of the Imperial Guerdon; other military units receive nothing.&lt;br /&gt;
&lt;br /&gt;
===Strategic Considerations===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Tor is concealed beneath a powerful shroud of Night magic&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to move between Upper Saarnath and Leen Rarckan&lt;br /&gt;
The Vileshrike stronghold of &#039;&#039;Dripping Tor&#039;&#039; is concealed behind a potent shroud of [[Night magic]], similar in effect to [[Vale of Shadows]]. According to the witches and vates who accompanied the armies into that part of the valleys, it appears to have been performed at magnitude 120 - representing a serious challenge to Imperial magicians who want to remove it. Still, a suitably potent [[Piercing Light of Revelation]] cast at the [[Regio#The_Imperial_Regio|Imperial regio]] could be [[Army_qualities#Magic|channeled]] through the [[general]] of the [[Citadel Guard]] but it will require a magnitude of 240 to bring the effect down. If left undisturbed, the shroud will last until the start of the Summer Solstice 389YE. Other methods might exist to penetrate this magical defence.&lt;br /&gt;
&lt;br /&gt;
If the shroud is removed, the Vileshrike sept could be destroyed by an Imperial army send specifically to root them out. This would need to be done at the same summit the shroud was pierced, or the sept will be able to scatter into the wild places of the Salt Flats and potentially remain as a threat to Imperial forces in the territory. They are not a significant campaign force however; while the army would need to take an attacking order and be busy for an entire season, they would suffer no appreciable damage.&lt;br /&gt;
&lt;br /&gt;
It is not immediately apparent from the map, but Imperial scouts have confirmed what the original spy network used to map the Salt Flats only suggested. It is not possible for an [[army]] to move between [[Salt_Flats_of_Sanath#Upper_Saarnath|Upper Saarnath]] and [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]] (or vice versa) without an opportunity.&lt;br /&gt;
&lt;br /&gt;
===Participation: Citadel Guard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SpringRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Military units fighting with the Citadel Guard have participated in the working of the Onrushing Storm&lt;br /&gt;
Any character whose military unit supported the Citadel Guard this season is free to roleplay their involvement in the performance of the &#039;&#039;Technique of the Resplendent Claw&#039;&#039;. This may have involved protecting Urizeni magicians, but might also have involved scouting into other regions of the southern Salt Flats to find specific resources, escorting a coven to a hidden Spring regio, or raiding a specific mana site to shift the flows of mana in a direction that helps support the destructive magic ultimately unleashed against the Beacon of Iskrid. Magicians might have helped with the rituals cast - working with ritual masters from their own nation to perform supportive rituals. An Urizeni magician versed in Spring lore might even have been one of those involved in the final magical workings that lead to the assault on the Beacon. You are also free to roleplay that you fought alongside the sentinels and other soldiers striving to conquer Lower Saarnath instead, of course.&lt;br /&gt;
&lt;br /&gt;
While the army was enchanted with [[Knights of Glory]], the presence of the heralds has not had any noticeable affect on either the military units supporting the army, nor on the soldiers of the army itself.&lt;br /&gt;
===Participation: Lions of Adelmar===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar are accompanied into the Salt Flats by [[Knights of Glory|supernatural warriors]] led by the war-smith &#039;&#039;Elodian&#039;&#039;. The presence of the knights continues to [[Even_darkness_must_pass#Sarangrave|exert influence over]] the Dawnish army. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
The heavily armoured champions that fight under the banner of &#039;&#039;Elodian&#039;&#039; have relished the experience of battling the Druj alongside the Lions of Adelmar, and not been shy about expressing their approval. The warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the army. A character whose military unit supported the Lions of Adelmar this season may choose to have been impacted by the experience of battling in close proximity to the glorious heralds. &lt;br /&gt;
&lt;br /&gt;
If you are a Dawnish character whose military unit supported the Lions of Adelmar this season, or the general of the army itself, you may choose to gain a magical boon from the runic war-smiths. To claim this boon you must mark your armour, shield, or a visible part of your body with one or more of the so-called [[Runes#Runes of Summer|Runes of Summer]] - [[Feresh]], [[Jotra]], [[Tykonus]], or [[Verys]]. The boon counts as an [[enchantment]] on your character. As long as at least one of these runes are present, the [[Combat_skills#Dreadnought|dreadnought]] skill provides you with two additional hits, and whenever you use the [[heroic skills#Unstoppable|unstoppable]] skill you regain two additional hits.&lt;br /&gt;
&lt;br /&gt;
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 runemarked prowess&#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 fight valiantly to support your friends, family, and especially your loved ones. Anyone offending or upsetting someone you care about causes a wave of burning anger to boil up inside you making it hard not to immediately confront them. If you lose your temper it is very hard not to give in to the urge to beat whoever offended you or your ally until they are incapacitated or they unconditionally surrender. At the same time, whenever you feel cherished or appreciated, the sensations are significantly increased to the point where you may experience a moment of rare bliss.&#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: Bad Dreams===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Something is causing particularly bad dreams in Lower Saarnath&lt;br /&gt;
Any character whose military unit supported any of the armies in the Salt Flats of Sanath this season may have experienced unsettling dreams. Nightmares are not uncommon when one is exposed to the Druj miasma, but these are a step above what veterans of the Mallum, or of the fight to liberate Zenith, have reported. Nightmares caused by the miasma tend to vary between individuals as much as any other dreams, but there is a suspicious commonality of elements in many of these odd dreams.&lt;br /&gt;
&lt;br /&gt;
They involve being pursued or threatened in familiar places that are twisted with mud and water, or the presence of marsh-dwelling flora or fauna. Horrible phantasmal shapes eventually invade these places, or catch up with a fleeing dreamer, and begin to drown them or smother them. Dreamers awaken terrified, short of breath, and convinced that there is something leaning over them trying to steal their breath, crush their chests, or throttle them in their sleep. Nothing is physically present, and there are no signs of either intruders or assailants.&lt;br /&gt;
&lt;br /&gt;
There is no benefit to doing so, but anyone who has experienced these dreams is encouraged to start the Autumn Equinox without any [[heroic skills#Hero|hero points]] or [[magical skills#magician|personal mana]]. They can still recover hero points and mana as normal - either by getting a good nights sleep at Anvil or by taking advantage of a magical method of recovery such as a [[potion]], or an [[enchantment|enhanted]] area such as [[Herthfire&#039;s Hospitality]] or [[Chamber of Delights]].&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunity : What Dreams Must Come==&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for a battle in the Salt Flats of Sanath this season&lt;br /&gt;
Imperial prognosticators have identified a major conjunction of the sentinel gate leading to a location in north-eastern Lower Saarnath. They believe it allows an opportunity to clear some kind of supernatural blockage that will spell doom for the Beacon of Iskrid, and may have some bearing on whatever malign power of the [[Realms#Night realm|Night realm]] is loose in the region.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=144255</id>
		<title>Forward into depthless dark</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Forward_into_depthless_dark&amp;diff=144255"/>
		<updated>2026-08-27T10:51:58Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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=Into depthless dark.jpg|align=left|caption=Here is the heart of the Druj; black and twisted and filled with hate and fear.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Wicked Effigies and Twisted Monuments==&lt;br /&gt;
The Salt Flats of Sanath are the true heartlands of the Druj. Broad plains criss-crossed by dark waterways. The ground is sodden, and the further east toward the sea one travels, the more marshy the land becomes. The forests common to the rest of the Mallum have mostly been cleared here, by centuries of ravenous industy. Only in the south-west is there any great woodland - the [[Salt Flats of Sanath#Lower Saarnath|lowland valleys]] and the high [[Salt Flats of Sanath#Upper Saarnath|plateau]] that each form half of the lands jointly called the Saarnath.&lt;br /&gt;
__TOC__&lt;br /&gt;
It rains almost constantly here, or so it seems. Even when it is not actively raining, the air is thick with moisture. The ground can turn slick and treacherous without warning, even in the valleys of Saarnath where the marshes of Sarangrave give way to broad-leafed rainforest. Visibility drops precipitously, a far cry from the relatively open sight-lines of the marshes and the flats to the south-west. Only the [[Navarr]] and the [[Varushka|Varushkans]] are really at home here, but even they must beware of overconfidence. The Druj know these woods better than they do after all.&lt;br /&gt;
&lt;br /&gt;
Thick as the air can be, the [[Druj miasma|miasma]] is thicker, perhaps thicker than the Empire has ever encountered it. It has had generations to take root, to smother hope and ambition, to grind deep into the mud those unfortunate enough to be enslaved by the Druj. It preys on the minds of many soldiers, an insidious urge growing daily to simply give up, to turn back, to surrender, to cower. It requires constant vigilance by the captains, and by each soldier for their comrades, to keep the enervating atmosphere at bay.&lt;br /&gt;
&lt;br /&gt;
The weather worsens as Summer wanes, and with the almost constant rain comes the [[curse]] of [[Spring magic]]. A fragment of [[Rivers of Life|healing power]] falls with every drop, bringing burgeoning life without constraint, without reason or caution. No wounds, save the most egregious, will last the night. Death comes only to those unfortunate enough to fall far from their lines, or to those who are the victims of swift execution. The familiar magic flows everywhere, in all the water in the Sarangrave, and it protects barbarian and Imperial invader alike. It also touches the plants and creatures of the Mallum with supernatural vitality, but driving some of them to the edge of frenzy. &lt;br /&gt;
&lt;br /&gt;
And what creatures they are! The Empire has heard of them, encountered them in the eastern forests from time to time, but just as this is the heartland of the Druj so it is home to the [[Arkad#Hupul|deathstinger]], and the [[Arkad#Hupul|green forest scorpion]], and the awful serpentine [[Arkad#Kallad|coiled shrike]]. These creatures seem to have little fear of humans or orcs, and are ambitious enough to try and prey upon them when the opportunity presents itself. Imperial soldiers quickly learn to fear the droning buzz of ebon-and-scarlet wasps the size of doves, the cold horror of awakening to discover a razor-clawed insect with its tail already poised to strike exploring the interior of their tent, the yell of surprise that quickly gives way to agonised screaming as a friend is condemned to a terrible death at the fangs of an arboreal assassin. The Rivers of Life do little to purge venom, or cure the poison that burns through the belly of those foolish enough to eat the ripe fruit from the wrong tree.&lt;br /&gt;
&lt;br /&gt;
Into this land of death come the Imperial armies, ready to strike against the core of the Druj. They will have their work cut out for them in the months to come, but if they can seize victory... what a thing &#039;&#039;that&#039;&#039; would be!&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;Sebastián Fawnwood, General of the Gryphons Pride&amp;quot;&amp;gt;My glorious pride. You have bided your time, but now is our opportunity for what we were made for. Conquest. The salt flats of Sanath is our destination, for this is the beginning of the end for the Druj. With our warbanner reforged, it has been named the Pride of the Gryphons. It will be raised high enough that the Druj will see who brings their end. Be Vigilant. Be Glorious. Be the pride of Dawn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Dame Katelyn Quinnell De Cordraco, General of the Lions of Adelmar&amp;quot;&amp;gt;Lions, three years ago I first came to Anvil a woman in pain. Like so many, the Druj had taken everything from me. Like so many, they continued to take our past, our present, our future. Our Gui, our Isaac, our Scout. Their ideology of hatred thrives in the dark and they wish to make monsters of us all. They wish to teach us to be scared of the dark. Let us make them fear the light. May we be the flame the innocent are drawn to as a Beacon of Safety. May our banners show that Courage and Loyalty drives us. May the sound of our roar carry far across the Salt Flats. May the Druj know this sound heralds their end, learn those banners mean those hurt will be saved, learn that flame is Ambition to bring glory with Elodian&#039;s Hammersmiths and the majesty of the Lion of Summer. Learn the monster they tried to create, became the lioness that will bring a death to the Druj. Whatever it takes. One day, the Druj will be a bedtime story told of our glory. Let us be the authors.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Cadwell Waystone, General of the Black Thorns&amp;quot;&amp;gt;Navarr will serve the Empire in Loyalty, regardless of the theatre of war. The Druj are broken, a scorpion backed into a corner, but their story is still a danger. The Buruk Tepel will fall, their armies laid low by the virtue of Imperial steel and we will free the slaves of the Mallum. Act in loyalty, fight with courage and serve with pride.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Mercia Questor&#039;s View, General of the Quiet Step&amp;quot;&amp;gt;Navarr, now is the time to hit the Druj where it hurts. We march on Lower Sanath. I may not be who you expected in command but I will see Neve&#039;s ambition for this army fulfilled. Whatever it takes. Our cousins in Varushka will take care of our home. Let the citizens of Therunin look to this beacon and away from the arms of Agramant. For those who came before. For those who come after.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Andronikos of the Lighthouse-That-Was, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, Consider the Drowned Man. There comes a point in some fights when you are so much better than your opponent that victory seems inevitable. Your foe does not comprehend that they have lost, for they still stand, still fight. They lack your foresight, your arete, and you must simply walk them through the dance steps of their demise. In that moment it can be tempting to show mercy, even pity your foe. Worse, one can lose focus, looking to the next conflict. The Empire has made this mistake before. This is how the Druj still blight the world. Mercy is weakness - The task is not done until it is done. We begin the end. Make for Lower Saarnath. With Spring&#039;s might and Summer knights we soften Leen, bringing ruin to the Beacon of Iskrid. We must not relent until the last of the Buruk-Tepel are marched through Anvil and relieved of the burden of their vile, poisonous heads.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jaromir Ostrovyn Kostka, General of the Northern Eagle&amp;quot;&amp;gt;Eagle of the North, I return to you now to guide our path to the last conquest of the Druj. We go to the Sydathian Fens, striding unseen as we hunt for our foe&#039;s weakness. To you, Surut, Schlacta of the Roaring Hearth, I present my curiosity to your bargain and welcome your wisdom in bringing bright ruin to old and rotten things. Before us stand wicked effigies and twisted monuments to a dying power, symbols of a strength that has left the heart and limbs of this sickened beast of a nation. We shall make a beacon of them, a sign to our embattled cousins and fearful foes alike that soon all here will be changed by Imperial will. Forward now, into this depthless dark, for herein we shall raise the torches that shall light the way to a better world.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Who Brings Their End==&lt;br /&gt;
Five armies march out of northern Sarangrave, through the [[Sarangrave#Turan Flats|Turan Flats]] into the Sanath. This is the [[A_walk_in_shadow|second time]] the Empire has ventured into Sanath, and the situation in the south is very different to that they encountered in the north three years ago. &lt;br /&gt;
&lt;br /&gt;
The [[Black Thorns]] and the [[Citadel Guard]] are already in place, and they are quickly joined by the [[Gryphon&#039;s Pride]], the [[Lions of Adelmar]] and the [[Quiet Step]] from [[Ossium]], and [[Semmerholm]], and [[Zenith]]. The Quiet Step bring word that the [[Axos|Axou]] of [[Sarangrave#Thornfen|Thornfen]] are mobilizing for their [[Skull beneath the skin|advance]] up to the Fens of Varreth. They will hopefully keep the path into the Salt Flats open to Imperial baggage trains, rather than devoured by ravening [[Quickening Cold Meat|Winter spirits]].&lt;br /&gt;
&lt;br /&gt;
When they arrive, these five are met by the [[Northern Eagle]] who are already in position. The Varushkans have been busy in the Salt Flats for some time now, laying the groundwork for this invasion. There are few forces anywhere in the Empire that can match the Northern Eagle when it comes to [[Army qualities#Elusive|mastery]] of the wild forest, the sodden marsh, the rough dark hill. For the last six months they have been engaged in a game of cat-and-mouse with the Druj defenders of the Saarnath, avoiding any attempt to trap them or bring them to battle, and patiently putting their plans in motion. &lt;br /&gt;
&lt;br /&gt;
The captains of the Eagle report an unqualified success; they have collapsed strategically chosen passes and bridges across the southern Salt Flats, destroying carefully selected caches and otherwise putting their guerrilla training to good use. This will not impede the armies of the Druj, who can carry their supplies with them, and resupply from baggage trains but for the [[fortification#garrison|garrisons]] of the Druj [[fortification|fortifications]] - the [[Salt_Flats_of_Sanath#The_Witness|Witness]], the [[Salt_Flats_of_Sanath#Spires_of_Rarckan|Spires of Rarckan]], and the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]] - it is a different matter. This season, those garrisons are unable to intervene in Lower Saarnath, occupied clearing the damage the Northern Eagle has inflicted, limited by their ability to move provisions into the forests of the south. The Empire will still have a fight on its hand, but the forces the barbarians can bring to bear will be limited to their armies - armies already battered from fighting in Sarangrave and the [[Forest of Ulnak]], armies that have still not fully recovered.&lt;br /&gt;
&lt;br /&gt;
The Northern Eagle have laid the groundwork, but they are not finished with the Druj. Not by a long chalk. The Varushkan soldiers are already planning their next strike against the Mallum, and the planning and execution of their strategy requires all their attention. They are still able to provide a bounty of valuable scouting reports, marking out the areas the Imperial armies should avoid, as well as places they may want to target. Then they disappear back into the rainforest. Their fight this season is very different to that of the conquerors here to fight the Druj openly; it remains to be seen what punishment they have in mind for the barbarians in the coming months.&lt;br /&gt;
&lt;br /&gt;
It is for the Gryphon&#039;s Pride to step into the breach. [[Army_qualities#Conquering|Conquest]] is their calling after all, and they press forward with a single overriding goal - to seize Lower Saaranth from the Druj and drive the armies of the Mallum before them. They lead the way, a solid spear-strike deep into enemy territory. They are closely supported by the [[Army_qualities#Cunning|cunning]] of the Quiet Step, who focus their efforts on setting ambushes and luring enemies into traps. They remain mobile, taking advantage of every weakness in the enemy strategy to attack from the flanks. Their tactics are unorthodox but effective - poison and venom, targeting healers, magicians, and supplies. They kill without mercy, and perhaps in some way the Druj might even respect them for it. &lt;br /&gt;
&lt;br /&gt;
For the most part the other Imperial armies take a more conservative approach. For those who have fought the Druj before, this caution seems the wisest course. The barbarians are fond of traps and Imperial soldiers have paid a harsh price for their overconfidence too many times in the past. The Black Thorns push forward [[Army orders#Steady Conquest|patiently]], prioritising the preservation of Imperial lives over the pursuit of victory. The Lions of Adelmar complement this painstaking approach; they [[Army qualities#Guardian|stand staunchly with their allies]] wherever they are engaged, shields ready to block the arrows of the Druj, swords unsheathed and eager to fight alongside their comrades. Selfless and courageous, many are the Navarri and Urizeni who will owe their lives to the Dawnish once this campaign is over.&lt;br /&gt;
&lt;br /&gt;
With the Lions also march a cohort of the [[Knights of Glory]]. They are captained by the fearsome &#039;&#039;Elodian&#039;&#039;, resplendent in mighty panoply of runebound steel and leading a glorious warband of hammer-smiths no less powerfully accoutred. The unstoppable blows these heavy warriors strike with their great mauls send barbarians sprawling, or smash them into trees, and both their heavy armour and these terrible strikes serves as a perfect complement to the tactics of the Lions. Whispers suggest that the runic knights have been sent personally by their [[Eleonaris|Queen]] to fight with the Lions, and rumour speculates that there may be something more than friendship between the &#039;&#039;Lady of Pennants&#039;&#039; and the general.&lt;br /&gt;
&lt;br /&gt;
Then, at last, the Citadel Guard. The [[sentinel|sentinels]] and the battlefield magicians of Urizen are there beside their allies whenever battle is joined but their goal is clearly somewhere else. They focus on support and strengthening the soldiers of the other nations and their aid is valuable in seizing land from the Druj but actually &#039;&#039;fighting&#039;&#039; the barbarians is of secondary importance. While their soldiers fight, their [[coven|covens]] work together on of rituals intended to gather magical power and direct it toward this unseen goal. As Summer fades the leaves on the great broad-leafed trees in their vicinity turn brown and red and yellow faster than they have any right to do so. As if something primal was being redirected in some way, out of the forests and toward... somewhere else. &lt;br /&gt;
&lt;br /&gt;
There are [[Inhabitants of the realms#Heralds|heralds]] of the [[Realms#Summer|Summer realm]] with the Urizeni as well - proud &#039;&#039;Dindrayne&#039;&#039; of the feather-brow. A war-witch with a staff of adamant, she commands a cohort of elfin heroes in mithril chain, who enthusiastically fight alongside the sentinels against the Druj. With them are a score of trumpeters, who rouse the  spirits of the soldiers they fight alongside, urging them to acts of heroism and glory that are sometimes at odds with the more sober mien of the people of the southern peaks. Their commander, however, remains with the covens further back behind the lines - an uncommon position for a champion of the &#039;&#039;Lion of Summer&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as magical allies, the armies of the Empire are supported by more than twelve thousand strength at arms lead by [[military unit|Imperial captains]], many of whom bear [[enchantment|enchantments]] of their own. The vast majority fight with the Citadel Guard, and while those versed in the arts of war are at the forefront of the campaign alongside the sentinels and battle-wizards, those with even a smattering of [[Magical_skills#Realm_Lore|realm lore]] - especially the lore of [[Spring magic|Spring]] - are stationed further back supporting and protecting the covens. The &#039;Guard regularly dispatch these auxiliaries on missions deep into Druj territory, to capture resources or secure access to certain location at critical moments.&lt;br /&gt;
&lt;br /&gt;
A strong force, then, bound together by bonds of [[Loyalty]] and [[Pride]], of the love of comrades, and of a singular purpose: the destruction of the Druj.&lt;br /&gt;
&amp;lt;gallery heights=150 mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
QuietStep Colour.png&lt;br /&gt;
NorthernEagle Colour.png&lt;br /&gt;
CitadelGuard Colour.png&lt;br /&gt;
BlackThorns Colour.png&lt;br /&gt;
GryphonPride Colour.png&lt;br /&gt;
LionsAdelmar Colour.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scorpion in a Corner==&lt;br /&gt;
That unity is not found among the barbarians of the Mallum. Even something as straightforward as a singular purpose is somewhat lacking. One would think the Druj armies would be brought together by the desperate need to keep control of as much of the Salt Flats as they can, but they show no sign of it. The armies come to defend Lower Saarnath, its true, but they do so piecemeal and that gives the Imperial armies an advantage.&lt;br /&gt;
&lt;br /&gt;
The first major force to engage the Empire are the [[Druj_armies#White_Lions|White Lions]]. Named for the large venomous ants that build great nests on the Salt Flats, they are perhaps the most disciplined of all the armies of the Mallum. Some of their troops are already in Lower Saarnath, hunting the Northern Eagle, and they quickly raise a warning once it is clear the Empire has come in force. They avoid direct confrontation with the Imperial forces wherever possible, at least until the rest of the defenders start to arrive. It seems they have accepted unwise boons of [[Winter magic]], likely from the &#039;&#039;[[Agramant|Wastewalker]]&#039;&#039;. Wounds that should kill them barely slow them down, but when they fall they die quickly. Worse, they are riven by a terrible hunger; there are disturbing scenes where warriors of the White Lions abandon their own defence to cut strips of warm flesh from the fallen - enemies and friends alike. There are handfuls of bloodthirsty [[Inhabitants of the realms#Heralds|heralds]] - pale white walkers more beast than human or orc - among their number who urge them on to greater and greater excess. For all this apparent madness, however, when they are able to think clearly the White Lions prove to be a persistent and responsive threat to the Empire, seemingly always in position to counter Imperial tactics.&lt;br /&gt;
&lt;br /&gt;
Over the first few weeks of the campaign, the [[Druj_armies#Hidden Widow|Hidden Widow]], the wild warriors of the treacherous [[Druj_armies#Jagged Claws|Jagged Claws]], and the twisted [[Druj_armies#Red Lizard|Red Lizard]] filter in to join the defence of Lower Saarnath. They are forced to approach through the marshes of [[Salt_Flats_of_Sanath#Beladrarsh|Beladrarsh]], and by all accounts receive little assistance from the Skinweaver sept that rule that rich territory. No doubt the wealthy Skinweavers are too busy making preparations for their own survival to see the Druj armies as anything other than a wall of meat between them and the invading humans. Last to arrive are the [[Druj armies#Black Wind|Black Wind]], and for once they seem less interested in [[Army_qualities#Cruel|tormenting]] the armies of the Empire and more in simply trying to stem the flood of Imperial soldiers into the Salt Flats. It is easy to forget that they hate the Druj for what they did to their people - and sometimes hard to bear that they loathe the Empire even more.&lt;br /&gt;
&lt;br /&gt;
The Urizeni quickly note that none of these armies seem to bear enchantments, and that there is a distinct lack of magical wards at least in the south. This is certainly not the traditional way the Druj make war - especially in defence. Speculation runs like wildfire - has the loss of the [[Druj armies#Tainted Basilisk|Tainted Basilisk]] and the disappearance of the cowardly [[Druj lore#Ghulai|Ghulai]] of the [[Sarangrave#Palace_of_the_Sleepers|Palace of the Sleepers]] gutted the magical capabilities of the Druj? Or is it simply that the resources they have are focused elsewhere? Is there some other shoe waiting to drop? Is there a magical trap here, hidden behind the trees, shrouded from the eyes of the magicians and witches and [[vate|vates]]?&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Dancing scorpions.jpg|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Make Monsters of Us All==&lt;br /&gt;
If the Druj are bad when they invade, they are ten times worse when forced on the defensive. Yet the air of desperation here in the dripping woods of Lower Saarnath is different, somehow. There is a tremor of fear in the people of the Mallum, it seems. They rely on purely defensive tactics, seeking to turn their admittedly superior knowledge of the terrain into advantage wherever possible. They still skirmish, but their attacks are much more focused on singular objectives - driving &#039;&#039;this&#039;&#039; specific band of knights away from a defensible position, overrunning &#039;&#039;this&#039;&#039; specific hospital and then retreating, killing &#039;&#039;these&#039;&#039; scouts and then fleeing without even taking the time to string their corpses up from the trees.&lt;br /&gt;
&lt;br /&gt;
Afraid they might be, but they refuse to cede anything that the Empire does not wrest from their tight grasp. It is challenging for the Imperial armies to bring their weight of numbers to bear against the Druj in the confines of the rainforest; hard for them to force a large-scale confrontation when often visibility is reduced to a score of meters in every direction. When it is not the trees alone, it is the ever-present rain, or the thick, warm mists that rise on the rare occasions when the sun peaks out behind the dark clouds for a few hours. The woods favour the Druj tactics of ambush and surprise, which must be accounted for whenever the Empire advances.&lt;br /&gt;
&lt;br /&gt;
Still the Druj &#039;&#039;are&#039;&#039; outnumbered though, and arguably outclassed. Again, though, it is the ability of the Empire&#039;s armies to trust one another than proves the greatest advantage. The Lions of Adelmar and the Quiet Step employ strategies specifically designed to aid their allies, to work with their comrades in other armies and nations. The sentinels of the Citadel Guard are adept at deploying their force where it will offer the greatest support, and then moving to another position as the ebb and flow of battle shifts. In contrast there are reports of warriors of the Jagged Claw intentionally abandoning their Red Lizard &amp;quot;allies&amp;quot; in the middle of an engagement, their deaths serving to cover a flanking manoeuvre and hasty retreat. There are incidents where the Hidden Widow are left in an exposed position by the Black Wind just to lure a band of thorns into a trap that closes around the Navarr too late to save their &amp;quot;comrades&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
As one Dawnish troubadour marching with the Lions says, it isn&#039;t so much that the Druj are intentionally turning on one another, but rather than they seem utterly incapable of seeing anyone outside their immediate circle as being &#039;&#039;people&#039;&#039; at all. Rivals or pawns to be used to their own advantage, in the pursuit of their own ambitions or their own survival. A people culturally incapable of feeling the bonds of fellowship, utterly alien to the understanding of love that the Lions hold at the centre of their philosophy.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sebastián Fawnwood.jpg|caption=&#039;&#039;&#039;Sebastián Fawnwood&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Dame Katelyn.jpg|caption=&#039;&#039;&#039;Dame Katelyn Quinnell De Cordraco&#039;&#039;&#039;, General of the Lions of Adelmar|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Cadwell Waystone.png|caption=&#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039;, General of the Black Thorns|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Handfuls of Dust==&lt;br /&gt;
A month after the fighting begins, the Empire encounters serious magical resistance. The Gryphons Pride and the Black Thorns have pushed a little ahead of their allies, driving north-east where the land slopes upward toward the great plateau of Upper Saarnath. A major force of White Lions, supported by warriors of the Hidden Widow, attempt a pincer movement and fighting erupts among the trees. At first it seems that the Pride and the Thorns cannot fail to achieve victory, but then a third force joins the fighting.&lt;br /&gt;
&lt;br /&gt;
They are not an army, or even really a garrison, but rather a force of perhaps a hundred or so hooded orcs with bows and barbed spears. The Thorns identify them as [[Arkad#Vikari|Vikari]] although their banner is unfamiliar - that of a skeletal serpent similar to the coiled shrike favoured by the Kallad. This, reason the Navarr, must be the Vileshrike sept from the Dripping Tor. They are some distance from home, presumably on the orders of the rumoured ghulai &#039;&#039;Graknuz Acidtouch&#039;&#039;. They are not alone, however.&lt;br /&gt;
&lt;br /&gt;
With the Vileshrikes are a hundred or so beings that seem to be heralds of the [[Realms#Night|Night realm]], similar to those encountered a few months ago by Imperial champions fighting [[alongside the Earthquake Drummers]] in the Forest of Ulnak. Scarecrow-like, in billowing black robes, it is easy at first to mistake them for [[Druj_lore#Tortured_souls|tortured souls]]. Yet these creatures have never been mortal; there is nothing beneath their robes save animate darkness, shadows that seem to seep through the empty eye-holes of the featureless masks they wear. The merest touch of these awful phantoms [[Calls#Weakness|weakens]] the strongest knight, draining away their will to fight and overwhelming them with fear and terror. Their weapons assail the mind as well as the body, creating magical wounds that confuse the confident thorns leaving them riven with self-doubt and uncertainty. A few are armed with terrible pole-arms that drown their foes in [[paralysis|paralysing]] wells of phantasmal horror, leaving them as easy picking for the rest of the barbarians alongside who they fight.&lt;br /&gt;
&lt;br /&gt;
The Vileshrikes - if that is who this is - don&#039;t especially coordinate their attacks with the two armies but rather take advantage of their attack to cover an assault of their own. The battle-magicians are clearly experienced fighting alongside their unnatural allies - they [[entangle|bind]] a likely target long enough for the fluttering-robed things to descend on them and assail their spirit. The Rivers of Life does nothing to bolster the broken will to fight, it cannot heal the terrible nightmares that assail those injured by the creatures&#039; weapons, nor offer protection from the sucking quagmire of doubt that overwhelms the doughtiest warrior.&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t help that these vikari are obviously backed by significant magical resources - enough for some of their number to unleash great wails that weaken enemies and allies alike, or terrifying atonal hymns that [[Calls#CURSE|curse]] Imperial soldiers with a growing delirium that takes hold hours after the fighting when they think themselves safe.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to say for certain how much difference this additional force of Druj makes to the overall battle; for all their magical prowess Vileshrike Vikari and terrorizing Night held alike are as vulnerable as any magician to [[Calls#IMPALE|arrows and mighty blows]], can be put to flight with a [[Calls#CLEAVE|solid strike]] from a skilled fighter. They also seem to have little stomach for a long fight. They expend their magic quickly, it seems, and then fall back while the White Lions and the Hidden Widow still clash with the Pride and the Thorns.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance is turned back that day, although the Pride and the Thorns manage to lead some of the more bloodthirsty Druj into an ambush set by the Quiet Step. Less than a week later, with the Lions and the Step to back them up, the two Imperial armies return and the Navarr and Dawnish are victorious. They continue to push through the Salt Flats, and the further north-east they travel the more common and vicious fighting with the Vileshrikes becomes.&lt;br /&gt;
&lt;br /&gt;
Whoever the Vileshrikes are, whoever their allies are, they do not fight anywhere else in Lower Saarnath; only in the north-east. They also seem to be the source of a peculiar magical effect, a curse of some kind, that is slowly settling over the southern Salt Flats. Soldiers begin to report an increasing number of horrific dreams, and those standing watch at the darkest hours of the night claim to spot hooded figures watching them from the shadows who they &#039;&#039;know&#039;&#039; are filled with poisonous hate. It doesn&#039;t seem to be an enchantment; perhaps this mysterious ghulai is drawing on other sources of power to do... whatever they are doing.&lt;br /&gt;
&lt;br /&gt;
Despite all this, the Druj are forced to retreat again and again. As the season draws on, as the Quiet Step and the Lions of Adelmar come within sight of the location marked out by Imperial scouts as the &#039;&#039;Dripping Tor&#039;&#039;. It lies in the depths of the forest, far from any other settlement, but it has been identified by the Northern Eagle as a key strategic location to control. When the armies arrive, however, they find the Tor... missing. In its place looms an impenetrable grove of massive, clearly supernatural trees. When any Imperial soldier gets within a mile of the rough location, thick mists boil out of the ground and seethe in the air, creating impenetrable curtains of grey and white. Those who do not turn back soon regret it - scouts report encounters with unspeakable horrors in the depths of the mists. Some who brave the fog are left shattered in mind and spirit, raving about &#039;&#039;eyes&#039;&#039; and &#039;&#039;claws&#039;&#039; and &#039;&#039;the terrible soft music&#039;&#039;. Others do not return at all.&lt;br /&gt;
&lt;br /&gt;
The decision is made to give the area a wide berth. None of the armies here are in a position to try and penetrate whatever ward is in place, and there are still Druj to be fought. A watch is set by the Quiet Step, and the Empire turns its attention elsewhere. At least there are no further attacks by the Vileshrikes and their unnatural allies, once the armies reach the Tor.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Jaromir Ostrovyn Kostka.jpg|caption=&#039;&#039;&#039;Jaromir Ostrovyn Kostka&#039;&#039;&#039;, General of the Northern Eagle, leads the Varushkans in subtle infiltration of the Salt Flats.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==For Those Who Come After==&lt;br /&gt;
In the end, there is no single decisive battle in the valleys of Lower Saarnath, only a string of engagements spread out through the woodlands. There are relatively few Druj settlements here - and they are poorly prepared for attack by Imperial soldiers. Unless the Druj armies are present, these scattered arboreal villages and logging camps swiftly fall to the Empire. Even where the Druj defenders are present, it is usually not enough to stop the Empire seizing them anyway. Usually.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Empire is victorious, smashing through the Druj defences and forcing the armies to retreat. Lower Saarnath is captured in its entirety, and the Imperial forces regroup to consider their next move. The Rivers of Life help to blunt the slaughter on both sides, but when the final tally is made it is still sobering. A thousand Imperial lives lost in the woodlands to the Druj. It is scant consolation that, thanks in particular to the presence of so many Imperial captains, the barbarians seem to have paid a much steeper price. It is difficult to say how &#039;&#039;much&#039;&#039; of a price as always, but even with their purely defensive strategy the Druj have &#039;&#039;suffered&#039;&#039; this season.&lt;br /&gt;
&lt;br /&gt;
As Autumn approaches, armies on both sides take stock and consider their next moves; but then -&lt;br /&gt;
&lt;br /&gt;
Then something unexpected happens.&lt;br /&gt;
==What Brings Their End==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Andronikos of the Lighthouse-That-Was.jpg|caption=&#039;&#039;&#039;Andronikos of the Lighthouse-That-Was&#039;&#039;&#039;, General of the Citadel Guard, has unleashed the devastating power of Spring magic on the Druj capital.|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
For three months, the Citadel Guard have been gathering strength, working carefully crafted rituals in each Spring [[regio]] they encounter, weak or strong. They have been studying the flows of [[mana site|mana]] across Lower Saarnath, sending out small bands of diviners and sentinel defenders to learn more about the way power pools across the Salt Flats. A week before the Autumn Equinox, their work is completed.&lt;br /&gt;
&lt;br /&gt;
While it takes time to prepare, and set in motion, the [[Highest_discipline#Technique_of_the_Transcendent_Claw|Technique of the Transcendent Claw]] is not subtle in its effects. At sunrise, the sky turns black, boiling with storm clouds. The rain turns torrential, driven by howling gales. Lightning strikes willy-nilly not only across the valleys of Lower Saarnath but across the entire southern reach of the Salt Flats. Tents are torn up into the sky, unwary folk thrown flat in the mud, branches are ripped from ancient trees creating stark openings in the canopy. Imperial soldiers are at least partially prepared, but it takes the Druj mostly by surprise.&lt;br /&gt;
&lt;br /&gt;
Then, the sole elfin trumpeter that accompanies the Urizen magicians sounds a single terrible note that, impossibly, is heard throughout the lower valleys. It isn&#039;t part of the working, but it seems the knights of Eleonaris have a good sense for the dramatic... and this magic is certainly &#039;&#039;dramatic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Far away from the Imperial attackers and the Druj defenders, in one of the poorest parts of the sprawling city of [[Salt Flats of Sanath#Leen|Leen]] itself stands the [[Salt_Flats_of_Sanath#Beacon_of_Iskrid|Beacon of Iskrid]], a fortification garrisoned not by orcs but by humans under the banner of the self-styled &#039;&#039;Prince Tristain the Golden.&#039;&#039; A long way from the fighting, in a city that no doubt still imagines itself beyond the reach of the Empire. That dream is shattered, decisively.&lt;br /&gt;
&lt;br /&gt;
With a deafening peal of thunder, audible all the way back to Lower Saarnath, a cascade of thunderbolts rains from the sky over Leen. The gale force winds become even stronger, battering the stones of the Beacon with the force of ten Winter storms, then twenty, then thirty. The rain pours in sheets, eating away at the mortar that holds the stones together, at the foundations that allow it to stand. The destruction is not limited to the fortification itself; the surrounding buildings are likewise stricken with this devastating, hungry tempest called by the highest arts of the Urizeni magicians. A tornado reaches down from the heavens, down toward the earth, and as it comes the lightning ignites something within it and it becomes a conflagration despite the monsoon deluge.&lt;br /&gt;
&lt;br /&gt;
The Druj of Leen speak in whispered, terrified tones of spirits within those winds, awful shapes of water and wind and fire that somehow poured &#039;&#039;out&#039;&#039; of the tornado. Creatures of the Spring realm, following this consummate magical working into the mundane world for a short time, tearing at the Beacon with the single-minded hatred creatures of the Primal Forest have for all construction. Were they really there, or do the Druj imagine them in the chaos and ruin that attends upon the power unleashed by the Citadel Guard?&lt;br /&gt;
&lt;br /&gt;
And then the weather starts to clear... the tumultuous downpour turns back to &#039;&#039;just&#039;&#039; heavy rain. The winds lessen, ceasing entirely for a moment before returning again at more normal speed. Smoke rises from the rainforest, but the fires find no purchase in the soaking wood. The lightning ceases, the thunder stills, the clouds part and the wan Autumn sun shines through.&lt;br /&gt;
&lt;br /&gt;
It shines on the uncertain faces of the Imperial soldiers, it shines on the satisfied and tired faces of the Urizeni masters, it shines on the terrified faces of the Druj. It shines also, sadly, on the Beacon of Iskrid. The [[fortification#bastion|bastion]] leans dangerously to the side, barely standing. The upper ramparts have been torn away, as if gouged by some mighty claw, and scattered with lethal force into the city below. It looks for all the world as if the slightest push would send it tumbling into the streets of Leen, crushing everything in its path. It is almost entirely devastated... almost. &lt;br /&gt;
&lt;br /&gt;
The Beacon still stands - the power of the &#039;&#039;Onrushing Storm&#039;&#039; was perhaps blunted by the rival resonances of life and healing in the rainwaters of Sanath this season - but only just. And while it may have avoided destruction by a hair&#039;s breadth, the people of Leen cannot fail to understand what has just happened. The [[Druj_lore#Buruk_Tepel|Buruk Tepel]], the rulers of the Druj, who imagined themselves safe in their great city have been presented with a potent illustration of just how vulnerable they are. The Druj are &#039;&#039;afraid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Salt Flats of Sanath Regions.png|SaltFlatsBasic.png}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Salt Flats of Sanath===&lt;br /&gt;
* &#039;&#039;&#039;The Empire has claimed Lower Saarnath&lt;br /&gt;
* &#039;&#039;&#039;The Northern Eagle prevented any of the Druj fortifications in Sanath participating in the fight and gave the region the under threat quality&lt;br /&gt;
* &#039;&#039;&#039;The Beacon of Iskrid has been devastated by Urizen magic but still stands - just&lt;br /&gt;
* &#039;&#039;&#039;The Dripping Tor appears to be hidden behind a powerful shroud of Night magic&lt;br /&gt;
As the Autumn Equinox approaches the Imperial forces in Sanath have claimed the region of Lower Saarnath. The Vileshrikes hidden in the north-east clearly intend to resist Imperial control, but it is not clear how much magic they may be able to bring to bear. &lt;br /&gt;
&lt;br /&gt;
Thanks to the Northern Eagle, the garrisons of the three Druj fortifications were unable to operate in Lower Saarnath this season. That benefit ends with the Autumn Equinox - the remaining garrisons will be able to participate in the campaign as normal going forward. They also provided the under threat quality to Lower Saarnath, but that quality has also faded as the Autumn Equinox dawns. The Eagle are in Sanath, but they did not participate directly in the campaign this season. Instead they are arranging another strike against the Druj using their [[Army qualities#Elusive|elusive]] quality.&lt;br /&gt;
&lt;br /&gt;
The Beacon of Iskrid was assailed by the Urizeni using their Technique of the Transcendent Claw. All casualties the army caused were targeted specifically against the Beacon, ignoring the usual reduction in damage done to a bastion. The presence of many military units, and the Knights of Glory, both help this technique have a significant impact. Even the Quiet Step &#039;&#039;Cunning&#039;&#039; strategy works to increase the damage to the Beacon (but only by increasing the casualties caused directly by the army; as with all army orders it doesn&#039;t increase the casualties caused by military units or enchantments). It is also worth noting that this effect [[Limits_of_magic#Damaging_Fortifications|cannot be created]] with ritual magic - the direct damage to a fortification is the result of a [[Highest_discipline#Technique_of_the_Transcendent_Claw|unique technique]] that requires an entire season of campaigning in a given territory by an army including powerful magicians who perform dozens of individual rituals before it has any effect.&lt;br /&gt;
&lt;br /&gt;
Only military units supporting the Citadel Guard receive a share of the Imperial Guerdon; other military units receive nothing.&lt;br /&gt;
&lt;br /&gt;
===Strategic Considerations===&lt;br /&gt;
* &#039;&#039;&#039;Dripping Tor is concealed beneath a powerful shroud of Night magic&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to move between Uper Saarnath and Leen Rarckan&lt;br /&gt;
The Vileshrike stronghold of &#039;&#039;Dripping Tor&#039;&#039; is concealed behind a potent shroud of [[Night magic]], similar in effect to [[Vale of Shadows]]. According to the witches and vates who accompanied the armies into that part of the valleys, it appears to have been performed at magnitude 120 - representing a serious challenge to Imperial magicians who want to remove it. Still, a suitably potent [[Piercing Light of Revelation]] cast at the [[Regio#The_Imperial_Regio|Imperial regio]] could be [[Army_qualities#Magic|channeled]] through the [[general]] of the [[Citadel Guard]] but it will require a magnitude of 240 to bring the effect down. If left undisturbed, the shroud will last until the start of the Summer Solstice 389YE. Other methods might exist to penetrate this magical defence.&lt;br /&gt;
&lt;br /&gt;
If the shroud is removed, the Vileshrike sept could be destroyed by an Imperial army send specifically to root them out. This would need to be done at the same summit the shroud was pierced, or the sept will be able to scatter into the wild places of the Salt Flats and potentially remain as a threat to Imperial forces in the territory. They are not a significant campaign force however; while the army would need to take an attacking order and be busy for an entire season, they would suffer no appreciable damage.&lt;br /&gt;
&lt;br /&gt;
It is not immediately apparent from the map, but Imperial scouts have confirmed what the original spy network used to map the Salt Flats only suggested. It is not possible for an [[army]] to move between [[Salt_Flats_of_Sanath#Upper_Saarnath|Upper Saarnath]] and [[Salt_Flats_of_Sanath#Leen_Rarckan|Leen Rarckan]] (or vice versa) without an opportunity.&lt;br /&gt;
&lt;br /&gt;
===Participation: Citadel Guard===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px;&amp;quot;&amp;gt;[[File:SpringRune.jpg|267px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Military units fighting with the Citadel Guard have participated in the working of the Onrushing Storm&lt;br /&gt;
Any character whose military unit supported the Citadel Guard this season is free to roleplay their involvement in the performance of the &#039;&#039;Technique of the Resplendent Claw&#039;&#039;. This may have involved protecting Urizeni magicians, but might also have involved scouting into other regions of the southern Salt Flats to find specific resources, escorting a coven to a hidden Spring regio, or raiding a specific mana site to shift the flows of mana in a direction that helps support the destructive magic ultimately unleashed against the Beacon of Iskrid. Magicians might have helped with the rituals cast - working with ritual masters from their own nation to perform supportive rituals. An Urizeni magician versed in Spring lore might even have been one of those involved in the final magical workings that lead to the assault on the Beacon. You are also free to roleplay that you fought alongside the sentinels and other soldiers striving to conquer Lower Saarnath instead, of course.&lt;br /&gt;
&lt;br /&gt;
While the army was enchanted with [[Knights of Glory]], the presence of the heralds has not had any noticeable affect on either the military units supporting the army, nor on the soldiers of the army itself.&lt;br /&gt;
===Participation: Lions of Adelmar===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EleonarisArt.jpg|caption=Regal, noble, and terrible in anger; Eleonaris is the Lion of Summer and her soldiers bear many of her traits.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Lions of Adelmar continue not being able to take the cautious advance or give ground orders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Lions of Adelmar may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Lions of Adelmar are accompanied into the Salt Flats by [[Knights of Glory|supernatural warriors]] led by the war-smith &#039;&#039;Elodian&#039;&#039;. The presence of the knights continues to [[Even_darkness_must_pass#Sarangrave|exert influence over]] the Dawnish army. The Lions of Adelmar cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed - even if Dawn were to put aside their [[Dawn_military_concerns#Army_Orders|commitment]] to Glory.&lt;br /&gt;
&lt;br /&gt;
The heavily armoured champions that fight under the banner of &#039;&#039;Elodian&#039;&#039; have relished the experience of battling the Druj alongside the Lions of Adelmar, and not been shy about expressing their approval. The warriors from the Field of Glory take every opportunity to inspire the glorious soldiers of the army. A character whose military unit supported the Lions of Adelmar this season may choose to have been impacted by the experience of battling in close proximity to the glorious heralds. &lt;br /&gt;
&lt;br /&gt;
If you are a Dawnish character whose military unit supported the Lions of Adelmar this season, or the general of the army itself, you may choose to gain a magical boon from the runic war-smiths. To claim this boon you must mark your armour, shield, or a visible part of your body with one or more of the so-called [[Runes#Runes of Summer|Runes of Summer]] - [[Feresh]], [[Jotra]], [[Tykonus]], or [[Verys]]. The boon counts as an [[enchantment]] on your character. As long as at least one of these runes are present, the [[Combat_skills#Dreadnought|dreadnought]] skill provides you with two additional hits, and whenever you use the [[heroic skills#Unstoppable|unstoppable]] skill you regain two additional hits.&lt;br /&gt;
&lt;br /&gt;
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 runemarked prowess&#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 fight valiantly to support your friends, family, and especially your loved ones. Anyone offending or upsetting someone you care about causes a wave of burning anger to boil up inside you making it hard not to immediately confront them. If you lose your temper it is very hard not to give in to the urge to beat whoever offended you or your ally until they are incapacitated or they unconditionally surrender. At the same time, whenever you feel cherished or appreciated, the sensations are significantly increased to the point where you may experience a moment of rare bliss.&#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: Bad Dreams===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Diras.png|title=Rune: Diras|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Something is causing particularly bad dreams in Lower Saarnath&lt;br /&gt;
Any character whose military unit supported any of the armies in the Salt Flats of Sanath this season may have experienced unsettling dreams. Nightmares are not uncommon when one is exposed to the Druj miasma, but these are a step above what veterans of the Mallum, or of the fight to liberate Zenith, have reported. Nightmares caused by the miasma tend to vary between individuals as much as any other dreams, but there is a suspcious commonality of elements in many of these odd dreams.&lt;br /&gt;
&lt;br /&gt;
They involve being pursued or threatened in familiar places that are twisted with mud and water, or the presence of marsh-dwelling flora or fauna. Horrible phantasmal shapes eventually invade these places, or catch up with a fleeing dreamer, and begin to drown them or smother them. Dreamers awaken terrified, short of breath, and convinced that there is something leaning over them trying to steal their breath, crush their chests, or throttle them in their sleep. Nothing is physically present, and there are no signs of either intruders or assailants.&lt;br /&gt;
&lt;br /&gt;
There is no benefit to doing so, but anyone who has experienced these dreams is encouraged to start the Autumn Equinox without any [[heroic skills#Hero|hero points]] or [[magical skills#magician|personal mana]]. They can still recover hero points and mana as normal - either by getting a good nights sleep at Anvil or by taking advantage of a magical method of recovery such as a [[potion]], or an [[enchantment|enhanted]] area such as [[Herthfire&#039;s Hospitality]] or [[Chamber of Delights]].&lt;br /&gt;
==Battle Opportunity : What Dreams Must Come==&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for a battle in the Salt Flats of Sanath this season&lt;br /&gt;
Imperial prognosticators have identified a major conjunction of the sentinel gate leading to a location in north-eastern Lower Saarnath. They believe it allows an opportunity to clear some kind of supernatural blockage that will spell doom for the Beacon of Iskrid, and may have some bearing on whatever malign power of the [[Realms#Night realm|Night realm]] is loose in the region.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Salt_lions&amp;diff=144219</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=144219"/>
		<updated>2026-08-26T15:20:23Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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]] led 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 Wolves of War 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;Boyar&#039;s Hasta&#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 manoeuvres 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. If not for the Spring curse laid on the territory, then thousands would have died on both sides - as it is, the Empire loses just over a 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 portion 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;
&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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_counts_the_path_untaken%3F&amp;diff=144218</id>
		<title>Who counts the path untaken?</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Who_counts_the_path_untaken%3F&amp;diff=144218"/>
		<updated>2026-08-26T15:20:14Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Spring]][[Category:Winds of Fortune]][[Category:Foreign Nations]][[Category:Jotun]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Strike whilst it&#039;s hot!&#039;&#039;&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Magnhildr shook the hair out of her face and took the blade back to the coals. Working the bellows she kept at it until it was glowing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Hit it you fuck!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Reaching back with her hammer she started, striking with precision along the blade. This was going to be her best work yet, she could feel it.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Pick up a weapon and use it!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Back to the coals again, then back to the anvil and striking the other side. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;You are born for greatness!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She was, she knew she was. First good bit of advice today.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;It should be yours! All of it!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She stopped for just a moment, and looked around the empty room whilst she drank from her cup. Then stepped back to the coals.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; max-width: 500px; min-width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Against the Jotun.jpg|align=left|caption=The Jotun are a martial and honourable people.|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&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 - having conquered [[Bregasland]] and [[Liathaven]] (which they name &#039;&#039;Ashvale&#039;&#039;) they have invaded [[Mitwold]] as well. The Empire launched a [[Rubies in the snow|feint into Skallahn]] that threatened to take control of [[Hordalant#The_Kongegőr|the Kongegőr]], the bridge that connects the northern and southern territories of the sprawling barbarian nation. Jotun response was decisive - a major force was drawn away from the fighting in [[the Marches]] to defend the northern territories and protect the Kongegőr. Yet, despite their swift response, they have left sufficient force behind to continue to threaten Mitwold and Bregasland.&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;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Jotunarmy.jpg|title=Jotun banners often show the skulls of powerful creatures.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Back to Skallahn==&lt;br /&gt;
* &#039;&#039;&#039;Imperial inroads into Skallahn have been taken back by the Jotun&lt;br /&gt;
The orcs of the west responded to the Imperial attack on Skallahn, to their siege of the city of [[Skallahn#Walls_of_Kierheim|Kierheim]], by a rapid withdrawal of forces from the Marches back across the Kongegőr. The armies, led by the King of the south and the Queen of the north, went all out to face what they assumed must be an overwhelming attack from the Empire. Instead, they found that Imperial forces had already retreated. The land the Empire had claimed in Skallahn has been retaken, with no real resistance.&lt;br /&gt;
&lt;br /&gt;
It&#039;s clear that the Jotun are now aware that the Empire can threaten the vital bridge that connects the northern and southern jarldoms. They cannot afford to ignore this threat; if the Kongegőr falls then it risks leaving the northern territories undefended. How they will react remains to be seen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; 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=300}}&lt;br /&gt;
{{CaptionedImage|file=Atte.png|caption=&#039;&#039;&#039;Atte Arrow-Tongue Metsastajason&#039;&#039;&#039; of the Sussivari Oathsworn Fyrd; elder statesman and [[Imperial Consul]].|align=left|width=300}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==To the Meeting Place (Conjunction)==&lt;br /&gt;
* &#039;&#039;&#039;The hetjuveisla is being held at Gull&#039;s Isle Hall&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Ingrid Talon-of-the-Mark, Iron Osric, the Golden Jarl and the Imperial Consul are invited&#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;Ingrid Talon-of-the-Mark&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for engaging in the hetjuveisla &#039;&#039;&#039;&lt;br /&gt;
[[Each_age_a_lens#Rules_of_War|Last season]], the call was issued for the &#039;&#039;hetjuveisla&#039;&#039; - the feast of heroes. A tradition of [[Tromsa#Tromsdalen|Tromsdalen]], it is an important call of hospitality that allows feuding warbands to sit and negotiate in good faith how a battle will go. Both sides bring food and drink, and bards to play music and tell tales. Then, when the feast is over, the sun must rise and set again before violence resumes between those who attended, allowing both sides to safely return to their homes.&lt;br /&gt;
&lt;br /&gt;
Jarl &#039;&#039;Igya Olgafsdottir&#039;&#039;, hero-engineer and warleader of the Jotun, made the offer to the Empire and has sent out messengers to the jarls of the Jotun. She will serve as representative of Yrsa Jansdóttir, Queen of Kalsea, Jarl-of-Jarls and Gudmundur Arason, King of Narkyst, He Who Calls Himself Jarl-of-Jarls will also send someone to speak on his behalf. Other jarls and heroes will be present, and they look to discuss matters of war with the Iron Thane, the Golden Jarl, and their guests.&lt;br /&gt;
&lt;br /&gt;
===The Smidr===&lt;br /&gt;
* &#039;&#039;&#039;A smidr will be on hand to discuss matters of magic&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Harald Fourforge&#039;&#039; is a smidr of the Skroh of the Locked Door of Skallahn. [[Bedight_in_veils#Smidr_Clad_In_Scarlet|Recently]], he visited the Empire investigating the murder of two thralls. He was unexpectedly waylaid on his return by the beginning of the [[Rubies_in_the_snow|Imperial invasion of his home territory]]. He was not too late back to participate in the fighting along with his personal sworn guard. Now the Imperials have retreated from Skallahn, and apparently they have found the time to [[Court_Reports#Reports_from_387YE|solve the murder]] as well as splintering the gates of Kierheim! Harald has been very impressed by the Imperial handling of the case. Any unresolved questions about rune and wood and wave he might have are entirely set aside next to the clear demonstration that the Empire are sensible people who know how to work with eternals and what you always must do with cultists of the [[Agramant|Devouring Maw]].&lt;br /&gt;
&lt;br /&gt;
His success in solving the murder of her thralls has impressed Jarl Ottesen of Ulfrsmoor, and she has recommended his name upwards. He has been asked to attend the hetjuveisla. He would like to talk to the Imperials regarding the use of magic in war - specifically, whether they would be minded to set down clear restrictions on the boons that could be called upon, or ritual-magic performed. The Jotun understand ritual magic, though they make little use of it. They prefer to negotiate with the Jarls of the Summer realm directly - using the boons acquired in place of powerful rituals. He thinks that there is clear agreement that Rivers Run Red would not be deployed again by the Empire; they show no sign of casting aside Rivers of Life, which the Jotun do not have the same level of objection to but which, as the past season showed, is surely a curse. He thinks the Empire contains mature magicians capable of having such conversations. In particular, he would like &#039;&#039;&#039;Vossk&#039;&#039;&#039;, [[Archmage of Autumn]], to select one or two individuals to attend and discuss this matter: either &#039;&#039;friends of Melissa&#039;&#039; or sensible icewalkers would be suitable.&lt;br /&gt;
&lt;br /&gt;
==The Chains That Bind Us==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 500px; min-width: 350px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOP|statement=Following the recent destruction of the historic meeting stone where the Jotun and Empire could meet. We the Loyalty Assembly seek a &#039;writ of consecration&#039; to dedicate part of the newly built feasting hall on Gull Island to Loyalty. We wish to recognise it&#039;s importance and protect from future harm as a place of both virtue and honour. Loyalty is not displayed by words or deeds alone, but the unity of both.|by=Writ of Consecration, Skáldsgrým Dunhearth, Loyalty Assembly|vote=Greater Majority 534-0|when=Winter Solstice 388YE|size=small}}&lt;br /&gt;
{{SOP|statement=The vision that led us to Gull Isle showed ghodi and mystic fostering each other&#039;s children, Jotun and Imperial learning from each other as equals. This is not a place for preaching, and we do not intend to do so. Rather let us &amp;lt;u&amp;gt;display&amp;lt;/u&amp;gt; virtue through our words and deeds in this place. And likewise witness how the inspiration of the ancestors is borne out in the acts of those we meet with.|by=Statement of Principle, Yrkja Riansson Sigeing, Wintermark Assembly|vote=Greater Majority 256-14|when=Winter Solstice 388YE|size=small}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly of Loyalty has passed a Writ of Consecration to place a true liao aura on Gull Isle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Wintermark National Assembly have allayed the Jotun&#039;s concerns about Imperial evangelism&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Initial discussions with the Jotun indicate a cautiously positive attitude towards the aura chosen&#039;&#039;&#039;&lt;br /&gt;
Last season the Assembly of [[Loyalty]] upheld the [[387YE_Winter_Solstice_Synod_judgements#Judgement_81|Judgement of Skáldsgrým Dunhearth]] calling for a true consecration to be placed in the new Meeting Place. The civil service have confirmed that the prognostication on this matter was thankfully simple: no alternate sites needed to be considered, and the Jotun had already expressed their openness to this expression of the Imperial faith. Despite some [[Each_age_a_lens#Virtuous_Possibilities|discontented rumblings]] from certain conservative ghodi, the [[387YE_Winter_Solstice_Synod_judgements#Judgement_114|words of Yrkja Riansson Sigeing]], coupled with [[387YE_Autumn_Equinox_Synod_judgements#Judgement_128|those of Ingrid Talon-Of-The-Mark]] have broadly ended the debate. The Empire will show the Jotun Virtue through action, just as the Jotun will show the Empire honour by the same means. So long as everyone holds true to their word, there will be no trouble.&lt;br /&gt;
&lt;br /&gt;
As part of the process of laying the groundwork, a stormcrow of Loyalty laid a sample consecration within a room of the Meeting Place. Numerous ghodi and warriors have taken the opportunity to indulge their curiosity about such a thing. The Jotun are not ignorant of auras, having neighboured the Empire for centuries, but they have neither access to liao nor the skills to use it. As such, the few auras they do experience are usually [[Aura#Spontaneous_Auras|spontaneous]]. Most ghodi see such auras as gifts from the ancestors, each one special. There is no consensus among them as to how liao fits into their spiritual beliefs, but Gull Isle is historically a place of cultural exchange, so the orcs who visit there tend to be open-minded. The experience of the aura known to the Empire as [[Auras_of_Loyalty#A_Peerless_Kinship|A Peerless Kinship]] sparks a lot of debate.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Gull&#039;s Isle Feasting Hall.png|caption=Artist&#039;s impression of Gull Isle&#039;s Hall by Enchantress Rosalynn Asterion|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Absent the inherent belief in Loyalty as a Virtue in and of itself, or even the common wording used to describe the aura in scholarly tomes, they bring their own cultural slant to the experience. Most of them speak of a profound awareness of the bonds of service and obligation to both their leaders and their followers, and of the necessity to play their part in the greater whole. Thralls serve the Jotun. Jotun serve the jarls. Lesser jarls serve greater jarls. Even the monarchs must serve the nation that crowns them and rule unselfishly for the good of all. All play their part, and all make sacrifices to ensure the success of the Jotun. Many who experience the aura speak heartfelt toasts over the feasting table recommitting to the ties of honour that bind them. The spiritual force of Loyalty is of little interest to the Jotun, but the &#039;&#039;concept&#039;&#039; of loyalty strikes a deep chord.&lt;br /&gt;
&lt;br /&gt;
Nobody is quite sure who first suggests constructing a shrine in the Meeting Place grounds. Nonetheless, consensus quickly develops among all parties that this is the best course of action. The ghodi have constructed an ancestral shrine to the faðir and populated it with relics - why should the Empire make do with a repurposed pantry or hastily-abandoned bedchamber? The stonemasons who assist in the maintenance of the buildings quickly begin working on designs for a small monument to [[the Way]]. Something simple enough to match the Jotun shrine, but significant enough to demarcate a permanent aura.&lt;br /&gt;
&lt;br /&gt;
The only thing that remains is to pass the mandate. If the General Assembly pass the mandate to authorise the consecration, they will still need to decide who will perform the consecration. If multiple judgements are raised, then the one with the greatest margin will be enacted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Synod Mandate, General Assembly&amp;quot;&amp;gt;The Virtuous build up their fellows, they do not tear them down. We send {named priest} 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;
If this mandate is passed and the Consecration carried out, the impact will primarily be felt in relations with the Jotun. As [[A_stone_for_a_stone#Create_A_New_Meeting_Place|previously identified]], building a new Meeting Place will make the Jotun more positively disposed towards the Empire. Not only is the new Meeting Place of truly imposing stature, but the Empire would have marked it as a place of profound Honour within the Way. The nature of the aura would also demonstrate that the Empire value their obligations to their people as the Jotun do, and that they will be prepared to make sacrifices in the name of those they care about.&lt;br /&gt;
&lt;br /&gt;
Interestingly, prognosticators have identified a conjunction of the [[Sentinel Gate]] to Gull Isle due to coincide with the &#039;&#039;Summer Solstice&#039;&#039;. Such conjunctions are rare, but not unknown. Details will be published following the Spring Equinox, but it seems that whoever is tasked with carrying out the consecration will have the chance to bring a party from Anvil to execute their duty at the next summit.&lt;br /&gt;
{{Jotun Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches_history&amp;diff=144217</id>
		<title>The Marches history</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Marches_history&amp;diff=144217"/>
		<updated>2026-08-26T15:19:55Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:History]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Marchers Marching.jpg|caption=The exodus from [[Dawn]] gives the nation its name, and defines their stubborn independence.|width=600|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The creation of the Marches==&lt;br /&gt;
The history of the Marchers begins with a rebellion in Dawn. A group of disaffected yeofolk determined to leave their lord&#039;s lands and make a better life for themselves. Their complaints were numerous and varied; the lack of opportunities for those of low-birth, the failure to recognise the importance of hard work or to adequately reward it. Personal disagreements inflamed these inequities, petty rivalries and personal snubs exacerbated the tension.&lt;br /&gt;
&lt;br /&gt;
The March began relatively peacefully, with petitions to the [[Dawn monarchy|monarch of Dawn]] for greater opportunity and recognition of the yeofolk. When there requests were refused the rebels laid their plan. With no other opportunities, and nowhere else to go, they marched across the country heading for the western border, intent on claiming land outside of Dawn. This initial diaspora was joined on their pilgrimage by thousands more, until they became known as the Marchers. Not all were driven by disgruntlement, a few joined the March because they imagined it would lead to glory and more than a few marched for love.&lt;br /&gt;
&lt;br /&gt;
After leaving Dawn, the Marchers entered the woods of [[Miaren]]. At this time, much of the territory was still dominated by the [[vallorn]], and the March nearly ended in disaster. The local [[Navarr]], however, offered aid and support to the Marchers. After all, the Navarr have a long tradition of helping those who are unhappy with their situation find a new place to live, or a new way of life. While some chose to join the Navarr, the majority of the former yeofolk wanted a land of their own. With some aid from sympathetic stridings and steadings, the former Dawnish folk passed through [[Miaren#Greenfalls|Greenfalls]] and [[Miaren#Oakways|Oakways]] to what is now [[Upwold]]&lt;br /&gt;
&lt;br /&gt;
The first Marchers had few real weapons or pieces of armour between them. The Dawnish nobility fully expected them to flee the oncoming winter or die at the hands of the orcs. The traditional view is that the Marchers confounded these expectations by taking their farm tools and padded jacks and carving out a kingdom for themselves, slaughtering the orc clans they encountered and driving them before them with grim determination. In addition to their Ambition, the Marchers benefited from a unity of purpose that the orcs broadly lacked. While the barbarians as a whole outnumbered the Marchers, they failed to present any cohesive resistance to the invading humans.&lt;br /&gt;
&lt;br /&gt;
Some historians believe that the Marchers were also given some support by the Navarr, supplementing their armaments with the bows and spears both nations favoured. The benefits to the Navarr are obvious; with a friendly human nation to the west they would be able to expand the [[trods]] and hasten the destruction of the vallorn. Indeed, the Marchers succeeded beyond anything the Navarr could have hoped, ultimately providing an opportunity to reconnect with the steadings of distant Liathaven, isolated since the fall of Terunael by hostile tribes of orcs. &lt;br /&gt;
&lt;br /&gt;
Regardless of how they did it, the Marchers carved out a patchwork of cleared lands controlled by a score of independent-minded yeoman households; first Upwold, and later Mitwold. Attempts to conquer the Mournwold were inconclusive; unlike their cousins in the northern regions, the orcs of the Mournwold presented a much more united front. The Mournwold clans not only found it easier put aside their differences and resist attempts to conquer them, they were more open to the idea of assimilating those orcs defeated by the Marchers. There is also evidence that they enjoyed some support from the orc clans of [[Kahraman]] to the south. While the Marchers were able to hold [[Mournwold#Freemoor|Freemoor]], the [[Mournwold#Chalkdowns|Chalkdowns]], and [[Mournwold#Green March|Green March]] at various points they were never able to hold all three simultaneously nor push the orcs out of the Mourn.&lt;br /&gt;
&lt;br /&gt;
The first forays west into [[Bregasland]] began later, after Upwold and Mitwold had been settled for several generations. Those parts of the territory that were dry and fertile at this time were under the firm control of the orcs, but the estuary of the river Od had always been a treacherous marsh and the orcs gave the whole area a wide berth. It was inhabited by several [[Feni]] tribes, but they proved no match for the heavily armed and armoured Marchers and were soon driven out of the few areas of high ground. The land would support no great households, but the hostile marsh was an effective deterrent keeping the new occupants safe from the orcs and over time it became a haven for Marchers who tired of the internecine feuding between the households. To this day, the archetypal Bregas is seen as aloof and standoffish by the rest of the Marchers - while the people of Mitwold and Upwold were caught up in feuds and alliances they remained broadly independent.&lt;br /&gt;
&lt;br /&gt;
In between fights with the orcs. there were sporadic conflicts with Dawn. Occasionally one or the other would attempt to expand into the neighbouring nation&#039;s territory, passing through Miaren to attack Upwold or Astolat respectively. They occasionally clashed in Miaren, but large-scale conflict in the woodlands often attracted the attention of the vallorn, or opposition from the local Navarr. To this day the easternmost parts of the Marches, the westernmost parts of Dawn, and central Miaren are scattered with battlefields and ruined forts built as part of this long-running rivalry between the nations. Despite the conflicts and the tension, the two nations often refer to moving to the other; Marchers who put on airs and graces are told to &amp;quot;Piss off to Dawn&amp;quot;, while Dawn nobility or yeomen who question the validity of their ancient traditions are given equally earthy advice to move to the Marches.&lt;br /&gt;
&lt;br /&gt;
==After the March==&lt;br /&gt;
Even as the Marches spread and established a thriving nation, there were frequent battles between the Marchers themselves. Although Marcher households found it easy to unite against a common enemy, they often fell to quarrelling amongst themselves. Bitter feuds and grudges developed, usually over land and often paid in blood. By the time the [[First Empress]] began her crusade the Marches was split into half a dozen great households, each supported by the loyalties of countless minor households. While the Marchers were culturally united, these great households (at least two of which, the [[The Marches groups#The_Talbots|Talbots]] and the [[The Marches groups#House_Bolholt|Bolholts]] still endure to this day) each ruled their lands independently. Negotiations between households were usually arranged at fairs where powerful and wealthy Marchers would meet up to make deals and alliances and to discuss trade, politics and war. The most important of these was the [[Upwold#Stockland|Stockland Fair]] held every Autumn equinox on the village green. As the Stockland Fair grew in size and importance it became an essential forum for households to air grievances with each other, make alliances, and broadly agree the defence of the Marches against the southern orcs of Mournwold.&lt;br /&gt;
&lt;br /&gt;
The Marchers had no [[Army|armies]] as the Empire would recognise them at this time. Rather, each household undertook to equip and train themselves for war. If a household was threatened by orcs, the neighbouring [[steward|stewards]] would meet and select a prominent [[Yeoman_of_the_Marches|yeoman]] to act as field marshal for the coming battle. The marshal was required to make the final decision on what strategy to employ for a battle and to provide appropriate leadership once the fighting began. An experienced and successful field marshal was a huge asset to any household, allowing them to dictate terms when negotiating a potential attack on orc lands with other households. &lt;br /&gt;
&lt;br /&gt;
This resistance to establishing any formal permanent leadership was a consequence of the independent and stubborn nature of the Marchers. They were in broad agreement that no single individual would be in charge - they had quit Dawn, after all, to get away from a system where the nobles ruled over those who toiled and the idea that someone would set themselves up as &amp;quot;monarch of the Marches&amp;quot; was anathema to them. Choosing their own stewards to run a household and a [[Field Marshal]] to run a battle was the pragmatic compromise that enabled leadership when it was essential, but it was a system with numerous obvious flaws. Attempts to create some more formal method of providing unity to the Marches were made, but each one quickly fell apart.&lt;br /&gt;
&lt;br /&gt;
In the last years before the foundation of the Empire, this resistance to unification nearly spelled the downfall of the Marches. The Marchers were slowly driven out of their holdings in Mournwold - not an uncommon situation at a time when battle waged back-and-forth across the borders of Upwold and Mitwold. This time, however, the southern barbarians continued to push. They captured [[Bregasland#Gravenmarch|Gravenmarch]] in [[Bregasland]] - then a source of a significant amount of the Marches [[Materials#Green iron|green iron]]. They captured [[Upwold#The Heath|The Heath]] in Upwold, wresting control of [[Sutton Stone Quarries]], and launched numerous probing raids into [[Mitwold#Golden Downs|Golden Downs]] and [[Mitwold#Oddmire|Oddmire]] - the latter having the potential to cut Bregasland off from the rest of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
Those yeomen who had not lost land to the orcs were not overly concerned - the barbarians regularly raiding the southern Marches and were always turned back - but this time something was different. The orcs fought with a singular purpose, and their internal divisions seemed significantly less pressing in stark contrast to the Marchers themselves. Historians point to a similar situation in [[Kahraman]], and to the rise of the first kings and queens of Narkyst exerting a strong unifying influence over orcs displaced by the Marchers and the Freeborn in previous centuries.&lt;br /&gt;
&lt;br /&gt;
==Joining the Empire==&lt;br /&gt;
It is perhaps unsurprising that in the face of the barbarian threat, when [[Landskeeper]] Brigit of Dourfen brought word to the Stockland Fair of the meeting arranged by the [[First Empress]], only a small handful of Stewards were prepared to leave their estates to make the journey to distant [[Casinea#Anvil|Anvil]]. While a number of other households sent representatives along, they were largely more interested in &#039;&#039;&amp;quot;keeping an eye on whatever it is the Dawnish are up to now&amp;quot;&#039;&#039; as one of them put it.&lt;br /&gt;
&lt;br /&gt;
After hearing the Empress&#039; proposal, the Marchers who attended withdrew to consider the matter. Most of the stewards who had attended in person were in favour of the proposed alliance, but there was little agreement among the remainder. The contrary, stubborn, and vengeful nature of the Marchers was a well-known stereotype even in pre-Imperial times and the mere fact that some households were prepared to support the nascent Empire seemed to be enough to ensure that their rivals opposed it. Eventually the group nominated Henry of Meade to present their decision to the Empress and the other gathered dignitaries - some of the Marchers were prepared to join, but the remainder were not prepared to sacrifice their freedom for the security on offer.&lt;br /&gt;
&lt;br /&gt;
The Empress publicly refused to accept the offer. &amp;quot;&#039;&#039;I will take all of you, or none of you.&#039;&#039;&amp;quot; she announced. It fell to wise Brigit to explain the Empress pronouncement - that the Empire had no use for a divided land. It would not take some of the Marcher Households, and let the others squabble among themselves. The Empress was eager to embrace the Marches but any attempt by her to unite the nation by force would be a disaster. The Empire could not afford to become embroiled in a civil war and worse the Marcher ability to hold grudges would leave the Empire viewed not as liberators but as conquerors. If the Marchers were serious about joining, they would need to be united in doing so.&lt;br /&gt;
&lt;br /&gt;
Another of the Empress&#039; close confidants, Barell, Merchant Prince of Tassato, approached Henry of Meade with an alternative. The cities of Tassato and Sarvos were looking to join forces with others to form a league of like-minded city states. Meade could &amp;quot;cut their losses&amp;quot; and join the Empire as part of this new league. The offer might have been appealing to the [[alders]] of Meade, but it was given short shrift by the stewards of Upwold and their representatives. The city might be an important source of trade and wealth for many yeomen but by long tradition it was land that ruled the Marches, and not coin.&lt;br /&gt;
&lt;br /&gt;
==The Cousin&#039;s War==&lt;br /&gt;
The Marchers returned home, and brought word of the Empress and her plans to the next grand fair at Stockland. The news was divisive; there were many who argued passionately that this was a chance for the Marches to unite as a nation and that that, and their new allies, would give them the strength to finally drive the orcs from Mitwold and potentially conquer the Mourne. The detractors were just as adamant that the Empire would spell the end of Marcher independence, that they would be ruled over by foreigners, including the widely disparaged nobles of Dawn. The Fair descended into arguments, and in some cases brawling, as drunken Marchers spat insults at each other. It was a relief to many when the Fair managed to close without open fighting breaking out, but the two factions withdrew, hostile and angry, and a descent into civil war began.&lt;br /&gt;
&lt;br /&gt;
Following the dissolution of the Fair, those Marcher households and landskeepers who supported the idea of joining the Empire tried to recruit as many Marchers as possible to their side. Steadily the number of Marcher households remaining neutral was whittled away, with more and more feeling the need to choose one side or the other, or risk being considered an enemy by both sides. There were numerous armed clashes between rival households and old grudges came to the fore, leading to open skirmishes and bloody exchanges. It was always common for a household to call on allies when a grudge turned to open-fighting but the matter of the Empire split the Marches and the bloodshed escalated like never before. There were a few minor battles, but though the losers lost their lands and in many cases their lives, for the most part they were inconclusive, neither side could shift the balance firmly enough to settle the matter.&lt;br /&gt;
&lt;br /&gt;
While there were certainly folk on both sides motivated by the grudges and rivalries that underpinned Marcher society, others had more idealistic inspiration. [[Life of Tom Drake|Tom Drake]], for example, wrote of his certainty that if the Marches could not be united, they would be conquered either by the orcs, or by a newly-invigorated Dawn. With the might of Highguard and the southern city-states behind them, the Marchers would be unable to resist the Empire&#039;s hunger for their rich farmlands. Even if they did not ultimately end up joining the Empire, the Marches could no longer afford to be a divided nation of petty households squabbling with each other. Henry of Meade spoke several times of the danger of an Empire where the elitist notions of Dawn were allowed to reign unchecked, and of what such an alliance might look like without any Marcher common sense to balance our Dawnish pig-headedness.&lt;br /&gt;
&lt;br /&gt;
By contrast his main rival on the opposite side of the matter, the fiery Agnes Tiller of Wayford, argued that the Marches would simply be swallowed up if they attempted to join the new alliance. Instead of going cap in hand to this Dawnish monarch and her Highborn allies, the Marchers should look north to their friendly rivals in [[Wintermark]] - after all the Winterfolk king Alof Beorning had also declined to join the proposed Empire. She and her supporters actively sought a military alliance between the Marches, Wintermark, and the Navarr of Miaren and Hercynia, with the Winterfolk serving as liaisons to those Varushkans who were also unconvinced by the First Empress&#039; vision. &lt;br /&gt;
&lt;br /&gt;
After a year of escalation, the stewards again came together at Stockland but this time there was no appetite for trade and celebration. The two factions and their supporters camped separately on either side of Hepton Bridge. Those who sided with the Empress were led by Brigit, Henry, and the canny military commander, Tom Drake. They established an armed camp on Monk&#039;s Heath on the northern bank of the River Meade. Those who believed the Marches should remain independent were led by Gregory of Ashill and Mary Hay. They pitched camp south of the river, on the commons at Maiden&#039;s Run. The fair itself was cancelled for the first time in living memory, and as the sun rose over the fields both armies began to move.  &lt;br /&gt;
&lt;br /&gt;
The fighting was bloody, and continued until close to sundown. Although they marginally outnumbered their rivals, Tom Drake&#039;s strategy was widely credited with carrying the day. The defeated stewards were forced to accept the outcome to keep their lands, those who refused either fled the Marches or were executed. The Battle of Hepton Bridge was not strictly the last battle of the Cousin&#039;s War, but with the deaths of so many opposing stewards on the fields of Stockmarch, the outcome was never in doubt. Some of the defeated households bowed their heads to inevitability, while others refused to capitulate and lost their lands. A few, led by Agnes Tiller&#039;s surviving daughter Hazel, quit the Marches with their soldiers and fled north.    &lt;br /&gt;
&lt;br /&gt;
Within weeks of the victory at Stockland, Henry and Drake drew up their forces on the fields in Ashbrook and dispatched an invitation to the Empress to meet them there. The popular version of events tells of how [[First Empress]] marched out of southern [[Miaren]], along the road guarded by [[Brock&#039;s Toll]], on foot with her standard bearer, and accepted the Marcher request to join the Empire. There is plenty of evidence in the Marches however that this version of events owes more to fancy than fact. The Marchers bargained with the representatives of the putative new alliance not as humble supplicants but as people who had just won a war of unification. Henry and Tom laid down several very specific demands regarding the nature of the alliance, the position of the nations within it, the adoption of the [[Field_Marshal|field marshal]] to provide battlefield leadership where soldiers from multiple nations worked together, and crucially the requirements for how the military of the member nations would operate. Legend has it that Henry is reported to have thrown the Empress own words back at her when presenting the demands ending with the phrase &amp;quot;&#039;&#039;we want all of them, or none of them&#039;&#039;&amp;quot; - presenting the very real chance that the Marches would not join the Empire and would seek their own path.&lt;br /&gt;
&lt;br /&gt;
The first foundations of the [[Military Council]] were laid during this meeting, with the Marchers receiving unexpected support from both representatives of [[the Brass Coast]], the early [[the League|League]], and several factions of the [[Navarr]]. In the end, the Marcher demands were met and the newly-united Marches became part of the Empire. &lt;br /&gt;
{{CaptionedImage|file=Marcher.jpg|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
==The Marches in the Empire==&lt;br /&gt;
The first thing the newly united Marchers did was turn their armies south and with the assistance of League mercenaries and bands of soldiers from the Brass Coast and Highguard, drive the orcs out of Graven Rock. By removing the immediate threat to Bregasland, the Marchers of Mitwold and Upwold went some way toward reinforcing their claims to have put the past behind them and unified under a single banner. The Bregasland households officially joined the unified Marches shortly afterward. &lt;br /&gt;
&lt;br /&gt;
The barbarians in Upwold and Mitwold could not hold out against Marchers supported by the Empire, and retreated south into the Mournwold. Their raids continued, but the Marchers were in a much better position to rebuff them. Still, the southern orcs remained a constant threat to the Marches, until 74YE when the conquest of Mournwold drove the surviving forces down into Kahraman.&lt;br /&gt;
&lt;br /&gt;
Almost immediately after securing their southern borders, however, the new armies were called away to fight in the first campaign of the new Empire. Tom Drake of Redston led his household and a band of landskeepers to Varushka along with one of the first Imperial armies - the [[Drakes]]. They fought through unfamiliar forests, alongside all those who opposed [[Alderei the Fair]] and brought Varushka into the Empire. Historians say that Tom faced the boyar-king on the battlefield and ultimately defeated him. The Redston folk wear a broken crown on their livery to this day.&lt;br /&gt;
&lt;br /&gt;
Entry to the Empire brought some changes. Pious Marcher folk returning from pilgrimages to [[Highguard]] founded the monasteries which now dot the landscape. Friars have become an important part of most households and few powerful Marcher households do not have one or more of these learned folk by their side. Imperial writ created the market towns, outside the control of the households. Yet the traditional beliefs that give the Marchers their strength have endured every transformation brought by the Empire.&lt;br /&gt;
&lt;br /&gt;
==Marchers on the Throne==&lt;br /&gt;
Two Marchers have sat on [[the Throne|the Imperial Throne]], and their reigns could not have been more different.&lt;br /&gt;
&lt;br /&gt;
The first Marcher to take the Throne was [[Emperor James]] of [[Mournwold]]. Appointed in 257YE, he was crowned as the Empire was in real danger of being destroyed by the barbarian [[orc|orcs]] after decades of fruitless back-and-forth conquest and liberation. He is perhaps most famous for &amp;quot;&#039;&#039;fixing the borders&#039;&#039;&amp;quot;, making it illegal for the Empire to add new territory until such time as the Senate and the Synod were both in agreement that the Empire was sufficiently strengthened as to be able to hold those territories. His reign ushered in the [[Imperial_history#.28281_YE_-_300_YE.29_The_Second_Interregnum|Second Interregnum]], just under twenty years of relative peace and prosperity for the entire Empire during which the Throne remained vacant.&lt;br /&gt;
&lt;br /&gt;
The second Marcher Throne was [[Emperor Walter]] of [[Upwold]]. An effective businessman and [[alders|alder]], he was appointed only a short time ago in 371YE. His reign was very short, and very chaotic - he attempted to run the Empire like a business with near disastrous consequences. He is largely viewed as a failure and an embarrassment by the rest of the Marches. About the only good thing to come out of his reign was an awareness of just how much trouble the Empire was in - laying the groundwork for the appointment of [[Empress Britta]] and the [[Imperial_history#Resurgence|resurgence]] that continues to this day.&lt;br /&gt;
===More Marches History===&lt;br /&gt;
* [[Life_of_Tom_Drake#Alderei_the_Fair|Life of Tom Drake]] - contains discussion of Marcher hero, and casts a new light on the Cousins&#039; War&lt;br /&gt;
* [[Steward of Brock&#039;s Heath]] - [[Historical research]] into the life of &amp;quot;old Morgan&amp;quot;, a pre-Imperial steward of House Brockheath, which discusses early-Marcher relationships with the [[Navarr]] in particular&lt;br /&gt;
* [[Bregasland and the smiths]] - research relating to the sinking of Bregasland, and the story of the disappearing &amp;quot;Marcher smiths&amp;quot;&lt;br /&gt;
* [[The Ore Hills Rebellion]] - research regarding the short-lived rebellion in Mournwold in 326YE&lt;br /&gt;
{{The Marches Links}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:LeftBar&amp;diff=144195</id>
		<title>Imperial:LeftBar</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Imperial:LeftBar&amp;diff=144195"/>
		<updated>2026-08-25T16:46:00Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
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		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mitwold&amp;diff=144150</id>
		<title>Mitwold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mitwold&amp;diff=144150"/>
		<updated>2026-08-24T11:50:49Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=RegionsofMitwold.png|caption=The households of Mitwold engage in feuding and bitter rivalry.|title=Regions of Mitwold|align=left|width=500}}&lt;br /&gt;
==The Pride of the Marches==&lt;br /&gt;
Mitwold is arguably the richest of the Marcher territories. There&#039;s gold in the soil of Mitwold - the gold of rich harvests of fruit and grain. It has a substantial coast, scattered with small fishing villages and the occasional lonely watchtower. As one moves further inland, the rocky coast gives way to fertile chalk-soiled downs, with rich game-filled woodland, large [[farm|farms]], and prosperous [[market town|market towns]] beyond. The largest settlement in Mitwold - indeed in the Marches - is the &amp;quot;town&amp;quot; of [[#Meade|Meade]], standing proudly at the mouth of the river that shares its name. More a small city than a town, Meade is in some ways the beating heart of the Marches.&lt;br /&gt;
&lt;br /&gt;
When the other nations imagine the Marches, it is usually Mitwold they bring to mind - acres upon acres of well-tended fields and orchards, laid out like a grand patchwork blanket, scattered with villages connected by roads and dirt tracks. Here and there a lonely menhir watches over the land around it, often marking a point of historical interest, or serving as a meeting place for the [[landskeeper|landskeepers]] of the adjoining area.&lt;br /&gt;
&lt;br /&gt;
This is also the territory where many of the best known [[The_Marches_culture_and_customs#Sports_and_Games|ball games]] are played, and it is a regular occurrence for some local dispute to be settled over a savage game of rugby, foot-the-ball, or rounders. Some of the traditional inter-village or inter-household games go back centuries, having become regular fixtures long before the foundation of the Empire. Many have their own traditions - the people of Parkestown and Harwich in the [[#Maiden Downs|Maiden Downs]] compete annually to determine the  control of a prime stretch of grazing land between their two villages, for example,&lt;br /&gt;
&lt;br /&gt;
More than anywhere else in the Marches, the [[Marcher household|households]] of Mitwold are engaged in feuding and bitter rivalry. The closer two households are to one another, the more likely it is that they are engaged in a long-running feud. Often the original cause of the feud is lost to history, having become a self-perpetuating state of affairs as each slight delivered by a rival becomes justification for the retaliation that follows. These feuds rarely lead to bloodshed - it is a rivalry of skinned knuckles not bloodied knives.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Mitwold&#039;s history has been comparatively peaceful. Bregasland and Mournwold provide a buffer, protecting it from the martial ambitions of the [[Jotun]]. That is not to say it has been without incident; several times in pre-Imperial history the people of the Marches were at war with the people of [[Wintermark]]. Lonely menhirs and stands of ancient trees along the northern borders of [[#The Meadows|the Meadows]] and [[#Meade March|Meade March]] mark ancient, largely-forgotten battlegrounds. From time to time, stories circulate of unquiet spirits around some of the barrow mounds - bitter Wintermark warriors interred in Marcher soil.&lt;br /&gt;
&lt;br /&gt;
For the most part though, Mitwold has enjoyed the benefits of being a relatively safe place to live, secure in its prosperity - or as sure as any agricultural territory reliant on good harvests can be.&lt;br /&gt;
&lt;br /&gt;
The [[March on their belly|disastrous failure of the Autumn harvest]] in 379YE was followed by a particularly [[March on their belly#Resolution|harsh winter]] during which all the farmers of the Marches suffered significant losses in order to keep the Imperial armies marching. Then the Spring 380YE planting was hit with torrential rains and a vicious blight that devoured many of the seeds before they can be put in the ground. While the rest of the Empire was enjoying a burst of [[The prime colour of the world|vitality and fertility]], the farms of Bregasland, Upwold, and Mitwold were once again labouring under the yoke of a vicious magical [[curse]] that ruined the crops, sapped the life from the beasts in the fields, and spread sickness and hunger wherever it touched. &lt;br /&gt;
&lt;br /&gt;
The plan to construct the &#039;&#039;Imperial Breadbasket&#039;&#039; began in the markets of [[Mitwold#Meade|Meade]] and received immediate support from [[market town|market towns]] across the Marches. Led by the people of Meade, the alders put their hands in their pockets - not as an act of charity, but as recognition of the fact the Marches prosper when the farmers prosper. It was an investment for the future, as well as an effort to &amp;quot;darn the rip&amp;quot; between the folk of the market towns, and the rest of the Marches. As a result, shortly before the Spring Equinox 381YE, work was completed on a network of granaries and storehouses across Mitwold as part of the [[The_Marches_economic_interests#Granaries and Storehouses - the Imperial Breadbasket|Imperial Breadbasket]] [[great work]]. In addition to its work in securing the future of the Marches, this has helped to improve relations between the yeomanry and the residents of the market towns - reinforcing that even though they do not till the soil, they are still Marchers.&lt;br /&gt;
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Shortly before the Autumn Equinox 380YE, an earth tremor struck Mitwold, its epicentre near the town of [[#Wayford|Wayford]]. At first, the effects seemed minor - a little damage to some of the buildings in Wayford - but shortly after creatures similar to [[ogre|ogres]] began to appear in the area. Investigations by Marcher heroes discovered that the cause of the raids - if not the earth tremor itself - was an unnatural creature, buried deep beneath the earth. &amp;quot;Bloody Jack&amp;quot; appeared to be some sort of horrible troll creature, no doubt the source of the local legends of Jack-in-Chains. The entity lay at the bottom of an old stone-choked well, bound with magical chains - chains that had been damaged in the earth tremor and were close to breaking completely. The creature remained a threat to Mitwold until the Summer Solstice 381YE. With the [[Under_the_red_sky#Tharim|aid of the Winter Archmage]], several brave yeofolk made a bargain with the sinister [[eternal]] [[Tharim]], allowing the subterranean beast to once again be bound tightly. Several foolish youths tried to gain access to the troll-creature&#039;s tomb in search of treasure, but such expeditions were decisively curtailed by the placement of the Pale Chain, a white granite stone that now blocks the entrance to the well.&lt;br /&gt;
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The business with Bloody Jack also brought to light stories of the Marcher blacksmiths - legendary figures who combined a practical appreciation for metalwork with a calling for negotiating with eternals. These capable individuals disappeared from the Marches as the result of a deal with the Autumn eternal [[Estavus]], and so long ago they were largely forgotten. Several Marcher scholars [[Bregasland and the smiths#The Marcher Smiths|looked into the situation]], and worked to secure the return or release of this uniquely Marcher tradition - a possibility that was [[Smith|recently realised]].&lt;br /&gt;
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After the Autumn Equinox 387YE, a great host of [[Jotun]] [[Rose_grow_the_rushes_o%27#Pride_of_the_Marches|invaded Mitwold]] from [[Bregasland]] and ultimately were able to capture, and sack, [[#Meade|Meade]] itself. The Lasambrian Jotun tried to push east, but were [[Where_the_slow_river_flows|held back]] by Imperial armies. After the Spring Equinox 388YE, they were [[Pride_in_the_Marches#Mitwold_Triumph|ultimately driven out]] and Mitwold liberated, but not without some significant losses.&lt;br /&gt;
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==Points of Interest==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Marcher Finery.jpg|caption=Bridget Talbot served as Senator for Mitwold in the difficult years after the death of [[Empress Britta]].|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Meade ===&lt;br /&gt;
The largest settlement in the Marches is the city (technically a [[market town]]; it received its charter from [[Empress Mariika]] in 225YE) of Meade in [[#Meade March|Meade March]]. Crowded around the mouth of the eponymous river on the shores of Westmere, Meade is not only the spiritual and administrative heart for the nation, it is also a port whose ships deal in fishing, trade with foreign nations and sea defence against the barbarians through Westmere and the cold salt waters of the Gullet. &lt;br /&gt;
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Meade is where yeomen from across the Marches come to spend hard-earned coin, and often plays host to foreign visitors from other nations. The lavish week-long Harvest’s End Festival takes place in Meade every autumn, and sees the city fill with folk from all across the Empire. Still, Meade is not without its problems. Some yeomen look askance at the citizens, questioning how they can be &#039;&#039;proper&#039;&#039; Marchers given they live in a town rather than on a farm. To many of their critics, they are merchants, not true yeomen. They point to the scandal during the reign of [[Empress Giselle]] when several alders were implicated in a plot to secede from the Marches - a plot that never had much popular support but whose existence alone was enough to rekindle rumours that the folk of Meade are &amp;quot;not proper.&amp;quot; At the same time, the alders of Meade know that their settlement is not even half the size of the great cities of [[the League]], and this can lead to efforts to try and compete with the [[The_League_leadership|merchant princes]] of [[Tassato]] and [[Temeschwar]] with predictably disappointing consequences.&lt;br /&gt;
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Still, regardless of the past and the attitude of some suspicious yeomen, the people of Meade are Marchers through-and-through. They are practical, stubborn people who hold fiercely to the [[The_Marches_culture_and_customs|traditions]] of the Marches. As their recent involvement in the formation of the Imperial Breadbasket demonstrates, when push comes to shove they look out for their own people - the people of the Marches.&lt;br /&gt;
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In the wake of the death of [[Empress Britta]] in 376YE, semi-organised groups of bandits began to prey on traders travelling by land from Meade. By [[Town defences|order]] of the [[Senate]], in early 377YE a series of watchtowers and earthworks were constructed around Meade to help address this problem. The works were overseen by Bridget Eastville née Talbot (senator for Mitwold) as part of a larger plan to provide protection to towns throughout the Empire. While the defences are not sufficient to qualify Meade as a true [[fortifications|fortification]], they have already helped reduce brigandry throughout the territory. In late 387YE, Meade was [[Rose_grow_the_rushes_o%27#The_Walls_of_Meade|conquered by the Jotun]] for the first time in Imperial history. The barbarians extensively looted the city, and that loot was ultimately used to [[Pride_in_the_Marches#Worrisome_Gullet|secure allies]] - the raiders of [[Sea_of_Snow#Fjorknae|Fjorknae]].&lt;br /&gt;
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The [[Bailiff of the Grand Market]] has a small office in Meade, although most title holders spend little time there (apart from overseeing the security of the grand market on the third weekend of each month). The Bailiff is an [[Imperial title]] appointed each Winter Solstice by the farmers of the Marches.&lt;br /&gt;
{{CaptionedImage|file=Forte Fidelis.jpg||caption=Built by Richard Tunstall to guard Mitwold from Jotun aggression.|align=right|width=350}}&lt;br /&gt;
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===Forte Fidelis===&lt;br /&gt;
In 377YE &#039;&#039;&#039;Richard Tunstall&#039;&#039;&#039;, as the [[Imperial Master of Works]], approved the creation of Forte Fidelis in Golden Downs. It was one of only two castles approved by the Master before the Senate [[Amend_powers_of_Imperial_Master_of_Works|removed their ability to do so]]. Construction was funded partly by the Master&#039;s stipend (before it was removed by the Senate), and partly by money raised and donated by the Marchers themselves. Work on the fortification was completed shortly before the Winter Solstice 378YE.&lt;br /&gt;
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The fortification was completed while the [[Accept_Jotun_ceasefire|Jotun ceasefire]] was still in place as a counter to Mitwold&#039;s perceived vulnerability to attack from the Mournwold, once hostilities inevitably resumed. Surrounded on all sides by a deep moat, accessible only by a relatively narrow bridge. the castle has yet to see combat. It takes its name from the  [[Languages#Latin|Old Asavean]] motto of the Talbot household - &amp;quot;forte et fidelis.&amp;quot; Following his retirement from Imperial politics, Richard Tunstall still serves as the castellan, ensuring that the castle is prepared for any potential invasion of Mitwold.&lt;br /&gt;
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=== Hay ===&lt;br /&gt;
“The golden fields of Hay” appear in many a Marcher song. Hay is quintessential Marches, a small rural town set amongst rolling fields. Following the invasion of the Mournwold, the folk of Hay were been deeply concerned about the threat of further orc aggression. Several locals have formed themselves into the Hay Irregulars, an unofficial force dedicated to helping turn back the barbarians should they attempt a concerted raid. The Irregulars served with some distinction fighting off small bands of raiding Jotun, before the Mournwold was finally liberated in Autumn 381YE. &lt;br /&gt;
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Hay is rightly famous for its fields of wheat, and for its bakeries. Many of the farmers of the [[#Golden Downs|Golden Downs]] bring their grain to market here, where a significant portion of it is used to make flour and bread products including the famous &amp;quot;Hay Huffer&amp;quot; - a crusty triangular bread roll with a thick, doughy texture designed to fill the bellies of labourers across Mitwold and beyond.&lt;br /&gt;
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=== Wayford ===&lt;br /&gt;
A large market town at the confluence of the upper tributaries of the Meade. A layer of gritstone in between the chalk of the wolds means the river is wide and shallow, allowing livestock from the hills to cross, or embark on riverboats to Meade itself. Built along the southern borders of [[#The Meadows|the Meadows]], it is a bustling settlement known for its travellers&#039; inns and for its monthly cattle and sheep markets. Merchants visiting Meade pass through Wayford, as do Marcher traders exporting food and drink to the wider Empire. The town is quite cosmopolitan - there is a large transitory population of [[Wintermark|Winterfolk]], [[the League|League]] citizens, and [[Navarr]] coming to Wayford to travel.&lt;br /&gt;
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All this prosperous trade attracts its fair share of trouble, and the [[Bailiff of the Grand Market]] is regularly called upon to deal with bandits and brigands preying on trade along the roads that pass through Wayford. At the river fork stand several gibbets with a long and bloody history, notable in recent years for playing host to Red Walder and his outlaws, a plague on the Mitwold for many years finally brought to justice in 359YE following a week-long standoff in the Shepford Brewery near the Wayford Bridge. The town is also notable due to legends of a monstrous creature known variously as [[Jack of Irons|Jack-in-chains]], Jack-of-Irons and Bloody Jack who is said to be buried somewhere nearby. Shortly before the Winter Solstice 381YE, a menhir of white granite called [[#The Pale Chain|the Pale Chain]] was [[Construct_Giant&#039;s_Well|raised]] over the site where the giant is apparently entombed.&lt;br /&gt;
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The [[Where_the_slow_river_flows#The_Battle_of_Wayford|Battle of Wayford]] following the Spring Equinox 388YE was a decisive engagement in the Jotun invasion of Mitwold. The Empire was ultimately victorious, going on to drive the Jotun out of the Marcher territory entirely, but the fighting was marked by peculiar magical chaos that has led to some concern as to the state of the River Meade downstream from its location.&lt;br /&gt;
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=== The Maiden Stone ===&lt;br /&gt;
An ancient menhir that stands in a scorched area of land in a grove of ash trees. Every year before the Spring festival the farmers of the area weave the largest straw dolly known in the territories. The Straw Maiden, as the creation is known, is 12 feet tall adorned with wild flowers with intricate patterns of vines woven into her skirt. The Maiden’s skirt is hollow at the base and she is placed atop the stone. The [[Landskeeper|landskeepers]] of the [[#Maiden Downs|Maiden Downs]] then perform a night-long ritual designed to bring prosperity to the fields and flocks of the people of the Downs. The Maiden then stands in the grove until the end of Summer, visited by travellers who leave gifts of food, [[The_Marches_hearth_magic#Poppets|poppets]], minor trinkets, and other offerings at her foot in the hope that she may bring them some small favour. Although the Maiden is exposed to all weathers and temperaments, she does not rot, blow away or decay in any way, staying as fresh and brightly golden as the day she was placed upon the stone. Then, at the festival of Autumn Harvest there is another ceremony, the culmination of which sees the Maiden set alight, burning until there is nothing left.&lt;br /&gt;
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Needless to say, the ceremonies of the Maiden Stone are roundly criticised by priests of the [[Synod]]. There have been efforts by priests from outside the Marches to ban the practice, denounced as the worst kind of [[Religious_crime#Idolatry|idolatry]]. The [[Sevenfold Path]] has occasionally attempted to get the [[Conclave]] to [[Declaration#Declaration of Interdiction|interdict]] the ceremonies without success. In 186YE and 247YE, the ceremonies were stopped for a short time but in both cases resumed less than a year later.&lt;br /&gt;
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The landskeepers of Meadow Downs claim that they are simply performing the three powerful farm-blessing [[enchantment|enchantments]] ([[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]]) and that the gifts left by visitors are simply a harmless tradition. There is some evidence that the landskeepers also perform a rite in the depths of Winter without any witnesses; lurid speculation surrounds this ceremony.&lt;br /&gt;
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===The Pale Chain===&lt;br /&gt;
The Pale Chain is a hulking monolith of white granite from [[Upwold#Sutton_Stone_Quarries|Sutton Stone Quarries]] raised near the town of [[#Wayford|Wayford]] shortly after the Autumn Equinox 381YE. The looming rock is engraved with a spreading oak tree above a three-link chain, giving the menhir its common name. Some rumours suggest there is a second engraving on the bottom of the stone, allegedly in the form of a peculiarly proportioned lion. The construction was plagued with problems and vocal accusations from some of the workers that the project was cursed. One of the skilled masons responsible for shaping the stone lost her arm as the stone was lowered into place, and many of those working on the site muttered in hushed tones of similar unlikely &amp;quot;accidents&amp;quot;.&lt;br /&gt;
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The Pale Chain covers the well where the ravenous giant known as &amp;quot;Bloody Jack&amp;quot; apparently lies forever entombed. The site is watched over by a handful of yeomen from [[The Marches groups#House_Guildenstern|House Guildenstern]] in [[Upwold#Stock_March|Stock March]] - something that has raised some hackles in Maiden Downs. There are also reports of a peculiar pale figure, wrapped in chains and with unpleasantly inhuman features, lurking near the stone on moonless nights - many believe this is one of the heralds of [[The_Thrice-cursed_Court#Tharim|Tharim]] that came to the Marches via the winter [[regio]] known as the [[Hunters_and_wolves#In_the_Copse_of_the_Bone_Birch|Copse of the Bone Birch]] in [[Upwold#Birchland|Birchland]]. According to local stories, if one approaches the stone on such nights and presses one&#039;s ear to the ground, a low rumbling voice can be heard from deep in the earth ranting and raving about thieves and liars. Local children have already begun daring one another to approach the stone and test this story out.&lt;br /&gt;
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===Statue of Cockscroft Lad===&lt;br /&gt;
In 385YE, [[Siakha]] heralds [[When Spring comes|attacked]] a Wanderers-Allfriars game, killing thirty-two. &#039;&#039;&#039;Jonathan Piper of Cockscroft&#039;&#039;&#039;, whose early warning prevented wider tragedy, is celebrated with a statue at the old Wanderers practice ground. His expression is mournful, head turned to the name-covered ball in his left hand as he raises a bell to call the hue and cry.&lt;br /&gt;
{{CaptionedImage|file=Householder.jpg|width=250|align=left}}&lt;br /&gt;
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==Regions==&lt;br /&gt;
===Golden Downs===&lt;br /&gt;
The rich farms of Golden Downs are home to the prosperous village of [[#Hay|Hay]], as well as a number of smaller farming villages. It is also the location of the [[Keeper of the Golden Fields#The Silent Giant|Silent Giant]] standing stone that watches over the surrounding fields, and is in turn watched over by the [[Keeper of the Golden Fields]]. Several other stones mark the old boundaries of one farm or another but the Silent Giant is the largest. &lt;br /&gt;
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For the last three decades, the Golden Downs has been in a state of war-readiness, expecting an invasion from the Mournwold - indeed the Jotun raided north into the region many times over the duration of the occupation. Citizen militia such as the Hay Irregulars prided themselves on their readiness to fight off such raids, even in the absence of organised Marcher armies. Many [[military unit|independent Marcher captains]] cut their teeth taking [[Military_unit#Take_Independent_Action|paid work]] protecting the rich farms of Mitwold. The need for such special forces was reduced significantly in 377YE when the [[Imperial Master of Works]] approved the creation of [[#Forte Fidelis|Forte Fidelis]] in Golden Downs.&lt;br /&gt;
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During the Jotun invasion of the Mournwold in 349YE, many of the citizens of [[Mournwold#Green March|Green March]] fled north to the Golden Downs; a long history of good relations and familial ties between the two regions helped to mitigate any negative effects of this influx of landless yeomen. Unlike many of the Mournwold refugees the majority of these former refugees show little interest in returning to reclaim the land they (or more often their parents) lost three decades ago.&lt;br /&gt;
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===Maiden Downs===&lt;br /&gt;
The Downs are covered in a patchwork of wealthy and prosperous farms. Some outsiders attribute the success of the farms here to the magic of the [[#Maiden Stone|Maiden Stone]], but the yeomen who work the land here disparage such suggestions. Rather, they point out, their farms are prosperous because they work bloody hard to keep them that way. Still, the [[Landskeeper|Landskeepers]] of the Maiden Downs have a reputation for being a little peculiar, and to be significantly more secretive than those in the rest of the Marches - almost &#039;&#039;[[Bregasland|bregas]]&#039;&#039; in the words of some.&lt;br /&gt;
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There are no large settlements in Maiden Downs - not even along the highway that links [[#Wayford|Wayford]] to [[Upwold#Stockland|Stockland]]. Farmers are as likely to sell their produce in either town, depending on which is paying the better price in any given season. This has led to a few feuds between households of Maiden Downs and those of Golden Downs and the Meadows over what is seen as &amp;quot;&#039;&#039;a lack of loyalty to Mitwold&#039;&#039;.&amp;quot;&lt;br /&gt;
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===Meade March===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; City, Coastal&lt;br /&gt;
Often called the heart of Mitwold, Meade March is the location of the small city of [[#Meade|Meade]], built at the mouth of the river that shares its name. Meade is prosperous, and its port bustling, and since the [[Dredge the Westmere|dredging of the Westmere]], the waters are now deep and wide enough to allow passage to an [[navy|navy]]. Before the Westmere was dredged the alders of the city occasionally discussed how dredging the river would allow the construction of a [[shipyard]], but there was never enough support for such a large-scale undertaking. With the river dredging complete there is now discussion on whether a shipyard will be built after all, or at least a [[fortification]] given that Meade is now potentially at risk of being sacked by a barbarian navy.&lt;br /&gt;
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Outside of Meade, the Meade March is covered with farms and scattered villages, and even a few small towns. The yeomen here have a somewhat undeserved reputation in the rest of the Marches for considering themselves &amp;quot;&#039;&#039;better&#039;&#039;&amp;quot; than everyone else because of their proximity to Meade - of giving themselves &amp;quot;&#039;&#039;airs and graces&#039;&#039;&amp;quot;. A common stereotype that appears occasionally in plays and stories is that of the Meade yeoman who farms their field wearing a rich outfit, more suited to a feast day than a work day. There is little factual foundation to this prejudice - although many yeomen of the Meade March visit the city at least once a season and thus have access to a significantly wider array of goods and cloth than residents of more isolated parts of the Marches.&lt;br /&gt;
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===The Meadows===&lt;br /&gt;
While most of this region is rolling farmland, the northern Meadows abuts the [[Kallavesa#Wittal_Grove|Wittal Grove]] of [[Kallavesa]]. The woodlands are home to at least one group of [[Feni]], but for the most part the Meadows is a peaceful, pastoral place. Before the Empire, however, there were occasional clashes between Marchers and raiders from Wintermarker along the border, and the northern woodlands still have an unsavoury reputation as being haunted.&lt;br /&gt;
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South of the border, the forests that once grew in the Meadows were cleared centuries ago. Here and there between the farms however, a lone tree stands as a boundary marker and a silent reminder of a time when much of the Meadows was covered in trees. These so-called &#039;&#039;Lone Oaks&#039;&#039; are reminiscent in some ways of the menhirs found in other parts of the Marches. According to tales told across the Meadows, in the first years of the Marches the northern woods were home to terrible monsters who regularly attacked people trying to settle north of the Meade river. Eventually, however, a wily blacksmith made a deal with the ruler of the monsters. The creatures would leave the settlers alone if in return the Marchers stopped cutting all the trees down. In the end the Marchers had the last laugh however - they cut down almost all the trees leaving only a scattering of Lone Oaks - but by the careful wording of the agreement the monsters were unable to harm the people of the Meadows as they had kept to the letter of their bargain.&lt;br /&gt;
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In addition to its farms and eerie trees, the Meadows is also well known for its [[herb garden|herb gardens]], especially in the north. In particular, the quality of [[True Vervain]] grown in the Meadows is generally held to be unmatched in the Marches. The herbalists of the Meadows are known to make occasional pilgrimages north to Wittal, in Kallavesa, to share lore and trade herbs.&lt;br /&gt;
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===Oddmire===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal, [[#Under Threat|Under Threat]] (Jotun) when the Jotun control [[Bregasland#Ottermire|Ottermire]]&lt;br /&gt;
When the Marchers first arrived in Mitwold, Oddmire was extremely marshy. Several decades of work reclaimed most of the region, despite the best efforts of angry [[marshwalkers]] to stop the draining of the swamps and marshes. There are still some treacherous bogs in Oddmire, especially along the southern and western borders with Bregasland, but the majority of the region is fertile farmland. As is traditional in the marches, there are large numbers of farms here, but there are also a few more isolated communities built on the small, rocky islands that lie along the southern shore of the Westmere. &lt;br /&gt;
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The most prominent settlement here is assuredly  &#039;&#039;&#039;Odd’s End&#039;&#039;&#039;, a bustling fishing port. The fisherfolk of Odd&#039;s End are known to have something of a chip on their shoulder when it comes to the larger, more prosperous Meade. They fly their banner - a leaping salmon - proudly whenever they set sail and barely a year passes without a major row between fisherfolk from Odds End and boats out of Meade over fishing grounds. A well-respected monastery - Odd&#039;s House - stands near the port, dedicated to the virtue of [[Pride]], and the monks there regularly encourage the people of Odd&#039;s End to stand up for their rights against the larger Meade.&lt;br /&gt;
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Beginning to rival Odd&#039;s End in prominence is &#039;&#039;&#039;Steward&#039;s Landing&#039;&#039;&#039;. In early 384YE, Imperial heroes [[By_fountains,_by_fishes#Steward.27s_Landing|stopped a Jotun raid]] from destroying this small coastal village. &#039;&#039;Jarvey &amp;quot;Strongoar&amp;quot; Oddsboy&#039;&#039;, the steward of the small [[Marcher household]] who oversees Steward&#039;s Landing repaid that aid by throwing his full support [[By fountains, by fishes|behind the ambitious raids]] into [[Skallahn]]. By all accounts Jarvey and the rest of House Oddsboy did quite well out of [[Take it further|both raids]]. Part of his profits were put towards expanding Steward&#039;s Landing, and along with several fellow coastal stewards, they turned the village into a permanent staging post for Marcher [[fleet|ship captains]] - such as they are - to raid the coastline of Kalsea and [[Fleet#Raid_Kalsea&#039;s_coastline|take the wealth]] of the [[Jotun]]. The loot that passes through Steward&#039;s Landing has helped fund addition jetties, a boatyard, and expanded the prestige of House Oddsboy significantly. &lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Odd of Odd&#039;s End&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Odd of Odd&#039;s End is a popular folk hero from the early days of the Empire, born around 45YE. She was an outspoken devotee of the virtue of [[Pride]], and in later life founded the [[monastery]] that still bears her name. Settling her folk on the shore when the Marchers first reached the Westmere, declaring that this would be the place where she would end her days, she was instrumental in the draining of Oddmire among other significant deeds. A series of stories, popular with Mitwold&#039;s mummers, recount the many deeds of this folk hero, especially her battles against marshwalkers, and her rivalry with the alders of Meade.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Despite her popularity, there has been no serious effort to have Odd recognised as an [[Paragons_and_Exemplars#Exemplars|exemplar]] by the [[Synod]]. When the matter has been raised, the abbot of Odd&#039;s End generally shrugs and responds with a variant of &amp;quot;We know she&#039;s an exemplar, why should we look to outsiders to confirm it?&amp;quot; Regardless, &amp;quot;Mother Odd&amp;quot; was recognised as an exemplar of Pride in 376YE, shortly before the requirements for [[recognition]] were made stricter. This appears to have had little effect on the people of Odd&#039;s End.&amp;lt;/box&amp;gt;&lt;br /&gt;
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==Special Qualities==&lt;br /&gt;
===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;Oddmire&#039;&#039;&#039;&lt;br /&gt;
During the Winter Solstice 384YE, the Jotun worked with Marcher traitors to expand and reinforce the Otterway in Bregasland. Formerly a narrow raised track that could just about allow two ox carts to pass one another without falling into the fens, it is now a solid construction that would allow twenty soldiers to march abreast along it... into Mitwold.&lt;br /&gt;
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&#039;&#039;&#039;Game Effect:&#039;&#039;&#039; While a region has the &#039;&#039;Under threat&#039;&#039; quality, the Jotun and their allies are considered to have a [[beachhead]] in that region. This means their armies will not suffer the usual penalty to take the first region in an enemy territory, as long as they are attacking a region with the &#039;&#039;under threat&#039;&#039; quality.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=William7857.jpg||caption=William Lowther, Senator Mitwold|align=left|width=250}}--&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Mitwold|Territory=Mitwold|Season=Summer}}&lt;br /&gt;
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==OOC Notes==&lt;br /&gt;
* As of the start of the Summer Solstice 388YE, the Marches control the entire territory. Mitwold is an Imperial territory.&lt;br /&gt;
* [[#Forte Fidelis|Forte Fidelis]] in [[#Golden Downs|Golden Downs]] is a rank one [[fortification]].&lt;br /&gt;
* [[Farm|Farms]] in the territory benefit from the [[The_Marches_economic_interests#The Imperial Breadbasket|Imperial Breadbasket]] and the Black Canal and produce an extra 72 rings each season.&lt;br /&gt;
* [[Business|Businesses]] in the territory benefit from the Black Canal and produce an extra 36 rings each season&lt;br /&gt;
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==Further Reading==&lt;br /&gt;
* [[Pride_in_the_Marches#Mitwold_Triumph|Pride in the Marches]] - 388YE Summer wind of war concluding the Jotun invasion of Mitwold&lt;br /&gt;
* [[Where the slow river flows]] - 388YE Spring wind of war about the effort to push the Jotun from their toehold in the Meadows and start reclaiming Meade March&lt;br /&gt;
* [[Rose grow the rushes o&#039;]] - 387YE Winter wind of war about the Jotun invasion of Oddmire and Meade March&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;Ned shook his head, feeling the wounds under the brigantine. &amp;quot;The gambeson and the brig are holding everything closed Henry. Without the full services of the hospital in Anvil I won&#039;t be able to close them fast enough if we take it off. I&#039;m so sorry my friend.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Henry Talbot sat with his back to the tumbled wall of the burnt out homestead, sweat plastering his dark hair to his forehead.&lt;br /&gt;
&lt;br /&gt;
The flush of vigorous life had faded from his cheeks during the escape from the barbarians, but mischief still sparked defiantly in his eyes. Sun beat down and wisps of steam made thin halos about their heads. &amp;quot;Nothing you could have done Ned. Thank the boys for carrying me all this way... How long do you think?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot; It could be an hour, or as short as you...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ned paused as he reached into his pouch of herbs. A decade of hunts made him grab instinctively for his pike, the mating cry of a Bregesland Dove in the wrong season could only mean one thing.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Cullach-A-Cullach!&amp;quot; Sounded to the right, accompanied by a gurgling squeal. A moment later two Orc scouts and a human slave burst from the bushes in front of them. Ned brought the pike to bear, but not fast enough.&lt;br /&gt;
&lt;br /&gt;
The smaller of the two orcs, face split with a recent wound, shoved the slave into the pike and drove her body onto the shaft. Ned drew his dagger, but the orcs were on him before the sword was free. Not relishing the prospect of a standing fight they rushed forward and bore Ned to the earth.&lt;br /&gt;
&lt;br /&gt;
In a flash decision Ned dropped the dagger, grasping the wrist holding a rusty knife and breaking the nose of the second Orc. Broken Nose rolled away from the melee, streaming blood and curses, while Split Face and Ned struggled over the knife.&lt;br /&gt;
&lt;br /&gt;
Suddenly Henry was stood astride Split Face, Ned&#039;s dagger in hand. With a butcher&#039;s confidence he sliced Split Face&#039;s neck to the bone, drenching Ned in ichor.&lt;br /&gt;
&lt;br /&gt;
Ned held fast to the rusty knife, taking it from unresisting hands. As he cleared his eyes Ned heard Henry grunt and the tip of a blade emerged from his stomach. Henry toppled and Broken Nose stooped over the to pull the notched sword free.&lt;br /&gt;
&lt;br /&gt;
Roaring in fury, Ned kicked Split Face&#039;s body off and launched himself forward. The notched sword was trapped and useless between them, allowing Ned free reign with the rusty knife...&lt;br /&gt;
&lt;br /&gt;
Ham came to check on them once the rest of the orc scouts were disposed of. Ned sat beside the ashen body of Henry Talbot, truly still now that he had begun his journey through the labyrinth. The remains of a human and two orcs lay in the remains of the herb garden. Not a word passed between the Cullach, just a look and a nod.&lt;br /&gt;
&lt;br /&gt;
With great care they removed Henry&#039;s harness and hid it up the chimney of the homestead, suspended from the meat smoking hooks. Ham took the small antler handled knife from Ned&#039;s shaking hand and cut Henry&#039;s warm heart free from his chest. Ned knelt and filled Henry&#039;s mouth with Marcher soil, replaced in the oiled pouch by the heart. They closed his eyes and pushed the remaining wall of the homestead over him.&lt;br /&gt;
&lt;br /&gt;
The fallen stones would conceal him from desecration and keep him from scavengers. Now they had to move on, their burden heavier than a dying friend.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rest well Henry Talbot, your march is done.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;!-- IC text by Troy Healy --&amp;gt;&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;br /&gt;
[[Category:Jotun]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144098</id>
		<title>Limits of magic</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Limits_of_magic&amp;diff=144098"/>
		<updated>2026-08-22T09:59:33Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Magic has many fundamental limits that restrict what can be achieved. In the setting these limitations are well known - magicians have striven for centuries to find ways to overcome them. Some people have devoted their entire lives to researching these limits, but no-one has ever found a reliable way to overcome them. Having a good working knowledge of these limitations is one way you can represent your character being a skilled practitioner of ritual magic.&lt;br /&gt;
&lt;br /&gt;
In the game, these are most of the absolute limits of magic that is possible within the rules for the game. While you might play a character that is striving to overcome one or more of these limitations, it is important to appreciate that that is not possible in the Empire game. Any arcane projection that attempts will automatically fail. For that reason, it is a good idea to check any arcane projection against these limits before you submit it.&lt;br /&gt;
&lt;br /&gt;
==Restore Life==&lt;br /&gt;
The Spring realm is powerfully resonant with healing magic, but no Imperial magician has ever been able to create a ritual that restores life to the dead. Some Winter magics allow a magician to contact the recently departed, or even summon back a shade that can be questioned, but like the Spring realm it appears to be powerless to help those who have passed on. In Empire, once a person dies, they are dead for good.&lt;br /&gt;
&lt;br /&gt;
Many magicians have spent their entire lifetime searching for ways to cheat death. None have ever found a way to restore the dead to life, but a few have found ways to cheat death, or at least postpone it for a while. Although there are no rituals of this kind in Imperial lore at this time, anything like this would definitely need to be cast on the target while they were still alive.&lt;br /&gt;
&lt;br /&gt;
There are rituals that allow a magician to give a semblance of life to a corpse, the most famous of which is [[Quickening Cold Meat]]. However these rituals work by conjuring creatures from the realms, usually drudges, to inhabit the corpse and cause it to move. The Winter realm has a strong affinity for magic involving dead bodies, but rituals of this kind make use of the body to house a spirit of the realm, they do not restore the body to life in any way.&lt;br /&gt;
&lt;br /&gt;
==Resist Effects==&lt;br /&gt;
It is possible to use the Winter realm to create wards that harm those who cross them, and Night magic can hide the true nature of something, but beyond this there are few if any rituals that can offer protection to a subject. No magician has ever been able to create a ritual that allows the subject to &#039;&#039;&#039;resist&#039;&#039;&#039; a magical effect such as that caused by the [[repel]] spell. Nor is it possible to use ritual magic to make a subject immune to the blows of swords, bows, or other weapons. There are many rituals that make a subject stronger, allowing them to suffer more such blows before they are defeated, but none that make it so that the subject can resist or otherwise ignore the effect.&lt;br /&gt;
&lt;br /&gt;
==Mind Control and Silence==&lt;br /&gt;
Many rituals create powerful emotions, feelings, or sensations in those that experience the effects, either as a side effect of the magic or as the main purpose such as with the [[Chamber of Pallas]]. These rituals can have a powerful effect on those that encounter them, but all serious magicians agree that the nature of the target&#039;s response is fundamentally set by them, not by the magician who performed the ritual. Magic is simply not powerful enough to control the mind of another living being, forcing it to act as the ritualist desires.&lt;br /&gt;
&lt;br /&gt;
Of course there are ways to use magic to control your enemies, using it to threaten, cajole, and coerce people. However these methods are not intrinsically more reliable or powerful than a threat of violence. Skilled magicians can use ritual magic very effectively to &#039;&#039;&#039;influence&#039;&#039;&#039; others, but they cannot control them.&lt;br /&gt;
&lt;br /&gt;
In the same way, magic cannot compel someone to speak the truth, and it cannot read minds. This means that there is no effective &amp;quot;truth detection&amp;quot; magic in the Empire. It is possible to create an urge to be forthright or plain speaking, but it is not even possible to create a roleplaying effect that makes a character want to speak the truth. Nor is possible to remove the ability to speak from a person using ritual magic.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Conjured Coastal Citadels&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
One topic that comes up regularly with the Day eternals is that of magically summoned fortifications similar to [[Frozen Citadel of Cathan Canae]] but created in regions with the &#039;&#039;coastal&#039;&#039; quality. This matter is raised with some of [[Phaleron|Phaleron&#039;s]] heralds, and they provide the following explanation as to why it is not possible for magic to create such a thing. By its essential nature, a coastline is partway between one thing and another. It is a liminal space, neither land nor sea, and defies classification. A fortification or castle, by contrast, has an essential nature of resisting, standing strong, and being immovable and impregnable, which is absolutely at odds with the mutable nature of a coastal area. Ritual magic runs afoul of the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]], and so it will never be possible to create a ritual that conjures a magical fortification using the &#039;&#039;coastal&#039;&#039; quality.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;From [[Hierarchs_of_sea_and_sky#The_Only_True_Treasure|Hierarchs of sea and sky]]&amp;lt;/small&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Conjuring and Summoning==&lt;br /&gt;
It is not possible to use ritual magic to force another being to appear before you, either a mortal or an inhabitant of the realms. There are Autumn rituals that allow you to send communications to another being, such as [[Call Winged Messenger]], but the target is free to respond as they choose. They are under no compulsion to respond and they would need to use methods of their own to appear if they were far distant at the time.&lt;br /&gt;
&lt;br /&gt;
Likewise, there are rituals that allow you to contact certain named eternals, such as [[Swim Leviathan&#039;s Depth]]. Some of these rituals create an opportunity to meet with the being at a regio later. Almost always, the eternal will appear as requested, but it is well understood that the ritual itself does not compel the being to appear, rather it is the nature of the eternal that causes them to act in this way. Having long ago agreed to respond if called, they are bound to do so for all time by their nature, not by the ritual itself.&lt;br /&gt;
&lt;br /&gt;
It is possible to create rituals that request or invite inhabitants of a realm to enter the mortal world - albeit only with their agreement - but it is not possible to summon them. Rituals like [[Knights of Glory]] work because Eleonaris has agreed to release her knights into the mortal world when called. Likewise, rituals that attempt to create, conjure, or summon fortifications, citadels, or other structures from another realm will not work without the agreement of an appropriate eternal. [[Frozen Citadel of Cathan Canae]] works because Cathan Canae has many frozen citadels - which she sends to the mortal world in response to the ritual.&lt;br /&gt;
&lt;br /&gt;
There are rituals that appear to breach these limits, such as [[Forge the Wooden Fastness]] or [[Dripping Echoes of the Fen]] where the eternal in question was not recorded for many years. Knowledgeable magicians knew that there must be an eternal in question - such a ritual cannot work without the assistance or involvement of one - but for whatever inscrutable reasons their identity had remained secret. In recent history, the eternals sponsoring those two particular rituals were uncovered by [[Various_storms_and_saints#Fen_and_Fastness|scholars of the Unfettered Mind]].&lt;br /&gt;
==Damaging Fortifications==&lt;br /&gt;
It&#039;s not possible to damage a single [[fortification]] with focused magic from a distance. There are rituals such as [[Thunderous Tread of the Trees]] and [[Mountain Remembers Its Youth]] that can cause damage to a fortification, but only as part of indiscriminately-unleashed [[Spring magic]] that also damages [[army|armies]] and [[fortification#garrison|garrisons]] across an entire territory. This effect was possible in the past, but in-character that was the result of a particularly long-lived conjunction of [[the Claw]] and [[the Drowned Shepherd]]. It&#039;s no longer an effect that can be created by ritual magic. Ritual magic &#039;&#039;can&#039;&#039; inflict damage on the battlefield with rituals such as [[Rising Roots that Rend Stone]] or [[Inevitable Collapse into Ruin]] but these effects cannot be targeted remotely, or on a larger scale.&lt;br /&gt;
&lt;br /&gt;
==Teleportation==&lt;br /&gt;
It is possible for magicians and others to move from the mortal world to a [[Regio#Portals_and_Chambers|chamber]], but they cannot travel on from there: they must return to the mortal world through the same door they entered by. It is not possible to move onwards from a chamber, nor to re-enter the mortal world in a different location. This limitation is a fundamental restriction of the magic of the realms - it cannot convey a magician from one place to another.&lt;br /&gt;
&lt;br /&gt;
A ritual like Call Winged Messenger will convey a message to a target, but this ritual works by literally summoning a winged messenger from the Autumn realm to carry the message. It takes time for the message to reach the target; it does not travel instantly.&lt;br /&gt;
&lt;br /&gt;
Likewise, resources and commissions cannot be moved from one place to another using ritual magic. An eternal might be able to create such an effect, but mortal magic cannot.&lt;br /&gt;
&lt;br /&gt;
Interestingly, this limitation &#039;&#039;is&#039;&#039; violated by the power of the Sentinel Gate. The Gate is a magical item, and as such it is a thing of the mortal world only and does not draw on the power of the realms. Whether it is this that allows it to exceed the limits of ritual magic is unknown, but certainly all attempts to reproduce the power of the Gate using ritual magic have always failed.&lt;br /&gt;
&lt;br /&gt;
==Invisibility==&lt;br /&gt;
Although Varushkan folklore is replete with stories of wolves that are invisible, undetectable to the mortal eye, most magicians consider these tales fit only for a child. There have been countless attempts to use Night magic to render an individual invisible, but none have ever succeeded. The Night realm can mask a thing, change its shape or appearance, but it always leaves something in its place. There is no realm that can be used to make something invisible.&lt;br /&gt;
&lt;br /&gt;
Although Night magic resonates with glamours that change the physical appearance of something, as well as rituals designed to baffle divinations, it cannot hide itself. If an army is enchanted with a Night ritual to conceal it then a divination like [[the Eye of the High Places]] that is lower magnitude than the shroud will still reveal that there is a Night enchantment in place. Similarly, it is not possible to use Night magic to baffle a ritual divination so completely that it returns the wrong answer.&lt;br /&gt;
&lt;br /&gt;
==Divination==&lt;br /&gt;
{{:Divination}}&lt;br /&gt;
==Enchanting Bourse Resources==&lt;br /&gt;
Mithril, white granite, weirwood, and ilium are the most precious resources found anywhere in the Empire, so valuable that control of known deposits is closely regulated by the [[Bourse]]. Countless attempts have been made over the centuries to develop ritual magic that can increase the production of these resources, but all have failed. Even attempts to scry for unworked deposits have proved unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Urizen magicians who have studied the problem for many years have concluded that materials of this kind have a degree of raw magical power inherent in them. This power appears to be a fundamental part of the mortal world, rather than having any connection with the realms. When the materials are in their unworked state waiting to be harvested, they create an interference that confounds any attempts to use the magic of the realms to locate or gather it. Sadly this natural resistance to magic is largely lost when the materials are removed and refined or processed.&lt;br /&gt;
&lt;br /&gt;
So potent is this natural effect, that it has on occasion proved useful. The deposits of white granite in the Brilliant Shore were discovered centuries ago by a young [[Wintermark_magical_traditions#Icewalkers|icewalker]] who took shelter in the area while the region was assailed by a magical storm conjured by the Thule. When the magician noticed that the storm passed over the cave where they were sheltering, they realised that something in the area must be weakening the curse. Further investigation of the cave discovered the white granite deposits, and provided the Wintermark people with a valuable resource.&lt;br /&gt;
&lt;br /&gt;
==Supernatural Effects==&lt;br /&gt;
Magicians can use the magic of the realms to change the mortal world, but it has an inherent tendency to resist this change. The more unnatural the change, the greater the resistance. One way that a magician can create a completely unnatural effect is to bring some force or object from the realms into the mortal world. Powerful rituals like Quickening Cold Meat summon Winter spirits to inhabit corpses so that they follow the magicians&#039; will. The fortress &amp;quot;created&amp;quot; by [[Frozen Citadel of Cathan Canae]] is in fact one of the many that exists in the Summer realm and the ritual brings it into the mortal realm for a season.&lt;br /&gt;
&lt;br /&gt;
Experienced magicians appreciate that the best approach is to create magical effects that work with the essential nature of the target rather than trying to create something unnatural. If a magician wishes to burn a forest down, it is infinitely easier to create a forest fire than it is to create a rain of fire.&lt;br /&gt;
&lt;br /&gt;
==Armies and Battles==&lt;br /&gt;
It is possible to use magic that enhances the effectiveness of an army - either by requesting magical warriors from the realms to fight alongside them or by enhancing their strength, insight, or bonds. Cursing armies is possible, but is difficult and crucially requires a powerful arcane connection to the army in question - usually the general of the army or a similar figure.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;not&#039;&#039;&#039; possible to curse an area or an army so as to impede army or navy movement in any way. Ritual magic cannot, for example, stop an army or navy moving into, out, or through a territory, nor restrict how far armies can move if they start in or move through that territory. It is not possible to use ritual magic to pin an army in place.&lt;br /&gt;
&lt;br /&gt;
It is possible to use magic to affect a territory to increase or decrease the number of casualties that result in from any fighting. Rituals like [[Rivers Run Red]] and [[Rivers of Life]] affect everyone in the territory in a way that makes them more or less likely to die. What is not possible is to use magic &#039;&#039;on a territory&#039;&#039; to directly affect the outcome of a three month long campaign in that territory. Strategic outcomes are too complex and too unpredictable to be influenced by magic in this way. &lt;br /&gt;
&lt;br /&gt;
You can create magic that influences the fighting - you might fill an area with storms for a season - but that does not affect the outcome of the campaign, i.e. it does not affect the victory points assigned to either side. No matter how potent the magic on the territory, it will be indiscriminate, and that means it will create effects that both sides are able to take advantage of based on whatever actions they take.&lt;br /&gt;
&lt;br /&gt;
You can create rituals that enchant or curse armies - to make them more or less effective. But any ritual that attempts to enchant or curse a territory with the goal of positively or negatively influencing the outcome of a military campaign that takes place there will fail.&lt;br /&gt;
&lt;br /&gt;
==Economic Territory Effects==&lt;br /&gt;
It is not possible to use ritual magic to duplicate the effect of a [[great work]] - that is, to increase the production of all resources of a specific type in a territory.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Stacking==&lt;br /&gt;
The ritual enchantments [[Blessing of New Spring]], [[Strong Ox, Golden Sun]], and [[Gathering the Harvest]] have a unique synergy that allows each to build on the other. It has proved impossible to duplicate this synergy with rituals intended to be cast on resources other than [[farm|farms]] - the rituals remain peculiar anomalies.&lt;br /&gt;
&lt;br /&gt;
==Transmutation==&lt;br /&gt;
It is not possible to turn most personal resources into a military unit using magic without the direct aid of an eternal. To be transformed, a resource must have some kind of innate magical power, either a [[mana site]], a [[forest]], or a [[mine]]. You cannot transform businesses, congregations, farms, herb gardens, military units, or fleets.&lt;br /&gt;
&lt;br /&gt;
==Imperial Citizenship==&lt;br /&gt;
It is not possible to use ritual magic to sever the connection between a person and an [[egregores|egregore]]. The connection seems to be protected by the [[Laws_of_magic#The_Law_of_Essence|Law of Essence]]. A person can voluntarily choose to give up their connection to an egregore, but this choice cannot be forced using magic.&lt;br /&gt;
&lt;br /&gt;
==Sharing Ritual Lore==&lt;br /&gt;
While rituals such as [[Shared Mastery of the Magician&#039;s Guild]] allow a [[coven]] to share [[spellcasting]] knowledge between its members, it is not possible to do the same with [[Magical_skills#Mastery|ritual mastery]]. While ritual magic can remove mastery (as seen with [[Infant Starts with a Blank Slate]]), it can never grant someone mastery of a ritual.&lt;br /&gt;
&lt;br /&gt;
==Meta Magic==&lt;br /&gt;
It is not possible to use ritual magic to affect other rituals. There is one ritual in Imperial lore, [[Sign of Aesh]], that can be used to reduce the magnitude of a later ritual, but that is deliberately restrictive and not something possible to replicate on a larger scale. It is also not possible to use a ritual to affect the casting time of a different ritual.&lt;br /&gt;
&lt;br /&gt;
==Changing Qualities==&lt;br /&gt;
It is not possible to use ritual magic to intentionally change the qualities of something - whether that be the special quality of an army - or the unusual qualities of a region or territory. You can&#039;t use magic to make a region [[Region_qualities#Coastal|coastal]], or remove the [[Region_qualities#Haunted|haunted]] quality, or make an army [[Army_qualities#Cruel|cruel]]. Powerful magic may have unusual side-effects in unique circumstances which result in these kind of unexpected changes - but it is not possible to design a ritual to achieve that outcome.&lt;br /&gt;
==Targeting Commissions==&lt;br /&gt;
It is not possible to use ritual magic to directly enchant a sinecure, ministry, or great work. Commissions might be affected by magic particularly on the territory level but they cannot be the target of an enchantment or curse.&lt;br /&gt;
&lt;br /&gt;
==Inter-Nation Cooperation==&lt;br /&gt;
It is never possible to use ritual magic to enable members of different nations to work together to perform a ritual. Covens are powerful tools to allow magicians to work together to perform rituals, and a [[Volhov&#039;s Robe]] can help individuals work together, but in every case it can only ever be done in the same nation. &lt;br /&gt;
==Magic Items==&lt;br /&gt;
Ritual magic can create effects similar to many magic items but by no means all of them. Some effects are unique to magic items. One example of this is the [[Volhov&#039;s Robe]]; the ability for an individual to contribute to a ritual can&#039;t be provided with ritual magic. Similarly, while the effect of some [[:Category:Paraphernalia|paraphernalia]] can be created with ritual magic (such as [[Garden of Teth-Anon]]), others simply don&#039;t work as enchantments (notably the [[Web of Celestial Attunement]]).&lt;br /&gt;
&lt;br /&gt;
==Sacrifice and Limitations==&lt;br /&gt;
You cannot make a ritual better, either more powerful or more efficient, by sacrificing something during the casting. Characters cannot sacrifice their body hits, hero points, or similar to empower another character. Ritual magic can make a character stronger in many different ways, but it cannot do so by drawing the strength from another character, it gains that power from the mana used to cast the ritual.&lt;br /&gt;
&lt;br /&gt;
Likewise, some rituals only work in specific situations, but you cannot usually make a ritual better, either more powerful or more efficient by putting limitations on the way it can be used. Magic isn&#039;t made more effective or more potent by circumscribing the conditions under which it can be used.&lt;br /&gt;
==Learning Recipes==&lt;br /&gt;
Ritual magic can&#039;t be used to learn how [[magic items]], [[potion|potions]], consumables, trade goods, or similar things are made. Some rituals can divine information about items, such as [[Hand of the Maker]], but even if a divination provides a vision of how something was made, or determine the herbs that went into a potion (such as through [[Distillation of Diverse Parts]]) this will never translate into any ability to actually make an unfamiliar item, potion, or the like. Without access to a [[schema]], [[Potion#Herbal|herbal]], or specific [[opportunity]] there is no way to learn how to make something by examining that item or taking it apart.&lt;br /&gt;
==Additional Artisanry==&lt;br /&gt;
It is not possible to enchant a character to make more [[magic items]] in downtime using the [[Crafting skills#Artisan|artisan]] skill. It is possible to use magic to let an artisan make additional items &#039;&#039;during&#039;&#039; an event with the [[Timeless Hammer Rhythm]] - which also represents the most potent version of this effect available - but the number of items that can be crafted after an event is set by game design.&lt;br /&gt;
&lt;br /&gt;
==Enchanting Mana Sites==&lt;br /&gt;
It is not possible to enchant a mana site to produce additional mana crystals. Any ritual to enchant a mana site to create vis would require the assistance of an eternal and would create fewer magical resources than it cost to cast.&lt;br /&gt;
&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skull_beneath_the_skin&amp;diff=143978</id>
		<title>Skull beneath the skin</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skull_beneath_the_skin&amp;diff=143978"/>
		<updated>2026-08-20T12:57:38Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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=Casual Undead.jpg|align=left|caption=Ravening Winter spirits take the bodies of the fallen and use them to devour the living, and in Sarangrave there are so, so many bodies for them to choose from.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==From the Fens of Varreth==&lt;br /&gt;
The [[vallorn]] of [[Sarangrave#Bendol|Béantal Dol]] is quiescent. The [[Druj]] stranglehold on the [[Sarangrave]] has been broken. Yet still there is no peace in the marshes of the southern [[the Mallum|Mallum]]. Three barbarian armies have collapsed here, a crucial strategic victory, but one that leaves thousands of vicious orc warriors scattered across the marshes. Worse, the [[Fortification#Garrison|garrison]] of the Tower of the Skink has been displaced by the fall of their [[fortification#Bastion|bastion]], and have fled to the recesses of the Sarangrave to hide and plot their vengeance against the Empire and the people of [[Urizen]]. Such mundane threats are par for the course when dealing with the Druj, but there is worse to come.&lt;br /&gt;
&lt;br /&gt;
When the [[Druj_armies#Hidden_Snake|Hidden Snake]] and the [[Druj_armies#Poison Crane|Poison Crane]] disbanded, they were under the influence of [[Winter magic]] - an [[enchantment]] reminiscent of [[Quickening Cold Meat]]. The Winter spirits called by that enchantment were set free, and while there was a valiant attempt made by Imperial heroes to [[Thorn_and_bone#Objective:_Trap_the_Spirits|contain the danger]] it was ultimately unsuccessful. Worse, many champions of the Empire fell in that desperate attempt to reduce the potential threat to the Sarangrave. Worst of all, the bodies of many of those same champions were dragged from their final resting place by that same corrupt magic and turned against their own people. Flesh-hungry husks, more cunning and vicious even than those raised by Imperial magicians, now hunt the Sarangrave and even when their bodies are cut down, the spirits within simply seek out another host.&lt;br /&gt;
&lt;br /&gt;
Just as bad as the Winter spirits are the [[Druj_lore#Tortured_souls|tormented souls]], created by the blackest [[surgical skills#Apothecary|apothecary]] arts from Imperial heroes whose spirits have been broken. The [[Thorn_and_bone#Objective:_End_Trakaa&#039;s_Tortured_Souls|many victims]] of the twisted [[Druj lore#Het|Het Trakaa]] now stalk the [[Sarangrave#Turan Flats|Turan Flats]], killing and torturing any innocents they find, and striking terror into the hearts of those they encounter.&lt;br /&gt;
&lt;br /&gt;
The Druj are scattered, their armies broken, but their threat remains. Both Trakaa of the Hidden Snake and Sul Maggotgnaw of the Poison Crane still raise their tattered banners in the Sarangrave, and seek to marshal the guerillas and raiders that still operate here. They may have been betrayed by their own people - there can be little doubt that they hate their fellow Druj - but they hate the Empire more.&lt;br /&gt;
&lt;br /&gt;
==Shield and Scale==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There is no peace in the Sarangrave. With the vallorn driven back by Imperial armies, the Empire turns their attention deeper into the Mallum. They entrust the defence of the southern marshes to their [[Axos|Axou]] allies. The &#039;&#039;Shield of Ipotavo&#039;&#039; is still stationed at the Tower of the Skink, in the sodden marshes of the [[Sarangrave#Thornfen|Thornfen]]. Imperial magicians have even laid an enchantment over the [[fortification]], to help the Axou raise their garrison there. It is slow going, however, and the chaos in the newly Urizen territory offers them little opportunity to catch their breath.&lt;br /&gt;
&lt;br /&gt;
The Axou soldiers stationed at the Tower of the Skink have been ordered to remain behind the walls. There are less than three hundred of them, now they have had an [[opportunity]] to assess the threats in the north it is clear they will be slaughtered with nothing show for it. Discretion appears to be the better part of valour, for now at least. The [[Fortification#Bastion|bastion]] can defend the Axou within its walls, although a message goes out to the small number of Urizen establishing spires in the territory offering them sanctuary within the walls of the citadel if they desire it. The Tower, mighty as it is, can do nothing to face down the Druj insurgents gathering in the corners of the territory, to contain the Winter ghouls rippling slowly outward from the Fens of Varreth, or to deal with the tormented spirits unleashed by Het Trakaa. Instead, the defence of the northern Sarangrave falls to the Shield of Ipotavo. &lt;br /&gt;
&lt;br /&gt;
The [[Senate]] has chosen to accede to the [[Seeds_of_discord#Armies_of_the_Dead|request]] that the Axou military be granted [[388YE_Summer_Solstice_Senate_sessions#Permit_Axos_Movement_in_Sarangrave|freedom of movement and engagement]] within the borders of the Sarangrave. There is some uncertainty as to whether this applies to [[army|armies]] or only to the garrison of the Skink, however. When the Shield of Ipotavo mobilize and begin to move north they claim the [[Ambassador to Axos]] has given them leave to do so and there is little interest amongst Imperial citizens in the Turan Flats or in [[Sarangrave#Kroll|Kroll]] in challenging them on this matter.&lt;br /&gt;
&lt;br /&gt;
Ipotavo&#039;s forces move cautiously. The [[Axos#Axou_Military_Concerns|Agema]] are at the forefront, clad in their traditional neatly-cut leathers, armed with crescent shield and the long, thin sword favoured by these heavy skirmishers. Behind them comes a solid corps of sable-robed &#039;&#039;necromantia&#039;&#039;, magicians versed in realm lore and battlefield magic alike. There is a noticable absence of any of [[Axos#Axou_Military_Concerns|Tavos Ageli]] - the porcelain masked immortal warriors that reek of death - choosing to leave them behind in the Tower of the Skink. If they bear any enchantment, it is subtle enough that it is not apparent to the Urizen in a position to mark the army&#039;s passage.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Agramant.jpg|caption=The husks in Sarangrave are inhabited by Winter spirits drawn to the mortal realm with the aid of the &#039;&#039;King of the Feast&#039;&#039;.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
As they reach the Turan Flats, the husks are already feasting. When they are not encased in dead flesh, the spirits are all but invisible. As such it is very hard to get a feel for exact numbers, but the &#039;&#039;necromantia&#039;&#039; will later estimate their number at some two thousand ravenous beasts of the Winter realm. All of them have found hosts, not least due to the glut of bodies left behind on the Fens of Varreth. Human or orc, Druj or Imperial, soldier or slave, it matters nothing to these anthropophagous ghouls what remains they don to allow them to touch the mortal world. The husks that have been inhabited the longest bare little resemblance to the person they once were; their mouths jut with fangs, their fingers end in razor-sharp talons. In some cases their stolen bodies have become stretched and warped by the influence of the spirit within them and some are clearly as comfortable running on all fours like beasts as they are on two&lt;br /&gt;
&lt;br /&gt;
At first the Shield face only small bands of husks, easily dispatched, but each day their numbers grow greater. The &#039;&#039;necromantia&#039;&#039; can weaken the spirits, and if they can trap a husk they can try to bind its spirit and force it back whence it came, but the odds are against them. Taking one of these horrors &amp;quot;alive&amp;quot; is no easy matter, given they must often be chopped limb-from-limb to stop them trying to kill anyone who comes near them. The magicians of Axos establish a small number of [[Hold Back Frozen Hunger|warded]] camps, marked with smooth posts of polished weirwood topped with the brooding face of the legendary sorcerer-king Ipotavo themselves. The predatory corpses avoid these encampments, but prowl around their outskirts at night looking for anyone foolish enough to step beyond their bounds.&lt;br /&gt;
&lt;br /&gt;
The best the Shield of Ipotavo can achieve is to stop the Winter husks utterly overwhelming the people of the Turan Flats. They focus their efforts on ensuring the paltry few newborn Urizen [[spire|spires]] are safe, but there are still large numbers of former Druj slaves here. They have mostly been left to scavenge the war-torn farms as best they can. These folk are almost exclusively orcs and they flee when the Axou approach, terrified that they are here to kill them. They flee the tormented souls that roam the region. They flee the marrow-suckers that would prey on them. They even flee the Urizen who try to reach out to them. The tyrants of the Mallum may be gone, but their legacy lives on in the fear that dominates the lives of so many of these people.&lt;br /&gt;
&lt;br /&gt;
The Axou strategy is to deal with the spirits and their husks where they can, but they avoid forcing a major engagement. They prevent the creatures from overrunning any of the slave villages or spires that dot the plains, and delay the spread of the spirits into Kroll for six weeks or so, but their main focus appears to be on making sure that [[Army orders#Give Ground|their soldiers&#039; lives are preserved]]. The Axou have a particular fear of death [[Axos#Axou_Religious_Beliefs|believing]] it puts them into the hands of the Creator they hate and despise; that fear of death drives their strategy.&lt;br /&gt;
&lt;br /&gt;
As the Autumn Equinox approaches, it is apparent to Imperial observers that the Shield intends to fall back toward the Tower of the Skink. Their tactics mean that they have significantly reduced their potential losses to the ghouls of Turan, but every one who fell is a potential pawn for the cruel spirits that still swarm and seethe in the northern marshes.&lt;br /&gt;
&lt;br /&gt;
==Shadow of Hunger==&lt;br /&gt;
{{CaptionedImage|file=IrrahHurrah002a.png|align=right|width=300}}&lt;br /&gt;
While there is fighting in the north, the rest of Sarangrave is no more peaceful. There are significant numbers of refugees in [[Sarangrave#Whisperwood|Whisperwood]] - the former inhabitants of Thornfen exiled by the Axou. The number of former slaves here has swollen to unmanageable proportions. The [[statement of principle]] of the Urizen assembly urging the few spires in Sarangrave to [[388YE_Summer_Solstice_Synod_judgements#Judgement_97|welcome]] the orcs has done nothing to reduce the scale of this problem. The former slaves do their best to avoid the Imperials entirely, and there are many more of them in Whisperwood than there are Urizen in the entire territory. These displaced folk have joined with the mass who were once the thralls of the Thornwasp sept in &#039;&#039;&#039;Uklead&#039;&#039;&#039; and the eastern forest-farms. Winter is approaching, and those in a position to see the scale of the problem first-hand predict that the coming months will not be kind to these folk. Cold will likely not be a major factor; a bigger issue is going to be food and shelter from the winter rains. If nothing is done it is likely hundreds, perhaps even thousands, of deaths will take place and leaving aside questions of empathy or sympathy, it is rarely a good idea to leave fresh bodies lying around when there are Winter spirits looking for new hosts.&lt;br /&gt;
{{CaptionedImage|file=Druj6.jpg|align=right|width=200}}&lt;br /&gt;
Whisperwood is the worst, but there are folk in [[Sarangrave#Bloodwater Marsh|Bloodwater Marsh]], the Flats, and even the lakelands of Kroll who are likewise in a parlous position. The Druj left few supplies behind when they retreated, even being so spiteful as to befoul and destroy what they could not carry. There are farms here, and there are people working them, but their industry is haphazard and uncertain as their future. The Bloodwater Spears have reached out to the orcs in their former homeland to the south, and others have sent messengers to the Turan Forest. The heralds and mortal friends of [[Irra Harah|Shacklebreaker]] have reached further afield - there are reports of a few being spotted speaking with the refugees in Whisperwood - but the rebels have little enough aid to offer to those who shared their durance under the Druj. It is hard not to imagine that a catastrophe is approaching in the Sarangrave. How many people have been freed from the shackles of the Druj, only to die before the year turns again?&lt;br /&gt;
&lt;br /&gt;
If it was just these refugees and exiles that were the problem in Sarangrave it would be bad enough but there is more. There are still Druj in Sarangrave. They gather and regroup in the hidden corners of the territory, in old tunnels dug beneath dry ground, in the depths of the woods and the marshes. Some have even apparently taken up residence in Bendol, within the bounds of the vallorn of Béantal Dol, using lessons learned in Therunin and Brocéliande to build a kind of [[steading]] of their own. Even the other Druj consider those Druj mad.&lt;br /&gt;
&lt;br /&gt;
Worse still, there are Druj hiding in plain sight. Soldiers of the Marshlizard and the Poison Crane, warriors who once served in the garrison of the Tower, concealing their true identity among the very survivors and exiles that strive desperately to survive in the face of the coming Winter. There is little chance that they will be content to stay in hiding - and while they may not be organised enough to threaten the Tower of the Skink the same cannot be said of the farms, and the villages, and the bands of displaced, and the spires brave enough to try and raise themselves in this chaotic land where peace is oh-so-far away.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
&amp;lt;div {{float}}&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;
===Sarangrave===&lt;br /&gt;
* &#039;&#039;&#039;The fallout from the battle during the Summer Solstice continues to be felt&lt;br /&gt;
* &#039;&#039;&#039;The Winter Spirits in Turan and Kroll will continue to rampage as long as those regions have the &#039;&#039;tormented&#039;&#039; quality&lt;br /&gt;
Sarangrave is an Imperial territory, and part of Urizen, but the Nesustak Forest is controlled by the eponymous rebels, Thornfen is under the jurisdiction of Axos, and the central region of Bendol is a vallornheart. If the Empire loses control of any region of Sarangrave, they will lose control of the territory.&lt;br /&gt;
&lt;br /&gt;
Several regions of Sarangrave have gained qualities reflecting the presence of tormented spirits, [[inhabitants of the realms]], and Druj guerillas left from the collapse of the Marshlizard and the Banded Snake septs. The details of these qualities are discussed in more depth in the {{TBC}} wind of fortune.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ipotavo prevented the Winter spirits doing any significant damage in Turan Flats this season, but they took significant casualties in the fighting. Their efforts have not depleted the forces terrorising those regions.&lt;br /&gt;
&lt;br /&gt;
Thornfen and the fortification known as the Tower of the Skink are controlled by the Axou. Imperial forces are free to move through those regions but Axos could withdraw this right whenever they wished. The Civil Service estimate that thanks to six months of magical enchantments placed by the magicians of Urizen, the garrison of the massive Tower is likely to stand at around 500 soldiers.&lt;br /&gt;
&lt;br /&gt;
The Empire has limited ability to move through the Nesustak Forest. At the moment, the rebels there are not minded to prevent Imperial forces doing so given the protection the Empire&#039;s armies have provided over the last six months. Again, this could change at any moment, should the Nesustak rebels choose to do so.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sarangrave]]&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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fair_share_of_labour&amp;diff=143897</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=143897"/>
		<updated>2026-08-19T15:24:48Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Powers */&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 fo 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 artisands.|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 Druj 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 enable 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;
===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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fair_share_of_labour&amp;diff=143889</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=143889"/>
		<updated>2026-08-19T15:10:39Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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 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 &amp;quot;singular&amp;quot; - 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;
==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 it&#039;s 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;
==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 fo 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 artisands.|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 Treki 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 Druj 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 enable 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;
===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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Fair_share_of_labour&amp;diff=143887</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=143887"/>
		<updated>2026-08-19T15:09:45Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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 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 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 Guild has 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;
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 &amp;quot;singular&amp;quot; - 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;
==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 it&#039;s 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 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;
==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 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 Guild, the Imperial Artisans 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 fo 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 artisands.|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 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 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 Treki offer to work to boost production of mines and forests in Hercynia if the Artisans 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 Druj are fierce advocates of the Artisans 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 enable 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 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 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;
===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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Winter_Solstice_winds_of_fortune&amp;diff=143864</id>
		<title>386YE Winter Solstice winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Winter_Solstice_winds_of_fortune&amp;diff=143864"/>
		<updated>2026-08-19T12:31:48Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Virtue Exalts.jpg|align=left|caption=News spreads through word of mouth as fast as it does through broadsheets and posters, and is sometimes more reliable. Or at least, unreliable in more amusing ways...|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&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 which 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 represents 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 opinion, and we&#039;re not trying to trick you.&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;
&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.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===I am Easy to Find===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens&#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 message to all Imperial citizens relating to the [[386YE_Winter_Solstice_interlude#In_the_Barrens|situation]] in [[the Barrens]].&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;[[I am easy to find]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Secret Meeting (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Archmages, Imperial Conclave; Pale Ravens, Nation&#039;s Guard, Whelps (?), Lunete de Cercle, those who believe they bear the heart of Elayne Silverlark; Churnspire Adjutor, those who bear gifts of Meraud; mana-site owners of the Marches; artists of many kinds who are privy to secrets&#039;&#039;&#039;&lt;br /&gt;
Six [[Archmage|archmages]], six [[Archmage#Plenipotentiary|plenipotentiary]] responses. The [[eternal|eternals]] are bound by ancient compact to respond in some way to each plenipotentiary missive, although sometimes they respond in unexpected ways. Three have chosen to meet with Imperial magicians, in one way or another. Three have chosen to respond in other ways. There is also a matter for the [[Conclave]] to discuss, arising from a [[Synod]] judgement at the Autumn Equinox that relates specifically to the practice of plenipotentiary.&lt;br /&gt;
&lt;br /&gt;
You can find details of the meetings, and notes about the other responses, in the &#039;&#039;&#039;[[Secret meeting]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Hammers and Boxes===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, the League, Wintermark; Archmage of Autumn; Imperial Conclave, Imperial Senate; Autumn magicians and traders; General of the Wolves of War; Herminius of the House of the Wanderer, Bella Di Sarvos&#039;&#039;&#039;&lt;br /&gt;
Over the last three months, several emissaries of the [[Realm#Autumn|Autumn realm]] have visited the Empire. Some hail from [[Estavus|Shikal the Fire Mountain]] and are apparently here at the behest of the [[Archmage of Autumn]]. Others come from the [[Ephisis|City of Gold and Lead]], and provide updates relating to the ritual [[Ephisis&#039; Scale]]. They&#039;re also interested in arranging certain trades - including one relating to the [[enchantment]] on the [[Wolves of War]].&lt;br /&gt;
&lt;br /&gt;
You can learn about the proposals of Estavus, and the deals of the City of Gold and Lead, in the &#039;&#039;&#039;[[Hammers and boxes]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Gifts of a Green Mother===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; Archmage of Spring; anyone with access to the regalia of the Archmage of Spring; Spring magicians; owners of farms, forests, and mana sites; Imperial Senate, Imperial Synod; Day magicians; orcs, briars, humans interested in becoming briars; people with access to realmsroot&#039;&#039;&#039;&lt;br /&gt;
As mentioned [[Secret_meeting#Forest_Queen|previously]], an emissary of the [[Yaw&#039;nagrah|Green Mother]] has visited the Empire and offered a number of boons to Imperial citizens. They include an offer to secure her aid in uniting the [[vallorn]] hearts; a boon to remove [[Wither the Seed|malign curse]] over [[Brocéliande]]; the ability for Spring magicians to brew a potent magical substance in a [[Churning Cauldron of Bravash|churning cauldron]]; a chance for owners of [[farm|farms]], [[forest|forests]], and [[mana site|mana sites]] to receive some of the eternals largesse if they can find a coven prepared to accept her &amp;quot;bloodamber boon&amp;quot; on their behalf; additional potence for certain [[enchantment|enchantments]] used on [[orc|orcs]] and those with the [[briar]] [[lineage]] - or humans who might wish to gain that lineage; and of course several opportunities to keep tabs on people who are accepting these boons. With Yaw&#039;nagrah under the [[alignment#Enmity|enmity]] of the Conclave, it&#039;s quite illegal for &#039;&#039;anyone&#039;&#039; to accept &#039;&#039;any&#039;&#039; of her boons.&lt;br /&gt;
&lt;br /&gt;
You can learn about these many opportunities and boons, and the challenges related to accepting them, in the &#039;&#039;&#039;[[Gifts of a green mother]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Send for Me (Appraisal)===&lt;br /&gt;
* &#039;&#039;&#039;Freeborn, especially of Feroz; Imperial Senate; Keeper of the Breadbasket, Marcher farm owners&#039;&#039;&#039;&lt;br /&gt;
At the Autumn Equinox, [[386YE_Autumn_Equinox_Senate_sessions#Appraise_Seed_Exchange|the Imperial Senate requested]] an [[appraisal]] related to seed banks, inspired by the [[Upwold]] Seed Exchange. As no specific researcher was requested, &#039;&#039;Gerard La Salle&#039;&#039; has asked [[Appraisal#Graciana_i_Lòpez_i_Guerra|Graciana i Lòpez i Guerra]] to consider the matter. The Freeborn prognosticator is known for her unusual techniques and novel approaches to any problem. And deliver she has! With particular reference to ruined [[Feroz]], Graciana has presented a number of proposals for the consideration of the Senate, and in the process has begun to assess the extent of the damage done to the territory by the wicked [[Grendel]] Governor Rahab.&lt;br /&gt;
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You can find out about the results of the appraisal, as well as details of the situation in Feroz, in the &#039;&#039;&#039;[[Send for me]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Million Miles of Water===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, Marchers, Freeborn, League; Imperial Senate, Imperial Military Council&#039;&#039;&#039;&lt;br /&gt;
Like the rest of the [[Broken Shore]], the territory of [[Mareave]] is warm and dry and much of its north is arid and thirsty. Farms struggle to grow crops or raise herds on such dry ground. This is a major barrier to growing the territory&#039;s prosperity and attracting more [[Imperial Orcs]] from distant [[Skarsind]] to establish new homes here. [[The Marches|Marcher]] experts from [[Mitwold]] and [[Upwold]] and [[the Brass Coast|Freeborn]] talented in drawing prosperity and growth from barren earth have been invited to the territory on the urging of their National Assemblies to help with this matter. There are also ruins here, built in the Skouran style, including the remnants of an immense aqueduct. There are many options here, and many different ways to address the climate in the new Imperial territory.&lt;br /&gt;
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You can learn about these various options, and the implications they might have for the larger Empire, in the &#039;&#039;&#039;[[Million miles of water]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Wasp Nest===&lt;br /&gt;
* &#039;&#039;&#039;Navarr, Highguard; Imperial Synod; Mistress of Monuments; Benefactor of High Chalcis, High Herbalist of Sybella, Generals of the Valiant Pegasus and the Bloodcloaks; Imperial Senate; Keeper of the Garden; Hazelelponi of the Shattered Tower; apothecaries&#039;&#039;&#039;&lt;br /&gt;
In [[Full_of_sacred_sound#A_Peerless_Kinship|peerless kinship]], [[Highguard|Highborn]] pilgrims come to [[Therunin]], to work with their peers among the [[Navarr]]. they seek a way to lay to rest the ghosts that throng in the east of the marshy territory, and with a little help from an injured [[Dawn|Dawnish]] soldier a path is laid. But the path cannot be walked, and the living are in as much danger as the dead in Therunin right now. With their final peerless kinship, the Highborn seek ways to help heal not only the spirits of Therunin, but also the water and soil corrupted by the taint of the Sephals Cauldron - and perhaps also ways to cement closer ties between the two nations.&lt;br /&gt;
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You can read about the suggestions that have arisen from this final use of peerless kinship, as well as the glimmer of hope for the future, in the &#039;&#039;&#039;[[Wasp nest]]&#039;&#039;&#039; wind of fortune,&lt;br /&gt;
===Fake Empire (Appraisal)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate, Imperial Military Council, Imperial Diplomats, Grandmasters, Ambassadors, and Æsa Sigeing&#039;&#039;&#039;&lt;br /&gt;
The second [[appraisal]] commissioned by the [[Senate]] instructs [[Appraisal#Naomi_of_Virtue&#039;s_Rest|Naomi of Virtue&#039;s Rest]] to discover how the Empire might disrupt relations between each [[Grendel]] salt lord. She was asked to find ways to not only disrupt relations between the salt lords but also with their allies, both internal and external. Although this appraisal falls squarely within her expertise, its scope means that her response has been a little limited in application. As a consequence, the prognosticator has split her appraisal into two parts - the first is designed to provide a description of the current situation, providing an overview of the Salt Lords Council, how it is made up and how it functions. The second part of her appraisal lays out what is known about the Grendel&#039;s allies and presents some ideas for how they might be approached.&lt;br /&gt;
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You can read about her findings, and the various suggestions she has made, in the &#039;&#039;&#039;[[Fake empire]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_General.png|caption=The General Assembly|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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===A Little Understanding===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod, Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
At the Autumn Equinox, three of the [[cardinal|cardinals]] of the [[Synod]], and a citizen who was acting as [[proxy]] to the [[Cardinal of Prosperity]], publicly swore an oath to bear an [[aura]] of [[Malign spiritual presences#Peace|Peace]] for the coming year, doing nothing to resist its effects. All four were quickly [[Sanction#Condemnation|condemned]] as [[Religious_crime#Heresy|heretics]] and [[Religious_crime#Blasphemy|blasphemers]] by the Assembly of [[Vigilance]]. The magistrates are now bound to conduct a trial to investigate the [[religious crime|religious crimes]] these cardinals are accused of. Meanwhile, the General Assembly must wrestle with the threat of a growing schism - following so closely on the heels of the [[True faith|recent crisis]] concerning [[Vardas]] - and contemplate what it means for the Way that cardinals dabble with the power of &amp;quot;false virtues&amp;quot;.&lt;br /&gt;
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You can find out about the legal considerations, as well as the potential repercussions of various outcomes, in the &#039;&#039;&#039;[[A little understanding]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The War of Thorns and Flowers===&lt;br /&gt;
* &#039;&#039;&#039;Highguard, the League, Varushka; Imperial Senate; Imperial Synod; Imperial Conclave; Master of the Koboldi, Master of Ice and Darkness; anyone interested in the war against the vallorn&#039;&#039;&#039;&lt;br /&gt;
The nations of the Empire have begun to rise to the challenge of the coming [[A thousand years of longing|war with the vallorn]]. The [[highguard|Highborn]] have called the [[Grey pilgrim|grey pilgrims]] home, allowing them to raise another army. [[The League]] have asked their most ambitious and innovative people to study the problem, while the [[Varushka|Varushkans]] have sought to draw on dark powers to battle civilisation&#039;s most implacable enemy. Other nations still debate the shape of the future, and they are by no means united in what the best course of action may be. These three nations, though, have chosen to face their enemy and begin to draw their plans against it.&lt;br /&gt;
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You can learn about the upheavals in the three nations that choose to support the [[Navarr]], and how they can shape the coming war, in the &#039;&#039;&#039;[[The war of thorns and flowers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===According to Principle (Commonwealth)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Commonwealth; Imperial Senate; League Assembly; Gisli Baerson&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] are a militaristic nation committed to the idea of ensuring the greatest good to the greatest number of people. As fellow signatories of the [[Liberty Pact]] they are perhaps the closest allies the Empire has among the great powers of the known world. At the moment they are locked in fierce battle with their historical rivals, the [[Principalities of Jarm]], but they still take time to answer messages from Imperial allies. In this wind, there is a discussion of war, news of visitors from the Commonwealth&#039;s universities and an opportunity they present, major changes to trade with the ports of [[Foreign_ports#Leerdam|Leerdam]] and [[Foreign_ports#Volkavaar|Volkavaar]], and an intrigued response to an invitation to visit the [[Holberg|Greatest City in the Empire]].&lt;br /&gt;
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You can learn about diplomatic matters related to the Commonwealth, and the opportunities they present, in the &#039;&#039;&#039;[[According to principle]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Little Faith===&lt;br /&gt;
* &#039;&#039;&#039;Assembly of Wisdom, General Assembly; Advisor on the Vallorn; Navarr&#039;&#039;&#039;&lt;br /&gt;
The Assembly of Wisdom has called for a [[386YE_Autumn_Equinox_Synod_judgements#Judgement_69|called for]] a [[Consecration#True_Liao|true consecration]] of the [[Great Library of Hacynian]]. Rather than a [[Inspirational_location#Memorials|memorial]] to an [[Paragons and exemplars|exemplar or paragon]] they wish to create a [[Inspirational_location#Sacred#Sites|sacred site]], a location that resonates with virtue - the place where the way to defeat the [[vallorn]] once and for all was found. The work of the Great Library, and its final revelations, has also inspired members of the nascent [[vine]] movement among the [[Navarr]], which has finally borne fruit in a shared understanding of what their role within the nation might be.&lt;br /&gt;
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You can find out more about the potential consecration, and the newborn vine movement, in the &#039;&#039;&#039;[[Little faith]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Theory of the Crows (Sarcophan)===&lt;br /&gt;
* &#039;&#039;&#039;Sarcophan Ambassador; Imperial Senate; High Herbalist of Sybella; folk interested in recreational consumables; white granite vendors and priests; Hahnmark farmers and Wintermark entrepreneurs; Cardinal of Prosperity, Mistress of Monuments; Bernhard Kleist von Ennerlund; and an unnamed Dawnish artist who presumably knows who they are...&#039;&#039;&#039;&lt;br /&gt;
The merchant-princes of the [[Sarcophan Delves]] strive for neutrality. They are enthusiastic about trade with the Empire, but their neutrality is precious to them. They hold it a mark of pride that they will deal with anyone who has goods, services, or money. While they have given up the practice of slavery without regret. Yet for all their focus they are still a great power of the known world, and sometimes their neutrality is sorely tested. There is talk of a new treaty, not just with the Empire but with all the great nations, to safeguard international trade. As always though, there is also discussion of trade and commerce, visits, and meetings arranged. The Sarcophan may not flex their political muscle often, but even when they do they do not lose sight of what is &#039;&#039;really&#039;&#039; important.&lt;br /&gt;
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You can learn about their proposals, and several opportunities and meetings, in the &#039;&#039;&#039;[[Theory of the crows]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Long Road===&lt;br /&gt;
* &#039;&#039;&#039;Summer magicians; would-be champions&#039;&#039;&#039;&lt;br /&gt;
For the past year, [[Summer magic|Summer mages]] who wished to entreat the [[Barien|Iron Duke]] for a supernatural challenge have been stymied by a conjunction of the stars. The [[eternal]] himself was unable to overcome the power of the celestial bodies that interrupted magic between the mortal and Summer realm. For four summits, there have been no new challengers of the Iron Duke. That changes now. Now that the conjunction has finally passed, the power of the ritual is restored, albeit not as it was. Whether the changes are a consequence of the conjunction or at the whims of the Keeper of the Revels themselves is not known. What is known, is that the heralds of Barien have announced that they are now pleased to present their patron&#039;s challenges for the Empire to consider.&lt;br /&gt;
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You can read about these challenges, and how the ritual so closely connected to the Iron Duke has changed, in the &#039;&#039;&#039;[[The long road]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===It Never Happened (Axos)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Axos; members of the Shuttered Lantern; General Assembly, Vigilance Assembly, Imperial priests&#039;&#039;&#039;&lt;br /&gt;
Imperial relations with the [[Axos|Citadels of Axos]] remain rocky. The little nation is clearly undergoing a level of [[Victory_and_unity#Times_Change|internal upheaval]] at the moment thanks to the ambitions of &#039;&#039;Grand Ilarch Kyther&#039;&#039;, recently ascended to the Throne of [[Axos#Tunnels_of_Kaban|Kaban]]. The [[Shuttered Lantern]] have completed their infiltration of the nation, and prepared their reports about the politics of the citadels. There is also the attempt to remove the ghosts and haunts from the fallen Citadel of Solokha, the aid that Imperial priests might offer, and the implications of the fact that the people of Axos believe the Imperial faith is a deception perpetrated by a jealous Creator. A misstep here might set the blocks tumbling again, and see Axos withdraw from the Empire again - but with the right approach perhaps the tumultuous nation might provide new opportunities to Imperial citizens?&lt;br /&gt;
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You can read about the situation in Axos, and its relation with the Empire, in the &#039;&#039;&#039;[[It never happened]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===So Far So Fast (Lasambria)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate; the Brass Coast; Imperial Synod, Brass Coast Assembly; Imperial Military Council; Imperial Consul&#039;&#039;&#039;&lt;br /&gt;
Last summit a party of diplomats from the Lasambrian Orcs visited Anvil to discuss peace. The details of their negotiation are known only to those who were present, but it seems that a [[Ambassador#Treaty|treaty]] that both sets of negotiators were willing to endorse was drafted. Since then, there has been a flurry of messages back and forth but the word is sent: in principle, all parties are willing to accept this treaty. The remaining hurdle is the approval of the relevant Imperial bodies of state. To become law, the [[Senate]] would need to [[Ambassador#Treaty|pass the treaty]] with a [[Senate_motion#Constitutional_Vote|constitutional vote]], and it would still be subject to veto by the [[Assembly|General Assembly]] and the Assembly of Nine.&lt;br /&gt;
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You can learn about the treaty, and its implications for the south-west Empire, in the &#039;&#039;&#039;[[So far so fast]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Figures From the Past Stand Tall===&lt;br /&gt;
* &#039;&#039;&#039;Highguard, especially Stewards of the Dead; High Exorcist; people in Reikos; residents of any territory invaded by the Druj; anyone whose previous character has died at the hands of the Druj&#039;&#039;&#039;&lt;br /&gt;
For several years, [[Reikos]] has known peace. In the aftermath of the [[Druj]] invasion and the expulsion of the rot eternal [[Llofir]] from [[Reikos#Tamarbode|Tamarbode]], its inhabitants have dedicated themselves to arts of healing and purification. The [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]], once a mighty fortification reduced to ruins, now stand as a symbol of restoration and resilience in the face of the horrors that came from [[the Mallum]] decades ago. Despite the rebuilding and the dedication of the Highborn, scars remain. Now it is as if those scars have come alive; as the end of the Highborn year approaches, ghosts gather in the shadows of High Chalcis.&lt;br /&gt;
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You can learn about these ghosts, as well as an opportunity to volunteer, in the &#039;&#039;&#039;[[Figures from the past stand tall]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Weird Goodbye===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark; Banner-bearer of Atkonaroq, Keeper of the Runegrott&#039;&#039;&#039;&lt;br /&gt;
Two seasons ago the Icebarn twins [[Farm,_fur,_and_fish#Out_of_the_Storm_(Conjunctions)|emerged from Sydanjaa]]. This pair of [[Wintermark_magical_traditions#Artok|Artok]] travel a strange, shifting route that sees them vanish into [[Sermersuaq#Sydanjaa|Sydanjaa]] for years at a time. During the Summer Solstice, the [[Banner-bearer of Atkonaroq]] and the [[Keeper of the Runegrott]] were each charged with leading a group of Imperial heroes through the Sentinel Gate to kill the Jotun tracking the pair and deal with &#039;&#039;Big Icebarn&#039;&#039; and &#039;&#039;Little Icebarn&#039;&#039; respectively. The artok were marked with runes of dominion and direction, and now at last the two can be put to work in service of the people of Wintermark as long as the runes hold them. The question is... what should they do now?&lt;br /&gt;
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You can learn about Big Icebarn and Little Icebarn, and the tasks they may be set, in the &#039;&#039;&#039;[[Weird Goodbye]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Friend of Mine (Sumaah)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sumaah Republic; Imperial fleet captains; League assembly&#039;&#039;&#039;&lt;br /&gt;
The [[Sumaah Republic]] are simultaneously allies of, and rivals to, the Empire. Their shared practice of the Way both provide them with common ground, and divides them over questions of orthodoxy. At the moment they are focussed on their own war with the [[Asavean Archipelago]], but they remain committed to spreading the Way through the entire world. That commitment might be challenged; news has reached the House of the People that the Asaveans are gearing up for a major push, intending to wreak fiery vengeance for the Sumaah role in the [[Mosaic|destruction of Chalonsio]]. The Republic asks for help - will the Empire respond? There are advantages to doing so... but also advantages to weakening the powerful Sumaah nation. They are rivals, after all.&lt;br /&gt;
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You can learn about the diplomatic situation in the Sumaah Republic, and the coming Asavean attack, in the &#039;&#039;&#039;[[Friend of mine]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Pride and Paragons===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Lepidean Librarian; Highguard and those invested in the Grand Inspiration&#039;&#039;&#039;&lt;br /&gt;
In summer, the [[Lepidean Librarian]] took the [[Courage|Courageous]] decision to publish in full the research on the [[Life of Vardas]]. Vardas had been recognised as a paragon of [[Vigilance]] for well over three centuries but their entire life story was essentially a collection of tall tales, penned by [[The_League_magical_traditions#mountebank|a League mountebank]] to make a quick ring. The discovery that it was all a lie and there was no Vardas threatened to be as a [[True_faith|hammer blow to the faith]] that would damage people&#039;s faith in the judgement of the [[Synod]]. At the Autumn Equinox, the Synod moved decisively to prevent a full-blown crisis of faith, but just as anticipated, it has raised more questions than it answered.&lt;br /&gt;
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You can learn about the repercussions of the Synod&#039;s decision, and the ripples it has created, in the &#039;&#039;&#039;[[Pride and paragons]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Start a War (Barrens)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate; people of Dawn; folk with an interest in the Barrens or the Mallum&#039;&#039;&#039;&lt;br /&gt;
As the dust settles [[By_northern_shores|over the dramatic events in the Barrens]], people begin to take stock of what has happened. The wheels of state roll on. [[The Barrens#The Fangs|The Fangs]] are now in Imperial possession and can now be [[Powers_of_the_Imperial_Senate#Allocation|allocated]] by the [[Senate]]. The attack on the Rahvin has polarised views across Dawn, setting houses - even siblings - against each other. There are many who support &#039;&#039;&#039;General Achavion Wolfborne&#039;&#039;&#039; and argue that he has put his life on the line for Dawn. Others oppose the attack, criticising the latest in a line of atrocities that have taken place since Dawn was given stewardship of [[the Barrens]]. What happens now?&lt;br /&gt;
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You can learn about the situation regarding the Fangs, and the two opposing factions inspired by events in the Barrens, in the &#039;&#039;&#039;[[Start a war]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Hard to Find (Barrens)===&lt;br /&gt;
* &#039;&#039;&#039;Dawn, especially questing knights and those in the Barrens; Navarr; anyone with interest in the Karass; General of the Golden Sun, Hand of the Healers, all four Knight-Protectors&#039;&#039;&#039;&lt;br /&gt;
While all eyes are on the [[Start a war|conflict in the north]], there is a glorious expedition planned in the south of the territory, a quest deep into the heart of the [[The Barrens#Untrod Groves|Untrod Groves]]. There are rumours of a strange creature dwelling here, a terrible beast that is linked the legendary Earl of the Groves. A band of daring knights is preparing to venture deep into the Groves unaware that disaster is waiting for them. At the same time, the [[Navarr]] have now completed their [[The_way_home#The_Last_Battle|new wayhouse]], in the [[The Barrens#Bleaks|Bleaks]]. It will help to forge tighter bonds between Navarr and Dawn, but the orcs in the Bleaks seem significantly less enthused about its presence.&lt;br /&gt;
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You can learn about the expedition into the Untrod Groves, and the response to the new wayhouse, in the &#039;&#039;&#039;[[Hard to find]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Made Anew (Madruga)===&lt;br /&gt;
* &#039;&#039;&#039;People in Madruga, especially those with herb gardens; military captains who took the &#039;&#039;Explore the Southern Reaches&#039;&#039; venture; Orders of the Unfettered Mind and Rod and Shield; Imperial Senate, Imperial Conclave; Hakima of Salt and Sand&#039;&#039;&#039;&lt;br /&gt;
At the Summer Solstice, the Scorrero river was driven to [[Where_the_river_rises#Annihilation_and_Transformation|burst its banks]] by Imperial magicians. It streamed into [[Madruga]] and washed away the desiccating blight that had transformed the [[Madruga#Great Grasses|Great Grasses]] into an ashen wasteland. The waters, infused with particles of [[ilium|star metal]] worked a powerful transformation on the territory, already scarred by [[A beacon of smoke|war]] with the [[Grendel]] and the [[Children of Wrecks]]. Now [[Where_the_river_rises#Shimmer|a strange marsh covers the southern reaches]] of Madruga. Following the Autumn equinox, [[military unit|daring champions]] and [[Conclave]] [[Magical skills#Magician|magicians]] alike began to explore the changed territory and try to understand what this transfiguration portends.&lt;br /&gt;
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You can learn about what they uncovered, and what is still hidden beneath the marshwaters and swaying grass, in the &#039;&#039;&#039;[[Made anew]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Golden Light (Capodomus)===&lt;br /&gt;
* &#039;&#039;&#039;Archbishop of Capodomus; Imperial Synod, especially the Ambition assembly; citizens keen to engage in national politics; ambitious folk; artists&#039;&#039;&#039;&lt;br /&gt;
The [[Assembly#The_Virtue_Assemblies|Assembly of Ambition]] has [[386YE_Summer_Solstice_Synod_judgements#Judgement_30|called for]] a [[Consecration#True_Liao|true consecration]] of [[Archbishop_of_Capodomus#Capodomus_Cathedral|Capodomus Cathedral]] in [[Sarvos]]. Rather than a [[Inspirational_location#Memorials|memorial]] to an exemplar or paragon, they wish to create a [[Inspirational_location#Sacred#Sites|sacred site]], a location that resonates with virtue. If the consecration goes ahead, this historic site will quickly become the most prestigious place in the Empire to study the Way, and provide a number of other opportunities to ambitious folk and the priests who encourage them. In particular there is a chance for the Archbishop of Capodomus to reach out to pilgrims across the Empire, to inspire them in the pursuit of their ambitions.&lt;br /&gt;
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You can learn about the prognosticator&#039;s assessment of the writ of consecration, and the opportunities it would create, in the &#039;&#039;&#039;[[Golden light]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=RhianosArt.jpg|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Second Star (Rhianos Race)===&lt;br /&gt;
* &#039;&#039;&#039;Competitors in Rhianos&#039; great race&#039;&#039;&#039;&lt;br /&gt;
In Summer 386YE, the [[Rhianos|Regent of the Eternal Sea]], announced they were holding a great race, an [[Famine_and_feast#Rhianos|epic voyage]] to the four corners of the world. Those who successfully completed the [[Famine and feast|first leg]] were [[Roaring_plenty|given three new options]] for the second leg depending on whether they valued loot, adventure in the unknown, or wished to set their sails &#039;&#039;&#039;straight on for glory&#039;&#039;&#039;, hoping against hope to win the sweet prize of victory for themselves. The race is still only half complete, there are two more seasons to go before someone can complete the entire voyage. There are few changes this season for those who have stayed the course, say the heralds of the &#039;&#039;Brilliant Kingfisher&#039;&#039;, but the course has shifted again.&lt;br /&gt;
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You can find out about the new course, and the first inklings of the finish line, in the &#039;&#039;&#039;[[Second star]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Lit Up (Mareave)===&lt;br /&gt;
* &#039;&#039;&#039;Golden Pyramid; Imperial Orcs, Urizen; Minister of Historical Research, Imperial Consul, Senator for Mareave&#039;&#039;&#039;&lt;br /&gt;
[[Mareave]], second territory of the [[Imperial Orcs]] nation, is the southerly territory in the Empire and potentially the most exposed. As autumn turns to winter, its inhabitants pan for the coming year. What endeavours might work, who might be convinced to support whom in an undertaking, and what to do if - or when - the Grendel return. There is plenty going on. The [[Golden Pyramid]] remain in the territory, keenly searching for [[opportunity|opportunities]] to establish new ventures and use their magic to enhance the prosperity of its citizens. The cautiously friendly [[Skoura|Skourans]] look for new ways to approach the fact their old lands of Mahal are now controlled by orcs very different to the original Grendel inhabitants. And in the south the [[Illarawm]] sect make their approach to the [[Region_qualities#Uncooperative|uncooperative]] Brine Turtles, hoping to find ways to build new bridges. &lt;br /&gt;
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You can learn about these diplomatic developments in Mareave, and the exciting potential of a true grand lodge, in the &#039;&#039;&#039;[[Lit up]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Obsidian Shards (Spiral)===&lt;br /&gt;
* &#039;&#039;&#039;People of Spiral; Senator for Spiral, Oblivion Sentinel&#039;&#039;&#039;&lt;br /&gt;
The situation in [[Spiral]] has been slowly stabilising over the course of the last year, but peace is never a given in a territory scarred by the presence of the {{Black Plateau}}. Now it seems that a renegade force of former rebels, former Urizen who chose to remain in Ankra and become foreigners, have been harbouring a terrible corruption for many years. Their belief that there is a terrible conspiracy afoot in the Empire has led them to begin attacking Imperial citizens. Disavowed by their former allies, they are closing in on targets and only Imperial heroes have a chance to stop them.&lt;br /&gt;
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You can learn about this renegade faction, and the threat they pose, in the &#039;&#039;&#039;[[Obsidian shards]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Rumblings in the Gullet===&lt;br /&gt;
* &#039;&#039;&#039;People who live in territories on the Gullet; Roost&#039;s Reeve; Kjellen Saltmire; Claviger of the Basilica of Cora Holdfast&#039;&#039;&#039;&lt;br /&gt;
A minor tremor has been felt in the territories on the Gullet. Settlements along the coast have suffered some minor, superficial damage, but that alone would not be enough to cause too much of a stir. Then reports of items washing onto shore began. Followed by sightings of strange, shambling figures. Finally, people have gone missing. &lt;br /&gt;
&lt;br /&gt;
You can learn about the strange occurrences centred around the Gullet in the &#039;&#039;&#039;[[Rumblings in the Gullet]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Watching You Well===&lt;br /&gt;
* &#039;&#039;&#039;Assembly of Nine; Dedicants of Vigilance; Imperial Senate; The Throne; Allies of the Hand of Dumon; People with an interest in the law&#039;&#039;&#039;&lt;br /&gt;
Last season &#039;&#039;&#039;Constanza i Kalamar i Guerra&#039;&#039;&#039; raised a judgement in the Assembly of Nine to direct the [[Silent Bell (Sodality)|Silent Bell]] to investigate the Hand of Dumon, including anything connecting the group to the {{Black Plateau}}. Over the last three months, the Silent Bell have reached out to the Suranni magicians who fled the Iron Confederacy for more information on the membership and ethos of the illegal group. &lt;br /&gt;
&lt;br /&gt;
You can learn about what the Silent Bell were to uncover in the &#039;&#039;&#039;[[Watching you well]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===All the Wind (Faraden)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Celestial Arch Conclave Order; Imperial magicians of all stripes; Holberg Chamber of Commerce; Azure Sutannir; Imperial fleets&#039;&#039;&#039;&lt;br /&gt;
The lifeblood of [[Faraden]] is trade, but it is also a country of canny wizards, courageous warriors, and proud (albeit heretical) priests. Lying beyond the [[Jotun]] and the [[Iron Confederacy]], they send their caravans to Imperial markets despite the high tariffs they must pay to pass through the lands between. Diplomatic relations between the Court of the Five Winds and the [[Senate]] are changeable - warm one moment, cool the next - but it has never come to open warfare. Right now Faraden is squeezed between two competing interests - the Empire on one side and the angry Plenum of the [[Asavean Archipelago]] on the other - and they must walk a knife-edge between the two powerful nations.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic developments, and several opportunities, in the &#039;&#039;&#039;[[All the wind]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Bitter and Absolute (Iron Confederacy)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Iron Confederacy; Golden Fleet Salvagemaster; Imperial fleets; &lt;br /&gt;
The Iron Confederacy sees itself as a potential rival to the Empire, a powerful nation that matches its northern neighbours in size and strength. It&#039;s hard to prove or disprove their claims, unlikely as they seem, and despite centuries of grudging trade and even the occasional war, Imperial scholars know little about the south-western nation. Diplomacy between the Ducal Council and the Empire continues to shift, though the Senate&#039;s removal of tariffs and outlawing the trade of narcotic goods to the Suranni has seen an uptick in relations.&lt;br /&gt;
&lt;br /&gt;
You can learn about trade, diplomacy, and a strange shipwreck in the &#039;&#039;&#039;[[Bitter and absolute]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===About Today (Thule)===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Otkodov; Scops of Wintermark; Bond Holders of the Five Fang Consortium; Custodian of the Gift of the Dwindling Star; Mediator of Wreck&#039;&#039;&#039;&lt;br /&gt;
The Thule are ruled by their magicians. Almost all positions of authority are held by those capable of working magic. Ritual magicians - or warlocks - hold more power than those who focus on the performance of incantations, and the nation as a whole is ruled with an iron fist by potent, aged shaman-ritualists called the [[Thule lore#Dragons|Dragons]]. The long peace between the Thule and the Empire is close to ending; if there is no agreement then there will be war after the Summer Solstice 387YE.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomacy, cultural exchange, and the highs and lows of making deals in the &#039;&#039;&#039;[[About today]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Mistaken For Strangers (Visitors)===&lt;br /&gt;
* &#039;&#039;&#039;People with business with the Kulsdottir; Blaze Dunning; High Bard of the Empire; Generals of the Black Thorns, Citadel Guard, Drakes, Granite Pillar, and Tusks; Unlineaged humans who want to become changelings; Questors and Guides dedicated to Wisdom; People of Dawn and Varushka with an interest in the Deadwood Knight; People interested in talking to representatives of &#039;&#039;The Falconer&#039;&#039;; Musicians; People of Dawn with an opinion on Glory; People of the League with an interest in deals; People interested in incense; People who called the Ketsov to inquisition; Highborn Unconquered; The Red Bramble; Friends of Rahuun Amahuz; People with an opinion on the Marracossans; and People with an interest in the Sandfishers&#039;&#039;&#039;&lt;br /&gt;
Every season, people from across the Empire and beyond make their way to Anvil. Not just the Imperial citizens who are drawn to influence the major houses of state, but those who want help with their problems, or who have an idea for an amazing scheme that will definitely make everyone involved rich.&lt;br /&gt;
&lt;br /&gt;
You can learn about some of these opportunities to interact with weird and wonderful visitors in the &#039;&#039;&#039;[[Mistaken for strangers]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Patterns of Fairytales (Winds of Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial magicians and the Imperial Conclave; Silver Chalice order, Unfettered Mind or Shuttered Lantern; those who make or own arcane projections; Kallavesi mystics; Dean of the Lyceum, Marchers who like a party, Marcher farm owners, Landskeepers; Icewalkers; people interested in the Loom of Spells; anyone who has a pinch of stardust; Enchanter Edmund Torawyr, Florence i Fuego i Erigo, and any Imperial title-holders who are potentially willing to accept bribes; anyone worried about Tharim&#039;&#039;&#039;&lt;br /&gt;
The winds of magic blow, through the mortal world and from the [[Realm|magical realms]]. It includes discussions of the [[Silver Chalice]] efforts to help deal with the repercussions of the Scorrero flooding, a grand conjunction with major implications for those who make or [[arcane projection|arcane projections]]; the auction of a [[college of magic]]; and visits to the swamps for [[Kallavesi]] mystic vision questers. There&#039;s also additional guests at Marcher Wassail, a strange undertaking involving Azoth and alchemy; discussion of letters to Lashonar; someone odd wanting to speak to Icewalkers; and a whole bunch of other eternal related shenanigans for good measure.&lt;br /&gt;
&lt;br /&gt;
You can learn about magical developments, and opportunities, in the &#039;&#039;&#039;[[Patterns of fairytales]]&#039;&#039;&#039; wind of magic.&lt;br /&gt;
===One of Us (Asavea)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Loyalty Assembly; Sevenfold Path; folk invested in spreading the Way in Asavea&#039;&#039;&#039;&lt;br /&gt;
The Imperial Synod has committed to the spreading of the Way to Asavea. [[Irreconcilable_differences|Conflict with]] the [[Senate]] has been resolved through the use of the [[veto]], and certain compromises have been suggested, and missionaries and wayfarers continue to head east with the help of the [[the Brass Coast|Freeborn]]. The missionaries are not the only people heaving east. At the direction of the Conclave, magicians of the [[Sevenfold Path]] have slipped into Asavea, in the hope that they may be able to make contact with virtuous magicians who follow the Way. At the same time, the Loyalty assembly searches for ways for its members to directly aid the grand undertaking - not through straightforward missionary work but by identifying those who would change Asavea for the better and urging them to follow the voice of their heart.&lt;br /&gt;
&lt;br /&gt;
You can learn about the recent developments in this grand undertaking, slow and steady as it may prove to be, in the &#039;&#039;&#039;[[One of us]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Rebels and Loyalists (Marches)===&lt;br /&gt;
* &#039;&#039;&#039;General Assembly, Loyalty Assembly, Pride Assembly; the Marches&#039;&#039;&#039;&lt;br /&gt;
There are two developments in the Imperial Synod following the Autumn Equinox that have eyebrows raised across the Marches. The first is the decision of the [[Pride]] assembly to seek [[recognition]] for the [[The_Ore_Hills_Rebellion#The_Ore_Hills_Ringleaders|ringleaders]] of [[the Ore Hills Rebellion]]. The other is the [[revocation]] of one of the Marcher [[Senator|senators]], for what seems to amount to an accusation of being &amp;quot;disloyal to the nation&amp;quot; - something that the [[Loyalty]] assembly has been very clear over the years is not acceptable.&lt;br /&gt;
&lt;br /&gt;
You can learn about these two spiritual matters, and what they might portend, in the &#039;&#039;&#039;[[Rebels and loyalists]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Beasts and Birds===&lt;br /&gt;
* &#039;&#039;&#039;Some animals in Sermersuaq and neighbouring territories have become wilder&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is no obvious explanation for it, but it does not seem to be getting more widespread&#039;&#039;&#039;&lt;br /&gt;
In [[Sermersuaq]], and neighbouring territories, beasts have become wilder. Previously tame livestock have begun to bite or butt at the hands they once welcomed. Birds peck at those that come near, even with feed. Pets bite and hiss at their once-beloved owners. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Participation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
If your character lives in Sermersuaq, or one of the neighbouring territories, then this might have happened to &lt;br /&gt;
you or someone you know. An appropriate story could involve a wild animal attacking where it usually would flee, or a beloved pet behaving in an unlikely manner.&lt;br /&gt;
&lt;br /&gt;
==Trade Summary==&lt;br /&gt;
Rather than spread this information out around the various foreign nations, we&#039;ve collected it here for ease of reference.&lt;br /&gt;
&amp;lt;!--* &#039;&#039;&#039;Asavean Archipelago:&#039;&#039;&#039; The port of [[Asavean_Archipelago_ports#nemoria|Nemoria]] is closed to Imperial trading vessels. --&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Axos:&#039;&#039;&#039; The Axos continue to be annoyed about revelations relating to Imperial involvement in the failure of their [[Roll and fall|joint venture with the Grendel]] into the Mountains of the Moon. Consequently, Imperial fleets suffer penalties to trade with Axos. A fleet captain trading at the [[Axos_ports#Towers_of_Kantor|Towers of Kantor]] suffers a 1 rank penalty.&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth:&#039;&#039;&#039; The ports of [[Commonwealth_ports#Leerdam_.28Eastern_Commonwealth.29|Leerdam]] and [[Commonwealth_ports#Volkavaar_.28Western_Commonwealth.29|Volkavaar]] welcome Imperial traders and their production has been significantly altered. You can find out more about the new items on the &#039;&#039;&#039;[[According_to_principle#New_trade|According to principle]]&#039;&#039;&#039; wind of fortune. Fleets trading with either Commonwealth port benefit from a 1 rank bonus due to the [[Authority_and_acceptance#Red_Sails|Asavean bounty]] on fleets trading with the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Faraden:&#039;&#039;&#039; The port of [[Foreign_ports#Caitun|Caitun]] welcomes Imperial fleets. Fleets from the Marches and Wintermark benefit from a +1 rank bonus due to close proximity. The production of Caitun has shifted to produce 2 fewer ingots of orichalcum and 1 more giant blood whelk. You can find out more about the situation on the &#039;&#039;&#039;[[All_the_wind#Whelks_and_Yaks|All the wind]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
* &#039;&#039;&#039;Iron Confederacy:&#039;&#039;&#039; The port of [[Iron_Confederacy_ports#Robec|Robec]] is available for Imperial fleets.&lt;br /&gt;
&amp;lt;!--* &#039;&#039;&#039;Principalities of Jarm:&#039;&#039;&#039; The ports of [[Principalities_of_Jarm_ports#Kavor_.28Northern_Principalities_of_Jarm.29|Kavor]] and [[Principalities_of_Jarm_ports#Vezak_.28Southern_Principalities_of_Jarm.29|Vezak]] remain closed to Imperial fleets.--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Sarcophan Delves:&#039;&#039;&#039; The ports of [[Sarcophan_Delves_ports#Sarcophan|Sarcophan]] and [[Sarcophan Delves ports#Betovering|Betovering]] welcome Imperial traders. &lt;br /&gt;
* &#039;&#039;&#039;Sumaah Republic:&#039;&#039;&#039; The port of [[Foreign_ports#Zemeh|Zemeh]] welcomes Imperial traders, and its production has been significantly altered. You can find out more about the changes on the &#039;&#039;&#039;[[Friend_of_mine#Inspire_Others|Friend of mine]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;!--* &#039;&#039;&#039;Grendel:&#039;&#039;&#039; The port of [[Everything_has_a_price#A_New_Destination|Oran]] is closed to Imperial fleets.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* &#039;&#039;&#039;You can find details of the mandates, along with the rest of the Synod judgements, [[386YE_Autumn_Equinox_Synod_judgements#Mandate|here]].&#039;&#039;&#039;&lt;br /&gt;
A number of [[mandate|mandates]] were successfully upheld in the Imperial Synod last season. As long as the named priest provided sufficient liao, those mandates have been [[Mandate#Implementing_a_Mandate|automatically enacted]].&lt;br /&gt;
&lt;br /&gt;
==Autumn Conjunctions==&lt;br /&gt;
* &#039;&#039;&#039;Last event there were a number of conjunctions of the Sentinel Gate; their known outcomes are listed here&#039;&#039;&#039;&lt;br /&gt;
During the Autumn Equinox, there were a number of [[Sentinel_Gate#Conjunctions|conjunctions]] of the [[Sentinel Gate]] identified by the Imperial prognosticators. In each case a band of Imperial heroes used that conjunction to travel to a location far from Anvil and intervene in an ongoing situation. These are the known outcomes of those conjunctions. In the case of battles, it is important to remember that the [[Military Council]] can only make use of &#039;&#039;two&#039;&#039; of the major conjunctions each summit, choosing which to take advantage of during the Muster.&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;[[Madruga|Madruga, Free Landing, Freeborn Plain]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Break the &#039;&#039;Gathering Storm&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Children of Wrecks&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The gathering storm|The Gathering Storm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; the Children of Wrecks have formed a navy; Thunderous Deluge unleashed across Madruga &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mournwold|Mournwold, Ore Hills, Jade Wood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rouse the Mourn&#039;s defenders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_wild_wind_rises#Sixty_Years_Gone_(Battle_Opportunity)|Sixty Years Gone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Field Marshall was &#039;&#039;&#039;Jedediah Boon&#039;&#039;&#039; of [[the Marches]]; the Miners of the Mourn were rescued; the Summerborn Champions were defeated; the fate of the Hooper Ghosts is unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Therunin|Therunin, Sweetglades, Ashborder]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stop the Druj&#039;s plan&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Blood_and_mire#All_Along_the_Lakeside_(Battle_Opportunity)|All Along the Lakeside]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Field Marshall was &#039;&#039;&#039;Cadwell Waystone&#039;&#039;&#039; of [[Navarr]]; Blood Drainers coven was stopped; Cintra Blackstaff was stopped; the fate of the Beasts of Sweetglades is unknown&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Normal 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	|| 	The Barrens, Untrod Groves, Skrengal Copse	|| 	[[Knight-protector|Knight-protector of Spring]]	|| [[Blood_and_mire#Dreams_and_Nightmares_%28The_Barrens%29|Kill the Druj ritualists]]	|| Druj ritualists killed&lt;br /&gt;
|-								&lt;br /&gt;
|	2	|| 	Morrow, Peregro, Iulia&#039;s Grove	|| 	[[Churnspire Adjutor]]	|| [[Blood_and_mire#Unexpected_Laughter_(Morrow)|Kill the &#039;&#039;Shuddering Wrast&#039;&#039;]] || Shuddering Wrast killed and the rest of the Druj defeated&lt;br /&gt;
|-								&lt;br /&gt;
|	3	|| 	Mournwold, Chalkdowns, Tilly&#039;s Howe	|| 	[[Keeper of the Happiston Fields]]	|| 	[[As_it_is_when_it_was#Between_the_Lines_%28Mournwold%29|Investigate the disturbance]] || Unknown but &#039;&#039;&#039;Tilly of Chalkdown&#039;&#039;&#039;, the Keeper of the Happiston Fields, should know more&lt;br /&gt;
|-								&lt;br /&gt;
|	4	|| 	Miaren, Goldglades, Soured Pasture	|| 	[[Rod and Shield|Grandmaster of the Rod and Shield]]	|| [[How_to_be_dead#A_Sudden_Chill|Kill the followers of the Braying Lord]] || Followers of the Braying Lord escaped and whereabouts are unknown&lt;br /&gt;
|-								&lt;br /&gt;
|	5	|| 	Therunin, Peakedge Song, Bronwen&#039;s Stand	|| 	[[Eastern Broker]]	|| [[Blood_and_mire#Colour_of_Trust_(Therunin)|Stop the Druj]] || Druj all killed&lt;br /&gt;
|-								&lt;br /&gt;
|	6	|| 	Hahnmark, Wood Heath, Tainted Bawn	|| 	[[Imperial Huntsmarshall]]	|| [[How_to_be_dead#A_Bitter_Thought|Kill the Crimson Band]] || Crimson Band all killed&lt;br /&gt;
|-								&lt;br /&gt;
|	7	|| 	Nithoggir, Skarlans, Shaft #3	|| 	[[Ambassador to Otkodov]]	|| [[Authority_and_acceptance#Capital_at_Risk|Investigate the situation]] || Unknown but &#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, the Ambassador to Otkodov, should know more&lt;br /&gt;
|-								&lt;br /&gt;
|	8	|| 	Temeschwar, Vardstein Vale, Putrid Fields	|| 	[[Delver of the Depths]]	|| [[How_to_be_dead#Under_the_Dust|Slay the Braying Lord]] || Some Imperial casualties. Braying Lord and its followers all slain&lt;br /&gt;
|-								&lt;br /&gt;
|	9	|| 	Holberg, Holmauer, Wunderkind Fields	|| 	[[Custodian of the Bloody Great Sausage]]	|| [[Hey_now_how_you_doing%3F#Taste_of_Solitude_(Holberg)|Kill the Feasters of Marrow]]	|| Feasters of Marrow all killed&lt;br /&gt;
|-								&lt;br /&gt;
|	10	|| 	Tassato, Tassato Mestra, Felladonni Woods	|| 	[[Tassatan Hills]]	|| [[The_wild_wind_rises#Lion_on_the_Hill_(Tassato)|Stop the warband from claiming ilium]] || Jotun defeated and ilium protected&lt;br /&gt;
|-								&lt;br /&gt;
|	11	|| 	Mournwold, Southmoor, Charlie&#039;s Coppice	|| 	&#039;&#039;&#039;Nigel Hornbeam&#039;&#039;&#039;	|| [[The_wild_wind_rises#Leaning_on_the_Knife_(Mournwold)|Kill Dalton Royse]] || Jotun defeated but Dalton Royse not found. Defeat of Jotun meant Dalton Royse was later discovered and executed by beaters &lt;br /&gt;
|-								&lt;br /&gt;
|	12	|| 	Astolat, Winterbourne, the Grand Spinney	|| 	&#039;&#039;&#039;Jared of the Sentinels Tower&#039;&#039;&#039;	||[[Hey_now_how_you_doing%3F#Gifts_(Astolat)|Kill the Speakers of Famine]]|| Speakers of Famine all killed&lt;br /&gt;
|-								&lt;br /&gt;
|	13	|| 	Mournwold, Southmoor, Fecund Boscage	|| 	&#039;&#039;&#039;Olyvar of Esther&#039;s Sanctum&#039;&#039;&#039;	|| 	[[The_wild_wind_rises#Connecting_Lines_(Mournwold)|Clear the last Jotun cache]] || Jotun killed. Last Jotun cache claimed&lt;br /&gt;
|-								&lt;br /&gt;
|	14	|| 	Ayereed, Cornaghan, Anabla&#039;s Orchard	|| 	[[Seventh Wave|General of the Seventh Wave]]	|| [[Steel_and_salt#A_New_Arrival_(Ayereed)|Stop the Asaveans from reinforcing Stormlords Rise]] || Asaveans and Grendel killed. Chest claimed from the Asaveans&lt;br /&gt;
|-								&lt;br /&gt;
|	15	|| 	Mournwold, Chalkdowns, Broken Corral	|| 	[[Reeve of the Happiston Mana Exchange]]	|| [[The_wild_wind_rises#A_Matter_of_Thought_(Mournwold)|Defeat the Jotun]]	|| Jotun defeated&lt;br /&gt;
|-								&lt;br /&gt;
|	16	|| 	Sarvos, Uccelini, Isle of the Fox	|| 	[[Steward of the Sarvos Mana Exchange]]	|| 	[[Glass_and_flame#A_Pile_of_Sand_(Sarvos)|Protect the Isle of the Fox]]	|| Grendel all killed &lt;br /&gt;
|-								&lt;br /&gt;
|	17	|| 	Bregasland, Grey Fens, Hal&#039;s Hollow	|| 	[[Imperial Advisor for the Feni]]	|| 	[[The_wild_wind_rises#Lessons_and_Teachers_(Bregasland)|Stop the Jotun slaughtering the Feni]] || Jotun defeated and Feni protected. [[Liathaven#Liath&#039;s Ring|Liath&#039;s Ring]] has gained the under threat quality&lt;br /&gt;
|-								&lt;br /&gt;
|	18	|| 	Kallavesa, West Marsh, Ardith&#039;s Holt	|| 	[[Speaker of the Crows]]	|| [[Harvest_of_infamy#A_Sense_of_Humour_(Kallavesa)|Protect the Pilgrim&#039;s Trail from the Asaveans]]	|| &#039;&#039;High Voice Chiara&#039;&#039; survived. Grendel and rest of Asaveans killed. Whereabouts of High Voice Chiara unknown.&lt;br /&gt;
|-								&lt;br /&gt;
|	19	|| 	Madruga, Calvos Sound, Santana&#039;s Path	|| 	[[Hand of Guerra]]	|| [[The_gathering_storm#Like_Lightning_and_Rain_(Madruga)|Kill the wreckers]] || Some Imperial casualties. Wreckers defeated&lt;br /&gt;
|-								&lt;br /&gt;
|	20	|| 	Necropolis, Longbeach, Magazjin Plain	|| 	[[Kruidenkenner Trademaster]]	|| [[The_gathering_storm#Plans_(Necropolis)|Kill the wreckers]]	|| Some wreckers killed but Imperial retreat after casualties&lt;br /&gt;
|-								&lt;br /&gt;
|	21	|| 	Volodmartz, Perumaki, the Choked Forest	|| 	[[Grim Gardener]]	|| [[As_it_is_when_it_was#A_Different_Dance_%28Volodmartz%29|Soothe the wolves of Nadezhdikov]] || Wolves of Nadezhdikov soothed &lt;br /&gt;
|-								&lt;br /&gt;
|	22	|| 	Spiral, Apulus, Eammon&#039;s Bawn	|| 	[[Spiral|Senator for Spiral]]	||[[The_gathering_storm#The_Storm_Gathers_(Spiral)|Stop the &#039;&#039;Wailing Gyre&#039;&#039;]] || Some Imperial casualties but the Wailing Gyre all killed&lt;br /&gt;
|-								&lt;br /&gt;
|	23	|| 	Karov, Duzekani, Bulgakov	|| 	[[Grieftender of the Forgotten]]	|| [[All_the_way_to_Anvil#Reclamation_of_Bulgakov_(Conjunctions)|Make the vale of Bulgakov inhabitable]]	|| Deadly black glass was cleansed and Bulgakov made inhabitable&lt;br /&gt;
|-						&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Autumn_Equinox_winds_of_fortune&amp;diff=143862</id>
		<title>386YE Autumn Equinox winds of fortune</title>
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		<updated>2026-08-19T12:31:39Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
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&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Talking in Anvil.jpg|align=left|caption=News spreads through word of mouth as fast as it does through broadsheets and posters, and is sometimes more reliable. Or at least, unreliable in more amusing ways...|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&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 [[386YE_Summer_Solstice_winds_of_war|Winds of War]] which 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;
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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 represents 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 opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
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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;
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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.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===Signal Fire===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
In previous seasons [[the Throne|Throne]], [[Emperor Vesna]], has used their power to [[The_Throne#Address_the_Empire|address the Empire]] to present a personal message to all Imperial citizens. This season, however, she has chosen to allow someone else to make that address on their behalf - Rane Shard-Bearer, the [[Senator]] for [[Kallavesa]]. &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;[[Signal fire]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Fayre Fight===&lt;br /&gt;
* &#039;&#039;&#039;Dawn, especially those who completed all four stages of the Grand Tour&#039;&#039;&#039;&lt;br /&gt;
The [[Dawn_egregore|Knight of Roses]] has invited all those who have completed the [[Dog_days_are_over#The_Grand_Tour|Grand Tour]] to take part in a special tourney to be held at [[Anvil]], in the heart of the Empire. The Reeve has gone further, proposing that the nation present a fayre at Anvil, to celebrate all that is best in Dawnish life, and to show the other nations the splendour and glory of their nation. Two other tourneys are also due to take place - to determine the new &lt;br /&gt;
[[knight-protector]] of Autumn, and as part of the selection of the [[Challenger in Waiting]] - and there are interesting developments with both those titles that might add extra frisson to the autumn fayre.&lt;br /&gt;
&lt;br /&gt;
You can read about the fayre and the tourneys, and the various opportunities related to each, in the &#039;&#039;&#039;[[The fayre fight]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Beneath Mithril Spires===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Commonwealth; Imperial Senate; Dean of the Lyceum; Voice of Liberty; Imperial fleet captains&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] is perhaps the closest thing to an ally the Empire has among the six [[Foreign_nations#Great_Powers|great powers]] of the known world. Committed to the principles of the greater good, they disagree with the Empire on any number of things but actively seem to seek points of agreement and common ground over dissent and difference. One day the two nations will fight - it is inevitable given both seek to bring the entire world under the aegis of what the believe is right - but for now there is space for discourse and even cooperation.&lt;br /&gt;
&lt;br /&gt;
You can learn about diplomatic relations and political complications relating to the Commonwealth, as well as several opportunities, in the &#039;&#039;&#039;[[Beneath mithril spires]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Hyenas and Herbs===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sarcophan Delves; Imperial Senate; Custodian on the Concordium Docks; High Herbalist of Sybella; Master of the Root and Stem; Wintermark farmers; Imperial fleet captains&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Bedelaar Huisbaas&#039;&#039; of the [[Sarcophan Delves]] always seek to maintain a level of neutrality, the better to ensure their ships are welcome at every port. They are enthusiastic trade partners, both with the Empire and the Empire&#039;s enemies. Their refusal to pick a side between the nations that make up the [[Liberty Pact]] and the so-called &amp;quot;Freedom Accord&amp;quot; is being tested however, thanks to the Asavean Plenum. Yet they&#039;re not ready to give up on the Empire just yet, and indeed some of them seem interested in increasing their investment in Imperial markets - conflict breeds opportunity after all.&lt;br /&gt;
&lt;br /&gt;
You can learn about the state of diplomatic relations with the Delves, as well as a couple of opportunities to trade with them, in the &#039;&#039;&#039;[[Hyenas and herbs]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Houses of Silence===&lt;br /&gt;
* &#039;&#039;&#039;Sarvosans, especially the Chamber of Commerce; Imperial Synod; Ambassador to the Sarcophan Delves; Artists; Anyone with an interest in recreational narcotics or the law&#039;&#039;&#039;&lt;br /&gt;
Three years ago the Imperial Senate ceded the Alivetti estates near [[Sarvos]] to the [[Sarcophan Delves]], so that they could create a trading enclave. Under the sponsorship of the powerful Vandersaar family, that enclave has flourished; but not always in ways palatable to every Imperial citizen. As the Autumn Equinox approaches, the matter of the Alivetti estates receives additional scrutiny - not only because of concerns about the Sarcophan enforcing their own laws there, but of plans to build a blasphemous cathedral on what was until recently Imperial soil. At the same time, the Vandersaar are looking to invest further in Sarvos, setting the stage of a great deal of discussion about the presence of the &#039;Delves merchants on the southern border of the Empire.&lt;br /&gt;
&lt;br /&gt;
You can read about the controversy, and a rare opportunity for the Sarvosan Chamber of Commerce, in the &#039;&#039;&#039;[[Houses of Silence]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Victory and Unity===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Axos; Regario Dossier; Assembly of Nine; Shuttered Lantern, Celestial Arch, and Sevenfold Path; Imperial Synod&#039;&#039;&#039;&lt;br /&gt;
The Empire and [[Axos]] have never been friends, and are at best allies of convenience perhaps. The only signatory to the [[Liberty Pact]] that is not a Great Power, Axos seeks to make it&#039;s mark on the world stage - even though it covers less land than many Imperial nations. Relations are always a little volatile - the Axou are prickly at best - but there is talk of a rising movement that seeks to secure the legacy of the sorcerer-kings in a way that is making some observers a little nervous.&lt;br /&gt;
&lt;br /&gt;
You can learn about the current situation, and a few opportunities to engage with the unpredictable Axou, in the &#039;&#039;&#039;[[Victory and unity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Where Five Winds Meet===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Faraden; Azure Sutannir and Freeborn Assembly; Shuttered Lantern and Celestial Arch; Master of the Regario Dossier; Gloaming Road; Imperial Senate; people with Weirwood and Iridescent Gloaming to trade; Holbergians&#039;&#039;&#039;&lt;br /&gt;
The lifeblood of [[Faraden]] is trade, and their caravans criss-cross the Empire even though the Lasambrian [[Jotun]] charge them a steep price for doing so. Relations between the Empire and the smaller nation to the west vary from year to year, warm one moment, cool the next, but it has never come to open warfare. Unfortunately, it seems the Faraden are caught between a rock and a hard place - with the [[Asavean Archipelago|Asavean]] Plenum one one side ant the Empire on the other. Faraden involvement in the recent [[Harvest of infamy|attack on Meade]], the situation appears to be escalating.   &lt;br /&gt;
&lt;br /&gt;
You can read about the diplomatic complexities of Imperial relations with Faraden, as well as opportunities to trade with merchants from the western nation, in the &#039;&#039;&#039;[[Where five winds meet]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===A Victory for Diplomacy===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to Iron Confederacy; Imperial Fleet Captains; Sianu of Navarr and Caesar of Urizen; anyone who might be expecting a visit from representatives of Baron Bestel&#039;&#039;&#039;&lt;br /&gt;
The [[Iron Confederacy]] sees itself as a potential rival to the Empire in size and strength and their claims are difficult to prove or disprove. No nation appreciates being threatened or intimidated, but the Iron Dukes react especially badly to perceived slights, and thanks to their peculiar beliefs it is all too easy to offend them – they despise both the [[Conclave]] and the [[Synod]] for example. They seem to respect the [[Military Council]] and [[the Throne]] at least, but it is a narrow bridge to build a shared understanding on. The [[Senate]] has just [[386YE_Summer_Solstice_Senate_sessions#Ratify_Treaty_with_the_Iron_Confederacy|ratified a treaty]] intended to try just that - and now it&#039;s time to see how successful they have been.&lt;br /&gt;
&lt;br /&gt;
You can read about the diplomatic relationship with the Iron Confederacy, both officially and unofficially, in the &#039;&#039;&#039;[[A victory for diplomacy]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Tale That Speaks To Your Heart===&lt;br /&gt;
* &#039;&#039;&#039;Ambassador to the Sumaah Republic; Rafe of Wintermark; Imperial fleets; Imperial Conclave especially Sevenfold Path and Rod and Shield; Emperor Vesna&#039;&#039;&#039;&lt;br /&gt;
Among the six great powers, the [[Sumaah Republic]] are simultaneously rivals to, and uneasy allies of, the Empire. Their shared practice of the Way both unites them through virtue, and divides them through disagreements about how the faith should be practiced and spread. Right now they are allies via the [[Liberty Pact]] and engaged in open warfare with the heretical blasphemous idolators of the [[Asavean Archipelago]]. The Empire offers what aid it can, and the Sumaah in turn show their appreciation as best they can with so many resources committed to protecting their coast from Asavean navies.&lt;br /&gt;
&lt;br /&gt;
You can read about the current situation with the Sumaah, and some of the opportunities they present, in the &#039;&#039;&#039;[[The tale that speaks to your heart]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Thresher&#039;s Summer===&lt;br /&gt;
* &#039;&#039;&#039;Urizen magicians, sentinels, sword scholars, and priests; Marcher friars and landskeepers; Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
Determined to bury the hatchet and bring to an end the rumbling conflict between their nations, the [[the Marches|Marcher]] and [[Urizen]] Assemblies have urged people to travel to the lands of their opposite number and engage with them. Urizen has asked [[Magical skills#magician|magicians]], [[sentinel|sentinels]] and [[sword scholar|sword scholars]] to help the Marches bring their harvest home. Meanwhile the Marches have asked their [[friar|friars]] to share their understanding of virtue with the folk of the [[spire|spires]]. After a long Summer, the results of this unprecedented exchange are being felt by folk of both nations.&lt;br /&gt;
&lt;br /&gt;
You can learn about the effects of Urizen helping bring in the Marcher harvest, and Marchers speaking to the virtuous of Urizen, in the &#039;&#039;&#039;[[Thresher&#039;s summer]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Healing Waters===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; Imperial Senate; Spring magicians and magical healers&#039;&#039;&#039;&lt;br /&gt;
At the [[386YE_Summer_Solstice_Conclave_sessions#Concord:_Ossegrahn_and_a_College_of_Magic|behest of the Conclave]], and following a [[Famine_and_feast#Ossegrahn|request]] by the [[Archmage of Spring]], [[Ossegrahn|Lord Rain]] has agreed to help the Empire establish a [[College of Magic|college]] dedicated to the study and practice of [[Spring magic]]. Only too happy to help, the [[eternal]] offers more aid than merely sponsorship or patronage. Provided his requirements are met, he will help the Empire create a place steeped in healing magic that will serve as a place not only of scholarship and magical study, but also of healing for all the people in the place where it is built.&lt;br /&gt;
&lt;br /&gt;
You can find out about the proposal, and the restrictions Ossegrahn places on its operation, in the &#039;&#039;&#039;[[Healing waters]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===A Stone for a Stone (Appraisal)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Senate; Imperial Military Council; Imperial Consul; Wintermark, Brass Coast, Marches, Navarr; those interested in the Jotun; veterans with stories to tell&#039;&#039;&#039;&lt;br /&gt;
The Imperial Senate has instructed [[Appraisal#Naomi_of_Virtue&#039;s_Rest|Naomi of Virtue&#039;s Rest]] to [[386YE_Summer_Solstice_Senate_sessions#Appraise_Peace_with_the_Jotun|appraise what might make peace more appealing for the Jotun]]. Naomi is a skilled diplomat, but few expect her to be able to deliver peace with the [[Jotun|Western orcs on request]]. She has done what work she can in the Empire, and made a short trip under a flag of truce to speak with the Jotun in [[Mournwold]]. Now, she is ready to present her findings - both a summation of what has led to the current situation and a series of things that could be done to make a ceasefire with the Jotun more likely.&lt;br /&gt;
&lt;br /&gt;
You can learn about the proposals Naomi has made, and perhaps learn some history, in the &#039;&#039;&#039;[[A stone for a stone]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===True Faith===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod&#039;&#039;&#039;&lt;br /&gt;
Following the recent summit, the [[Lepidean Librarian]] gave instructions for the library to [[Life_of_Vardas|publish in full their research]] on [[Vardas]], the paragon of [[Vigilance]]. The extraordinary and controversial findings say that Vardas was not a paragon; that he never existed; that he was little more than a collection of stories, penned by [[The_League_magical_traditions#Mountebank|a League mountebank]]. The news has hit Imperial pilgrims of the way very hard indeed, and a major crisis of faith is brewing. During the Autumn Equinox the Imperial Synod has an opportunity to try and head off that crisis before it deepens sufficiently to tear the faith apart.&lt;br /&gt;
&lt;br /&gt;
You can learn about the crisis, and potential ways to deal with it, in the &#039;&#039;&#039;[[True faith]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The First Shot===&lt;br /&gt;
* &#039;&#039;&#039;Navarr; Wintermark and the Imperial Orcs; eventually the whole Empire&#039;&#039;&#039;&lt;br /&gt;
At the Summer Solstice, the [[Navarr]] took the pivotal decision to [[The final countdown|begin the final battle against the vallorn]]. There can be no going back from such a decision, in [[Wintermark]] they would say that the Navarr have forked their [[Wintermark_culture_and_customs#Skein|skein]]. The [[striding|stridings]] are coming home, and the nation mobilizes for war, but if Navarr faces that war along they will surely fail. Before the final [[trods]] are put into place, the nation - and the Empire - must be ready.&lt;br /&gt;
&lt;br /&gt;
You can find out about the change to the nation, and opportunities to raise three new armies, in the &#039;&#039;&#039;[[The first shot]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===The Synod speaks===&lt;br /&gt;
* &#039;&#039;&#039;League and Varushkan assemblies; other national assemblies&#039;&#039;&#039;&lt;br /&gt;
The [[Navarr]] Assembly has [[The first shot|overwhelmingly backed the mandate]] to begin the final battle against the vallorn. But they are far from the only Assembly to speak on the matter. The [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]] was emphatic that the Empire must be willing to make this sacrifice now and called on every nation of the Empire to take up the call. Two individual nations also did so, [[the League]] and [[Varushka]], both raising clear [[statement of principle|statements of principle]] in support of the Navarr and their Assemblies backed them with a [[greater majority]]. These statements have given rise to not one but three mandates in each assembly, giving an opportunity to guide exactly &#039;&#039;how&#039;&#039; those two nations will rise to the challenge of the vallorn.&lt;br /&gt;
&lt;br /&gt;
You can learn about these mandates, and what it means for the other national assemblies, in the &#039;&#039;&#039;[[The Synod speaks]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Here to Stay (Appraisal)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs; Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
The second [[appraisal]] the [[Senate]] commissioned in Summer sent [[Appraisal#Eilian_Sweetwater|Eilian Sweetwater]] to the newly conquered [[territory]] of [[Mareave]]. He was asked to find ways to deal with the [[Set_my_lands_in_order#Uncooperative|uncooperative]] inhabitants of the southern regions - [[Mareave#Fleisardh|Fleisardh]],  [[Mareave#Clisearn|Clisearn]] and [[Mareave#Eoradal|Eoradal]]. Aided and impeded by [[Autumn magic]], the Navarr [[Appraisal#The_Prognosticators_Office|prognosticator]] has delivered his findings and the good news is that they&#039;ve found opportunities to deal with at least two of them. The bad news is that they are &#039;&#039;not cheap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can read about the appraisal findings, as well as get some insight into &#039;&#039;why&#039;&#039; the orcs in those three regions are so recalcitrant, in the &#039;&#039;&#039;[[Here to stay]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===We All Stand===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs, especially the Tamazi and Yerende septs; Imperial Conclave especially the Golden Pyramid conclave order; Imperial Senate; Freeborn, Marches, League, and Urizen assemblies&#039;&#039;&#039;&lt;br /&gt;
Eilian Sweetwater has not been the only one exploring [[Mareave]] in the last season. Between the [[Golden Pyramid]] magicians and representatives of the [[Tamazi]] sept, and suggestions from [[the Brass Coast]], [[the Marches]], [[the League]], and [[Urizen]], there are plenty of additional opportunities to invest in the new [[Imperial Orcs]] [[territory]], or attempt to combat some of the challenges arising from this arid. comparatively isolated, land.&lt;br /&gt;
&lt;br /&gt;
You can read about the opportunities, and gain some further insight into conditions in Mareave, in the &#039;&#039;&#039;[[We all stand]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BarienArt.jpg|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Challenging Time===&lt;br /&gt;
* &#039;&#039;&#039;Archmage of Summer; Barien&#039;s champions of Dawn and Wintermark; warriors without Imperial titles; Summer magicians&#039;&#039;&#039;&lt;br /&gt;
For almost a year now, the [[Barien|Seneschal of the Road]] has been unable to respond to the ritual named for him, [[Challenge the Iron Duke]]. Determined not to neglect one of his favoured lands, the heralds of the &#039;&#039;Keeper of Challenges&#039;&#039; bring three pieces of news. Firstly, a grand melee to be fought between the absolute best the Empire has to offer the Summer realm, in quest of &#039;&#039;Pinnacle&#039;&#039;, a sword of unparalleled quality. Secondly, those from the nations of [[Dawn]] and [[Wintermark]] who have already bested the Iron Duke&#039;s challenge once are called forth to take on a second challenge, and finally answer a question long asked in the annals of Imperial history. Finally, an offer to the [[Archmage of Summer]] to identify a competition, contest, or challenge worth of Barien&#039;s attention.&lt;br /&gt;
&lt;br /&gt;
You can find out about these challenges and contests, and some notes about Challenge the Iron Duke. in the &#039;&#039;&#039;[[A challenging time]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===When the River Rises===&lt;br /&gt;
* &#039;&#039;&#039;The Brass Coast; Cerevado nets; Imperial military commanders; Silver Chalice, Rod and Shield, and Unfettered Mind; Imperial Senate; Imperial Military Council; scriers&#039;&#039;&#039;&lt;br /&gt;
[[Madruga]] has suffered parching blight, pounding rain, vengeful fire, war, death. Now in response to powerful Imperial magic. the river rises, the wild Scorrero. Sweeping down from [[Kahraman]], through [[Segura]], to [[Madruga]]. A maelstrom of [[Spring magic#Chaos|chaos]], [[Night_magic#Transformation|transformation]], and [[ilium|star metal]] the both destroys, and cleanses, and brings new life. The horror of the Blight, and the Dry patricians, is washed away... but is the cure as bas as the sickness? Only time will tell.&lt;br /&gt;
&lt;br /&gt;
You can learn about disastrous developments on the Brass Coast, along with some discussion of the newly liberated [[Feroz]], in the &#039;&#039;&#039;[[Where the river rises]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Authority and Acceptance===&lt;br /&gt;
* &#039;&#039;&#039;Ambassadors to Otkodov, Jarm, Asavea, and the Grendel; Imperial Consul; Imperial Conclave; Artisans Guild; anyone dealing with the Five Fang Consortium; Urizeni, especially the House of the Wanderer; Legion Engineer, Senator for Mareave, Friar John of the Mourn; Leage, Wintermark mediators, Navarr guides (among others)&#039;&#039;&#039;&lt;br /&gt;
Each season the civil service put together a summary of the Empire&#039;s relationship with other nations, large and small, near and far. These reports are composed from communications received from their ambassadors, useful intelligence, the words and offers of merchants and traders. While the Senate and the other great houses may use their powers to respond to these offers, it is the ambassador who a foreign power expects to hear from. Sometimes the reports are long and detailed, sometimes for whatever reason they are shorter and more to the point. &lt;br /&gt;
&lt;br /&gt;
You can find summaries of reports from [[Otkodov]], [[Skoura]], [[Tsark]] (!), the [[Principalities of Jarm]], [[Asavean Archipelago|Asavea]], and the [[Grendel]], in the &#039;&#039;&#039;[[Authority and acceptance]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Seven Locks (Plenipotentiary)===&lt;br /&gt;
* &#039;&#039;&#039;Archmages; cadets investigating the Tomb of Achism; Unshackled Winter, Circle of the Drowned, Heralds of the Reaper, Wolves of the Pale Raven, Black Garden, Nation&#039;s Guard, The Winter Wolfborn, Hraefnhall, and an Imperial Orc named Frith; Imperial Magus, Warmage, Conclave Grandmasters; Bloodcrow Udoo and Quay Stone; Master of the Koboldi; Adelaarscoven, Convocation of the Mistral, Coven of Barabbas, Las Brujahs de Zuhri, Lyktan coven, Saque Magique, Song of Taniki, Spire of the Auric Horizon, the Scrying Pool, the Sphinx&#039;s Sage, and Wings of Skywise covens; Navarr&#039;&#039;&#039;&lt;br /&gt;
Six [[archmage|archmages]], but what seem to be &#039;&#039;seven&#039;&#039; responses to [[archmage#plenipotentiary|plenipotentiary]] messages, so something is off. The eternals are bound by ancient compact to respond in some way to such a missive, although precisely &#039;&#039;how&#039;&#039; they respond is up to them. There might be to a formal [[Archmage#parley|parley]], or something more informal. Or nothing at all. Responses to each archmage&#039;s (presumed) plenipotentiary messages have been received, and arrangements made for the Autumn Equinox. Four meetings, and three sets of messages.&lt;br /&gt;
&lt;br /&gt;
You can read about the responses of the eternals, and their various requests and offers, in the &#039;&#039;&#039;[[Seven locks]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
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===Irreconcilable Differences===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Synod; Imperial Senate; Sevenfold Path&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, the [[Senate]] made it [[386YE_Summer_Solstice_Senate_sessions#Criminalise_Preaching_the_Way_in_Asavea|illegal to preach the Way in Asavea]]. Following the vote, the [[Cardinal of Loyalty]], indicated to the Civil Service that they intended to [[Veto#Timing|seek the veto]] in the [[Synod]]. The Assemblies have already passed a number of mandates urging missionaries and [[Highguard|Highborn]] [[wayfarer|wayfarers]] to travel to make contact with virtuous [[Bands#Sects|sects]], and preach the Way, but the Asaveans have responded by increasing their support for the Empire&#039;s enemies and striking against Imperial citizens directly. During the coming Summit, the Synod must decide whether to uphold the veto, or accept the prohibition against further action in Asavea - with potentially painful consequences for either decision.&lt;br /&gt;
&lt;br /&gt;
You can read about the veto, and the ongoing efforts to spread the Way in Asavea, in the &#039;&#039;&#039;[[Irreconcilable differences]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=RhianosArt.jpg|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Roaring Plenty===&lt;br /&gt;
* &#039;&#039;&#039;Fleet captains engaged in Rhianos&#039; race&#039;&#039;&#039;&lt;br /&gt;
Last season the &#039;&#039;[[Rhianos|Regent of the Eternal Sea]]&#039;&#039;, announced the beginning of a great race - to visit the four corners of the known world. Having been challenged by the [[Archmage of Summer]], the &#039;&#039;Lightning Fish&#039;&#039; agreed to hold a contest, but one unlike any other. Rhianos has no interest in seeing who can be the fastest, so this race is one filled with peril and calamity where nobody know where they are going, how they are going to get there, or even if they will survive. That hasn&#039;t stopped hundreds of [[fleet|fleets]] taking part in the first leg of the race and sailing &amp;quot;Into the Unknown&amp;quot;. Now, it is time for the second leg, and when dealing with &#039;&#039;Waverider&#039;&#039; means things are going to get &#039;&#039;weird&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
You can learn about the first leg of the race, and how the next leg will be run, in the &#039;&#039;&#039;[[Roaring plenty]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===How To Be Dead===&lt;br /&gt;
* &#039;&#039;&#039;Rod and Shield; adventurers who delved into the Depths; Delver of the Depths, Imperial Huntsmarshall&#039;&#039;&#039;&lt;br /&gt;
Something is festering in the depths of [[Delver_of_the_Depths#Lorenzo&#039;s_Deep_Pockets|Lorenzo&#039;s Deep Pockets]]. Following investigations by the [[Shuttered Lantern]], the [[Grandmaster]] of the [[Rod and Shield]] chose to take action, directing their order to deal with the growing threat. Battle mages and war-witches have made the journey to the north-western Empire, to beard the creature in its lair, and uncover the true horror lurking in the deeps; the &#039;&#039;Braying Lord&#039;&#039;, an [[Plaguewulf#Elder_Plaguewulfs|elder plaguewulf]], the same creature whose malice led to the [[Delerium#Canker|destruction of Isember]], and whose wicked corruption has subverted dozens of Imperial citizens to its will.&lt;br /&gt;
&lt;br /&gt;
You can find out about the situation at Lorenzo&#039;s Deep Pockets, and opportunities to deal with the threat before it gets even worse, in the &#039;&#039;&#039;[[How to be dead]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Unspoken Words===&lt;br /&gt;
* &#039;&#039;&#039;Dawn; Imperial Orcs; Navarr; those interested in the Barrens&#039;&#039;&#039;&lt;br /&gt;
Despite the apparent peace, the situation in [[the Barrens]] remains febrile beneath the surface. Like the calm before the storm, there is a nervous energy in the air, a sense of unfinished business that is yet to be resolved. Torn between the rival directions of the [[Dawn|Dawnish]] Assembly and the Dawnish [[senator|senators]], the fate of the Barrens twists in the wind.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the situation in the Barrens, and questions of where everyone goes next, in the &#039;&#039;&#039;[[Unspoken words]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===All the Way to Anvil===&lt;br /&gt;
* &#039;&#039;&#039;Among others... Rozjenca Vokovitch von Temeschwar, League national assembly; those interested in weird mushroom products; willing test subjects; tombola participants; friends of Melissa (whatever &#039;&#039;that&#039;&#039; means); discreet physicks; Navarr; Grieftender of the Forgotten&#039;&#039;&#039;&lt;br /&gt;
The powers of the Empire gather at [[Anvil]] for the Autumn Equinox, drawn to the heart of the nation to talk, to argue, to trade, to laugh and cry together and to plan for the future. To engage in the complex unending dance whereby the skein of the Empire is woven. Where the wealthy and the powerful gather, their presence draws others as well - those with goods to sell, secrets to trade, or business of their own to arrange. They may come in secret, or they may be ostentatious in their approach making it clear to everyone their intent to come to the pulsing heart of the Casinean Empire to ply their wares. Of the many folk coming to Anvil this season, here are a handful whose intentions - at least on the surface - are known by rumour, whispered word, or in a few cases, nicely printed posters.&lt;br /&gt;
&lt;br /&gt;
You can learn about some of the peculiar people (of all kinds) coming to Anvil in the &#039;&#039;&#039;[[All the way to Anvil]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Rats===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Temeschwar, especially priests; Imperial Senate; Guardian of Giselle&#039;s Tomb; Grandmaster of the Unfettered Mind; Senator for Temeschwar&#039;&#039;&#039;&lt;br /&gt;
For the better part of a year, [[Temeschwar]] has been suffering a [[Pitter patter|plague of rats]]. After extensive investigations by the [[Unfettered Mind]], the city&#039;s Chamber of Commerce chose to retain the services of one of the oldest, but least wealthy, guilds in the city - the Ratkings. Experts in vermin control, and veterans of the sewers and underground tunnels that flow under any [[the League|League]] city, the problem seems to be under control. Under control... but not ended. There is still something malign in Temeschwar, but perhaps the Autumn Equinox presents an opportunity to address it more directly?&lt;br /&gt;
&lt;br /&gt;
You can learn about the situation in Temeschwar, and some opportunities arising from the chaos, in the &#039;&#039;&#039;[[Graveyard rats]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===You Could Be Happy===&lt;br /&gt;
* &#039;&#039;&#039;Citizens and priests of Dawn, Urizen, and Varushka; Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
Last season the General Assembly upheld a judgement with a greater majority by Herminius of the House of the Wanderer calling on the citizens of the Empire to be proactive in the threat presented by the Druj. This was supported by a judgement raised by Tuuli in the Wisdom Assembly, also upheld with a greater majority. This has struck a chord with the people of the Empire; for simply too long have the Druj been allowed to attack the eastern territories. The chord becomes a song as the message is spread across the Empire, but it resonates most in those nations that border the hated orcs of the Mallum.&lt;br /&gt;
&lt;br /&gt;
You can learn about what this could mean for nations that border the Druj in the &#039;&#039;&#039;[[You could be happy]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Tourney of the Damned===&lt;br /&gt;
* &#039;&#039;&#039;Dawn and Varushka, especially citizens of Weirwater and Karov; those interested in the Deadwood Knight or the Schlacta of Rot; Imperial Military Council&#039;&#039;&#039;&lt;br /&gt;
For the past year an unliving abomination called variously the Deadwood Knight and the Schlacta of Rot has been gathering strength in the wild places of northern [[Weirwater]] and southern [[Karov]]. The creature is a cadaverous warrior and a lieutenant of the Varushkan [[Varushkan_Monster#Sovereigns|sovereign]] known as the &#039;&#039;Howling Queen&#039;&#039;. This is not the first time he has emerged, but on this occasion, however, something went wrong with his challenge. He apparently intends to conquer Dawn and turn it into a hollow mockery of life as a kingdom of the dead with himself as its master. He is about to launch his first attack...&lt;br /&gt;
&lt;br /&gt;
You can learn about the situation on the borders of [[Dawn]] and [[Varushka]], and about the faint hope of heading off disaster, in the &#039;&#039;&#039;[[Tourney of the Damned]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Nightcall===&lt;br /&gt;
* &#039;&#039;&#039;Wintermark mystics; Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
Having consulted the omens, the [[mystic|mystics]] of Ishal have come to believe that the best way they can put their skills at the service of the nation is to travel [[Wintermark]] and beyond, seeking signs or omens that might offer some [[opportunity]] for the nation to advance their interests. Their plan is for the [[Raven Seer]] to provide them with guidance on whatever problem most vexes the nation currently and then armed with their knowledge they will go in search of [[Wisdom]]. This season the Raven Seer asked the mystics to seek out new ways for Wintermark&#039;s magicians to protect [[Kallavesa]], particularly that at the moment [[Dripping Echoes of the Fen]] is no longer as effective as it once was. &lt;br /&gt;
&lt;br /&gt;
You can learn about what the mystics propose, and an opportunity provided by one of them, in the &#039;&#039;&#039;[[Nightcall]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===As It Is When It Was (Winds of Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Citizens of Casinea, Imperial Censor; Wintermark Artisans; Navarr herb garden owners, and apothecaries everywhere; Imperial Spymaster and Advisor on the Feni; Vigilance assembly, and guisers, mountebanks, volhov; Thule watchers; those sending letters to Lashonar; Keeper of Happiston fields; the Academy, the Archmage of Autumn, Erasmo di Tassato, and anyone planning on bidding on the Loom of Spells this season; Grim Gardener&#039;&#039;&#039;&lt;br /&gt;
Not every strange event is magic, not every magical thing is strange. Magic isn&#039;t always the purview of magicians either - there is magic in all kinds of places from the herbs favoured by physick and apothecary to the materials drawn from mines and forests. One thing is sure though, from the most mundane [[hearth magic]] to the strange influence of [[Astronomancy|the stars]], to the vagaries of fate and chance, it changes what it touches. And, as the philosophers say, you cannot cross the same river twice. Here we learn about magic that arises from the actions of mortals, or which has unknown provenance.&lt;br /&gt;
&lt;br /&gt;
You can learn about magical events around the Empire, as well as opportunities for all kinds of people, in the &#039;&#039;&#039;[[As it is when it was]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Hey Now How You Doing? (Winds of Magic)===&lt;br /&gt;
* &#039;&#039;&#039;Imperial Conclave; Ignacio I Zuhri I Erigo; Dean of the Lyceum, magicians of Navarr; friends of Flavio i Flav i Riqueza; Summoners of the Loquacious Birds, people of Varushka and Dawn especially those who dislike the orcs of the Barrens; visionaries; anyone with a struggle; Polemarch of Highwatch; people living in Madruga&#039;&#039;&#039;&lt;br /&gt;
Some magic comes from outside the Empire, from the creatures of the realms. Here we read about boons offered, and boons removed. Here we learn about the search of [[Kimus]] for a missing dolphin; boons from [[Sadogua]] for scholars and mage-warriors; the search of [[Ephisis]] for a legendary Freeborn corsair; the disgruntlement of [[Lashonar]]; the visionary interest of [[Sung]]; the little gifts of [[Irra Harah]]; a deal broken with [[Zakalwe]]... and also [[Tharim]] is here. And [[Agramant]] too!&lt;br /&gt;
&lt;br /&gt;
You can learn about the doings of these eternals, and the boons they grant and remove, in the &#039;&#039;&#039;[[Hey now how you doing?]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Rising in Runegrott===&lt;br /&gt;
* &#039;&#039;&#039;Keeper of the Runegrott; Grimir of Wittal Grove, Grandmaster of Rod and Shield, Benefactor of Regalia, Guardian of Apfal, Seer of the Spiral Sword; Basilisk of the Bourse; Senators for Hercynia and Therunin, Inquisitor of Loyalty&#039;&#039;&#039; &lt;br /&gt;
At the last Winter Solstice, the Empire saw the would-be sodality called the Rising Tide work with the [[Basilisk of the Bourse]] on shared goals of [[Prosperity]]. They turned their attention to [[Canterspire Circle]] where they were introduced to some of the finest dye-makers in the world and the [[Gloaming Merchant]]. This season the &#039;Tide have sought out more opportunities of their own, following a visit to Anvil in the Summer. They have new proposals to make, and new opportunities to present. &lt;br /&gt;
&lt;br /&gt;
You can hear about what the Rising Tide suggest, especially with regard to Wintermark, in the &#039;&#039;&#039;[[Rising in Runegrott]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Sing of Eagles===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Pride.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season the General Assembly chose to create an inspirational location in memory of Ozren de Orzel at Sandling, Weirwater&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The academy that is to be the anchor of the consecration has yet to be commissioned or paid for&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The crisis of faith provoked by the revelations about Vardas will prevent any profound effects of the consecration until it is resolved&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The High Bard has provided a list of eighty-one names to the Witches of Culwich at their request&#039;&#039;&#039;&lt;br /&gt;
{{:An eagle in song}}&lt;br /&gt;
===Ways and Means===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Wisdom.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Citizens across the Bay of Catazar are learning what they can about the monsters of the Grendel and Children of Wrecks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will present their findings as soon as they are ready&#039;&#039;&#039;&lt;br /&gt;
Last season the Wisdom Assembly upheld a [[386YE_Summer_Solstice_Synod_judgements#Judgement_44|judgement]] by &#039;&#039;&#039;Maelfaisance Remys&#039;&#039;&#039; with a greater majority that called on citizens to seek Imperial veterans and hear their tales of shark-slaying and kraken-killing. To find out about the soft underbelly, the armour-chink, and the weaknesses of the monsters of the [[Grendel]]. This has seen a slow but steady take up and, though they haven&#039;t much to show for it yet, the ball is now rolling on the project. The &#039;&#039;Sanguine Shields&#039;&#039;, the sodality that has sprung up around it, are keen to continue their work and will present it to the wider Empire once they have managed to talk to veterans and catalogue enough information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add pages for the various monsters that the Grendel and the Children of Wrecks field on battles.&lt;br /&gt;
&lt;br /&gt;
===Hands Open===&lt;br /&gt;
{{SOP|by=Aliss Thorn, Marcher Assembly|statement=Wisdom knows all knowledge is incomplete. We send Aliss Thorn with 15 liao to encourage artisans to travel to Oakwood to help the smiths recover and rediscover the lost art. The Virtuous apply what they have learned.|vote=Greater Majority (244-0)|when=386YE Summer Solstice}}&lt;br /&gt;
* &#039;&#039;&#039;The Marcher smiths have been reconciled with the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The archetype will be available after the Autumn Equinox&#039;&#039;&#039;&lt;br /&gt;
The mandate to integrate the [[Rock_and_a_hard_place|Marcher smiths]] was passed and enacted by &#039;&#039;&#039;Aliss Thorn&#039;&#039;&#039; during the Summer Solstice. Artisans have travelled from all over the Marches to Oakwood to speak with the smiths. The Marcher nation will be reconciled with the lost tradition of their forebears. Those who have integrated have meshed with the nation and been accepted by the egregore, but there are likely to be potential &amp;quot;&#039;&#039;teething issues&#039;&#039;&amp;quot; as they come to terms with a fundamentally changed world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; the &#039;&#039;smith&#039;&#039; archetype will be added to the list of Marcher archetypes after the Autumn Equinox 386YE. It is not possible to play one of the original smiths as a character.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Participation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Any artisan or crafter of any kind can have gone to Oakwood Monastery to support the integration of the smiths into the nation. The smiths are by and large mostly confused but are fundamentally Marchers and have been accepted into the nation by the egregore. Stories around them would involve hard working and hearty folk who want to prove themselves the best at what they do, whilst being appreciative to both those that helped them leave whatever they were in and those who have supported them since.&lt;br /&gt;
&lt;br /&gt;
==Trade Summary==&lt;br /&gt;
Rather than spread this information out around the various foreign nations, we&#039;ve collected it here for ease of reference.&lt;br /&gt;
* &#039;&#039;&#039;Asavean Archipelago:&#039;&#039;&#039; The port of [[Asavean_Archipelago_ports#nemoria|Nemoria]] is closed to Imperial trading vessels. &lt;br /&gt;
* &#039;&#039;&#039;Axos:&#039;&#039;&#039; The Axos continue to be annoyed about revelations relating to Imperial involvement in the failure of their [[Roll and fall|joint venture with the Grendel]] into the Mountains of the Moon. Consequently, Imperial fleets suffer penalties to trade with Axos. A fleet captain trading at the [[Axos_ports#Towers_of_Kantor|Towers of Kantor]] suffers a -2 rank penalty.&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth:&#039;&#039;&#039; The ports of [[Commonwealth_ports#Leerdam_.28Eastern_Commonwealth.29|Leerdam]] and [[Commonwealth_ports#Volkavaar_.28Western_Commonwealth.29|Volkavaar]] welcome Imperial traders. Fleets trading with either Commonwealth port benefit from a 1 rank bonus due to the [[Authority_and_acceptance#Red_Sails|Asavean bounty]] on fleets trading with the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Principalities of Jarm:&#039;&#039;&#039; The ports of [[Principalities_of_Jarm_ports#Kavor_.28Northern_Principalities_of_Jarm.29|Kavor]] and [[Principalities_of_Jarm_ports#Vezak_.28Southern_Principalities_of_Jarm.29|Vezak]] remain closed to Imperial fleets.&lt;br /&gt;
* &#039;&#039;&#039;Sarcophan Delves:&#039;&#039;&#039; Imperial captains continue to be welcomed in the Delves. Fleets trading with the great port-city of [[Sarcophan_Delves_ports#Sarcophan|Sarcophan]] receive an additional dose of [[Marrowort]] and an additional dose of [[Imperial Roseweald]] on top of their normal production. The port of [[Sarcophan Delves ports#Betovering|Betovering]] is open to Imperial fleets. Fleets trading with either Sarcophan port benefit from a 1 rank bonus due to the [[Authority_and_acceptance#Red_Sails|Asavean bounty]] on fleets trading with the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Sumaah Republic:&#039;&#039;&#039; There is no penalty to trade with Zemeh and Imperial fleets are welcomed. Be aware that the amount of liao offered has been reduced as per the &#039;&#039;&#039;[[Guide_the_spirit#The_Liao_Trade|Guide the spirit]]&#039;&#039;&#039; wind of fortune. Fleets trading with Zemeh benefit from a 1 rank bonus due to the [[Authority_and_acceptance#Red_Sails|Asavean bounty]] on fleets trading with the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Grendel:&#039;&#039;&#039; The port of [[Everything_has_a_price#A_New_Destination|Oran]] is closed to Imperial fleets.&lt;br /&gt;
* &#039;&#039;&#039;Iron Confederacy:&#039;&#039;&#039; The port of [[Iron_Confederacy_ports#Robec|Robec]] is available for Imperial fleets but suffers a -1 rank penalty due to sanctions from the Suranni.&lt;br /&gt;
* &#039;&#039;&#039;Faraden:&#039;&#039;&#039; The port of [[Butterfly_in_reverse#Trade_with_the_Faraden|Caitun]] is available for Imperial fleets. Fleets from the Marches and Wintermark benefit from a +1 rank bonus due to close proximity.&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
* &#039;&#039;&#039;You can find details of the mandates, along with the rest of the Synod judgements, [[386YE_Summer_Solstice_Synod_judgements#Mandate|here]].&#039;&#039;&#039;&lt;br /&gt;
A number of [[mandate|mandates]] were successfully upheld in the Imperial Synod last season. As long as the named priest provided sufficient liao, those mandates have been [[Mandate#Implementing_a_Mandate|automatically enacted]].&lt;br /&gt;
&lt;br /&gt;
==Summer Conjunctions==&lt;br /&gt;
* &#039;&#039;&#039;Last event there were a number of conjunctions of the Sentinel Gate; their known outcomes are listed here&#039;&#039;&#039;&lt;br /&gt;
During the Summer Solstice, there were a number of [[Sentinel_Gate#Conjunctions|conjunctions]] of the [[Sentinel Gate]] identified by the Imperial prognosticators. In each case a band of Imperial heroes used that conjunction to travel to a location far from Anvil and intervene in an ongoing situation. These are the known outcomes of those conjunctions. In the case of battles, it is important to remember that the [[Military Council]] can only make use of &#039;&#039;two&#039;&#039; of the major conjunctions each summit, choosing which to take advantage of during the Muster.&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;Location&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opportunity&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Opposition&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Link&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;Outcome&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Therunin|Therunin, Lower Tarn Valley, Tarn Bend]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Prevent the Slaughter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ashes#Poison_and_Ashes_(Battle_Opportunity)|Ashes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Field Marshal was &#039;&#039;&#039;Lofyn Blood-cloak&#039;&#039;&#039; of [[Wintermark]]; the Druj advance was slowed; the concoctions within the Sephals Cauldron was unleashed on Lower Tarn Valley. &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Madruga|Madruga, Siroc Plains, Sabadellano]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Assassinate Governor Rahab&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Below_the_thunders#Diamonds_are_Forever_(Battle_Opportunity)|Below the thunders]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Field Marshal was &#039;&#039;&#039;Zoran De Orzel&#039;&#039;&#039; of [[Dawn]]; &#039;&#039;Governor Rahab&#039;&#039; was assassinated; the Asavean plan was discovered and [[Harvest_of_infamy|foiled]]; the Dùthcha-Éadrom was recovered; the Star of Attar was claimed; the fate of &#039;&#039;Maistir Rígbarddán Dubh&#039;&#039; is unclear.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bregasland|Bregasland, Gravenmarch, Rock Foot Wood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Stop the Burhfæst&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Only_forward#Shadow_of_the_Rock_(Battle_Opportunity)|Only forward]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Not taken; the Burhfæst has been established in [[Bregasland#Gravenmarch|Gravenmarch]]; &#039;&#039;Svynna of Ldansk&#039;&#039; still lives.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Normal 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 || Skallahn, Iron Stand, Auguaard&#039;s Bluff || [[Champion of Ambition]] || [[Children_of_Wrecks#Heading_West_(Skallahn)|Kill the Jotun]] || Jotun defeated and 14 wains of weirwood delivered to &#039;&#039;&#039;Eldrid Vestardottir&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Madruga, Great Grasses, Broken Plain || [[Burning Falcon|General of the Burning Falcon]] || [[Tread_of_dust_and_darkness#Dry_Falcons,_Dry_Drakes_(Conjunctions)|Defeat the Dry Patricians]] || All Dry Patricians and Ashwalkers defeated. The Burning Falcon have been reinforced by fifty kohan&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Mitwold, Meade March, Jenny&#039;s Copse || [[Bailiff of the Grand Market]] || [[Only_forward#Choices_(Mitwold)|Slay Urse Longarm]] || &#039;&#039;Urse Longarm&#039;&#039; successfully killed and rest of Jotun defeated&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Temeschwar, Hanuri, Terrier&#039;s Roar || [[Temeschwar|Senator for Temeschwar]] || [[Pitter_patter#The_Terrier&#039;s_Roar_(Conjunction)|Meet with the Rat Kings guild]] || Unknown but &#039;&#039;&#039;Giuseppe Sanguineo von Temeschwar&#039;&#039;&#039; the Senator for Temeschwar should know more&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Madruga, Great Grasses, The Arid Pass || &#039;&#039;&#039;Tancred of Meade&#039;&#039;&#039; || [[Tread_of_dust_and_darkness#Dry_Falcons,_Dry_Drakes_(Conjunctions)|Defeat the Dry Patricians]] || All Dry Patricians and Ashwalkers defeated. The Drakes have been reinforced by fifty yeofolk&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Hahnmark, Wood Heath, Dun&#039;s Reach || &#039;&#039;&#039;Tobrytan Dunning&#039;&#039;&#039; || [[Last_rays_of_the_sun#Fading_Words_(Hahnmark)|Stop the &#039;&#039;scions&#039;&#039;]] || &#039;&#039;Scions&#039;&#039; defeated &lt;br /&gt;
|-&lt;br /&gt;
| 7 || Spiral, Screed, South-East of Harrier&#039;s Nest || &#039;&#039;&#039;Estella Lucati&#039;&#039;&#039; || [[The_city_below#A_Marvelous_View_(Conjunctions)|Rescue the citizens]] || All citizens rescued successfully&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Redoubt, Naris, Tilphussian Pass || [[Penumbral Watcher]] || [[Last_rays_of_the_sun#A_Message_Sent_(Redoubt)|Stop the &#039;&#039;scions&#039;&#039;]] || &#039;&#039;Scions&#039;&#039; defeated with some Imperial casualties&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Spiral, Screed, South-West Harrier&#039;s Nest || [[Mistress of Medicine]] || [[The_city_below#A_Marvelous_View_(Conjunctions)|Rescue the citizens]] || All citizens rescued successfully&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Miekarova, Srodkoja, Biljana&#039;s Sward || [[Master of Ice and Darkness]] || [[Last_rays_of_the_sun#Pale_Shadows_(Miekarova)|Stop the &#039;&#039;scions&#039;&#039;]] || &#039;&#039;Scions&#039;&#039; defeated&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Madruga, Free Landing, The Baleen Cave || [[Champion of Vigilance]] || [[Children_of_Wrecks#Uncharted_Waters_(Madruga)|Find out what is going on]] || Unknown but &#039;&#039;&#039;Jared&#039;&#039;&#039; the Champion of Vigilance should know more&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Brocéliande, Boar&#039;s Dell, Starstrand Steading || [[Spear of the Seven]] || [[Tales_of_mystery#Starstrand_(Conjunction)|Resolve the mystery of Starstrand steading]] || Unknown but &#039;&#039;&#039;Corwyn Heartsbane&#039;&#039;&#039; the Spear of the Seven should know more&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Madruga, The Great Grasses, Villa of Aldea di Tutamen || [[Hakima of Salt and Sand]] || [[Tread_of_dust_and_darkness|Deal with &#039;&#039;Aldea di Tutamen&#039;&#039;]] || Unknown but &#039;&#039;&#039;Bakar i Riqueza&#039;&#039;&#039; the Hakima of Salt and Sand should know more&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Madruga, Calvos Sound, Orchard of Tabhorios || [[Strategos|Strategos of the Brass Coast]] || [[Children_of_Wrecks#Glowing_Embers_(Madruga)|Find out what is going on]] || &#039;&#039;Tabhorios&#039;&#039; revealed to have joined the Children of Wrecks. All wreckers killed&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Mitwold, Oddmire, Halebale Farm || [[Champion of Prosperity]] || [[Kith_and_kin#Raiders_Returning_(Conjunction)|Ensure the ghosts are exorcised]] || All ghosts exorcised&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Sarvos, Bocche, Ferocity&#039;s Stand || [[ Jade Custodian]] || [[Children_of_Wrecks#After_the_Storm_(Sarvos)|Stop the wreckers]] || Ritual prevented and all wreckers killed&lt;br /&gt;
|-&lt;br /&gt;
| 17 || Mournwold, Southmoor, Glen of Red Shadow || [[Friar of Honour&#039;s Rest]] || [[Standards#Tribute_(Conjunction)|Track down the source of the ghosts]] || All ghosts exorcised&lt;br /&gt;
|-&lt;br /&gt;
| 18 || Necropolis, Longbeach, Grove of Silence || [[Ambassador to the Sumaah Republic]] || [[Guide_the_spirit#Ripped_Away_(Necropolis)|Stop the wreckers]] || Wreckers defeated and &#039;&#039;Kauitalic&#039;&#039; rescued&lt;br /&gt;
|-&lt;br /&gt;
| 19 || Temeschwar, Hanuri, The Old Priory || [[Unfettered Mind|Grandmaster of the Unfettered Mind]] || [[Pitter_patter#King_of_Rats_(Conjunction)|Speak with &#039;&#039;Brinton von Temeschwar&#039;&#039;]] || Unknown but the Grandmaster of the Unfettered Mind should know more&lt;br /&gt;
|-&lt;br /&gt;
| 20 || Sermersuaq, Suaq Wastes, The Howling Steppe || &#039;&#039;&#039;Liv Tidgaring&#039;&#039;&#039; || [[Farm,_fur,_and_fish#Out_of_the_Storm_%28Conjunctions%29|Kill the Jotun and deal with &#039;&#039;Big Icebarn&#039;&#039;]] || &#039;&#039;Big Icebarn&#039;&#039; dealt with and Jotun killed&lt;br /&gt;
|-&lt;br /&gt;
| 21 || Redoubt, Siluri, Lucia&#039;s Holt || [[Prelate of Adelmar&#039;s Shrine]] || [[Drumbeat_of_war#Other_Weapons_(Conjunction)|Defeat the Grendel]] || Grendel and Asaveans defeated&lt;br /&gt;
|-&lt;br /&gt;
| 22 || Madruga, Siroc Plains, Road to Sabadellano || &#039;&#039;&#039;Nicassia Avicia of Phoenix Reach&#039;&#039;&#039; || [[Below_the_thunders#Gift_of_a_Blade_(Madruga)|Assassinate Questioner Polh]] || Grendel defeated and &#039;&#039;&#039;Nicassia Avicia of Phoenix Reach&#039;&#039;&#039; should know more&lt;br /&gt;
|-&lt;br /&gt;
| 23 || Sermersuaq, Suaq Wastes, Desolate Tarn || [[Keeper of the Runegrott]] || [[Farm,_fur,_and_fish#Out_of_the_Storm_%28Conjunctions%29|Kill the Jotun and deal with &#039;&#039;Little Icebarn&#039;&#039;]] || &#039;&#039;Little Icebarn&#039;&#039; dealt with and Jotun killed&lt;br /&gt;
|-&lt;br /&gt;
| 24|| Ayereed, Gainmeachdubh, Dunreagh&#039;s Brush || [[Red Wind Corsairs|General of the Red Wind Corsairs]] || [[Children_of_Wrecks#To_Teach_and_Learn_(Ayereed)|Kill the Grendel]] || Grendel and Asaveans defeated and 12 wains of mithril delivered to &#039;&#039;&#039;Delora i Sol-Devorador i Erigo&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 25 || Sermersuaq, Silver Peaks, Aino&#039;s Rest || [[Ambassador to Otkodov]] || [[The_price_of_peace#A_Hound_of_Darkness_(Sermersuaq)|Kill Maarik the Golden Tongue]] || &#039;&#039;Maarik the Golden Tongue&#039;&#039; killed&lt;br /&gt;
|-&lt;br /&gt;
| 26 || The Barrens, The Bleaks, The Hollow Tree || [[Knight-protector|Knight-protector of Winter]] || [[Ashes#Fanning_the_Sparks_(The_Barrens)|Stop the Druj and the heralds of Surut]] || Heralds of Surut and Druj defeated&lt;br /&gt;
|-&lt;br /&gt;
| 27 || Forest of Ulnak, Grimfen Mire, Varnalis&#039; Cache || [[Champion of Prosperity]] || [[Children_of_Wrecks#The_Thread_Burns_(Forest_of_Ulnak)|Claim the stockpile]] || Heralds of Surut and Druj defeated and 16 wains of white granite delivered to &#039;&#039;&#039;Hugh Farrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 28 || Karsk, Moresvah, Gorek&#039;s Hollow || [[Custodian of the Lost]] || [[Tales_of_mystery#The_Lesser_Sadness_(Conjunction)|Find out what is going on in the vale of Gorek&#039;s Reach]] || Unknown but &#039;&#039;&#039;Anthemius Netherwatch&#039;&#039;&#039; the Custodian of the Lost should know more&lt;br /&gt;
|-&lt;br /&gt;
| 29 || Morrow, Peregro, The Still Glade || [[Advisor on the Vallorn]] || [[Ashes#Twilight_(Morrow)|Kill the Druj and rescue &#039;&#039;Megaris&#039;&#039; if possible]] || Significant Imperial casualties. &#039;&#039;Megaris Sunspire&#039;&#039; was not recovered&lt;br /&gt;
|-&lt;br /&gt;
| 30 || Sarvos, Foracci, Solare Estate || &#039;&#039;&#039;Constanza i Kalamar i Guerra&#039;&#039;&#039; and &#039;&#039;&#039;Marta i Guerra&#039;&#039;&#039; || [[Tales_of_mystery#Best_in_the_World_(Jaheris_and_Eleonaris)|Engage in and observe a debate between the self-professed best in the world]] || Unknown but &#039;&#039;&#039;Constanza i Kalamar i Guerra&#039;&#039;&#039; and &#039;&#039;&#039;Marta i Guerra&#039;&#039;&#039; should know more&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_southern_sands&amp;diff=143861</id>
		<title>On southern sands</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_southern_sands&amp;diff=143861"/>
		<updated>2026-08-19T12:31:31Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:386YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Stormy Seas.png|caption=Magical storms break against the cliffs and stony beaches of Urizen; an echo of the violence to come.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Woven with Shimmering Threads==&lt;br /&gt;
{{PDFLink|align=right|link=File:On southern sands.pdf|caption=Click for pdf version}}{{audio|link=https://www.youtube.com/watch?v=geMam_g1IQs}}&lt;br /&gt;
As the Autumn Equinox fades, magic pools and settles over the mountainous territory of [[Redoubt]]. Even as the great and good of the Empire are beginning their long trek back from Anvil to their homes, clouds begin to a gather and angry winds thrash the waves along the coast to thundering foam. Heavy rain, then sleet, then vicious hail whips along the cliffs and beaches. Lightning marches across the horizon. Spring magic is unleashed, a violent expression of the destructive power of that realm. While it is without doubt worst along the coastline, the touch of the storms is felt as far north as [[Redoubt#Limus|Limus]] and [[Redoubt#Willstone|Willstone]], bedevilling merchant vessels visiting Elos and Visten, or travelling up the river Hedra to Cargo. &lt;br /&gt;
&lt;br /&gt;
At night, the clouds remain thick along the coast but clear somewhat as one travels inland. They reveal more magic at work in Redoubt; the sky over the high peaks shimmers and shifts. A shroud of [[Night magic]] stirs the stars, reshaping and reforming them. And if that shroud is of no great strength, insufficient to stymie any save the most cursory of divinations, the fact that it seems the entire Empire rests beneath that same delicate blanket of glamour and misdirection is still cause for comment.&lt;br /&gt;
&lt;br /&gt;
There is some consternation among [[astronomancy|astronomancers]], who must employ enchanted lenses to pierce the [[Drawing the Penumbral Veil|penumbral veil]] to see the [[constellations]] – all save [[the Mountain]] which remains clear in the heavens despite the fact that it ought to be slipping beneath the horizon as winter draws near. An omen, or the whimsy of the Night? Nobody seems to be sure. Predictions are tricky under the shroud of night.&lt;br /&gt;
&lt;br /&gt;
A few nights later, under the shifted sky and battering hail, a citadel of pale stone and dark ice rises on the slopes of [[Redoubt#Siluri|Mount Siluri]], garrisoned by folk with the white fur and visage of great bears. In the foothills below the twisted ruin of Unmade – the font of the [[Unmade trove]] that transformed the [[Citadel Guard]] – three squat towers of rime and rock forge themselves from star and moonlight as the season begins to turn cold. These [[Frozen Citadel of Cathan Canae|frozen citadels]] are only the first of the magical defences that will gird Redoubt in the coming weeks.&lt;br /&gt;
&lt;br /&gt;
Overnight, burning brass sigils unfold across the [[Redoubt#The_Walls_of_Cargo|walls of Cargo]] and the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]] that hiss and sizzle as the rain pounds against them. All who see them know, instinctively, that they bind the strength of Shikal – the volcanic metropolis where the eternal [[Estavus]] has her forge – to the mortal [[fortification|fortifications]]. Barely a day later, two cohorts from the Autumn realm arrive to bolster the garrisons in [[Redoubt#Limus|Limus]] and [[Redoubt#Optarion|Optarion]]. Fifty massive metal-and-stone four-armed constructs support each fortification, led by bull-headed minotaurs in bronze armour who set about reviewing the defences of the northern city and the southern [[Spire#Citadels|citadel]], liaising with the mortal garrisons and further bolstering the might of the two castles.&lt;br /&gt;
&lt;br /&gt;
In Cargo these developments are welcomed with curiosity and excitement. Arcanists take every opportunity to examine the [[enchantment]] that surrounds the city – the [[Mystic_scrolls_of_Estavus#Ramparts_of_Ashlar|Ramparts of Ashlar]] woven by Imperial magicians from a ritual scroll sold to them by the Forgemistress. The minotaurs find any number of fascinated scholars eager to interrogate them about life in the City of Fire and Stone; they are quickly disappointed to discover the heralds are significantly more interested in their work bolstering Cargo than in talking to academics.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=CitadelGuard Colour.png|align=right|width=300|caption=The Citadel Guard lead the defence of Redoubt, marshalling their forces wherever they can do the most good.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The reception at the Court of the White Fountain is a little marred by the response of the small number of &#039;&#039;koboldi&#039;&#039; that live there. Remnants of the contingent that helped infuse the walls with Summer potence, to make them &#039;&#039;unbreakable&#039;&#039;, the little scaled heralds are concerned by the transformation of the fortification, and the presence of the Autumn constructs. They express reservations, worried that the servants of Estavus do not appreciate the strength of stone as much as they do, that this temporary enchantment will not &#039;&#039;last&#039;&#039;, has no &#039;&#039;durability&#039;&#039;. They can be spotted watching the servants of the Forgemistress with worried eyes, wringing their hands.&lt;br /&gt;
&lt;br /&gt;
Regardless, the power of these enchantments cannot be denied. Between the burning sigils – visible for miles once night falls – and the soldiers of the Autumn realm, the power of the two fortifications is greatly increased. Even as Winter gathers, the temperature within the Court of the White Fountain and on the streets of Cargo remains warm – sweltering at times – and the air is sharp with the tang of smoke and molten metal. No matter where one goes, the distant echo of hammer-on-metal can be heard, and the hiss of hot blades being quenched.&lt;br /&gt;
&lt;br /&gt;
Then in the second week after the Equinox, after storms and shrouds, after magical castles and enchanted walls, another ripple of [[Spring magic]] begins to spread across Redoubt. The power rises in the high peaks, and flows across the land with the [[Rivers of Life|rivers and the streams]], infusing the pools and lakes, mixing with underground aquifers and the cisterns that supply several of the newer spires. It dances in the storm-water, soothes the stinging hail back to rain. The water tingles, almost effervescent, pure and clean and refreshing even as storms lash the coast. Wherever water flows, wounds close, and sickness passes quickly. All the aches and pains that flesh is heir to seem to weigh a little less on the people of Redoubt, as supernatural vitality spreads from the heights through the hills to the plains below. The [[Spring_magic#Healing_and_Vitality|healing power]] of Spring is unleashed, and in the battles to come all save the most grievous wounds will fade like morning mist, provided the ones who receive them survive.&lt;br /&gt;
&lt;br /&gt;
And battles are coming to storm-tossed Redoubt, of that there is little doubt.&lt;br /&gt;
==The Arete of Sword and Spear==&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;Andronikos of the Lighthouse at Nikephoros, General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, consider the Mountain. The servants of Siakha come to Redoubt bringing storm and fang and savagery. The mages of Urizen have met storm with storm. Fey knights will meet fang with Summer steel. You will meet savagery with discipline. You are the rock on which our foes shall break. You are the Mountain.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The [[Citadel Guard]] crosses the Hedra east of [[Redoubt#Cargo|Cargo]], marching south out of Morrow. They are accompanied by a grand cohort of lion-faced warriors of the Summer realm – the knights of [[Eleonaris]] conjured by Imperial magic and bound to fight alongside the sentinels and war-magicians. The scarlet and gold banners of the Lady of Pennants flutter in the wind alongside those of the phoenix, and the white tower. They sing as they come, providing a tumultuous counterpoint to the smooth calm at the heart of the sentinel army.&lt;br /&gt;
&lt;br /&gt;
Pausing briefly beneath the sigil-woven walls of Cargo, they head south toward the coast through Siluri. With expert precision, the strategists of the Citadel dispatch sentinels to Naris and Tomari, using the stuttering lanterns of the [[heliopticon]] to coordinate the defence of the coast with the Court of the White Fountain and the other defenders of Redoubt.&lt;br /&gt;
&lt;br /&gt;
As their network of messengers and watchers spreads, they are joined by two more Imperial armies. The journey of the [[Towerjacks]] and [[Northern Eagle]] has been longer than that of the Guard, leaving war-torn [[Therunin]] and come south through Morrow, past [[Morrow#Highwatch|Highwatch]], to help defend the people of Redoubt from the coming storm. The Northern Eagle have paid a heavy price to be here; marching through the [[Region_qualities#Poisoned|poisoned]] vale of the Lower Tarn Valley has cost them nearly two hundred good soldiers who will not fight again, yet the spiteful apothecary of the [[Druj]] and [[Ashes#Objective:_Prevent_the_use_of_the_Sephals_Cauldron|the Sephals Cauldron]] left them with no other road if they wished to reach Redoubt in time.&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;TBC, General of the Towerjacks&amp;quot;&amp;gt;The Fall of general Barossa signals a loss not only for us, but for our Empire. Our enemies will take no more. Travel to Redoubt and build your defences high, that their waves will break on your walls. Show them the strength of your loyalty.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As soon as they arrive, the Towerjacks begin feverishly to [[Army_qualities#Engineer|fortify the coast]] with earthworks, palisades, beacons, defensive vantage points, and more. Working with all their [[Holberg|Holbergian]] ingenuity, backed by the designs of some of the most cunning siege engineers of the League, they reinforce the Elos Harbour in particular, adding significantly to the garrison there while they build their makeshift fortifications. If there is any ill-feeling here about the matter of Spiral, it takes second place to an appreciation of the Leaguish willingness to work night and day to protect the people of Urizen. &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;Jaromir Ostrovyn Kostka, General of the Northern Eagle&amp;quot;&amp;gt;Redoubt&#039;s beacons are alight and so we shall raise our banners in its defence. Hold the mountains and the valleys, the cliffs and the coast, the Spires and the cities. We shall be the hunting bird that haunts the heights, diving upon unwary prey. Vigilant as Sentinels, swift as Wardens, the Imperial Eagle shields all homes.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
While the Citadel Guard prepare to respond to an attack wherever it may come from, and the Towerjacks reinforce the coast, the Varushkan soldiers of the Northern Eagle move quickly and effectively through the hills and low peaks, ever watchful for the first signs of an attack. They take nothing for granted – complacency is the enemy of victory. Their strategy complements that of the Urizen sentinels – the army fragments into half a dozen independent groups that maintain communication with messengers and trained birds. Responsible, ready to swiftly gather at the point of any incursion, their [[Army_qualities#Guerrilla|hit and run]] tactics seem particularly well suited to the rough terrain and foothills of Urizen. While some of the Urizen spires are at first reticent about Varushkan soldiers in Redoubt, they swiftly warm to their guests, the long shadow cast by the Iron Helms dispelled by the professional, albeit grim, demeanour of the Northern Eagle.&lt;br /&gt;
&lt;br /&gt;
The warning of the Urizen assembly, shared with every priest of the nation, goes some way toward preparing the citizens of Redoubt for what is coming. Working together and with the Eagle and the &#039;Jacks, the citadels of Redoubt provide supplies and guides, supporting the armies as the armies prepare to defend them. It helps that Redoubt has so many citadels; while it has been some time since the territory was threatened militarily they are always prepared to face attack from the sea, or from Spiral.&lt;br /&gt;
{{SOP|statement=People of Redoubt, watch the coast and prepare for the malice of the Children of Wrecks and the Grendel. Turn your striving to the organisation of your defences. Build up your bonds with your fellow spires and make assurances to share this watch. Hone your courage and do not fear to act. Keep watch upon the Ribbon of Salt and Evenstar. They must not fall into wicked idolatrous hands. Let Urizen&#039;s virtue be a light against their darkness.|by=Halkyon of the Myriad Stream, Urizen Assembly|vote=Greater Majority 306-0|when=Autumn Equinox 386YE}}&lt;br /&gt;
==On Wings of Storm==&lt;br /&gt;
For a time it seems that these preparations might go untested. Days stretch into weeks, and a few of the more critical Urizen begin to question the wisdom of expending so much magical energy to defend against an attack that is &#039;&#039;clearly&#039;&#039; not coming. Then, just shy of a month after the Autumn Equinox, the Grendel arrive.&lt;br /&gt;
&lt;br /&gt;
An armada of ships from the Broken Shore, carrying tens of thousands of Grendel warriors, brave the magical storms battering Redoubt to assail the shores of [[Redoubt#Naris|Naris]]. If not for the [[vigilance]] of the Urizen watchers their attack might have taken the defenders by surprise – they approach not along the coast from the west but from the south – from the open sea. A ripple of concern runs through the strategists gathered in Redoubt. Have the Grendel navies crossed the trackless heart of the [[Bay of Catazar]]? The question is left unanswered as the chaos of war descends on the coast of Redoubt.&lt;br /&gt;
&lt;br /&gt;
At first the assumption is that they have employed some unknown enchantment to travel unseen along the coast. It quickly becomes apparent, however, that while there is magic woven into the hulls, rigging, and sails of the Grendel warships it is a protective charm of [[Autumn magic]] which helps their ships endure the Spring spawned storms rather than anything to do with speed or concealment. This protection is not foolproof - watchers confirm that several ships are swamped or sunk by the enchanted tempest - but it serves to significantly reduce the damage done by Foam and Spittle to the Broken Shore armada.&lt;br /&gt;
&lt;br /&gt;
It&#039;s obvious that this force is made up of many of the ships and soldiers that assaulted [[Madruga]] and [[A beacon of smoke|burned Siroc]] - or rather some of them. The Simoom, the Tempest, and the Golden Winds transport the piratical Black Eels, the mercenary army of the Bone Nautilus, the relentless veterans of the Iron Gulls, and the furious war-witches of the Naguerro. They launch a blistering series of raids and probing attacks across the southern coast of Redoubt, remaining mobile and seeking any weakness in the walls of iron and magic thrown up to defend Urizen from the sea.&lt;br /&gt;
&lt;br /&gt;
There are sightings of [[Asavean Archipelago|Asavean]] troops fighting alongside the Bone Nautilus, but no sign of the warships that hail from the eastern archipelago. It&#039;s possible that the [[Harvest of infamy|recent fiasco]] at [[Mitwold#Meade|Meade]] has shaken their resolve – or that they are simply busy elsewhere. Even without them, the Grendel forces brought to bear in Redoubt represent a serious threat. On sheer numbers alone, it seems the Grendel outnumber the Imperial armies two-to-one. Unfortunately, that assessment of the defenders of Redoubt takes into account neither the garrisons of Cargo and the Court of the White Fountain, nor the power of Imperial magic. The Summer citadels, and the Autumn enchantments, both help swing the odds back in favour of the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NorthernEagle Colour.png|align=right|width=300|caption=The Northern Eagle are adept at fighting in the foothills of Redoubt.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Raids on Elos and Visten are quickly repulsed by the Towerjacks and the Citadel Guard. The Northern Eagle are called to defend the Brilliant Star from a band of Black Eels who came ashore in Tomari under cover of dark; the orcs have counted without the sure movement and tactical prowess of the Varushkan guerrillas. The invading barbarians clash with Imperial defenders over and over, and while the Empire is not victorious in every engagement it is clear that the Grendel cannot sustain this pace for long. After some initial gains, the soldiers are forced back toward the coast.&lt;br /&gt;
&lt;br /&gt;
One of the most vicious engagements takes place at the Lighthouse at Nikephoros. Once a respected naval citadel, its star swiftly declined after Urizen became part of the Empire. No longer considered strategically important, it was almost drowned by magical storms in the reign of [[Empress Brannan]]. It has weathered many a tempest since, but this season represents one violent tempest too many. The isolated sea-stack where it stands is targeted by the ships of the Tempest, and Bone Nautilus mercenaries. As the storms rage, the barbarians seek to overwhelm the defenders, but before they can claim the spire the defenders choose to collapse the rock tower supporting the ancient citadel and tumbling it down into the hungry, churning sea. While some of the defenders are able to escape the destruction, many more perish, but they take at least as many Grendel with them - including several of the attacking ships. The Grendel will be more much more cautious about assailing lone citadels in the weeks to come, and the secrets of Nikephoros are delivered to the briny deeps rather than the greedy hands of barbarian magicians.&lt;br /&gt;
&lt;br /&gt;
==The Battle of Elos==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Crab-traced-2.png|align=left|width=300|caption=The Grendel forces seek to conquer Elos - but will settle for destroying its prosperous harbour if they cannot overwhelm the defenders.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Any foothold the Grendel manage to establish is swiftly dislodged by Imperial forces, and as the Winter Solstice draws nearer the attacks become more widely spaced apart. Then, with minimal warning, the Grendel launch an almost overwhelming assault against the harbour of Elos. Once a base for what little navy Urizen had before they joined the Empire, the fortunes of the spire slowly declined. Major trade passed it entirely in favour of the larger ports of [[Redoubt#Cargo|Cargo]] and [[Necropolis#Hedrossan|Hedra]] to the north, leaving it little more than a quiet fishing village. Yet even in sleepy obsolescence, the quayside remained extensive and the harbour wall fortified. A few years ago, though, the Imperial senate [[Construct_Great_Harbour_of_Elos|ordered]] an expansion of the docks, restoring them to and eventually surpassing their former glory. In the seasons since the Great Harbour of Elos has once again become a bustling port - and perhaps in time it could become [[To_see_what_you_sell#Additional_Benefits|something more]].&lt;br /&gt;
&lt;br /&gt;
Perhaps it is simple opportunism, or perhaps it is something more, but the Grendel forces throw their full strength behind the capture of the port. It seems their strategy here has been one of misdirection - to scatter the Imperial defenders across the long coastline of southern Redoubt before revealing their real intention. They have counted, however, without the foresight of the Citadel Guard and the industry of the Towerjacks. While the defenders are indeed spread out, Elos is far from undefended. The first marines disgorged from the Grendel ships find themselves pressed up against the barricades and palisades positioned by the Holbergian engineers. Even though the work of creating durable fortifications is still underway, the League soldiers have used the existing defences of the harbour to channel the invaders where they want them. Even these skeletal preparations leave the attackers exposed to the smaller garrison defending the spire, and they are cut to ribbons by crossbow bolts and Urizeni spears.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=TowerJacks Colour.png|align=right|width=300|caption=the Towerjacks strive to build defences along the cliffs of Naris, and fight to protect the port of Elos.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Grendel respond quickly, adjusting their tactics and seeking to land more ground troops on the beaches outside the town. The delay costs them dearly however, and even as they begin to move against the walls of Elos, returning Varushkan patrols and scouts from the Court of the White Fountain fall on them from the east and west. The heliopticon tower above the town sends out a warning and a call to arms that is quickly repeated across Naris and beyond, and the Empire&#039;s fist begins to close around the Grendel attackers. This close to the shore, they must also contend with the worst effects of the Spring curse laid across the seas and winds, which dashes more than one invading ship to pieces drowning it and its cargo of soldiers. Those shipwrecked barbarians who make it to shore are little match for the Imperial defenders.&lt;br /&gt;
&lt;br /&gt;
Yet the Grendel are nothing if not adaptable, and in the face of unexpected defenders they change their tactics. The mightiest armoured warships form a tight spearpoint aimed at the heart of Elos, and pierce the defences. The fighting on the docks is fierce and bloody, as the Grendel focus on clearing the defences the Towerjacks have created. They are able to establish a beachhead and from there the battle spills over into the town. Urizen settlements are as often as not laid out with an eye for aesthetics and beauty, with spacious avenues between the buildings - a far cry from the tangled mazes that characterise a League city or a Varushkan town. Pitched battles take place between the Imperial soldiers and the Grendel invaders, with the crossbows and bows on both sides proving to be a powerful asset in the long, straight streets.&lt;br /&gt;
&lt;br /&gt;
The attacking orcs have the upper hand, and so the Empire adjusts its own tactics. They play a delaying game, slowing the invasion and bogging the orcs down wherever they can. With each hour that passes, more defenders arrive - soldiers from the Imperial armies, scouts from the fortifications, and even a scattering of supernatural allies come down from the magic citadels, eager not to miss a fight after weeks of boredom in the foothills. In the end, as night begins to fall, it is clear that the Grendel will not be able to take Elos and they begin to fall back to their vessels. Yet they make one last attempt to achieve their goal; soldiers of the Iron Gulls, adept siege engineers in their own right, try to fire the harbour and especially the facilities for maintaining and building ships. Perhaps control - or the destruction - of this nascent shipyard has been their intention all along. They are able to inflict some damage, but a cadre of Urizeni sentinels breaks through the Grendel defensive line and falls on the would-be saboteurs, and covered by League and Varushkan troops they make short work of the attackers. The survivors are forced to retreat back to their ships.&lt;br /&gt;
&lt;br /&gt;
As the darkness gathers, the Grendel abandon their attempt to secure Elos. Tail between their legs, they limp back to their ships and flee into deeper water, abandoning a few raiding parties who had not made it to the coast to the tender mercy of the Imperial defenders. A cautious cheer goes up from the Imperial defenders. It is, perhaps, a little premature...&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Dapper Carchacadon.jpg|align=right|caption=The carcharodon heralds of the Mother of Wrecks feast in the wake of the Children of Wrecks.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The &#039;&#039;Second&#039;&#039; Battle of Elos==&lt;br /&gt;
While the Empire and the Grendel tear at one another, while the maelstrom roars and the sun sinks, a &#039;&#039;second&#039;&#039; force sweeps in from the west to attack Elos. It&#039;s not clear whether they have been intentionally waiting for the Grendel to launch their failed attack, or whether it has simply taken this long for them to gather their strength and bring it to bear. Given the nature of these assailants, it seems more likely that the latter is the case. While the Empire mops up the last of the Broken Shore invaders, while the Grendel retreat deeper into the Bay, the [[Children of Wrecks]] launch their assault. &lt;br /&gt;
&lt;br /&gt;
Through the teeth of the storm come perhaps a hundred and fifty swift-moving vessels, festooned with gruesome trophies and profane talismans. They surge through the spray to attack the harbour, a ragtag mess of pirates and privateers, murderers and thieves. The Grendel have cleared some of the fortifications raised by the Towerjacks, and these jackals prove much more manoeuvrable than the great warships of the Broken Shore, able to dodge the barricades and disgorge their cargo of savage raiders into the streets of Elos. Smaller in number, they still seek to overwhelm Elos with the sheer [[Spring magic#Savagery|savagery]] of the Spring realm. &lt;br /&gt;
&lt;br /&gt;
There is little subtlety in their strategy, and even less cohesion to the raiders that assail Elos. They are here to burn, and loot, and slaughter with no thought for holding territory or establishing supply lines, or anything more complex than sating their greed and bloodlust. Many of these attackers are clearly former orcs of the Broken Shore, either zealots who revere the [[Siakha|Mother of Wrecks]] as a twisted deity, or villains driven by greed to abandon their people and embrace chaos. Many are clearly experienced at assailing Imperial ships, but seem perhaps a little less prepared for a battle on land. Their numbers are swollen by ships and raiders from further afield – it seems that the call of High Priestess Shivaarn has been heard in the far corners of the Known World and cutthroats, pirates, buccaneers, and violent criminals are answering. &lt;br /&gt;
&lt;br /&gt;
To the sorrow of the defenders, there&#039;s also ample sign that there are former Imperial citizens among the attackers, mostly ex-Freeborn and League traitors who have thrown off the veneer of civilisation to embrace the chaos of the Children of Wrecks. More worryingly, there is a notable Marcher presence among the attackers - perhaps as many as half a dozen warbands who have removed their livery, but cannot quite conceal their allegiance. The fact they are looking to conceal their identities raises suspicions that they are opportunists; they intend to return to the Marches once the raid is over rather than to join the Children of Wrecks. They fight no less savagely that their compatriots, however, their [[Merciless Wrath of the Reaver|merciless wrath]] just as unforgiving as that of the other Children of Wrecks.&lt;br /&gt;
&lt;br /&gt;
True barbarians, they give no quarter and expect no mercy. Every attacker shows signs of the potent Spring enchantments coursing through their veins that grant them savage strength to cut down defenders, while giving them unnatural vitality allowing them to shrug off powerful blows even lightly armoured as many of them are.&lt;br /&gt;
&lt;br /&gt;
As with other engagements with the Children of Wrecks, there are numbers of [[Inhabitants of the realms#Heralds|heralds]], [[Inhabitants of the realms#Guardians|monstrous beasts]], and [[Inhabitants of the realms#Drudges|bloodthirsty supernatural reavers]] bolstering their strength. Alongside humans and orcs throng savage carcharodons, thunderous tempest children, and great bone-armoured sharks ready to devour anyone who falls into the water.&lt;br /&gt;
&lt;br /&gt;
While the majority of the attackers rely on steel to try and overwhelm the defenders of Elos, there are clearly a number of magicians among them well versed in the violent magics of Spring. In the teeth of the gale, they shout words of power to tear down the defences of the town, to sink its ships, to scatter the defenders. The Urizen meet the unconstrained fury of Spring with magic of their own, however, and strong as the Children of Wrecks sorcerers are the Urizeni are stronger. Urizen magic turns aside the more destructive incantations of the Children and their supernatural allies, bolstering and strengthening their allies, and helping them remain calm and focused in the face of the disordered aggression from the sea.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to both the Imperial and Grendel forces warring over the coast of Redoubt there is little organisation here. Some of the Children&#039;s vessels lose interest in the attack on Elos, peel off, and pursue the retreating Grendel armada. Where they catch stragglers they gleefully board their warships and slaughter their crews. A number of Grendel troops left behind in Elos, trapped between the bloodthirsty hammer of the Children of Wrecks and the anvil of the Empire choose to surrender to Imperial troops, or in one or two cases strike hasty alliances to fight the new threat. &lt;br /&gt;
&lt;br /&gt;
The attack is chaotic, unpredictable, disorganised. Whatever strategy they may have had dissolves quickly in the face of Urizen&#039;s wealth and the chance to murder its people. That same disorder, that makes it hard for the sentinels to predict how the attack will unfold, largely dooms it even before it has started. Despite the smaller number of attackers, the Children of Wrecks are focused on mayhem and theft rather than trying to conquer the town. They kill more people than the Grendel did, because they are not here to conquer merely to slaughter and fill their pockets. Because there is no sense of unity or loyalty between the vicious raiding bands, it matters little to the individuals when their fellow attackers fall. Beyond the point where an attacking army would have sounded the retreat, the fighting continues through the night. Fires erupt across Elos, the cries of the wounded and the dying rise to challenge the thunder of the clouds in volume.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=SiakhaArt.jpg|caption=Those who have the favour of Siakha are equally happy to despoil Imperial towns and sink Grendel ships - and their mistress welcomes both with equal delight.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Yet as midnight approaches, the furious tumult of the Children of Wrecks begins to falter. They frenzy dims, their strength expended in a crazed flurry of attacks. The sentinels, the League soldiers, the Varushkan schlacta, systematically surround and butcher the straggling attackers. Those smarter raiders know the tide has shifted and fall back to their ships, peeling away from the Naris shore and heading westward, satisfied with their loot, and the slaking of their bloodlust.&lt;br /&gt;
&lt;br /&gt;
There is still violence to come, however. As the ships of the Children of Wrecks flee back toward their [[Madruga#Free_Landing|lair in the west]] two-dozen swift Broken Shores ships attack &#039;&#039;their&#039;&#039; stragglers, cutting down their crews or sinking the pirate ships wherever they can. While the bulk of the Grendel armada is still in full retreat, it seems some of their independent captains are more interested in retribution against the traitors and murderers under the tattered flags of Siakha than they are in making it safely to deeper waters after the failure of their attack.&lt;br /&gt;
&lt;br /&gt;
==Forewarned and Forearmed== &lt;br /&gt;
As the morning sun limps above the eastern mountains, the defenders of Elos count the cost. The spire has been damaged, there is still a pall of smoke hanging over the settlement. The Towerjacks immediately set to work repairing and replenishing the barricades on the docks, while the Northern Eagle dispatches details to gather up the corpses of Grendel troops and Siakhan raiders and burn them on great pyres outside the walls of Elos. These funeral furnaces burn low, spitting and snarling in the drizzle that still pours from the heavy Spring-infused clouds above.&lt;br /&gt;
&lt;br /&gt;
The harbour has weathered the storms, and perhaps been made stronger. If there had been no defence, if it had just been the Grendel or the Children of Wrecks against Elos, the story would have been very different. Without forewarning, the Grendel would have taken Elos and established a beachhead in Redoubt, spreading quickly across Naris and threatening not only Redoubt but Necropolis as well. Even without the Grendel attack, the Children of Wrecks alone would have overwhelmed the defenders and Elos would have burned, its people slaughtered or captured by the Children of Wrecks who would easily have escaped any retribution from the defenders of Urizen. &lt;br /&gt;
&lt;br /&gt;
With three armies, and a plethora of magical protections, however, both attackers have been repulsed. Even with the lifegiving rain, many have died. In the skirmishes along the coast, and the defence of Elos, death has claimed soldiers of three nations. For all their lack of numbers, the sheer savagery of the Children of Wrecks rivals the worst excesses of the Druj in its bloodthirstiness and the protectors of Elos have bourn the brunt of that wickedness. In the days that follow, the heliopticon flickers with the news that Elos has survived. At the same time, the fact that there were many identifiably Marcher soldiers among those attackers, who even with the savage power of Spring in their veins showed signs of the discipline common to a [[military unit|trained Imperial force]] leaves a sour taste in the mouths of those who had hoped the recent conflict with the Marches had been laid to rest. It seems there is indeed more than one way to bury a hatchet, as the western farmers have it.&lt;br /&gt;
&lt;br /&gt;
Regardless, the vigilance of the Empire has paid dividends. The Grendel armada has been forced to retreat from Redoubt without establishing a foothold in the territory or succeeding in a single significant raid. The Children of Wrecks have been repulsed, and while the fighting at Elos was savage they were no match for the defenders. The storms that have rampaged up and down the coast blow themselves out three weeks before the Winter Solstice, and in the wake of the violence a sudden calm descends.&lt;br /&gt;
&lt;br /&gt;
The Empire has protected Redoubt, bloodied the nose of the Grendel armada, and delivered a stinging defeat to the Children of Wrecks, but it has paid a steep price to do so.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofRedoubt.png|caption=Redoubt has been protected by Imperial forces.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Redoubt===&lt;br /&gt;
* &#039;&#039;&#039;Redoubt remains fully under Imperial control&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Towerjacks have established temporary fortifications in Naris&#039;&#039;&#039;&lt;br /&gt;
Imperial forces in Redoubt handily defeated attacks from both the Grendel and the Children of Wrecks aimed at the port of Elos. There has been cosmetic damage to the town, and some loss of life, but the harbour remains intact. In addition to the usual damage caused during the campaign by the Grendel navies and armies, the attack of the Children of Wrecks and their supporters has caused additional casualties to the three armies defending Redoubt. These extra casualties have also been reduced by Rivers of Life, however.&lt;br /&gt;
&lt;br /&gt;
Grendel forces have retreated, having failed to establish any foothold in the territory. The Children of Wrecks raid has been held off, and the attackers have scattered into the deep waters of the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
The Towerjacks have completed their program of fortifications and bolstering of defences across Naris, and following the Winter Solstice the region will have a 1,000 point [[fortification]]. That strength drops to 500 after the Spring Equinox, and has faded completely by the end of the Summer Solstice 387YE.&lt;br /&gt;
&lt;br /&gt;
Work on the [[Construct Roads of the Sky|roads of the sky]] has been slightly impacted by the terrible storms and magical rain, but given that the destructive curse is focused on the coast rather than the territory as a whole, the effects have been negligible. The presence of both the Towerjacks and the Northern Eagle have also helped to ensure that work has proceeded apace despite the dreadful winds and rains lashing Redoubt.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=SpringRune.jpg|caption=Spring magic brings [[Spring_magic#Ruin|ruin]] and [[Spring_magic#Fertility|growth]] with equal facility.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Foam and Life===&lt;br /&gt;
* &#039;&#039;&#039;Foam and Spittle of the Furious Sea has reduced production from fleets based in Redoubt, and damaged navies fighting in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It has also impacted ministries related to coastal trade along the shores of Redoubt&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In combination with Rivers of Life, the two curses have had additional unpredictable effects on farms, forests, and herb gardens in the territory&#039;&#039;&#039;&lt;br /&gt;
The territory has been under the effect of both [[Foam and Spittle of the Furious Sea]] and [[Rivers of Life]]. Every [[fleet]] based in the target territory has had its production reduced by two ranks, providing reduced income for the character who owns them. The storms have also battered the coast - any Urizeni whose spire is located in southern Redoubt is encouraged to think about how a season of tempestuous magical weather might have affected them. The rain and hail are also infused with the healing power of [[Rivers of Life]], however. This means that while the damage to property might have been extensive, actual injuries are often healed by the very same bad weather that caused them. &lt;br /&gt;
&lt;br /&gt;
The chaotic weather has had an unexpected effect on [[farm|farms]], [[herb garden|herb gardens]], and [[forest|forests]] across the territory. While the pounding Autumn and Winter hail has damaged warehouses and conservatories, the healing power that infuses it has caused actual plants to prosper, although in keeping with the [[Spring magic#Chaos|chaos]] of Spring magic it has done so in unpredictable ways. Every farm in Redoubt will provide 18 fewer rings this season, but produce two doses of [[true vervain]] instead. Every herb garden provides 2 fewer doses of [[true vervain]], and instead provides 18 rings of valuable or edible plants. Every forest provides 2 fewer measures than normal, but instead provides a single pawn of [[vis#Vital Honey|vital honey]].&lt;br /&gt;
&lt;br /&gt;
Foam and Spittle is not great for international sea trade. As such the [[Custodian of the Concordium Dock]], the [[Quaymaster of the Elosian Docks]], and the [[Elosian Architect]] will all be unable to access the top levels of their respective [[ministry|ministries]] following the Winter Solstice. Fewer ships are visiting the ports, and the disruption caused by the curses coupled with the fighting along the coast have discouraged merchant vessels from visiting these ports.&lt;br /&gt;
&lt;br /&gt;
This change comes from the interplay of the magic of Foam and Spittle and Rivers of Life, the influence of the constellation of [[the Mountain]], and perhaps also the presence of Siakha&#039;s chosen pirates and their many enchantments. There&#039;s no guarantee the same effect would occur if the two curses were performed together elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Participation: Elosian Raiders===&lt;br /&gt;
* &#039;&#039;&#039;Players whose fleet or military unit participated on the attack on Elos receive rewards based on their military strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Taking part in the raid alongside the Children of Wrecks is a serious crime; if uncovered and convicted the character likely faces the death penalty&#039;&#039;&#039;&lt;br /&gt;
Anyone who took part in the raid on Elos fought alongside the Children of Wrecks against Imperial citizens and soldiers. As detailed in the description of the action, any military unit that took this action has definitely killed Urizen citizens as part of the attack and may have killed Varushkan or League soldiers as well. If anyone is convicted of having joined the raid on Elos, they will likely face execution for murder and treachery.&lt;br /&gt;
===Participation: Nikephoros===&lt;br /&gt;
* &#039;&#039;&#039;The Lighthouse at Nikephoros has been destroyed&#039;&#039;&#039;&lt;br /&gt;
The destruction of the Lighthouse at Nikephoros ensured not only that the Grendel did not capture any of its magical secrets, but also made them more reticent to attack isolated spires along the coast for fear of the destructive power the magicians within might unleash. If you were an inhabitant of the spire, you are free to create a story about your involvement in the raid, and the subsequent decision to collapse the sea-stack rather than let the spire fall to Grendel raiders. If you were not a resident of the spire, you need the permission of the players who were, before you can claim to have been involved in the defence. It is assumed that player characters are among those who manage to get to safety through storm-wracked seas before the tower came down, but you are free to begin the event [[Combat#Terminal|terminal]] if you wish.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{SOP|by=Halkyon of the Myriad Stream, Urizen Assembly|statement=People of Redoubt, watch the coast and prepare for the malice of the Children of Wrecks and the Grendel. Turn your striving to the organisation of your defences. Build up your bonds with your fellow spires and make assurances to share this watch. Hone your courage and do not fear to act. Keep watch upon the Ribbon of Salt and Evenstar. They must not fall into wicked idolatrous hands. Let Urizen&#039;s virtue be a light against their darkness. |vote= 306-0|when=Autumn Equinox 386YE}}&lt;br /&gt;
===An Oath (Redoubt)===&lt;br /&gt;
* &#039;&#039;&#039;Wreckers are withdrawing from Redoubt, having attacked Spire of the Wealdawn&#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;&#039;&#039;Halkyon of the Myriad Stream&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the wreckers and recovering their loot&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Following the repulsed raid on Elos Harbour, a warband of wreckers remained in Redoubt. They were separated from those fleeing the harbour and managed to skirt the armies of the Empire and the Broken Shore. Instead, they launched an assault on the [[Sound_the_bells#Sodden_Plains|Spire of the Wealdawn]] and managed to escape with a wealth of mana crystals and sunfruit. Inspired by the words of &#039;&#039;&#039;Halkyon of the Myriad Stream&#039;&#039;&#039;, upheld by the Urizen Assembly, the wreckers have been tracked by several sentinels as they make their way back to their ships. The wreckers appear to be made up of several former Freeborn and Grendel, and are accompanied by heralds of [[Siakha]].&lt;br /&gt;
&lt;br /&gt;
If the &#039;&#039;wreckers&#039;&#039; escape, then they will no doubt be able to use the looted mana crystals, either in rituals or as funds to tempt more to their &amp;quot;&#039;&#039;nation&#039;&#039;&amp;quot;. The words of &#039;&#039;&#039;Halkyon&#039;&#039;&#039; inspired the sentinels of Wealdawn to follow and keep track of the fleeing raiders, as such it is the responsibility of the questor to stop them. The sentinels are clear that they are happy for Halkyon to retain any of the treasure they can reclaim from the wreckers, asking only that they put it to good use.&lt;br /&gt;
&lt;br /&gt;
===Hill of the Golden Dawn (Ayereed)===&lt;br /&gt;
* &#039;&#039;&#039;A Grendel maistir is travelling to pay mercenaries to reclaim the Empire&#039;s foothold in Ayereed&#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 Spymaster&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing Maistir Varden&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Six months ago, the Imperial Spymaster [[Construct Smugglers Cove in Ayereed|announced]] the construction of a [[smugglers cove]] in [[Ayereed]]. A few weeks after the summit, the [[Golden Axe]], the [[Seventh Wave]], and the [[Winter Sun]] [[Steel and salt|invaded]] the territory to the south of Mareave. Last season, the General of the Seventh Wave was able to prevent the [[Steel_and_salt#A_New_Arrival_(Ayereed)|prevent the funding of mercenaries for Stormlords Rise]], but the [[Fake_empire#The_Salt_Lords_Council|Salt Lords Council]] have deep pockets. The Lord of [[Bay_of_Catazar#Gainmeachdubh|Gainmeachdubh]] has sent a &#039;&#039;Maistir Varden&#039;&#039; with funds to pay mercenaries to reclaim the Empire&#039;s foothold in the Petrified Forest and destroy the newly-started smugglers cove.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Maistir Varden&#039;&#039; is accompanied by a guard of Grendel and Asaveans, and reports from unconquered left behind in the territory suggest that they are accompanied by something between an esteemed guest and a prisoner. There is some uncertainty as to exactly who it is, but given the way they have been seen to be treated, it is likely they would appreciate being freed. It is the responsibility of the [[Imperial Spymaster]], &#039;&#039;&#039;Bernard Dugdale&#039;&#039;&#039;, to kill Maistir Varden, the Grendel, and the Asaveans. The Imperial Spymaster might wish to rescue the unknown prisoner, but they would almost certainly need a performance of [[The Cuckoo&#039;s Egg]] to return them to Anvil.&lt;br /&gt;
&lt;br /&gt;
==Salt Burned (Battle Opportunity)==&lt;br /&gt;
The twin battles of [[Redoubt#Naris|Elos]] have drawn the attention of Imperial forces in Redoubt this season. Through grit and determination, the defenders endured and drove both [[Grendel]] and the [[Children of Wrecks]] from the port. But with storms lashing the coasts of the territory, it is soon apparent that something was missing. The vigilant watch of the seas reveals it; a second raiding force of wreckers put ashore in southern Tomari, landing under the cover of heavy skies, and then quickly disappearing into the interior.&lt;br /&gt;
&lt;br /&gt;
With brutal savagery, they descended on the &#039;&#039;Littilian Fast&#039;&#039;, a clifftop defence founded soon after Urizen joined the Empire. With most of the [[sentinel|sentinels]] supporting military efforts to the north, the defenders were quickly overwhelmed, the halls and gardens burned, and the study rooms ransacked, with anything of value carried off. The raiders then turned south and headed into [[Redoubt#Optarion|Optarion]].&lt;br /&gt;
&lt;br /&gt;
As news of the attack spread toward [[Redoubt#Optarion|Visten]], alarms were raised as raiders&#039; ships were sighted off the coast, in the roiling waters near the [[Redoubt#Optarion|Ribbon of Salt]]. This potent spring regio lies off the shore and is only accessible by boat, making it an obvious target for the &#039;&#039;Turn of the Gyre&#039;&#039;; a Spring coven favoured by [[Siakha]]. The coven is planning to call on a boon of the &#039;&#039;Maelstrom&#039;&#039; to replicate their recent destructive castings at &#039;&#039;Siakha&#039;s Maw&#039;&#039; and upon the &#039;&#039;Freeborn Plain&#039;&#039; to inundate the town with an enhanced casting of [[Thunderous Deluge]].&lt;br /&gt;
&lt;br /&gt;
There is an opportunity on the Saturday of the solstice to intercept the raiders approaching the coast and prevent them from uniting with the coven. If the opportunity is not taken, or the raiders are victorious at &#039;&#039;Visten Head&#039;&#039;, then the port that lies at the feet of the town&#039;s three spires will be destroyed as the coven will unleash their destructive magic on the coast of [[Redoubt]].&lt;br /&gt;
&lt;br /&gt;
===Objective: Protect the Ribbon of Salt===&lt;br /&gt;
* &#039;&#039;&#039;Recover at least three timbers from the &#039;&#039;Astral Phoenix&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the coven gains three or more timbers, they will destroy Visten and unleash a pair of powerful Spring rituals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the coven gains one or two timbers, they will cast their rituals but fail to destroy Visten&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire recovers all the timbers, their efforts will completely fail&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[Redoubt#Optarion|Ribbon of Salt]]&#039;&#039; has long held the interest of scholars and mages from across Urizen. Over the centuries, many have theorised over the regio&#039;s origins, the nature of its connection to the Spring realm, and possible ways that the impressive waterspouts might be harnessed. &#039;&#039;Indagius of Visten&#039;&#039; studied the regio extensively during the reign of Emperor Frederick. Eventually, the stargazer acquired a ship, the &#039;&#039;Astral Phoenix&#039;&#039;, to search for similar Spring phenomena in the Bay and across [[the seven seas]], but the day the ship set sail, it was swallowed in a magical storm, and all hands on board were lost. Only five timbers were ever recovered, washing ashore on the night the ship was lost. &lt;br /&gt;
&lt;br /&gt;
Along with mana, tempest jade, and assorted ritual paraphernalia, the raiders have stolen the five timbers from the citadel. They are now taking all that remains of the &#039;&#039;Astral Phoenix&#039;&#039; out to sea to the waiting coven. The &#039;&#039;Gyre&#039;&#039; have proven themselves as powerful ritualists, but they lack the Grendel&#039;s logistical support, and have burned through most of their supplies. The raid is bringing them the necessary mana and tempest jade for the ritual, but importantly, the remains of the &#039;&#039;Astral Phoenix&#039;&#039; have sufficient significance to Siakha to replace the ilium required to draw on the eternal&#039;s dreadful boon. The more of the Astral Phoenix the Wreckers sacrifice to their insane god, the more power they will be granted.&lt;br /&gt;
&lt;br /&gt;
If all five timbers are recovered, then the ritualists cannot perform any rituals and will be completely defeated. If they are able to take one or two timbers to the coven then they will sacrifice them to Siakha in return for the boons needed to cast powerful Spring curses on Redoubt, one for each timber. If they escape with three or more timbers, then they will be able to cast Thunderous Deluge, [[Foam and Spittle of the Furious Sea]], &#039;&#039;and&#039;&#039; call on Siakha&#039;s aid to destroy Visten.&lt;br /&gt;
&lt;br /&gt;
===Objective: Eliminate the traitors===&lt;br /&gt;
* &#039;&#039;&#039;Several notable turncoats have been identified among the Children of Wrecks at Visten&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will need to be located and then killed during the battle&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each traitor slain will safeguard their former nation from the depredation of the wreckers&#039;&#039;&#039;&lt;br /&gt;
Observations by war scouts have identified five former Imperial citizens who have joined with the &amp;quot;&#039;&#039;free nation&#039;&#039;&amp;quot;. These five do not currently hold positions of power among the raiders, instead, they have been drawn to the Children of Wrecks following acts of violence and chaos in their pasts. They will be found among the hosts of the wreckers and should be notable for their distinctive national dress. Each of the nation&#039;s egregores has made it clear that they have abandoned their oaths and are no longer considered Imperials. The magistrates have confirmed that the five individuals are considered barbarians, are no longer protected by Imperial law, and as there is absolutely nothing to suggest that they would consent to being targeted by [[Cuckoo&#039;s Egg]], they can be legally killed by citizens of the Empire in battle. &lt;br /&gt;
&lt;br /&gt;
If a traitor escapes the battle, then they will be able to help the Children&#039;s plan raids against their former nations. Wreckers will find ways to loot and plunder the affected region in a territory of that nation, rendering it [[Region_qualities#Lawless|lawless]], swelling the wreckers&#039; coffers, even as they drain the treasury.&lt;br /&gt;
&lt;br /&gt;
The traitors have been identified as:&lt;br /&gt;
* &#039;&#039;Maurizia Spada di Sarvos&#039;&#039;; an Uccelini merchant who murdered her business partner to ensure safe passage in a storm&lt;br /&gt;
* &#039;&#039;Ezhabbenar of Hedrossan&#039;&#039;; a retired Highborn sailor who joined the cults for the thrill of piracy and riches&lt;br /&gt;
* &#039;&#039;Tuomas of Pirenea&#039;&#039;; a stargazer that gained insights into Siakha&#039;s ritual boons in return for his coven&#039;s blood&lt;br /&gt;
* &#039;&#039;Zavetta Voglavnova&#039;&#039;; a fallen Varushkan boyar who disappeared after abandoning her vale to wolves in return for personal power&lt;br /&gt;
* &#039;&#039;Ioan Bloodstride&#039;&#039;; a refugee from a lost striding in Liathaven who joined Siakha&#039;s forces during the assault on Meade&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Capture the &#039;&#039;Jaws of Selachan&#039;&#039;===&lt;br /&gt;
* &#039;&#039;&#039;A devotee of Siakha carries with them a relic of the &#039;&#039;Maelstrom&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Locate and wrest the Spring-touched maw from the bearer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The relic is powerful and could be destroyed or used against the Wreckers&#039;&#039;&#039;&lt;br /&gt;
A terrified trader freed from captivity has passed on rumour of the &#039;&#039;Jaws of Selachan&#039;&#039; borne by a group of cultists and understood to be of significance to the &#039;&#039;Mother of Wrecks&#039;&#039;. Described as a golden skeletal maw, filled with sharp teeth, the item invokes a powerful, vicious fury for the person carrying it and is held in great respect by those who fight alongside it.&lt;br /&gt;
&lt;br /&gt;
Evidently an item of some magical potency, the most prudent course of action is for it to be located by Imperial forces and for a skilled diviner to determine the nature of the power that created it. As the item is a creation of Siakha, who is under the [[Alignment|enmity]] of the Conclave, any Imperial citizen who recovers it should either destroy it with [[Words of Ending]] or pass it to the magistrates. It would be illegal to attempt to keep the item, regardless of whether the power was claimed or used against the wreckers.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Environment: Salt in the Air===&lt;br /&gt;
* &#039;&#039;&#039;Visten Head is under the effect of a powerful Spring magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All characters experience a feeling of rising bloodlust&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character who does not resist the aura has a single use of CLEAVE with an appropriate melee weapon whilst in the location&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A powerful Spring aura will affect everyone who travels to the area of &#039;&#039;Visten Head&#039;&#039;. Unless you have a way to resist the power you will experience the following roleplaying effect: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A metallic taste fills your mouth and the air smells of salt; you feel a growing sense of destruction and bloodshed thumping around your body.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Anyone who travels to this location will experience a strong roleplaying effect of rising violence and bloodlust, unless they:&lt;br /&gt;
&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Draw on the spiritual strength of an anointing&lt;br /&gt;
* Draw on their [[merrow]] lineage and assume a calm demeanour&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&lt;br /&gt;
Whilst in the location, any character can make a &#039;&#039;&#039;single&#039;&#039;&#039; [[Heroic_skills#Cleaving_Strike|CLEAVE]] call with any melee weapon, other than a pike, once during the battle. You do not need to expend a hero point or have the [[Heroic_skills#Cleaving_Strike|Cleaving Strike]] skill to use this ability. This ability is lost if the character resists the roleplaying effect at any point, or upon their return to Anvil.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wasp_nest&amp;diff=143860</id>
		<title>Wasp nest</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wasp_nest&amp;diff=143860"/>
		<updated>2026-08-19T12:31:24Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Winter]][[Category:Recent History]][[Category:Peerless Kinship]]&lt;br /&gt;
&amp;lt;ic&amp;gt;They stood, almost shoulder to shoulder but not quite touching, as the sun hid his face and the darkness crept in. The only sound in the clearing was their slow breathing, the lapping of the waves, and the arrhythmic buzz of diurnal and nocturnal insects swapping shifts. Isaiah marked the unnatural sheen of the surface of the lake; the malign red, sick green, vile yellow. Like droplets of oil in a glass, but worse. Some of the younger trees that drank from the tainted pool were already dying. The older ones weathered it better, but any arborist could see the signs that there was something wrong with them. The Highborn shuddered to think what the water of this lake might do to the people, or the animals, if they drank it. The thought frightened him more than the knowledge that they were no more than a handful of miles from the borders of Eastring, where the Druj were.&lt;br /&gt;
&lt;br /&gt;
Shadows deepened, and Carys unshuttered her clay lantern, spilling out light. The stone&#039;s illumination was steady, but caught the lake in such a way as to make the corruption even more evident. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It happens every night at this time,&amp;quot; said the Navarr, her gaze still fixed on the shallow water along the lakeshore. &amp;quot;There, do you see it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isaiah leaned forward, squinting, The pale light picked out movement in the water. Not ripples, not waves, but the suggestion of movement. Then, he saw the boot-tops and the legs. Dark hues spilt upwards from the water, like liquid metal poured into a mould. Legs, torso, arms, a terrified face. All picked out in the water and the corruption of the lake. They were limping, shambling really, through the water along the shore. They looked back over their shoulder, desperation clear despite the barely finished formation of their features. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&#039;re trying to lose pursuers,&amp;quot; said Carys. Her voice throbbed with emotion, as she tried to remain detached. &amp;quot;They&#039;re injured. Sometimes the Druj let prisoners... wait, here it comes.&amp;quot; She sounded to be on the verge of tears.&lt;br /&gt;
&lt;br /&gt;
The figure stopped suddenly, staggered, collapsed forward. The watery colours that composed them began to become darker. Something like blood thickened their shape from the inside out, and began to drip down into the lake.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;An arrow, in the back,&amp;quot; whispered Isaiah. &lt;br /&gt;
&lt;br /&gt;
The wraith shuddered again, and then a third time. Two more arrows striking them from the front, in the stomach, making it clear to them in their last moments that they would never have escaped, that this was nothing more than a game and their fate was sealed before they had begun to run. They fell back into the water, lay face up. Not dead. Isaiah wanted to turn away but could not, knew he owed this spirit, this shadow of someone they had never met. &lt;br /&gt;
&lt;br /&gt;
The ghost reached up, beseechingly, begging. There was no sound, and no answer. The Druj weren&#039;t visible - only the poor damned spirit could see their tormentors. Their body convulsed again, and began to sink beneath the water. No, not sinking. Forced. Pressed into the mud by some invisible tormentor with their boot on the figure&#039;s chest.&lt;br /&gt;
&lt;br /&gt;
Carys could take no more. She moved forward with her light, as she&#039;d done half a dozen times before on different nights, and called out to the ghost thrashing in the corrupted water, softly, gently, telling them that it was over and that the Dance awaited them. They had tried this before, but each time the ghost had simply faded away, the awful scene of their death ready to replay again. This time, though, the Navarr priest had Isaiah with her. He touched the blue flame stitched into the woollen shawl and smearing a little liao on the icon, and let the scent of it open his eyes. Perhaps he could gain insight into what it was kept this poor lost soul trapped here, on the edge of the lake, reliving their torment and death over and over.&lt;br /&gt;
&lt;br /&gt;
It was too late, had likely been too late since the ghost stumbled in the water. The Highborn had a sense of pain, and loss, and frustration, and the fading hope that shone for a moment through the dark that this person - whoever they had been - would someone make it out would tell... someone... something. Then it was gone, slipped away, and the ghost with it.&lt;br /&gt;
&lt;br /&gt;
Carys breathed a shuddering breath, and did not try to fight back the tears any more. Another attempt, another failure. Isaiah reached out and rested a hand on her shoulder, his own eyes glittering, and spoke with a quiet certainty that welled up from deep within his soul.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We will do this,&amp;quot; he said gently, hoping that she understood that they were in this together, that she was not alone, any more than this poor spirit was alone. &amp;quot;We will do this. We will find a way to make this right. We &#039;&#039;will&#039;&#039;.&amp;quot;&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=Glade of Farewell.jpg|align=left|caption=Not everyone is remembered in the corpse glades of the Navarr.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{PDFLink|align=right|link=file:Wasp_nest.pdf|caption=Click for pdf version}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Autumn Equinox, the [[Highguard|Highborn]] Assembly upheld a [[386YE_Autumn_Equinox_Synod_judgements#Judgement_88|statement of principle]] from &#039;&#039;&#039;Hazelelponi of the Shattered Tower&#039;&#039;&#039; that restated their [[Full_of_sacred_sound#A_Peerless_Kinship|peerless kinship]] with Navarr. The judgement passed with a greater majority reflecting the desire to help strengthen their kin and do what they could to support their fellow nation. It is the last such judgement that can be passed as a result of the &#039;&#039;&#039;[[Full of sacred sound]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arianwen Thornfield&#039;s&#039;&#039;&#039; [[386YE_Autumn_Equinox_Synod_judgements#Judgement_189|judgement to guide the Highborn]] proposed a priority of the Navarr asking the Highborn priests to help them lead the restless souls that [[Therunin#Eastring|wander Therunin]] to their rightful place. The judgement is shrewd and well considered - of all the nations of the Empire, none have more experience in dealing with unquiet shades as the Highborn, they are well placed to offer expert help.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the situation in Therunin is far from ideal. The majority of the ghosts seem to be anchored in [[Therunin#Eastring|Eastring]], a location that is firmly under the control of the [[Druj]]. There may have been a hope that the invaders would have been defeated and Eastring liberated, but any such hope has been [[Under eastern skies|cruelly dashed]]. Nonetheless, working with the help of their Highborn allies the Navarr priests are able to create a plan to deal with the ghosts in Eastring, but it would be impossible to put the plan into action until the entire region is firmly under Imperial control. Any action will have to wait until then.&lt;br /&gt;
&lt;br /&gt;
Thwarted in their primary goal, the Highborn pilgrims look to see what other aid they can offer &#039;&#039;now&#039;&#039;. &lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr; gap: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|by=Hazelelponi of the Shattered Tower, Highborn Assembly|statement=Highguard, our kinship with Navarr is Peerless. Our Loyalty to them has been acknowledged and praised. So we shall continue our actions in Pride. I once again call upon us to use Peerless Kinship to aid in Therunin as we once did in Brocéliande. They have asked, we MUST answer. Show that we deserve to raise the Grey Pilgrim army. Aid our ally.|vote=Greater Majority 486-28|when=Autumn Equinox, 386YE}}&lt;br /&gt;
{{SOPInner|by=Arianwen Thornfield, Navarr Assembly|statement=Unrestful souls wander Therunin unable to find the labyrinth due to the horrid massacre and inaction of this assembly. We call to our siblings in Highguard to help us lead the souls to their rightful places.|vote=190-28|when=Autumn Equinox, 386YE}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Haunting Melody==&lt;br /&gt;
* &#039;&#039;&#039;The spirits gathering in eastern Therunin remain restless&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An inspirational location would help the spirits find their rest&#039;&#039;&#039;&lt;br /&gt;
The Imperial [[Blood_and_mire#Game_Information:_Therunin|counterattack]] into Therunin left thousands dead, and that butchers&#039; bill has only increased since. Such wholesale slaughter saw Eastring become [[Region_qualities#Haunted|haunted]] by the restless dead, even before the fallen [[Iron Helms]] began [[Under_eastern_skies#Onwards_Through_the_Snow|their rampage]]. Soldiers who escaped the meat grinder speak of uneasy ghosts lashing out at any who come near, or leaving those that listen to their woes and wails with a lingering sense of dread and a bone-deep [[Calls#WEAKNESS|weakness]].&lt;br /&gt;
&lt;br /&gt;
The [[Kaela#The Gift of Kaela|Gift of Kaela]] offers an escape, albeit a tragic one, for those who fall into the hands of the Druj. Yet death in battle is often sudden, painful, and woven with feelings of anger, loss, desperation; perfect conditions for ghosts to arise. There is something about these restless spirits, trapped as they seem to be in the mortal world by their sadness and ire, that seems particularly unsettling for many Navarr. This remaining - not going into the Labyrinth, not continuing the [[Navarr_culture_and_customs#The_Great_Dance|Great Dance]] - is abhorrent. There is perhaps no other Imperial nation better suited to helping the Navarr to deal with these unquiet dead than that of Highguard. The [[Necropolis#The_Necropolis|Necropolis]] in particular is a place haunted by the spirits of the past; there are rumours that at certain times in history, the ghosts have outnumbered the living in [[Necropolis]]. Those ghosts who linger there sometimes become angry and disruptive and must be quieted or dealt with.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Eastring where many of the lingering dead seem to be found, is firmly under the control of the Druj. There are also unquiet spirits in conquered East Ashes, and in the barbarian-threatened Lower Tarn Valley. The invading armies are buoyed up by the cruel destruction of the Iron Helms and Isaella&#039;s Dance. The Black Wind seem particularly eager to get their hands on Imperial priests, to exact a bloody revenge on the Empire who they hold responsible for the [[Ripples_and_shadows#Black_Wind|murder of their sept leaders]]. At best, any priests who attempted to enter Eastring to deal with ghosts would likely be slaughtered by the Druj, or left with no choice but to take Kaela&#039;s bitter gift. At worst, the cruel orcs might find a way to break their spirit and turn them against the Empire as they have done before, in [[the Barrens]] and in [[Zenith]].&lt;br /&gt;
&lt;br /&gt;
[[Highguard_religious_beliefs#Stewards_of_the_Dead|Stewards of the Dead]] who have made the journey to Therunin are determined not to disappoint their peers among the Navarr. Together, they discuss a plan. Some suggestions come from an unlikely force; soldiers from the Dawnish armies that have fought in Therunin, receiving sanctuary and treatment for their terrible wounds at Peakedge Stead and the [[Hand_of_the_Healers#Houses_of_Healing|Houses of Healing]], talk about the [[A_glorious_victory#Here_We_Stand_.28Conjunction.29|shrine of hope]] in [[the Barrens]] that helps those who fell in that wild territory find rest.&lt;br /&gt;
===Glade of Farewell===&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;Establish Glade of Farewell&#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; Lower Tarn Valley, Eastring, East Ashes&amp;lt;/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; minimum 9 wains of weirwood, 27 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;Special:&#039;&#039;&#039; &lt;br /&gt;
* The region must be fully Imperial, and not have any poison or other corrupt quality&lt;br /&gt;
* Would require a writ of consecration once completed&lt;br /&gt;
* Grandeur of the memorial would influence the final effect, but at the minimum would remove the haunted quality from Eastring&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;A glade consecrated with true liao would help the angry spirits of Therunin to move on&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A commission is required to make a suitable location, and a writ of consecration is needed to complete it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Glade of Farewell&#039;&#039; would need to be built in a region ravaged by the Druj that was under Imperial control and not corrupted by Druj malice&#039;&#039;&#039;&lt;br /&gt;
A [[Inspirational location|sacred site]] established in eastern Therunin would help the restless dead find peace. There are several locations in Eastring, East Ashes, and the Lower Tarn Valley that would be suitable; it would require a glade and the construction of a memorial that remembered all those who fell to the Druj whether soldiers or innocent civilians claimed by the cruel barbarians. A suitable memorial would not need to be ostentatious; a minimum of 9 wains of weirwood would be required placing the [[commission]] within the reach of the [[Mistress of Monuments]] for example. Contribution of more weirwood would increase the [[Edifice#Grandeur|grandeur]] of the final memorial however, so there are potential advantages to having it commissioned by someone capable of building a larger structure. At the end of the day the important thing is that this place be reminiscent of the [[Navarr_culture_and_customs#Funerals|corpse glade]], but rather than one where the bodies of the fallen are laid to rest it would be a place that attracted the spirits of the fallen and helped them leave the shackles of the mortal world behind.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Glade of Farewell&#039;&#039; would need to be built in one of the regions of Therunin ravaged by the Druj, but not necessarily in Eastring itself. While there are more spirits in Eastring, there are also ghosts gathering in parts of Lower Tarn Valley and East Ashes. Indeed, if the Druj engage in further slaughter in either of the latter two regions it seems likely they, too, might acquire the haunted quality. Unfortunately, until Eastring or East Ashes are liberated, or the [[Region_qualities#Poisoned|corruption]] that pools in the Tarn Valley is removed, the memorial will achieve nothing save remind the dead of their loss. The region where it is built must be recaptured, or purified, before the memorial can be blessed. Of course, even if this is done there is a chance the Druj might disrupt building if their armies press west.&lt;br /&gt;
&lt;br /&gt;
Once the construction is complete, the Highborn propose that it should be [[consecration#True Consecration|consecrated]] with [[liao#True liao|true liao]] in the same way the Shrine of Hope was. After a great deal of discussion, they recommend that it be consecrated to one of the virtues of [[Pride]] (exalting the sacrifice performed by the fallen and the victims of the Druj), [[Loyalty]] (commemorating the commitments of those who fell to their people and their allies), or [[Courage]] (recognising that those who fell to the Druj fought to the very last for what they believed in). This would require the usual [[writ of consecration]] in the appropriate assembly, and provided it met the usual criteria and the memorial had been completed, it would create an opportunity to consecrate the &#039;&#039;Glade of Farewell&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Once that were done, the exact effects would depend on the virtue chosen and the grandeur of the memorial, but at the bare minimum, it would allow those trapped as ghosts in eastern Therunin to move on (it would remove the haunted quality from Eastring).&lt;br /&gt;
&lt;br /&gt;
==A Cleansing Song==&lt;br /&gt;
&amp;lt;ic&amp;gt;Note that the opportunities here have been superseded by those presented in the [[The dose makes the poison#Sucking the Poison|The dose makes the poison]] wind of war&amp;lt;/ic&amp;gt;&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;Cleanse the Corruption&#039;&#039;&#039;&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; Therunin&amp;lt;/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; 30 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;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;Special:&#039;&#039;&#039; Cost would be cut to 10 thrones a season if an appropriate Imperial Sodality of apothecaries voted to undertake the task&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;Highborn magisters are bringing samples of the substance that has poisoned the Lower Tarn Valley to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If an antidote can be found the apothecaries of the Empire could be encouraged to deploy that solution in Therunin&#039;&#039;&#039;&lt;br /&gt;
Unable to immediately help the Navarr lay to rest the spirits of the dead, the Highborn pilgrims look for other ways to help. Another pressing problem besides the ghosts and the Druj is that of the [[Region_qualities#Poisoned|poisonous]] and ravaged land of the [[Therunin#Lower Tarn Valley|Lower Tarn Valley]]. While it is once again under Imperial control it is far from safe, not least because the orcs of the Mallum are notorious for leaving assassins and saboteurs behind when they are driven out. For the &#039;&#039;Glade of Farewell&#039;&#039; to be built there, the corruption that pools in the earth and water must first be removed.&lt;br /&gt;
&lt;br /&gt;
Like Eastring, the Druj are behind the problems here. The contents of [[Ashes#Objective:_Prevent_the_use_of_the_Sephals_Cauldron|the Sephals Cauldron]] were spilled in the Lower Tarn Valley during the Summer Solstice, and the cursed brew sank deep into the ground and spread across the region. The situation &#039;&#039;could&#039;&#039; have been even worse if the Druj&#039;s full scheme had been realised, but that is scant comfort for those who remain in the region. Already this season, it has [[On_southern_sands#The_Arete_of_Sword_and_Spear|cost the lives of Imperial soldiers]], and in conjunction with the [[Rivers Run Red|Spring curse]] hanging over the territory it has caused the death of two dozen Navarr and Great Forest Orcs living in the Lower Tarn.&lt;br /&gt;
===Isolating an Antidote===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Hazelelponi.jpg|align=left|caption=Hazelelponi of the [[Highguard_groups#The_Shattered_Tower|Shattered Tower]] raised the final peerless kinship mandate.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;A herbal antidote to the poisoning needs to be discovered&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The highborn magisters have asked Hazelelponi who enacted the peerless kinship mandate to take the lead&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Samples of the poison will be brought to the Highborn camp at 15.00 on Saturday afternoon&#039;&#039;&#039;&lt;br /&gt;
Between them, the Highborn and the Navarr are some of the most skilled herbalists in the Empire, but dealing with the malison the Druj have unleashed will require first unlocking the secrets of the poisons the Druj created to taint the land. Skilled [[Surgical skills#Apothecary|apothecaries]] would need to analyse the toxic concoction that the Druj brewed, and devise a way to deal with it. To make that possible, Highborn [[magisters]] have carefully collected samples of the poison from the pools and marshes of the Valley. Being at pains to protect themselves against the threat of the venom with solemn rites of  [[Highguard_hearth_magic#Corruption_and_Purification|purification]], they have managed to gather a small amount of reasonably pure venom.&lt;br /&gt;
&lt;br /&gt;
Aiming to arrive in the Highborn camp at three in the afternoon on Saturday during the Solstice, their hope is that, with the guidance of &#039;&#039;&#039;Hazelelponi&#039;&#039;&#039;, who enacted the mandate, the apothecaries of Anvil will be able to work together to find a way to analyse the substance and find a cure.&lt;br /&gt;
&lt;br /&gt;
What little is known about the mixture the Druj prepared in the Sephals Cauldron has already been provided by the Civil Service in the &#039;&#039;&#039;[[Ashes#Objective:_Prevent_the_use_of_the_Sephals_Cauldron|Ashes]]&#039;&#039;&#039; wind of war. Presumably those seeking a solution will be able to use these initial notes as the basis for a successful approach to analysing the poison.&lt;br /&gt;
&lt;br /&gt;
===Practical Solutions===&lt;br /&gt;
* &#039;&#039;&#039;If an antidote can be discovered, the Imperial Senate could coordinate apothecaries to remove the taint on the Lower Tarn Valley&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would require a Senate Motion and investment of 30 thrones a season for two seasons&#039;&#039;&#039;&lt;br /&gt;
Presuming an antidote can be isolated, the next step would be to make it as public as possible. The [[Senate]] can use a [[senate motion]] to publicise this information much as they would with a new set of potion recipes being made available to Imperial apothecaries. As part of that motion, they could also instruct the civil service to work with Imperial citizens to put that antidote to work removing the [[Region_qualities#Poisoned|poisoned]] quality from the Lower Tarn Valley.&lt;br /&gt;
&lt;br /&gt;
Doing so would take six months, and cost the Imperial treasury 30 thrones each season. It is also quite risky; the Druj are in Eastring and East Ashes. While they might suffer from another attempt to invade the Lower Tarn Valley, they know enough about the venom to ensure that their losses will be fewer than those suffered by Imperial armies fighting in the region. If they plan to continue their invasion of Therunin then they must either push along the northern route through the Tarn Valley or attack the vallorn in [[Therunin#Greenheart|Greenheart]] - the latter is something they are &#039;&#039;very&#039;&#039; unlikely to do. If they went into the Lower Tarn while apothecaries were attempting to deal with the poison there, it&#039;s likely the project would be delayed &#039;&#039;at best&#039;&#039;. If those working there were unprotected the results would be &#039;&#039;much&#039;&#039; worse.&lt;br /&gt;
&lt;br /&gt;
===Peak Pharmacy===&lt;br /&gt;
* &#039;&#039;&#039;The Benefactor of High Chalcis could redirect the bounty of herbs produced by the Gardens to treat the poison in Therunin&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Doing so would reduce the herbs available for purchase by the High Herbalist of Sybella while the work was underway&#039;&#039;&#039;&lt;br /&gt;
There are a few alternatives to the Senate taking the lead. Across the border, in [[Reikos]], lie the [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]], built in part as a monument to those who suffer at the hands of the Druj.  In addition to the [[Highguard|Highborn]] who tend the gardens, there is a significant population of [[Navarr]] herbalists and physicks mostly from the [[steading]] of [[Therunin#Peakedge Song|Peakedge Song]].&lt;br /&gt;
&lt;br /&gt;
The [[Benefactor of High Chalcis]] could use their power to [[Benefactor_of_High_Chalcis#Redirect_the_Bounty|redirect the bounty]] of the Gardens to help remove the corruption from Therunin. As long as they included the details of the antidote, there would be no monetary cost to the Imperial Treasury. 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 persist until the corruption was removed from the Lower Tarn Valley, or the Benefactor chose to end them with another announcement.&lt;br /&gt;
&lt;br /&gt;
===Militant Physicks===&lt;br /&gt;
* &#039;&#039;&#039;The Valiant Pegasus, Blood Cloaks, 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;
&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;
The army of the [[Valiant Pegasus]] presents another alternative. They have many expert apothecaries and herbalists among their numbers. Unfortunately, the army is currently engaged in the liberation of the [[Mournwold]]. If they were to come to Therunin, however, and use their [[Army_qualities#Physick|Tend the Fallen]] order they could clear the poisoned quality from the Lower Tarn Valley in a single season, as well as providing protection to anyone there against a Druj invasion.&lt;br /&gt;
&lt;br /&gt;
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;
In theory, any army could work with the apothecaries encouraged by the Senate to help deploy the antidote. Unfortunately, no other army possesses the expertise of these the Valiant Pegasus and the Blood Cloaks. Perhaps Isaella&#039;s Dance might have been in a position to undertake the work but they are no more. Any other army would need the benefits of [[Bound by Common Cause]] to help work with the inhabitants of the Lower Tarn and the apothecaries. This would leave them vulnerable to the effects of the poisoned quality, unfortunately. Regardless, they would also need to take a defensive order that mentioned their intent to help cleanse the Lower Tarn Valley of corruption.&lt;br /&gt;
&lt;br /&gt;
An army deployed in this fashion would be able to clear the poison in a single season, and could ensure that the apothecaries working there were able to complete their work even in the face of further Druj aggression. It would still cost the Imperial treasury 30 thrones, or the people of Reikos their herbs, but hopefully for a single season.&lt;br /&gt;
&lt;br /&gt;
===Limited Opportunities===&lt;br /&gt;
* &#039;&#039;&#039;These solutions rely on the Empire maintaining control of Lower Tarn Valley - these plans would be defunct if they lose control of any part of the region&#039;&#039;&#039;&lt;br /&gt;
The plan to restore the Lower Tarn Valley relies on the Highborn assessment of the situation as it is now. If the Druj attack the Tarn Valley again in force and claim &#039;&#039;any&#039;&#039; of the region it will invalidate the scheme and a new approach will be needed.&lt;br /&gt;
&lt;br /&gt;
There are other things that could be done about the poison; the most obvious is that the Senate could commission an [[appraisal]] to find other ways to deal with the quality. An [[Imperial sodality]] with a strong manifesto related to healing and the apothecary arts - there is surely an apothecary fraternity that meets at Anvil that might be able to fulfil the requirement to be recognised as such - then they would likely be in an ideal position to find a solution to the Druj corruption that does not impose such a drain on the Imperial treasury. For now though, the Highborn plan is the only one that is available.&lt;br /&gt;
&lt;br /&gt;
==Stand for a Dream==&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;Micah&#039;s Stand&#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; Wayhouse&amp;lt;/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; Chalcis Mount, Reikos&amp;lt;/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, 12 white granite, and 72 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;Effect:&#039;&#039;&#039; Creates the title of &#039;&#039;Keeper of the Stand&#039;&#039;&amp;lt;br&amp;gt;Standard [[The_way_home#Building_Wayhouses|benefits]] of a wayhouse.&amp;lt;/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;
* Increases the production of the Benefactor of High Chalcis to 8 of each herb.&lt;br /&gt;
* Increases the great work production of the Gardens of High Chalcis by 1 Imperial roseweald&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;Keeper of the Stand&#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; Navarr &amp;lt;/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; Any &amp;lt;/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 doses of liao and 10 drams of random herbs 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; To protect the wayhouse and the Navarr who live in Reikos. To work towards the reclamation of Vale&#039;s Lament from the vallorn.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Micah&#039;s Stand&#039;&#039; wayhouse could be constructed in Chalcis Mount&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In addition to the normal benefits of a wayhouse, this would provide benefits to the Benefactor of High Chalcis and the herb gardens of Reikos&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This opportunity remains open until the end of the Summer Solstice 387YE&#039;&#039;&#039;&lt;br /&gt;
Cooperation is not a one-way street. While the Highborn work in Therunin, their efforts provide an opportunity closer to home. When Reikos was reclaimed from the Druj and Urith Barath was torn down, the Navarr and Highborn working together managed to translate the herbals claimed from the Stone Toad sept. Since then, there have been Navarr living around, and caring for, the [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]]. &lt;br /&gt;
&lt;br /&gt;
With the Last Battle wayhouse built in the Barrens, the steading of &#039;&#039;Micah&#039;s Stand&#039;&#039; - a small group devoted to the memory of the Highborn who welcomed them in – suggest that a wayhouse be built in Reikos. A wayhouse built in eastern Reikos would allow the Navarr of Therunin to live close to their home - whilst still being safe from the Druj.&lt;br /&gt;
&lt;br /&gt;
Several of the larger chapters of Chalcis Mount are supportive of this plan; Micah&#039;s Stand, and others like it, have proved excellent neighbours, and they remember the suffering of knowing that your home was under the terror of the Druj. The steading, and those who moved, would wish to see an Imperial title who could represent them, someone they could go to with worries and who could be prevailed upon to speak on their behalf at [[Anvil]]. The steadings also look north to fecund Brocéliande, and [[Brocéliande#Vale&#039;s_Lament|Vale&#039;s Lament]] in particular. The Navarr would want the title, &#039;&#039;Keeper of the Stand&#039;&#039; perhaps, to strive towards removing the vallorn from any border of Reikos.&lt;br /&gt;
&lt;br /&gt;
Building a wayhouse in Chalcis Mount would cost a little more than usual, but it would attract skilled Navarr herbalists to visit the region. The exchange of skills with the citizens who tend the Gardens of High Chalcis could only benefit the Empire, increasing the bounty of herbs delivered to the [[Benefactor of High Chalcis]] by one of each type and providing one additional Imperial roseweald to every herb garden in the territory.&lt;br /&gt;
&lt;br /&gt;
Micah&#039;s Stand would need to be commissioned before the start of the Summer Solstice 387YE, otherwise the opportunity will be lost.&lt;br /&gt;
&lt;br /&gt;
==The Deathstinger in the Woods==&lt;br /&gt;
* &#039;&#039;&#039;The Highborn raise serious concerns about Peakedge Stead being undefended&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A fortification could be built in Therunin specifically to protect Peakedge Song and the Apothecary college&#039;&#039;&#039;&lt;br /&gt;
There&#039;s one other matter that the Highborn passing through Therunin are concerned by. Peakedge Stead is one of the centres of the healing arts in the Empire. The new college of apothecaries has been established there. In addition to Navarr healers, there are regular visitors from Highguard and a permanent community of Great Forest Orc herbalists here.&lt;br /&gt;
&lt;br /&gt;
The Druj... the Druj have a very nasty track record for targeting places such as these. Centres of learning, hospitals, places where compassionate people work to reduce the pain and suffering in the world. The Druj have poisoned the Lower Tarn and slaughtered both humans and orcs who once lived there, but they may have another juicy prize in their sights - a testament to the friendship between Navarr and the orcs of the Great Forest makes it an irresistible target to the Druj.&lt;br /&gt;
&lt;br /&gt;
With the destruction of the [[Therunin#Holt_of_the_Oak_(Ruined)|Holt of the Oak]], Peakedge Song is protected only by distance. The Highborn are a people who set great stock by sturdy stone constructions, especially castles and forts. They are very concerned that without defence, it is only a matter of time before someone or something destroys the hospital. If the Druj do not manage it, then the vallorn might do it when the [[A thousand years of longing|hearts are brought together]] and abominations pour out of [[Therunin#Sweetglades|Sweetglades]].&lt;br /&gt;
&lt;br /&gt;
The Navarr themselves are not great builders of fortifications - their steadings are strong but they are very far from castles - but they have friends who are. The [[Vigilant Swan]] gives the Highborn access to the white granite needed to construct a castle. The pilgrims also point out that there is a measure of [[Vigilance]] in helping to defend Therunin - if the territory falls entirely and Peakedge Stead is destroyed then High Chalcis itself will likely be the next target for the orcs of the Mallum. Alternatively, the [[Great Forest Orcs]] could likely be prevailed on to build a fortification from weirwood much as they did with the Holt of the Oak; they have an investment of their own in Peakedge Stead, and their own reasons to want to protect Therunin from the Druj.&lt;br /&gt;
&lt;br /&gt;
Of course, a fortification may prove unnecessary. The Druj might be driven out of Therunin at any moment. When the vallorn of Therunin rises, Imperial armies might be able to protect Peakedge Stead. But, even without any special scheme by the Druj, if they were able to conquer Peakedge Song it is inconceivable they would not destroy Peakedge Stead, and the apothecary college, in the process.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Keeper of the Garden.png|caption=&#039;&#039;&#039;Aerowen Embercast&#039;&#039;&#039;, first Keeper of the Garden|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In the Garden==&lt;br /&gt;
* &#039;&#039;&#039;The briars previously working the Garden of Glory have disappeared&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Keeper of the Garden will receive 12 doses of liao each season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Garden is under serious threat from both Druj and vallorn&#039;&#039;&#039;&lt;br /&gt;
Shortly before the Summer Solstice 383YE, the briars of the Lower Tarn Valley - allies of the Great Forest Orcs – [[Long_walk_home#Liao_garden|were granted permission]] by the Senate to refine their own [[liao]] in an old liao garden located on the edge of Sweetglades, in the far south of the Lower Tarn Valley. &#039;&#039;&#039;Aerowen Embercast&#039;&#039;&#039; served ably as the first [[Keeper of the Garden]], and the briars were happy to provide six doses of liao in return for keeping half that was produced from their efforts.&lt;br /&gt;
&lt;br /&gt;
The briars have gone, now. It&#039;s not known if they were killed at Dourfell Keep, if they were slaughtered during the Druj invasion of the Tarn Valley, or if they escaped to safety in the Eaves of Peytaht. The fact remains that they are no longer here and show no sign of returning. Highborn pilgrims visiting Therunin, and their Navarr guides, found the garden abandoned. It wasn&#039;t ransacked by the Druj, nothing was broken or destroyed - it was simply empty. The tools and planting beds are neatly maintained, and it shows little sign of the taint of the poisoned waters.&lt;br /&gt;
&lt;br /&gt;
With the briars gone, Navarr herbalists and priests will move in and take their place. The [[Keeper of the Garden]] will receive &#039;&#039;all&#039;&#039; the liao produced in the garden – twelve doses going forward. It&#039;s notable that the garden is under serious threat from both the Druj and the vallorn; if either force invades the Lower Tarn Valley again it&#039;s unlikely that the garden would survive a second time.&lt;br /&gt;
&lt;br /&gt;
==A Peerless Future==&lt;br /&gt;
* &#039;&#039;&#039;This season was the final opportunity for the Highborn Assembly to express their peerless kinship with another nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Highborn Assembly could potentially embrace this new approach to their Imperial siblings, but doing so would require a significant sacrifice&#039;&#039;&#039;&lt;br /&gt;
The capacity to support other nations by expressing their kinship has run its course. The movement began in 384YE, [[Full_of_sacred_sound#A_Peerless_Kinship|in response to the mandate suggested by Eli, the aging custodian of Walter&#039;s Tomb]] that was so effectively [[384YE_Winter_Solstice_Synod_judgements#Judgement_79|taken up by Jared of the Sons of Couros]]. Eli recently passed away, his soul gone to the Labyrinth, but he lived long enough to see Highguard take up the ideas he championed. By all accounts, he died well satisfied by what the nation had achieved in the years that followed, confident that he had done his part in helping to set the Empire on a more virtuous path.&lt;br /&gt;
&lt;br /&gt;
The last two years have seen the Highborn explore ways to [[Questions_of_virtue#Our_Freeborn_Cousins|aid the Freeborn]] in [[Kahraman]]; aiding the [[Dawn|Dawnish]] [[Not to conquer|reach out to the factions]] in [[the Barrens]]; working with the [[Imperial Orcs]] in [[Skarsind]] to [[Standing in the sun|increase understanding of the Ossium septs]]; and helped [[the Marches]] [[Kith and kin|deal with threats]] in the [[Mournwold]]. Reaching out to their sibling nations has presented many opportunities for the Highborn to strengthen the Empire, and sometimes themselves. &lt;br /&gt;
&lt;br /&gt;
There are some who see the peerless kinship as a valuable tool not only for building the Empire but for fortifying the virtue of Imperial citizens. They suggest that if the Highborn Assembly agree with them, they might address the matter with a [[statement of principle]] at the Winter Solstice. If it received a greater majority, it might lead to an opportunity to permanently gain the power of peerless kinship. More cautious voices suggest that valuable as it is to reach out to other nations, the peerless kinship requires a significant amount of focus and organisation and that if the assembly did embrace the power permanently, they would inevitably need to sacrifice something of equivalent commitment.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Under eastern skies]] - 386YE Winter wind of war covering the victory of the Druj in Therunin&lt;br /&gt;
* [[Blood and mire]] - 386YE Autumn wind of war about the Imperial counterattack&lt;br /&gt;
* [[Ashes#Ring_of_Ashes|Ashes]] - 386YE Summer wind of war heralding the coming of the Druj&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=To_hold_death%27s_hand_in_mine&amp;diff=143858</id>
		<title>To hold death&#039;s hand in mine</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=To_hold_death%27s_hand_in_mine&amp;diff=143858"/>
		<updated>2026-08-19T12:31:03Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:387YE Spring]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Path of Thorns.png|caption=There are beacons along the road for those who must seek sanctuary elsewhere, and flames burning in the darkness for those who will not retreat.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Blood and Roots==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=8_2SY9QQpS8}}&lt;br /&gt;
The Imperial armies, and their allies from the [[Great Forest Orcs]] were forced to retreat into [[the Barrens]]. The Navarr feel the loss of [[Isaella&#039;s Dance]] especially keenly. For the first time since they committed to destroy the [[vallorn]], the spirit of the nation stumbles. The surviving soldiers of the [[Black Thorns]] feel the loss particularly keenly. They watch the southern borders of the Barrens, eager to welcome survivors from the &#039;Dance until the very last moment when they must [[386YE_Winter_Solstice_Military_Council_orders#Black_Thorns|march west]] to resupply in [[Reikos]]. Their hope fails quickly; barely a handful of survivors make it to the Barrens after the Winter Solstice. The wound of grief goes unannealed, [[Under_eastern_skies#Objective:_Braid_the_Peoples|without solace]], and it may take a long time to heal.&lt;br /&gt;
&lt;br /&gt;
The scattered rumours emerging from Eastring speak of carnage. The walking dead, the undying remnants of the [[Iron Helms]], continue to feast on the warriors of the Druj. They rip and tear into the orcs of the Mallum, but their fury is ultimately [[Under_eastern_skies#Black_Miracles_(Battle_Opportunity)|unbound and undirected]]. As the weeks pass, it is clear that the [[Quickening Cold Meat|winter spirits]] bound to the shattered army are gaining the upper hand. Whatever remnant of the former soldiers of Varushka still remained within the ghouls is droned out by the indiscriminate hunger rages within them. They are drawn equally to the splintered remnants of the Imperial armies and the isolated [[steading|steadings]] that have so far avoided the attention of the invaders.&lt;br /&gt;
&lt;br /&gt;
Nothing stands between the folk of western Therunin and the orcs of [[the Mallum]]. As the Druj march, word begins to spread that the [[Assembly#The_National_Assemblies|priests of the National Assembly]] urge their people to flee. Therunin is lost, they say. No [[Army|Imperial armies]] are coming to protect it. Those who stand and fight will have no support, although their [[courage]] is recognised. Those who flee should seek to carry the lore of [[Therunin#Peakedge Stead|Peakedge Stead]] with them to the wider Empire.&lt;br /&gt;
&lt;br /&gt;
It is difficult for many of those who call Therunin their home to hear these words. Similar assurances were made about [[Liathaven]] as well, yet years have passed and still the western forests remain solidly under the control of the Jotun. The enemy have built new settlements there, they have even chosen to rename the territory Ashvale. Why should anyone believe that Therunin will be any different? The words of the assembly fall like the grim knell of doom on the ears of those who hear them. So many sacrifices made, and still the [[Military Council]] cannot justify protecting the people of Therunin. &lt;br /&gt;
&amp;lt;fourpicture&amp;gt;&lt;br /&gt;
{{SOPInner|statement=The Empire armies march west, leaving Therunin alone in hand of the Druj. Those who can fight and choose to - bear arms. Those who cannot should seek sanctuary amongst our neighbours and find safety in our wayhouses. Land can be reclaimed - our people cannot! Survival is not cowardice, it is loyalty to the future. We will one day seize back. Help Thornsong and House of Healing carry their work to safety, let the knowledge and legacy of Therunin outlast the Druj&#039;s grasp. We will not all what happened in Liathaven to happen here. We are the shield, the thorn and the song that will not die. You cannot abandon who you are - and we are Therunin!|by=Travid Longest Path, Navarr National Assembly|vote=Greater Majority (331-0)|when=Winter Solstice 386YE|size=small}}&lt;br /&gt;
{{SOPInner|statement=Fear blooms in Therunin, but our kin remain! Our hearths roar outside the Druj&#039;s grasp, open to any Great Forest Orc. We offer them to resettle out of danger, and protect the young, old and weak through to Hercynia, Miaren and Brocéliande. We are grateful to deep Loyalty forged in blood. May the Spear of Pines rise as saplings again.|by=Brynmor Rootround, Navarr National Assembly|vote=Greater Majority (332-10)|when=Winter Solstice 386YE|size=small}}&lt;br /&gt;
{{SOPInner|statement=Sacrifice is the soul, heart and blood of Navarr. We bleed, grieve and stand tall for the choices we make. But we are not the only ones who sacrifice, with the nation of Varushka losing its children for Therunin. Alderai the Fair and all warriors of the Iron Helms sacrificed all. We honour their sacrifice and welcome all who stood with us to our hearths forever. In sacrifice we grieve, in courage we remember.|by=Rhisiart Dancewalker, Navarr National Assembly|vote=Greater Majority (289-0)|when=Winter Solstice 386YE|size=small}}&lt;br /&gt;
{{SOPInner|statement=Citizens of Therunin, hear your guides. The Druj have come. If you cannot fight, seek immediate refuge with our Imperial neighbours. Highguard, Urizen, and Dawn have thrown their doors open for us. If you can fight, stay and harass the druj with stealth, ambush and the arts of guerrilla warfare we are so adept at. All refuge offered to Navarri is extended to our oathsworn siblings of the Great Forest Orcs, bound in blood and ink as we are.|by=Raewyn Eternal, Navarr National Assembly|vote=Greater Majority (336-0)|when=Winter Solstice 386YE|size=small}}&lt;br /&gt;
&amp;lt;/fourpicture&amp;gt;&lt;br /&gt;
&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;Senate Motion, Raised by Redoubt, Seconded by Miekarova&amp;quot;&amp;gt;To instruct the Imperial Apothecaries Guild to coordinate the distribution and application of the recently discovered antidote to the Druj poison affecting the Lower Tarn Valley in Therunin. The antidote shall be shared with all Imperial apothecaries, and the Guild shall oversee its use to cleanse the land and undo the Druj&#039;s lingering malice.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Through the Valley==&lt;br /&gt;
The words of the Assembly are not welcome, but some choose to heed them nonetheless, especially in the Tarn Valley. The waters of the [[Therunin#Lower Tarn Valley|Lower Valley]] are [[Region_qualities#Poisoned|tainted now]], corrupted by the effluent from &#039;&#039;the Sephals Cauldron&#039;&#039;. The threat of the Druj is immediate; the bulk of the invading forces are still in Eastring and East Ashes and while their armies may be delayed fighting the ravening remnant of the Iron Helms their raiders still strike westward into the Valley.&lt;br /&gt;
&lt;br /&gt;
Some of the people of the Lower Valley have already fled north into the Barrens, to the welcoming [[The_Barrens#Heart_of_Peytaht|Eaves of Peytaht]]. The last of the Great Forest Orc villages and proto-steadings are emptied. As they depart, the orcs invite their neighbours to come with them, to seek the safety of the weirwood groves. The children of the Great Forest know what it is like to lose their homes to the malice of the Druj. Others – orc and human alike – flee up to the [[Therunin#Upper Tarn Valley|Upper Valley]]. Some join the defence of the steadings there, others press on toward Peakedge Song.&lt;br /&gt;
&lt;br /&gt;
Where the Navarr and their friends flee west, they are perhaps surprised to find people travelling in the opposite direction. The [[Senate]] has established the first [[Imperial sodality|true sodality]] of the new era, the [[386YE_Winter_Solstice_Senate_sessions#Create_Imperial_Apothecaries&#039;_Guild|Imperial Apothecaries&#039; Guild]]. Thanks in part to the [[Wasp_nest#Isolating_an_Antidote|support of Highguard]], an antidote to the poison of the Lower Valley has been found, and these masters of herb lore from many nations have been [[386YE_Winter_Solstice_Senate_sessions#Imperial_Apothecaries_Guild_to_Therunin|charged with]] putting it to good use.&lt;br /&gt;
&lt;br /&gt;
Or at least that is the plan. Once it becomes clear that the assemblies are urging everyone to flee Therunin, the plan is forced to change. If there had been any Imperial presence in Therunin, or the Druj hadn&#039;t decided to advance, then it might have been possible to begin the work of clearing the poison. Instead, it is clear that it would be madness to attempt to enter the Lower Valley in force - any apothecaries who made the attempt would quickly fall victim to the depredations of the Druj. They would be murdered or, more likely, enslaved, if the Druj discovered they were skilled apothecaries. Either way, their lives would be forfeit - and it would achieve nothing. &lt;br /&gt;
&lt;br /&gt;
Instead, the majority of the [[Surgical skills#Apothecary|apothecaries]] set to work helping the refugees, providing much-needed medical assistance to those who have been injured. Many move to bolster the defences of the Upper Tarn, or turn back entirely to help evacuate [[Therunin#Peakedge Song|Peakedge Song]]. In many ways the Empire has been fortunate - the efforts of the Imperial Apothecaries&#039; Guild have still cost the Senate ten thrones, but the leadership and direction of the sodality has prevented the outcome from being much worse.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Druj2.jpg|caption=The pack-hunting Razor Skink is the symbol of the chikad, elite skirmishers and clever tacticians, adept at harassing and slowing much larger forces.|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Ravening Flood==&lt;br /&gt;
There is no doubt they have made the wise decision. The last of those prepared to quit the Lower Tarn have barely crossed the border before the ravening storm breaks. Uncountable thousands of Druj warriors spill out of East Ashes and Eastring, tearing through the defenders who remained behind. The Black Wind are in the vanguard, many bearing torn banners of the Iron Helms and Isaella&#039;s Dance, or wielding weapons taken from slaughtered soldiers who never left the eastern regions. The “true” Druj are close behind them, their own standards fluttering in the midwinter winds. Wicked scorpions; pale ants; sickly yellow serpents; crimson lizards with ivory horns and talons patterned with blood; the burning beetles; and everywhere the twining brambles of the Thorn Born.&lt;br /&gt;
&lt;br /&gt;
The Lower Tarn Valley falls swiftly, the remaining steadings offering little resistance to the force that washes over them. Yet the Druj armies seem to want to spend as little time as possible there – they may have their own antidotes to the corruption of the Sephals Cauldron, but the poison that seeped into the ground still costs them. They do not delay, do not divert their forces to all the distant corners of the marshy valley. Only the Thorn Born seem to make a point of seeking out the defenders of the eastern valleys, relishing every opportunity to smash a steading or put a former Great Forest Orc village to the torch. The bulk of the invading force pushes through quickly, following the refugees to the Upper Tarn Valley.&lt;br /&gt;
&lt;br /&gt;
Even the Black Wind seem more interested in conquest than in tormenting the Navarr, always pushing forwards rather than pausing to make an example of those crushed in their wake. &lt;br /&gt;
&lt;br /&gt;
Very few Navarr who face the Druj survive the experience, but their focus does not make them any less terrible. Anyone in the path of the armies is either slaughtered without mercy, or enslaved by the [[Arkad#Chikad|chikad]] of the Red Lizard who follow close behind the other armies. They are especially eager to drag the herbmasters and apothecaries of Navarr back to the Mallum – just as well the Apothecaries&#039; Guild chose the wiser course. Most of those who fall into the hands of the Druj slavers choose to accept the [[Kaela#The_Gift_of_Kaela|Gift of Kaela]] rather than the collar and the lash. After all they know that nobody is coming to save them any time soon. Better to seek the Labyrinth than to become a slave of the Druj. It is no doubt a source of fury for the Red Lizard, for all the good that does those left with no choice but the nature of their deaths.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Pride.png|caption=Some of the defenders believe that their sacrifice might turn the tide, stop the invaders before they can reach Peakedge Song...|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Courage.png|caption=...but others know that the best they can do is, perhaps, to delay the Druj long enough to let their fellows escape.|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Pride and Courage==&lt;br /&gt;
The defenders of the Upper Tarn Valley believe themselves ready for what is to come. Resolute, those who have chosen to stay and fight prepare themselves to meet the advance of the Druj. [[Apothecary_Potions#Bloodharrow_Philtre|Bloodharrow Philtre]] flows like water, thanks to the presence of the Apothecaries Guild, and any who want it can secure a flask or two of one of the [[Legacy of Thorns|Legacies of Thorns]]. Their numbers are further reinforced by a scattering of healers from the [[Hand_of_the_Healers#Houses_of_Healing|Houses of Healing]], and a handful of [[Inhabitants of the realms#Heralds|heralds]] of [[Ossegrahn|Lord Rain]], ready with words of [[heal|healing]] and [[purify|purification]]. &lt;br /&gt;
&lt;br /&gt;
Only a scant few of those who have remained behind to fight believe they might halt the invaders&#039; advance. Have they not faced the vallorn for centuries, and turned it back every time? Even there, though, many must know in their hearts that their task is impossible. The Druj are a very different enemy to the vallorn; cunning, cruel, wicked. &lt;br /&gt;
&lt;br /&gt;
Most of the defenders know that the best they can hope for is to delay, to buy more time for those who choose to evacuate to do so. There is a sorrowful [[pride]] in many of those who would not flee. Knowing they are prepared to lay down their lives for their family, for their homes, some find that all those little distractions of day-to-day life drop away bringing with them a bittersweet clarity.&lt;br /&gt;
&lt;br /&gt;
The sacrifice of those who remained behind to garrison the steadings of Upper Valley buys only a few hours. The blighted armies roll over the defenders like a tidal wave, shattering the defences of anyone who lies in their path westward. But each moment they are delayed is precious, granting those Navarr who have heeded the call to abandon their homeland the breath they need to flee.&lt;br /&gt;
&lt;br /&gt;
As in the Lower Tarn, they waste comparatively little time consolidating their hold on the region. Some of the steadings do not see a single orc through the entire campaign. It seems the eyes of the Druj armies are on sweeter fruit.&lt;br /&gt;
==Song Into Silence==&lt;br /&gt;
The Druj come, then, to Peakedge Song. Here, their advance slows slightly as they encounter the [[Army_qualities#Engineer|swiftly assembled fortifications]] raised by the [[Towerjacks]]. Unfortunately, the embankments and ditches, the palisades and spikes laid down to defend the region have lost much of their effectiveness since [[the League]] engineers left for [[Redoubt]]. &lt;br /&gt;
&lt;br /&gt;
Only once, years ago, have the orcs of the Mallum tried to lay siege to Peakedge Stead. The conquerors of [[Reikos]], trapped between the [[Great Forest of Peytaht]] and Imperial armies, sought to [[378YE_Summer_Solstice_winds_of_war#A_whisper_of_magic|escape through Therunin to the Barrens]]. They were pushed back into the killing ground of Highguard by the armies of Navarr and the [[Granite Pillar]]. They did not come close to achieving a foothold, and were ultimately forced to flee north to escape Reikos, paying a terrible price for doing so. &lt;br /&gt;
&lt;br /&gt;
This time, though, things are very different. This is not a beleaguered and battered force of Druj on their last legs but a grand host of spears and arrows, merciless fangs and cruel claws. Peakedge Stead is a powerful and enduring symbol of hope for many Navarr; a place of healing and gentleness, a quiet contrast to the terrible battle they fight against the vallorn. It is a symbol of cooperation, of bringing together, where Navarr, Highguard, and the Great Forest Orcs all worked to preserve life and bring succour to those who cannot be saved. It is where [[Ossegrahn|Tarnfather&#039;s]] [[Hand_of_the_Healers#Houses_of_Healing|Houses of Healing]] stand, and where the great college of the apothecary arts [[Thornsinger#Thornsong_House|Thornsong House]], was established.&lt;br /&gt;
&lt;br /&gt;
The college, at least, is safe for now. Barely a day after the Winter Solstice, as night fell, a wall of impenetrable fog wrapped itself around the college grounds hiding them from sight. The wall remains, warding the entirety of the House. Coils of mist form and shift, giving the impression of great thorn-wrapped brambles wrapped around the hidden buildings. Those who dare to venture within are confused and glamoured, unable to find anything within, to the frustration of the invaders from the Mallum. Some of the staff departed as the wards started to rise, but many more remain within. They protect their stores of lore, and by all accounts have enough supplies to last a year. They will wait for the Imperial armies to free Therunin, protected from any danger that might seek to harm them – but hidden also from those allies who might seek to help them.&lt;br /&gt;
&lt;br /&gt;
The Druj beat against the League defences, drawing closer and closer to Peakedge Stead. Many desperate counsels are held, and a significant portion of those who call the steading their home choose to accept the offer of sanctuary in [[Reikos#High Chalcis|High Chalcis]] to the west. Those patients able to make the punishing journey with the Druj at their back do so, but there are more who cannot move, who would not survive the exhausting flight to Reikos. Some of those who tend them, the [[vine|vines]] and [[Surgical skills#Physick|physicks]], apothecaries and magician-healers, refuse to leave their patients behind. Humans and orcs alike refuse to flee, doing their best to reinforce the walls of the great hospital-steading. There is hope that the Druj advance might have spent itself in conquering the Tarn Valley, and against the Towerjacks&#039; defences.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Rain drops (Unsplash).jpg|caption=As the sun rises of the last day, rain begins to fall across Peakedge Song.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Rainfall==&lt;br /&gt;
It is a vain hope. The Druj armies do not stop, closing on Peakedge Stead. The drums of war batter and beat in the nights, and the first torches appear through the woods a little less than a month before the Spring Equinox. There will be no [[Navarr_culture_and_customs#Welcoming|Welcoming]] this year at Peakedge Stead for the first time in two hundred years or more. There is a bitter argument about whether it might be best to fire the steading, to stop the herb gardens and stocks of medicine falling into the hands of the Druj, but the defenders refuse to give in to despair even though defeat seems inevitable.&lt;br /&gt;
&lt;br /&gt;
As the sun rises on the last day, a soft, sweet rain begins to fall. Where the raindrops strike soil, yellow and white and pale lavender spring flowers bloom. The Druj pause, uncertain – but no more confused than the defenders of Peakedge Stead. Then, with a noise like thunder, the spring that rises in the heart of the Houses of Healing just outside the steading explodes. A waterspout sixty feet high rises over the trees. Water flows down toward Peakedge Stead, streams dancing and coiling around each other joyously, like living things. Within minutes, the streams have become a river – a moat around the hospital and the Houses of Healing. Then, as the Druj launch their first volley of arrows against the defenders, the ground explodes.&lt;br /&gt;
&lt;br /&gt;
Brambles erupt from the wet soil where the flowers bloomed, each as thick as a person around. They rise like serpents, weaving themselves together, with vicious thorns facing toward the Druj armies. They spread outward, as well as upward, creating an impassable barrier around Peakedge Stead, a thicket of impenetrable greenery.&lt;br /&gt;
&lt;br /&gt;
At the same time, heralds of Ossegrahn emerge from the [[regio]] of the healing house, and move through the defenders with words of support and encouragement. As well as the person-sized heralds the Empire has seen before, there are a dozen massive [[Inhabitants of the realms#Guardians|guardians]], quadrupedal creatures of living wood that creak and groan as they walk, flowers exploding in their wake as they move to form a perimeter around the steading and begin to sing – deep, bubbling notes that twine around each other in strange harmony all through the thicket of massive brambles, huge buds emerge and open into beautiful flowers.&lt;br /&gt;
&lt;br /&gt;
The Druj, all their armies, cannot penetrate the wall surrounding Peakedge Stead and the Houses of Healing. Those who try are turned back – hacking at the brambles proves fruitless as the singing guardians simply heal any damage inflicted on the hedge. A few of the servants of the [[Arhallogen|Centipede General]] who often march with the more venomous of the Druj armies manage to find a way through, but the defenders make quick work of them. Peakedge Song falls, but Peakedge Stead stands. For now at least.&lt;br /&gt;
&lt;br /&gt;
There is muted celebration within the walls, but the heralds of &#039;&#039;Father Waterfall&#039;&#039; do not join in. There is a palpable aura of sadness around those who move among the defenders of the steading, and the explanation for their sorrow soon puts paid to any hope of triumph. It seems that this wall cannot last. This unsubtle, ungentle manifestation of [[Spring magic]] taxes Ossegrahn&#039;s power greatly. There are armies of Druj, cunning [[Druj lore#Ghulai|ghulai]] and terrible servants of the &#039;&#039;Scorpion Queen&#039;&#039; and the &#039;&#039;Woodwyf&#039;&#039; among them. The wall will not last. As the Spring Equinox falters, so too will the hedge of Lord Rain. &lt;br /&gt;
&lt;br /&gt;
Peakedge Stead, and all it represents, will be destroyed by the Druj. So too will the Houses of Healing. There is a way to ensure it does not, but the means to achieve that end lies in the hands of the Conclave and the Senate, far away at Anvil.&lt;br /&gt;
&lt;br /&gt;
This is a doom held in abeyance, not averted.&lt;br /&gt;
&lt;br /&gt;
==Spite and Malice==&lt;br /&gt;
Denied their prize, the armies of the Druj complete their conquest of Peakedge Song. The Arrow Viper and the Hunting Scorpion pursue those who tarried too long before fleeing, chasing them down and slaying them. Most are dead before they realise the danger that surrounds them. The Druj impale their bodies on spears along the road to High Chalcis.&lt;br /&gt;
&lt;br /&gt;
A significant force remains outside Ossegrahn&#039;s hedge, watching. The Druj are no masters of [[Day magic]] but it would be foolish to assume they did not know how tenuous this ward will prove to be. The rest of the Druj armies spread through Therunin as the Spring Equinox approaches, securing their new territory.&lt;br /&gt;
&lt;br /&gt;
While Peakedge Stead is safe for a few more weeks, Therunin itself has fallen entirely to the Druj. They are masters of this place now, and those Navarr who remain are hunted prey where once they were masters of marsh and forest.&lt;br /&gt;
&lt;br /&gt;
Of course not all inhabitants of Therunin live in the Tarn Valley, in Peakedge Song. There are steadings within the vallorn itself, fortified structures designed to provide places of fleeting safety against the vallornspawn. They, at least, are not in danger from the Druj. &lt;br /&gt;
&lt;br /&gt;
Surely?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=SpringEternal1.JPG|caption=The dreadful handmaidens of Yaw&#039;nagrah are creatures of living wood.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Tainted Vengeance==&lt;br /&gt;
After their defeat during the [[Blood_and_mire#All_Along_the_Lakeside_(Battle_Opportunity)|Battle of Ashwater]], the army of the Tainted Basilisk withdrew from Therunin. Now, it seems, they have returned, following behind the conquering wave of the Mallum. The ghulai who lead the army weave ritual magic to support their fellows, but they rarely engage the Navarr directly. They lag behind as the barbarians press ever westward. &lt;br /&gt;
&lt;br /&gt;
The soldiers of the Tainted Basilisk move slowly, with purpose, more interested in gathering magical resources than fighting it seems. Only at the old, abandoned steading of Return do the Tainted Basilisk take the lead. They seem to have a particular interest in that place where the exemplar [[Known_exemplars#Gerallt_Brackensong|Gerallt Brackensong]] [[The_Pride_of_Gerallt_Brackensong#Gerallt,_Guide_and_Bard|gave his life]] to thwart the machinations of the &#039;&#039;Green Mother&#039;&#039;, to keep the slumbering vallorn of Tharunind undisturbed.&lt;br /&gt;
&lt;br /&gt;
So it is of particular concern that the very few eyewitnesses that make it back to Imperial lands claim that among the orcs of the &#039;Basilisk are a number of unnatural creatures – [[inhabitants of the realms|inhabitants]] of the [[Realm#Spring|Primal Forest]]. Figures of wood and bark, wound with ivy and vines, some no taller than an orc or human, others towering above them. Servants, most likely, of the &#039;&#039;[[Yaw&#039;nagrah|Queen of Brambles]]&#039;&#039; who the Druj know as &#039;&#039;Greenhand&#039;&#039; or &#039;&#039;Nest of Thorns&#039;&#039;. Warm honey flows like sap among the ghulai of the Tainted Basilisk as the Spring Equinox approaches.&lt;br /&gt;
&lt;br /&gt;
Then, barely a week before the Equinox, while the rest of the Druj lay siege to Peakedge Stead or hunt straggling Navarr in the Tarn Valley, something happens. Adepts of Spring lore, especially those trained as vates, sense a pulse of Spring magic rising in Therunin and striking out along the [[trods]] into the Barrens, into Reikos, into Redoubt and [[Zenith]]. Those who are drawing on the trods at the time are knocked off their feet, left insensible for a few minutes, by the force of the magic. Everywhere along the trods of the neighbouring territories, plants rise and stretch, leaves rippling across their branches, buds opening, life straining through their roots. It is followed a moment later by a sensation of inrushing, of sucking, as if the magic that has come roaring out of Therunin is being dragged back along the trods, like water spiralling down a drain.&lt;br /&gt;
&lt;br /&gt;
It takes only a few days for the magicians outside Therunin to realise what has happened. With [[blood magic]], with [[Aspect magic#Goetia|goetic]] invocations of &#039;&#039;Greenhand&#039;&#039; and &#039;&#039;Nest of Thorns&#039;&#039;, with terrible drums and chants, with the use of items of [[worth]] seized from the steading of Return, and with nobody to oppose them, the Tainted Basilisk have finally realised the ambition that was [[Blood_and_mire#Objective:_Stop_Cintra_Blackstaff|denied them at the Battle of Ashwater]].&lt;br /&gt;
&lt;br /&gt;
They have roused the vallorn of Tharunind to wakefulness.&lt;br /&gt;
{{SOP|statement=Guides of Navarr. Urizen, Dawn and Highguard have thrown open their doors to the Great Forest orc and Navarr refugees of Therunin. Go to our displaced peoples, bolster their spirits and show them their Dance is not over! Tend their souls and in Virtue drive out the Fear and Hatred to Druj so readily offer. In strength, in virtue, and in time, we WILL RETURN.|by=Gwenllain Heart&#039;s End, Navarr National Assembly|vote=Greater Majority (374-0)|when=Winter Solstice 386YE|size=small}}&lt;br /&gt;
{{SOP|statement=Seeing the crisis unfolding in Therunin we, the Highborn assembly, ask the chapters of Reikos to open their doors to the Navarr and Great Forest orcs who seek safe refuge. Let us welcome those in need with a benevolent spirit. Be proud to support our neighbours.|by=Keziah of the Suns of Couros, Highborn National Assembly|vote=Greater Majority (616-0)|when=Winter Solstice 386YE|size=small}}&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Regarding Therunin===&lt;br /&gt;
* &#039;&#039;&#039;The Druj have conquered Therunin&lt;br /&gt;
* &#039;&#039;&#039;Peakedge Stead, the Houses of Healing, and Thornsong House are the only significant structures still in Imperial hands&lt;br /&gt;
* &#039;&#039;&#039;Several titles have lost access to their commissions&#039;&#039;&#039;&lt;br /&gt;
The Druj have conquered the whole of Therunin, save only the vallorn regions of Sweetglades and Greenheart. Following the Spring Equinox, all Imperial [[Resource#Personal Resource|personal resources]] will experience the [[Resource#Conquered_Territories|conquered territories]] penalty to their production unless they are protected by magic such as [[Vale of Shadows]].&lt;br /&gt;
&lt;br /&gt;
The loss of Therunin has reduced the ability for Navarr to support armies from six, to five.&lt;br /&gt;
&lt;br /&gt;
The [[Keeper of the Garden|Garden of Glory]], [[Eastern Broker|Peakedge Brokerage]], and [[Factor of Stones from Blood|Stones from Blood]] have all been lost to the Druj. Their current status is unknown, but the titles associated with them will receive no benefit or production until the relevant regions are reclaimed and the situation can be assessed.&lt;br /&gt;
&lt;br /&gt;
At the urging of the assemblies, almost all the Navarr [[striding|stridings]] and many of the Navarr [[steading|steadings]] evacuated Therunin before the Druj could overrun them. Refugees have found a welcome in Reikos, among the Great Forest orcs in the Barrens, and in northern Urizen. Others have simply joined some of the remaining stridings that continue to walk the [[trod|trods]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;[[file:Ossegrahn001a.webp|align=right|width=150]]&amp;lt;/div&amp;gt;&lt;br /&gt;
The plan to remove the [[Region_qualities#Poisoned|poisoned quality]] from the Lower Tarn Valley has failed. As explained in the &#039;&#039;&#039;[[Wasp_nest#Limited_Opportunities|Wasp nest]]&#039;&#039;&#039; wind of fortune, the fact that the Druj have captured the Lower Tarn means the original plan will not work. There will be no opportunity to remove the poisoned quality unless the Druj are driven out. The 10 thrones of support the Senate applied has been used to aid the people of Therunin and cannot be refunded.&lt;br /&gt;
&lt;br /&gt;
The situation with Peakedge Stead and the Houses of Healing is discussed in more detail in the &#039;&#039;&#039;[[Speak_to_me#Brother_Harvest|Speak to me]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=VallornMiasma.jpg|caption=The miasma poses a choking threat to anyone who lives near a vallorn, but a greater danger comes from the creatures that move along with it.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Vallorn of Tharunind===&lt;br /&gt;
* &#039;&#039;&#039;The vallorn of Tharunind has been roused&lt;br /&gt;
* &#039;&#039;&#039;It is slowly reaching out into regions neighbouring Sweetglades and Greenheart&lt;br /&gt;
* &#039;&#039;&#039;Parts of Morrow may also be imperilled&lt;br /&gt;
* &#039;&#039;&#039;Any forest in Therunin, Morrow, Zenith, Reikos, or The Barrens, that provides chaos fruit will produce two additional chaos fruit after the Spring Equinox&lt;br /&gt;
Last Autumn [[Blood_and_mire#Objective:_Stop_Cintra_Blackstaff|Cintra Blackstaff]] sought to direct the force of the vallorn against Peakedge Stead. Now, with the direct aid of Yaw&#039;nagrah, the Tainted Basilisk have achieved something similar, but different. The vallorn is rousing in Therunin, but it seems to be reaching out in all directions, not only towards Peakedge Song. [[Vallorn#Vallorn_Miasma|Vallorn miasma]] drifts north and west, and in Urizen the [[Urizen_culture_and_customs#The_Heliopticon|heliopticon]] glitters with worried news that pools of miasma have been spotted in the northern foothills of [[Morrow#Peregro|Peregro]] and [[Morrow#Altis|Altis]]. Where there is miasma, there are [[vallornspawn husks]] and, because this is Therunin, [[ettercap|ettercaps]]. Abominations shift in Sweetglades and Greenheart themselves, and the steadings within the Tharunind vallorn are quickly placed under siege.&lt;br /&gt;
&lt;br /&gt;
This is not a case of the Druj having awoken the entire vallorn all in one go; rather it is closer to the kind of thing the [[Rise of Terunael|Heirs of Terunael]] tried to achieve. The vallorn has become active, and seeks to expand. At the moment, that expansion is focused on Peakedge Song and the Upper Tarn Valley. The vallorn is moving slowly at this time, but if it follows a similar pattern to that observed during similar incidents, it is likely to gather momentum as it expands. The energy that drives the expansion is likely to be comparatively short-lived - if it can be driven back it will eventually slip back into uneasy slumber again. If it is &#039;&#039;not&#039;&#039; driven back and is allowed to infest an entire region then the unnatural vitality that prevents the vallorn being directly damaged will mean that reclaiming such a region will be next-to impossible.&lt;br /&gt;
&lt;br /&gt;
Navarr prognosticators believe that by the start of the Summer Solstice, the vallorn will have overrun most of the steadings in Sweetglades and Greenheart and have begun expanding into Peakedge Song and the Tarn Valley. After that it&#039;s hard to say – a lot will depend on what the Druj are planning to do. It is entirely possible given the involvement of Yaw&#039;nagrah that the vallornspawn and the miasma will not stop at the borders of Therunin and will eventually threaten the people of Highguard, Dawn, and Urizen.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Vallorn Fruit.jpg|caption=These strange magical fruit originated in the depths of vallorn infested Brocéliande.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The burst of vitality along the trods around Therunin seems to have brought with it a questionable benefit. Any [[forest]] that has been permanently diversified to provide [[chaos fruit]] will provide an additional two fruit at the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation - Apothecaries===&lt;br /&gt;
* &#039;&#039;&#039;Characters with the Apothecary skill may have helped support the defenders in Therunin&lt;br /&gt;
The Apothecary Guild, established by the Imperial Senate during the Winter Solstice, sought to remove the poisoned quality from the Lower Tarn Valley. They were prevented from doing so, and some chose to instead put their talents to work helping the defenders of Therunin. Obviously, it was not possible at the Winter Solstice to formally join the Guild, but there are player characters whose interests align with those of the guild. As such, any character with the [[Surgical skills#Apothecary|apothecary]] skill may decide that they would have been involved in Therunin. Any such character may email {{plot}} and request a lingering traumatic wound that represents injuries sustained during your time in Therunin. Be aware that these injuries will take the form of poisoned wounds, and may prove fatal if not treated quickly.&lt;br /&gt;
&lt;br /&gt;
This opportunity is &#039;&#039;only&#039;&#039; available to characters with the Apothecary skill; while anyone may join the Apothecaries&#039; Guild once it is properly established, and anyone can roleplay they were involved in Therunin, the option of being poisoned by the Druj is only available to characters with the apothecary skill.&lt;br /&gt;
&lt;br /&gt;
The deadline for emailing Profound Decisions about this is midnight on the 31st of May.&lt;br /&gt;
&lt;br /&gt;
===Participation - Navarr===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose personal resource is in Therunin may email plot to request a traumatic wound&lt;br /&gt;
Any character whose [[Resource#Personal Resource|personal]] resource is in Therunin may likewise email {{plot}} and request a lingering wound, representing injuries received trying to hold the Druj back. Again, it&#039;s fine for people who are not based in Therunin to roleplay that they have been in the territory helping resist the Druj advance, but the option to receive a lingering wound is only available to those who live in the territory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a character whose personal resource is in Therunin who wishes to have responded to the assembly urging them to flee may email {{plot}} and ask to swap their current personal resource for a new standard personal resource in either the Barrens or Reikos – taking advantage of the [[The_way_home#Building_Wayhouses|new wayhouses]] established there – without paying the usual 2 crown fee. They&#039;ll start the Spring Equinox with their resource in the chosen territory.&lt;br /&gt;
&lt;br /&gt;
The deadline for emailing Profound Decisions about either of these options was midnight on the 31st of May.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
===Tangles (Therunin)===&lt;br /&gt;
{{SOP|by=Raewyn Eternal, Navarr Assembly|statement=Citizens of Therunin, hear your guides. The Druj have come. If you cannot fight, seek immediate refuge with our Imperial neighbours. Highguard, Urizen, and Dawn have thrown their doors open for us. If you can fight, stay and harass the druj with stealth, ambush and the arts of guerrilla warfare we are so adept at. All refuge offered to Navarri is extended to our oathsworn siblings of the Great Forest Orcs, bound in blood and ink as we are.|vote=336-0|when=Winter Solstice 386YE}}&lt;br /&gt;
* &#039;&#039;&#039;The Lord of Thorns is travelling with a horde of vallornspawn in Sweetglades&#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 Vigilance&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the herald and recovering the boon it carries&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Deep in the lush wilds of [[Therunin#Sweetglades|Sweetglades]], the &#039;&#039;Lord of Thorns&#039;&#039; wanders amongst the ettercaps. It serves as a beacon to the vallornspawn; drawing them from far off to receive some unholy blessing from the Green Mother. The thorns of Fallowblood striding, inspired by the National Assembly&#039;s [[386YE_Winter_Solstice_Synod_judgements#Judgement_150|call]] to remain and fight, have tracked the Lord of Thorns and call on the Champion of Vigilance to destroy this rot in their field. &lt;br /&gt;
&lt;br /&gt;
The Lord of Thorns has been seen to carry with it a small branch from the [[Realm#Spring|Primal Forest]], the &#039;&#039;Sprig of Fecundity&#039;&#039;. If it could be recovered then it could be put to use against the Empire&#039;s enemies. The Lord of Thorns is accompanied by several more human-looking servants of the Green Mother, likely [[Inhabitants_of_the_realms#Drudges|drudges]], who support and heal both the herald and the vallornspawn. It is the responsibility of the [[Champion of Vigilance]], &#039;&#039;&#039;Jared&#039;&#039;&#039; to kill the Lord of Thorns and recover the boon it carries.&lt;br /&gt;
&lt;br /&gt;
===The Breaking Storm (Morrow)===&lt;br /&gt;
* &#039;&#039;&#039;A horde of vallornspawn are moving towards the Canticulous Valley&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The horde is led by several creatures of Yaw&#039;nagrah&#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;Archmage of Winter&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the heralds and the vallornspawn, and performing [[Ward of the Black Waste]]&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
The vallornspawn of Tharunind are already beginning to surge southwards, goaded by the heralds of Barkspawner. Through the valleys between Sweetglades and [[Morrow#Altis|Altis]] they are travelling, and in their path lies the Spire of the Canticle. The spire produces some of the most hauntingly beautiful music in the Empire, and possibly the world. Virtuosos with a deep appreciation for the art make a point to visit the spire and take part in the echoing symphonies. The echoing caverns below, with their songstones, are no place for the discordant cacophony of [[Realm#Spring|Spring]].&lt;br /&gt;
&lt;br /&gt;
The horde numbers in the hundreds – with a vanguard led by heralds of Yaw&#039;nagrah. If the heralds can be stopped, and a [[Ward_of_the_Black_Waste|ward]] placed in their path, then that will delay the horde enough that defenders can be rallied to the spire. It is the responsibility of the [[Archmage of Winter]], &#039;&#039;&#039;Ematius of the Great Library of Ankarien&#039;&#039;&#039;, to perform the Ward of the Black Waste and to kill the heralds and the vallornspawn. Given that this represents a threat to one of the premier places of music in the Empire there is some hope that the [[High Bard of the Empire]], &#039;&#039;&#039;Tarik&#039;&#039;&#039;, will offer aid to the Archmage of the Wasteland.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Vallorn#Vallorn_Miasma|Vallorn miasma]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Tangles&#039;&#039; and &#039;&#039;The Breaking Storm&#039;&#039; both take place within vallorn miasma&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone in vallorn miasma is affected by [[Calls#VENOM|VENOM]] unless they are bonded to an [[Abraxus Stone]] or are under the effect of [[Vitality of Rushing Water]]&lt;br /&gt;
* &#039;&#039;&#039;Anyone affected by the VENOM from the vallorn miasma will eventually begin to suffer from symptoms of nausea or mild feverishness&lt;br /&gt;
The short length of these conjunctions means that in this instance there is no chance of anyone developing [[Vallornspawn_husk#Green_Lung|green lung]]&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Threads (The Barrens)===&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are advancing into Hope&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj are accompanied by several tortured souls&#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;High Exorcist&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for exorcising the tortured souls&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Even as the Druj secure their hold on Therunin, thwarted only by Peakedge Stead, they look elsewhere. To the north, beyond Lower Tarn Valley, in [[The_Barrens#Hope&#039;s_Rest|Hope&#039;s Rest]], a group are advancing on the [[A_glorious_victory#Here_We_Stand_(Conjunction)|Shrine of Hope]] – escorting a group of [[Druj_lore#Tortured_souls|tortured souls]]. These are fallen Navarr; corrupted by the twisted ceremonies of the Druj and powerful infusions of unknown herbs. If they are not stopped, then they will spread like a blight across the region, proving difficult to root out.&lt;br /&gt;
&lt;br /&gt;
These are the first tortured souls that the Empire since the cleansing of Zenith. Where in the past the stoic nature of the Highborn and the martial arete of the Urizen was corrupted, this is the ruthless pragmatism of the Navarr that has been twisted. It is the responsibility of the [[High Exorcist]], &#039;&#039;&#039;Belmarie de Courtenay Wyldrose&#039;&#039;&#039; to exorcise the tortured souls and the Druj that accompany them.&lt;br /&gt;
&lt;br /&gt;
===Changes (Therunin)===&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are starting to corrupt an Axou champion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj are accompanied by several tortured souls&#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;Eastern Broker&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for preventing &#039;&#039;Menoetius&#039;&#039; from being twisted to a tortured soul&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
The Axou of the Khiklotu Khrysoú trade cartel have engaged in trade with the Eastern Broker for years, since 383YE. Each season, their traders have brought with them mana crystals, luxuries and oddities from Issyk to the enclave. Now, the Druj have captured &#039;&#039;Menoetius&#039;&#039;, an [[Axos#Axou_Military_Concerns|Agema]], and are taking them back to the Druj encampment to try to corrupt them and convert them into one of the tortured souls.&lt;br /&gt;
&lt;br /&gt;
Menoetius took the opportunity to visit every chance they had, making friends with the locals and sparring with visiting thorns. All signs point to them being a capable warrior and commander, respected in the [[Axos#Chambers_of_Issyk|Chambers of Issyk]]. If they are not rescued, and if they are used against the Axou then that would prove harmful to Axos morale. That such a champion could be turned against them – and worse - prevented from advising [[Axos_religion#Funerary_Rites|future generations]].&lt;br /&gt;
&lt;br /&gt;
It is the responsibility of the [[Eastern Broker]], &#039;&#039;&#039;Lith&#039;&#039;&#039; to prevent &#039;&#039;Menoetius&#039;&#039; from being turned by the Druj and returning them to Anvil using the [[Cuckoo&#039;s Egg]] ritual. Given that this represents a threat to the Axou then there is some expectation that the [[Ambassador to Axos]], &#039;&#039;&#039;Fintan Nighthaven&#039;&#039;&#039;, will do what they can to support the Eastern Broker.&lt;br /&gt;
&lt;br /&gt;
===Beginnings (Therunin)===&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are moving to establish a miasma pillar in Eastring&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Druj are accompanied by several tortured souls&#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;&#039;&#039;Blaze Dunning&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for destroying the miasma pillar&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
The miasma pillars of the Druj spread misery across a region, an oppressive haze that crushes dissent. The miasma of the Mallum, in the [[Forest of Ulnak]], the [[Salt Flats of Sanath]], and [[Sarangrave]] is deeply rooted. It has seeped into the very soil itself. The memories of reclaiming [[Reikos]] and [[Zenith]], and the memory of fighting under the miasma, have stayed with the commanders of the [[Knights of Glory|Crimson and Gold Legions]]. &#039;&#039;Elodian&#039;&#039;, commander of the hammer-smiths, has charged &#039;&#039;&#039;Blaze Dunning&#039;&#039;&#039;, the Young Lion of Eleonaris, to take their allies and strike at the Druj in Eastring, where they are pushing to establish a [[Druj_miasma#Miasma_Pillars|miasma pillar]].&lt;br /&gt;
&lt;br /&gt;
Several tortured souls have been sighted surrounding the pillar of grey stone. The Druj are scattered across the area, split into smaller groups to better ambush Imperials. Destroying the miasma pillar won&#039;t be easy; it will require the performance of either [[Chimes of Annulment]] or [[Dreadful Ending]], or a [[consecration]] ceremony of strength thirteen or higher. Given that this is a direct request to &#039;&#039;&#039;Blaze Dunning&#039;&#039;&#039; it is their responsibility to take their circle of Lions, defeat the Druj, and destroy the miasma pillar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Druj Miasma&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Beginnings&#039;&#039; takes place under the effect of the Druj miasma&#039;&#039;&#039;&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;
&lt;br /&gt;
The miasma [[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.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Therunin]]&lt;br /&gt;
* [[Under eastern skies]] - Winter 386YE Wind of War&lt;br /&gt;
* [[Blood and mire]] - Autumn 386YE Wind of War &lt;br /&gt;
* [[Ashes]] - Summer 386YE Wind of War&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Under_eastern_skies&amp;diff=143856</id>
		<title>Under eastern skies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Under_eastern_skies&amp;diff=143856"/>
		<updated>2026-08-19T12:30:46Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:386YE Winter]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Under Eastern Skies.jpg|caption=The sky weeps bitter tears over Therunin, filthy with the cursed corruption of the Druj.|align=left|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Along the Lake==&lt;br /&gt;
{{PDFLink|align=right|link=File:Under eastern skies.pdf|caption=Click for pdf version}}{{audio|link=https://www.youtube.com/watch?v=4sHX4iLHEUw}}&lt;br /&gt;
Therunin has been invaded by the Druj. They hold East Ashes, giving them control of both shores of the Feverwater, and following a successful [[Blood and mire|Imperial offensive]] last season, they fight to hold Eastring. Even if they are driven from the territory, though, their brutal fingerprints will mark the marshy forests for some time to come. The Lower Tarn Valley has been poisoned by the Sephals Cauldron, and it was only through the terrible sacrifice of Imperial heroes, especially those of Dawn, that the orcs of the Mallum were prevented from [[Blood_and_mire#Objective:_Stop_the_Blood_Drainers_coven|devastating East Ashes]] and [[Blood_and_mire#Objective:_Stop_Cintra_Blackstaff|rousing the vallorn]]. &lt;br /&gt;
&lt;br /&gt;
After their comprehensive defeat at [[Blood_and_mire#All_Along_the_Lakeside_(Battle_Opportunity)|Ashwater]], the magicians of the Tainted Basilisk have all but abandoned the territory, retreating back toward the Mallum. Yet before they left, they wove one last tapestry of misery over Therunin with their wicked sorceries.&lt;br /&gt;
&lt;br /&gt;
The twisted ghulai and malicious magicians have twined sickening threads of [[Spring magic]] around the marshes and the forests. Their vile curse [[Rivers Run Red|taints the land itself]], causing wounds to fester, making water unsafe to drink unless it is boiled, bloating vermin and leeches and venomous beasts, and even corrupts the trees and plants. Its malignant touch is even worse in the Lower Tarn Valley, where it further strengthens the residue of the Sephals Cauldron.&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Forge the Wooden Fastness|Woven wooden wards]] curl around Eastring and East Ashes, drawing power from the Druj&#039;s [[eternal]] patrons to turn the woodlands themselves against the Empire. Unnatural brambles and thorns coil around the boles of the trees, beasts turn murderously savage, and dark spirits lurk among the roots and branches of the dogwood and marsh cedar. Unnatural fecundity causes familiar trails to become overgrown, or provides living barricades for the Druj to hide behind. The forest itself acts to protect the orcs of the Mallum, to help hide their presence giving ample opportunity for stealth and ambush.   &lt;br /&gt;
&lt;br /&gt;
While the Druj rely on wicked magic, their defences are mirrored in the west by the industry of the [[Towerjacks]]. The League army spent the last season preparing defences around [[Therunin#Peakedge Song|Peakedge Song]], especially around the hospital. Navarr driven from their steadings, and [[Great Forest Orcs]] who cannot make the dangerous trip through the Lower Tarn Valley to the Barrens begin to gather at the sanctuary of [[Therunin#Peakedge_Stead|Peakedge Stead]].&lt;br /&gt;
&lt;br /&gt;
The Towerjacks themselves are gone; leaving Therunin to offer their expertise to the [[On southern sands|defence of Redoubt]]. The [[Northern Eagle]] march with them but the Varushkans pay a steep price for passing through the Lower Tarn Valley, [[Region_qualities#Poisoned|poisoned]] by the [[Ashes#Objective:_Prevent_the_use_of_the_Sephals_Cauldron|spillage of the Sephals Cauldron]]. The blackest arts of the apothecary, and the insidious influence of Spring curses, means some ten score warriors do not leave the valley alive. Yet they do not pause, following their duty south into Urizen. At the same time, the [[Gryphon&#039;s Pride]] march north from Eastring into the Barrens on a grim [[By northern shores|mission of their own]]. &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;Cadwell Waystone, General of the Isaella&#039;s Dance&amp;quot;&amp;gt;My Poison Thorns, the Empire has bled in Therunin while we healed. The Magic of Autumn bound our wounds and now we are ready. The Druj have tortured and slaughtered their way through our lands. We will bring a swift death with our poison thorns. We attack via the Barrens into Eastring&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&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;Alderei the Fair, General of the Iron Helms&amp;quot;&amp;gt;These are times of great change cousins. Even in death we will finish the work in Therunin, with cold flesh quickened we eradicate the Druj on Imperial soil. This shall mark our rebirth. The dark of winter holds no terror over us. Onwards through the snow.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&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;Zoran De Orzel, General of the Golden Sun&amp;quot;&amp;gt;Glorious knights of the Golden Sun, we continue our grinding advance through Therunin. We avoid the poisonous lower tarn valley. We continue to defend the Navarr territory from the onslaught of the Druj. Dawn have lost much of late, All stories must end, keep your love and loyalty for them in your hearts. In the name of their glory.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&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;Rhisiart Dancewalker, General of the Black Thorns&amp;quot;&amp;gt;Blackthorns, we fight for our homes, our people, our land. Fight for the future and one step closer to destroying the Druj, to the vallorn. I call the pines and our kin of the Great Forest Orcs. Bring fury to the Druj and burn them to Ashes&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Burn Them To Ashes==&lt;br /&gt;
If the Navarr of Therunin are worried about the departure of the three armies, they keep their concerns to themselves and focus on preparing for another Druj onslaught. They are by no means undefended. The [[Black Thorns]], the [[Iron Helms]], and the [[Golden Sun]] remain in Eastring to fight the Druj, to drive them across the border and secure Therunin. &lt;br /&gt;
&lt;br /&gt;
The &#039;Thorns are accompanied by a cohort of [[Knights of Glory|elfin knights]], summoned from the court of [[Eleonaris]]. They relish the opportunity to fight the Druj, for the rulers of the Summer realm have little love for the treacherous orcs of the Mallum. The Iron Helms have their own supernatural allies, albeit of a very different flavour. As perhaps fits the dark nature of the Varushkan army the dead march – shamble – with them. [[Quickening Cold Meat|Bound Winter spirits]] throng around the Iron Helms, wearing the corpses of human and orc warriors who fell in Therunin and using them to bring fear and death to the Druj. The red river curse that lies over the territory plays havoc with the meat they puppet; while it does not decompose, it still breeds swarms of writhing worms and clouds of biting flies and the stench quickly becomes almost untenable. They still fight, though, eager to taste the flesh of the Mallum orcs.&lt;br /&gt;
&lt;br /&gt;
Along with their magical allies, both armies are accompanied by independent captains, their grim warbands eager to defend Therunin and drive out the Druj. The Thorns and the Helms essay a balanced strategy that weighs the need to drive the Druj out against the need to avoid their traps. The Golden Sun meanwhile employs [[Army_qualities#Resilient|tactics they honed in the Barrens]], consolidating the Imperial hold and rooting out the guerrillas, ambushers, and assassins left behind by the retreating orcs of the Mallum.&lt;br /&gt;
&lt;br /&gt;
These three remaining armies are joined by Isaella&#039;s Dance, well rested after a season recuperating in [[Astolat]]. The newest Navarr army pauses briefly in the Heart of Peytaht before marching east through Hope&#039;s Rest and the Bleaks and into Eastring from the north. They bring with them all their [[Army_qualities#Thornbound|thornbound]] expertise, all their green and red wisdom, their understanding of Spring magic and the power locked inside herbs and potions.&lt;br /&gt;
&lt;br /&gt;
With the &#039;Dance come the Spears of the Pines – the warriors and hunters of the Great Forest Orcs – called by the general of the Black Thorns to fight alongside their Navarr allies. They do little to hide their contempt for the Iron Helms and the Golden Sun, staying close to the Thorns and the Dance. But they still fight; they may despise the Varushkan and Dawnish armies but they &#039;&#039;hate&#039;&#039; the Druj.&lt;br /&gt;
&lt;br /&gt;
For their part, after their defeat during the Autumn Equinox, the eastern invaders seem to be in retreat, apparently preparing to abandon their forces still in East Ashes to the Empire. The Imperial armies press forward, looking to finish what was begun last season.&lt;br /&gt;
&lt;br /&gt;
==Sprung==&lt;br /&gt;
For the first few weeks, the Druj fall back, through the magical defences they have raised in Eastring, toward the borders of the Mallum. Then suddenly they are not falling back any more. They are on the offensive. The Deadly Blade and the Hidden Widow emerge from the deep forests to assault the flanks of the Imperial force. They are supported by the stealthy poisoners of the Hidden Widow, and the bite of their blades bring painful death or crippling injuries. At the same time, the other Druj armies – Arrow Viper and Flame Beetle, and Hidden Snake, Poison Crane and Red Lizard and White Lion – push back against the Imperial advance. They probe and test, and wherever they find weakness, whenever they locate a company that has become overextended or a supply line that has been left exposed through accident or misadventure, they strike ruthlessly, cruelly, and blood flows in the marshy woods.&lt;br /&gt;
&lt;br /&gt;
The Hunting Scorpion seem to be everywhere; adept skirmishers they move swiftly and surely through the wetlands to harry the Black Thorns and the Iron Helms at every opportunity, raining barbed arrows down out of the gathering dusk, even hiding beneath the water breathing through hollow reeds to launch surprise attacks in the middle of the night against soldiers who thought themselves safe.&lt;br /&gt;
&lt;br /&gt;
And in the forefront of the fighting, the [[Not_to_conquer#Who_are_the_Black_Wind?|Black Wind]]. The army of the Barrens, the only surviving army of the orcs that sought to resist both Druj and Empire, to secure their home. Twisted by their loss, driven to terrible acts by their unquenchable hatred of the Empire. A hatred stoked to a white heat by the [[Ripples_and_shadows#Black_Wind|actions of the Iron Helms]], who executed the elders of their people living in the Barrens. They were given leave to reclaim their sept, to take their people into the Mallum, and while there may have been mercy in that decision the Black Wind show no sign of repaying it. They are utterly [[Army_qualities#Cruel|ruthless]], driven by a burning flame of vengeance, they seek every opportunity to retribute the Iron Helms. Those Imperials who fall into their clutches die badly, slowly, painfully. Their remains are used to taunt their living comrades, mounted on spikes and poles, nailed to trees, left lying where they can be found. Their hatred knows no bounds, and they pass up no opportunity to engage the Varushkan army that is the focus of their wrath.&lt;br /&gt;
&lt;br /&gt;
Had the Empire been more reckless in Therunin, had they charged into the fray seeking to drive the Druj out with force, things might have gone very badly indeed. As it is, the more balanced approach allows the armies to avoid the trap before the jaws close around their legs. But it soon becomes apparent that the Druj outnumber the Empire by a significant margin. &lt;br /&gt;
&lt;br /&gt;
The Druj are not reckless however, and for a short time that provides a spark of hope that the Empire might still prevail. Their assaults are cautious, measured, cunning. They rely on their dark sorcery to eat away at those they injure, to do their butchers&#039; work for them. A cowards strategy, but one that works. &lt;br /&gt;
&lt;br /&gt;
Whenever they face strong resistance they draw back... only to attack again from a different direction or in a different place. The pressure is constant, the threat of attack never goes away, and the fear and stress it places on the armies of the Empire begins to grow.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Druj1.jpg|align=right|width=300|caption=The banners of the Druj are decorated with trophies taken from their fallen foes, designed to inspire fear in the hearts of those who dare oppose them.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Razor Snare==&lt;br /&gt;
Then the Druj strategy changes. One cold wet morning, the forest falls entirely silent. The drums the Druj use to communicate over distances are stilled, and the birds and beasts of the forest fall silent. For hours, Therunin itself seems to be holding its breath.&lt;br /&gt;
&lt;br /&gt;
The moment cannot last. With a thunderous crash the drums return, a relentless rhythm that strikes fear into the heart. The Spring magic ward the Druj have placed over Eastring pulses and changes; no longer impeding and protecting the Druj but constricting and trapping the soldiers of the Empire. The trees and animals become actively malign.&lt;br /&gt;
&lt;br /&gt;
Even with the warning, the armies bog down. Roads and tracks are swallowed in the undergrowth; marshwaters rise to swallow and drown. Insects and predators turn savage... and while the mosquitos and flies and wasps are annoying there are &#039;&#039;other&#039;&#039; insects in Therunin. The Druj have already shown some facility with herding the massive chitinous creatures of the marshes, but here it is the power of Spring that fills them and turns them to violence.&lt;br /&gt;
&lt;br /&gt;
While the Imperials are busy dealing with this deadly shift, the Druj attack. They stop retreating, stop probing, stop manoeuvring, and go for the kill with the vengeful Black Wind at the forefront of the attack. The grinding advance of the Golden Sun has secured the rear, but the Empire&#039;s flanks are still exposed. Imperial positions are enveloped, attacked from all directions at once. Watchposts fall silent, patrols vanish without a trace, messengers are intercepted and silenced forever.&lt;br /&gt;
&lt;br /&gt;
The armies of the Empire stand, but the Druj keep coming. Brutal, cruel, relentless. Soldiers are struck down by venomed blade and lethal bowshot, wicked spear and malignant spell. Poison is everywhere, [[Legacy_of_Thorns#Redwillow_Paste|weakening]], [[Legacy_of_Thorns#Oil_of_Blackthorn|bringing swift death]], even [[Legacy_of_Thorns#Legionnaire&#039;s_Stare|paralysing]] and leaving proud knights to the cruel ministrations of the Druj or the cold embrace of Kaela.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Isaellas Dance Colour.png|align=right|width=300|caption=Isaella&#039;s Dance was built on a foundation of vates adept at manipulating the power of the [[Realm#Spring|Spring realm]], and supported by some of the finest masters of herb lore in the Empire.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Now We Are Ready==&lt;br /&gt;
It&#039;s clear that if something is not done, the Imperial presence in Therunin will end with a massacre. The magic that frustrates their efforts to fall back from the Druj, to answer their relentless attack, is drawn from the Spring realm and Isaella&#039;s Dance are well versed in the lore of healing and venom. Even as the war drums thunder, the magicians of the &#039;Dance consult, work swift divinations, and begin to unravel the nature of the wards that make the Imperial forces easy prey for the orcs of the Mallum. It is not that dissimilar to the Wooden Fastness that Irra Harah taught their ancestors to weave, but where that ward deals with protection and evasion, this one is built to snap shut around the enemies of the Druj. &lt;br /&gt;
&lt;br /&gt;
The commanders meet and reach an agreement. If nothing is done, the Empire&#039;s armies in Therunin will be torn to pieces, crucified on poisoned thorns, strangled by creeping roots, smashed by flailing branches, devoured by the beasts of the marshy woods made feral by the enchantment that drips and flows through the water, the ground, the wind itself. There is a way to break free, but there will be a price, paid in blood. A sacrifice.&lt;br /&gt;
&lt;br /&gt;
All those who wear the marks of the thorn and the brand, who have sworn their oaths to serve their family, and the Empire, come together in one place, falling back from the front lines. Then they push north, through the thorns and writhing brambles infused with the malice of the Druj. The Druj realise what they are doing almost immediately, sensing that they have identified a weakness in the trap, and move their forces to intercept, to stop Isaella&#039;s Dance leading the other Imperial armies to freedom.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t falter, not for one moment. Amidst withering arrow fire they tear through the hedges and walls of thorns – and through the Deadly Blade and the Hidden Widow, the armies of assassins and saboteurs that seek to bar their passage, to push them back into the killing ground.&lt;br /&gt;
&lt;br /&gt;
Swift messengers give the signal, and the other armies follow close in their footsteps – the Black Thorns, the Iron Helms, the Golden Suns. The other Imperial armies fight to defend the &#039;Dance&#039;s flanks but there is only so much they can do. &lt;br /&gt;
&lt;br /&gt;
Like a spear thrust, the &#039;Dance slices a path through the woods of Eastring. When one of their warriors falls - pierced with arrows, impaled on a spear, frothing their life-blood from their lips as Druj poisons take hold - another steps up to take their place. They weave through the ranks of the Druj, leaving only corpses in their wake. The Druj try to flank the &#039;Dance, but the other armies, especially the Golden Sun, ensure that those orcs that try to do so soon regret their decision. The Black Thorns and the Iron Helms hold the flanks, but it is the &#039;Dance in the vanguard that must absorb the force of the Druj assault.&lt;br /&gt;
&lt;br /&gt;
It seems like days pass, but in truth it is only hours. The sun turns its face away, hiding behind thick clouds. It begins to rain. Hard, heavy drops writhing with the cursed power of pestilence and infection. There is no clear demarcation from the edge of the ward, nothing to mark the borders of the killing ground. Yet there is a subtle change in the air, as the rain falls. A shift in the atmosphere. The Druj arrows peter out, the vicious slaughter falls silent.&lt;br /&gt;
&lt;br /&gt;
The Dawnish send up a great cheer, echoed by the Varushkans, believing that victory has been claimed. The Black Thorns are silent, and their silence spreads quickly to the Helms. The triumph of the Golden Sun falters, drops away. Perhaps a third of all the soldiers who began the day in the heart of Therunin are... gone. Dead, maimed, lost to the hungry forest and the blades of the Druj. Perhaps two thousand of the Black Thorns are dead. A thousand Golden Suns dimmed, as many Iron Helms missing in the rain and the gathering twilight.&lt;br /&gt;
&lt;br /&gt;
Yet it is not these losses – this horrible butcher&#039;s bill – that makes the Black Thorns weep, the other armies bow their head and count the cost too high. The army named for that Navarr who knew all about prices and consequences... there at the forefront... fighting to save as many of their fellows as they could... are gone.&lt;br /&gt;
&lt;br /&gt;
The dance is ended.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Triumph of the Mallum.jpg|caption=The Druj are without mercy, exulting in the slaughter of Imperial soldiers.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Desperation==&lt;br /&gt;
There is little time to grieve. At least the Gift of Kaela will offer escape to those who have fallen into the hands of the Druj; cold comfort to those whose friends have fallen. The Druj have not gone, have not abandoned their attempt to slaughter the armies in Therunin. There is just enough time to regroup, to gather as many surviving soldiers as possible. The armies cannot afford to stay here, in the woods of Therunin. They are still outnumbered, weakened by the loss of so many lives. It is astonishing that fear and panic do not rip through their spirits the way the weapons of the Druj have ripped through their strength.&lt;br /&gt;
&lt;br /&gt;
There is barely time for a quick meeting among the commanders of the armies, to weigh their options. They cannot return to the killing field of the south; they dare not press east toward the Mallum; to the west lies the poisoned valley of the Lower Tarn where the Druj will have the advantage and where the sickening taint that lies there will be all the worse under the Rivers of Blood. They cannot stay where they are, outnumbered and overwhelmed. They must press north into the Bleaks, and trust that the Druj will not dare follow them or – if they do – that they will be overextended.&lt;br /&gt;
&lt;br /&gt;
The horns are blown, the orders given. The armies push north toward the Barrens. There are shambolic routs and ordered retreats and this is neither, this march northward. Discipline holds, but it is fraying in the face of the terrible losses, the growing awareness of how huge the force arrayed against them is, the pestilential curse, the awful threat of slow torment and death at the hands of the Black Wind, the ragged edges of the Druj wards, and the pounding of the drums.&lt;br /&gt;
&lt;br /&gt;
It would be easy for the Empire&#039;s finest to give in to panic, but their courage holds. In no small part this is due to the example of the Iron Helms. The Varushkans are no stranger to the fear that seeks to take root in the desperate soldiers. Many of them have faced it before, in the dark under the trees of their homeland. The Druj wield fear as a weapon, but so do the &#039;Helms. &lt;br /&gt;
&lt;br /&gt;
Yet even their grim humour, their granite-hard morale, falters a little at the force arrayed against them. Near the edge of Therunin, near the ill-marked border with the Barrens, a huge force of Druj waits. At their forefront, the sable banners of the Black Wind flutter, adorned with cloven shields, broken weapons, scraps of armour, torn shreds of standard and surcoats and cloaks, flyblown bodyparts, all clearly taken from the soldiers who have died in Therunin. The gift of Kaela denies them the bodies of so many of their enemies, but does nothing to stop them taunting the surviving Imperials with proof of their wickedness.&lt;br /&gt;
&lt;br /&gt;
The Black Wind are scattered through the trees, along with the assassins and stealthy skirmishes of the Deadly Blade and the Hidden Widow. More Druj lurk in the trees to the east and west, uncertain numbers of warriors ready to fall on the armies as they try to press north. &lt;br /&gt;
&lt;br /&gt;
Then the drums fall silent again. A messenger – a sneering Druj wearing a torn cloak clearly taken from one of the fallen commanders of Isaella&#039;s Dance – approaches the Imperial lines. In an arrogant voice they announce that the Black Wind are minded to be merciful. If the Navarr and the Dawnish lay down their weapons and allow themselves to be taken, they will not be slaughtered. Rather they will be carried east, into servitude, as slaves of the Mallum, servants of the Druj, to work off the crimes of the Empire in the fields and the mines.&lt;br /&gt;
&lt;br /&gt;
For the Varushkans, though, for the soldiers who butchered their elders, the folk of their sept left in the Barrens, there will be no quarter given. Each one will die scre-&lt;br /&gt;
&lt;br /&gt;
The messenger&#039;s voice stops suddenly. They clutch at the arrow protruding from their throat with numb fingers. Drowning on their own blood they fall backward into the marsh, dead. It&#039;s not clear who loosed the arrow to silence the stream of hatred, but there are few who would criticise it.&lt;br /&gt;
&lt;br /&gt;
The drums begin to beat again, the shouts and cries and screaming instruments drift through the trees. The Empire has given its answer, and the offer will not be made again. &lt;br /&gt;
&lt;br /&gt;
It does not look good. Despite the sacrifice of Isaella&#039;s Dance, it is all too apparent that without a miracle, the Imperial presence in Therunin will end with a massacre.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=IronHelms_Colour.png|align=right|width=300|caption=The first army to bear this name was sacrificed to preserve the [[Imperial treasury]]; it rose again six years ago. The army had a long history of subtle patronage from one of the [[Charnel Lord|dark powers]] of the north.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Onwards Through the Snow==&lt;br /&gt;
The Golden Sun, the Black Thorns, the Iron Helms. They gather close together, prepare their lines. The most heavily armoured face outward, forming a wall of steel and mithril against the Druj. Archers and spear fighters strike over or through the wall as the Imperial force presses toward the border.&lt;br /&gt;
&lt;br /&gt;
The knights of glory roar their fury. The Golden Sun raise their voices in a single hymn to glory, to the strength of the Empire. The Black Thorns and the orcs of the Great Forest join their voices in a savage lament for the dead. The Iron Helms... the Iron Helms and the dead warriors that fight beside them remain silent, weighing the odds, considering their options.&lt;br /&gt;
&lt;br /&gt;
The Winter spirits that fight alongside the Varushkans do not fear death, know that if their flesh fails they will simply find a new puppet and keep fighting. The mortal soldiers are not insensible as they are, but perhaps that gives them greater strength. They know what is at risk here. These are the elder children of Mother Varushka, of the land of monsters, of the haunted hills and forests darker than anything that the Druj know. They know that sometimes one must choose the lesser of two evils, that the road is rarely easy. Sometimes there are no good choices, and yet one must still choose. It is possible to do everything right, and still lose. The true, final test of the spirit is how one faces the darkness, especially when there may be nobody left to speak of it.&lt;br /&gt;
&lt;br /&gt;
Their magicians reach out to the dark powers of the north, to the connection they have to the creatures that every Varushkan knows to fear. Since they were reformed, the Iron Helms have fought beneath the shadow of crows&#039; wings, and with a great cry the birds take to the air. They soar above the trees, and the houndmasters and schlacta of the Iron Helms break their silence, sound their horns, and &#039;&#039;march&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The birds lead the way, a cloud of feathers in the gloaming, swooping down like hunting hawks to tear at the eyes of the orc warriors. The hounds and their handlers howl, meeting the savagery of the Druj with equal bloodlust. Axes hew through enemies, collapse trees, smash makeshift barricades, cut through traplines. &lt;br /&gt;
&lt;br /&gt;
Varushka sets the pace, but their fire spreads quickly to the Golden Sun and the Black Thorns. Some Druj are cowards – the kind of bully that instinctively fall back in the face of challenge. Sadly, the Druj are as afraid of their own masters as they are of the Iron Helms, and know that the Buruk Tepel will not hesitate to make an example of them if they show too much cowardice. So when they fall back, they quickly reground and return in force.&lt;br /&gt;
&lt;br /&gt;
The Imperial troops pay a terrible price, and the lion&#039;s share is paid by the Iron Helms. Heavy as their armour is, doughty as they are, keen as their axes strike they are at the forefront and they face the full malice of the Druj. Yet the army is also bound around with Winter magic, a host of winter spirits fights beside them, and they slog through mud and blood, forging a path for their allies to follow, selling their lives as dearly as they can. They are cut to pieces.&lt;br /&gt;
&lt;br /&gt;
Then, one by one, the fallen Varushkans begin to rise again. Not only those who fall in this final desperate push to escape Therunin, but emerging through the sleet from the south come many more dead schlacta, cabalists, hounds, and soldiers.&lt;br /&gt;
&lt;br /&gt;
Perhaps it is the spirits summoned with Winter magic, perhaps it is [[Charnel Lord|something else]] but when one of the Iron Helms is slain, by spear or blade, they rise again. Their eyes burn with cold darkness, and they fight with a terrible fervour that gives even the Druj pause. They fight with unnatural vitality, and do not stop until they are literally dismembered or decapitated by the orcs. The soldiers and their hounds refuse the embrace of death for one final chance to hurl themselves at their foes.&lt;br /&gt;
&lt;br /&gt;
It is a horror and a wonder, and it creates a chance. An opening to a future where the armies of the Empire survive this killing zone. The Druj begin to retreat, horrified by the abominations that fall upon them. Where weapons fail, the dead Varushkans use their bare hands and unnatural strength to rip their enemies limb from limb, pausing only to gorge themselves on the remains before leaping to the next kill. Even the Black Wind falter in the face of this dark miracle, this terrible Winter magic.&lt;br /&gt;
&lt;br /&gt;
There are survivors who claim that there were other things, worse things, in the woods with them that night fighting the Druj, Ghoulish horrors in archaic armour not entirely Varushkan in style. Massive birds, with razor talons and too-clever eyes. Warriors with the aspect of wolf or rat or bat, neither human nor orc but some dreadful echo of beast and person. The woods are dark, as night falls, and terror roars through them as the armies clash, and it is hard to tell what is real and what is waking nightmare.&lt;br /&gt;
&lt;br /&gt;
In the end, the Black Wind sound the retreat, falling back. The Imperial armies make it across the borders, into the forests of the Barrens, following by coincidence that same path the Gryphon&#039;s Pride took several months earlier.&lt;br /&gt;
&lt;br /&gt;
Some Druj pursue, of course, but only a few hundred. Those Imperial soldiers who are last out, those bringing up the rear, and the scouts of the Black Thorns speak of how the Druj they have left behind are still fighting, even though the armies have crossed into the Bleaks. The dead Varushkans, and their beasts, continue to assail the orcs of the Mallum, making it impossible for them to pursue without leaving themselves vulnerable to an attack from beyond.&lt;br /&gt;
&lt;br /&gt;
The rain falls more heavily in the Bleaks, but the water is clean and fresh. This is the best way to know that the armies have escaped Therunin... but not everyone has made it to the Barrens.&lt;br /&gt;
&lt;br /&gt;
==The Highest Price==&lt;br /&gt;
Like Isaella&#039;s Dance, the Iron Helms have paid the ultimate price. No more than a few hundred Varushkans escape the Barrens with the Golden Sun and the Black Thorns. Over the next few weeks, a similar number of Navarr escape Therunin, many of them horribly injured or suffering the kind of spiritual wounds that mean they will never fight again.&lt;br /&gt;
&lt;br /&gt;
The loss of life has been catastrophic. Twelve and a half thousand soldiers have been lost. Isaella&#039;s Dance, and the Iron Helms, have ceased to exist – although there is some evidence the Varushkans at least are continuing to fight in Therunin, albeit in an unrecognisable state. The Druj have surely paid a heavy price for fighting the Empire this season, but as always with the orcs of the Mallum it&#039;s hard to say exactly how many have been killed. Surely they must have lost thousands; the Iron Helms and the Black Wind fought a pitched battle and one does not walk away from a fight with furious Varushkans.&lt;br /&gt;
&lt;br /&gt;
None of Eleonaris&#039; knights leave Therunin; they fought and died alongside the Golden Sun. None of the walking dead leave Therunin – at least for the moment. The Spears of the Pines have been decimated, the orcs of the Great Forest suffering hundreds of casualties alongside their Navarr friends and allies.&lt;br /&gt;
&lt;br /&gt;
The time for mourning, for recrimination, is in the future. For now the Golden Sun and the Black Thorns need to let the rest of the Empire know what has happened: both the unspeakably catastrophic loss, and the awe-inspiring courage of those who sacrificed everything to save their fellows.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Therunin===&lt;br /&gt;
* &#039;&#039;&#039;The Black Wind carried out a Merciless Onslaught in Therunin this season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Isaella&#039;s Dance and the Iron Helms have disbanded&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Therunin remains uncontrolled&#039;&#039;&#039;&lt;br /&gt;
The Black Wind engaged in a [[Army_qualities#Cruel|merciless onslaught]] in Therunin this season. Two Imperial armies – Isaella&#039;s Dance and the Iron Helms took sufficient casualties to cause them to disband. While there are some survivors, these armies no longer exist.&lt;br /&gt;
&lt;br /&gt;
The Druj have recaptured Eastring, and still control East Ashes. With the vallorn in control of Greenheart and Sweetglades, and the Navarr still in possession of Peakedge Song and the Upper and Lower Tarn Valley, no faction has majority control so the territory remains uncontrolled.&lt;br /&gt;
&lt;br /&gt;
The temporary defences [[Army_qualities#Engineer|built by the Towerjacks]] before the Autumn Equinox are still in place, but their effectiveness is reduced. They act as a 500 strength fortification until the start of the Spring Equinox when they will have decayed to the point they no longer provide a bonus during the military campaign.&lt;br /&gt;
&lt;br /&gt;
One possible piece of good news is that there has been no sign of the Tainted Basilisk in Therunin since the Autumn Equinox which means that the Druj will not be able to perform large-scale rituals in the territory such as [[Rivers Run Red]] or the creation of magical fortifications.&lt;br /&gt;
&lt;br /&gt;
===Participation===&lt;br /&gt;
* &#039;&#039;&#039;Anyone whose military unit fought in Therunin this season has suffered grievous wounds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The retreat has seen numerous spontaneous spiritual auras manifest among those involved&#039;&#039;&#039;&lt;br /&gt;
Any general of one of the armies here, and anyone who fought alongside their warband in Therunin this season (that is, players whose [[military unit]] was assigned to one of the armies here or is a [[general]] of one of the armies, and whose roleplaying involves them being personally present) has received a [[Combat#Traumatic_Wounds|lingering wound]]. This will be included in your pack, and either represents a serious injury sustained in the battle, or the consequence of fighting under the effect of Rivers Run Red. If your roleplaying does not involve fighting with your military unit this downtime, then you can hand the traumatic wound back in to GOD. Without treatment, some of these wounds might eventually become life-threatening, so seeking out a [[Surgical skills#Physick|physick]] may be a top priority.  &lt;br /&gt;
&lt;br /&gt;
You may also choose to begin the event [[Combat#Terminal|terminal]] if you wish to use the epic battle in Therunin as a reason to retire your character (remember that there is no way to save a character who is terminal).&lt;br /&gt;
&lt;br /&gt;
During the terrible escape from the Druj trap, a number of [[Aura#Spontaneous_Auras|spontaneous auras]] have manifested. Some of these auras will have been manifested by surviving characters, others will be on mementos taken from fallen comrades. You can request a spontaneous aura for your character, but the nature of the roleplaying effect it creates will depend on the motivation that created it. Any character whose military unit supported an army in Therunin can email e-mail [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] and pick one of the motivations given here that is most applicable to your character, which will influence the ribbon created. You should also state whether you would like the aura to have manifested on a piece of armour or a shield (and which type), or on a piece of jewellery.&lt;br /&gt;
&lt;br /&gt;
For those in Therunin we will create ribbons for those motivated by:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;A willingness to lay down one&#039;s life when fighting beside ones comrades&#039;&#039;&lt;br /&gt;
* &#039;&#039;A commitment to do whatever it takes to protect the innocent from the Druj&#039;&#039;&lt;br /&gt;
* &#039;&#039;The desire to end the threat of the orcs of the Mallum once and for all&#039;&#039;&lt;br /&gt;
* &#039;&#039;A drive to stay alive no matter the odds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can pick whichever one of these four motivations most strongly motivated your character to receive the relevant aura. If you were driven by different motivations, then you won&#039;t receive an aura on this occasion.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
{{KaelaGift}}&lt;br /&gt;
{{SOP|by=Ivana Petara Vodjavic, Prosperity Assembly|statement=The Grendel and the Druj raid our territories, stealing our Prosperity and ruining our lands. We call on the teachings of Zemress, and encourage our corsairs, wagon raiders, reavers, and all truly prosperous individuals to strike hard, take back what is ours so that we may grow the Empire&#039;s prosperity and make ourselves safe.|vote=276-58|when=Spring Equinox 386YE}}&lt;br /&gt;
===Unseen Eyes (Forest of Ulnak)===&lt;br /&gt;
* &#039;&#039;&#039;A guard of Druj are preventing wagon raiders from looting a stockpile of goods&#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 Prosperity&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the Druj&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
In the [[Forest of Ulnak]], just across the border with [[Ossium#Drownbark_Forest|Drownbark Forest]], is the homestead of the Varnalis. One of the many extended families of Druj that live in Grimfen Mire, the Varnalis are close to recovering from the raid on their [[Children_of_Wrecks#The_Thread_Burns_(Forest_of_Ulnak)|stockpile]] six months ago. Now, inspired by a [[386YE_Spring_Equinox_Synod_judgements#Judgement_67|judgement]] from spring this year, the wagon raiders that trade at the [[Merchant-Boyar_of_the_Stinking_Market#Stinking_Market|Stinking Market]] have a plan to get wealthy at the expense of the family once again which will also open the way for other [[wagon raider|wagon raiders]] to raid the Druj. &lt;br /&gt;
&lt;br /&gt;
According to the wagon raiders, the Varnalis are expecting several wains of weirwood to arrive at one of their guard posts shortly after the solstice. If enough of the guards at the post are killed, then the wagon raiders can slip in, finish the rest, and loot the weirwood once it arrives. The wagon raiders just need someone to be responsible, and have asked the [[Champion of Prosperity]], &#039;&#039;&#039;Hugh Farrier&#039;&#039;&#039;, to once again take the lead on killing the Druj. If that happens, then the wagon raiders will send four wains of weirwood to the Champion of Prosperity after the summit. Success will also inspire other wagon raiders to raid the Druj, meaning that the [[Merchant-Boyar of the Stinking Market]] will receive an additional 16 crowns this season from extra fees.&lt;br /&gt;
&lt;br /&gt;
{{SOP|by=Lady Laudine du Lac, Dawnish Assembly|statement=The assembly recognises that leaving the empty lands in the Barrens to waste serves no one. We call on the Dawnish to settle these empty lands to bring prosperity and look for threats with vigilance in order to protect and uplift all those that live in the Barrens.|vote=264-54|when=Autumn Equinox 386YE}}&lt;br /&gt;
===Pitfalls and Tripwires (Salt Flats of Sanath)===&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are taking goods to the Dripping Market&#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;&#039;&#039;Lady Laudine du Lac&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for killing the Druj and claiming their wares&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
During the Autumn Equinox, the Dawnish Assembly voted to uphold a [[386YE_Autumn_Equinox_Synod_judgements#Judgement_130|statement of principle]] by &#039;&#039;&#039;Lady Laudine du Lac&#039;&#039;&#039;, encouraging Dawnish to settle the empty lands and look for threats with vigilance. The judgement did not achieve a greater majority, but some Dawnish still took their words to heart and looked with the Barrens for threats. One group of questing knights have gone beyond the borders of the Barrens, into the [[Salt Flats of Sanath]]. The knights have tracked a group of Druj in the process of taking goods to the Dripping Market hosted by the Skinweavers of [[Salt_Flats_of_Sanath#Beladrarsh|Beladrarsh]]. &lt;br /&gt;
&lt;br /&gt;
The questing knights have requested that &#039;&#039;&#039;Lady Laudine du Lac&#039;&#039;&#039;, as the priest who raised the judgement, take responsibility for killing the Druj and claiming their wares. Anything that Lady Laudine du Lac and their allies can claim will, of course, be theirs; the questing knights wish only that the tale be told if it is glorious.&lt;br /&gt;
{{SOP|by=Neala Blackhawk, Navarr Assembly|statement=Brothers and Sisters of the Great Forest Orcs. Navarr will do everything we can to liberate our siblings the Druj have taken and bring them home. Navarr will work to remove the threat of the Druj from you, our family, and from the Empire.|vote=228-0|when=Autumn Equinox 386YE}}&lt;br /&gt;
===Promises to Keep (Therunin)===&lt;br /&gt;
* &#039;&#039;&#039;A group of Druj are guarding a captured treetender of the Great Forest Orcs&#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;&#039;&#039;Neala Blackhawk&#039;&#039; is [[Sentinel_Gate#Prognostication|responsible]] for rescuing the treetender and returning them to Anvil&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
During the Autumn Equinox, the Navarr Assembly voted to uphold a [[386YE_Autumn_Equinox_Synod_judgements#Judgement_192|statement of principle]] by &#039;&#039;&#039;Neala Blackhawk&#039;&#039;&#039;, making clear that the Navarr will do everything they can do liberate those the Druj have taken from the Great Forest Orcs. The judgement did not achieve a greater majority, but some Navarr were moved by the words and sought out chances to rescue orcs of the Great Forest where they could. A dozen thorns of the &#039;&#039;Lonestalk&#039;&#039; striding managed to track down where one of the treetenders, those Great Forest Orcs who worked the weirwood groves of the [[Thimble]], has been taken and is being forced to work on rafts on the edge of the [[Therunin#The_Docks_at_Feverwater|Feverwater]]&lt;br /&gt;
&lt;br /&gt;
The thorns are unable to free the treetender themselves, so they ask &#039;&#039;&#039;Neala Blackhawk&#039;&#039;&#039;, as the priest who raised the judgement, to take responsibility for rescuing the treetender and returning them to Anvil. As the orc is not an Imperial citizen they will need to be enchanted with [[The Cuckoo&#039;s Egg]] in order to pass back through the Sentinel Gate. The thorns of the Lonestalk striding will then be able to take advantage of the disruption to claim several of the rafts and help any Navarr who [[Venture#Raid_the_Druj|Raid the Druj]] over the next season,  granting an additional rank of production.&lt;br /&gt;
&lt;br /&gt;
==Black Miracles (Battle Opportunity)==&lt;br /&gt;
The children of Mother [[Varushka]], the grim-faced schlacta of the [[Iron Helms]], are gone; brutally slain by the barbs and venoms of [[Not_to_conquer#The_Black_Wind|the Black Wind]]. The orcs from the Barrens, consumed by hatred, have taken their revenge for [[Ripples_and_shadows#Black_Wind|past assaults]], running down every Varushkan they could catch and slaughtering them without mercy.&lt;br /&gt;
&lt;br /&gt;
Thousands of Iron Helms are dead, but the peace of death eludes them. The force marched under [[Quickening Cold Meat|a cruel winter enchantment]] that respects neither the sanctity of life nor the dignity of death. The army is no more, but the stony grasp of magic is not yet ready to release them from service. Their bodies are forced to rise from the forest to begin a macabre battle against any foe that comes within range of blade or claw. &lt;br /&gt;
&lt;br /&gt;
For now, they are a problem for the [[Druj]], but should the Empire&#039;s enemies leave the territory, then these revenants will immediately turn on whatever threat they can find. They could become a terrible peril to Therunin and the lands around unless some way can be found to bring the magic back under control.&lt;br /&gt;
&lt;br /&gt;
===Objective: Bind the dead in Eastring===&lt;br /&gt;
* &#039;&#039;&#039;Seize a chance to bind the restless dead of the Iron Helms&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Conduct a Varushkan hearth magic rite at the Stained Rock&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If successful, the undead horrors in Eastring can be commanded to attack the Sarangrave &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a chance for Varushka to exert a level of control over the hordes of shambling corpses terrorising the marshes of Eastring. It is perhaps not the most palatable avenue to tread, but the people of the dark vales are used to making hard choices.&lt;br /&gt;
&lt;br /&gt;
In life the Iron Helms swore oaths to serve their nation, to defend its interests and slaughter its enemies. Such [[Varushka_hearth_magic#Oaths|oaths]] have power, even in death, especially if those they swore to serve refuse to release them from their geas. If the people of Varushka return to the site of the massacre then they could perform a dark rite, drawing on the power of the oaths, binding the spirits with wards and compelling them to serve the nation even in death.&lt;br /&gt;
&lt;br /&gt;
This is not a ritual for the magicians nor a ceremony for priests to conduct, though the rites might well resemble either or both these things. Hearth magic must be used to invoke the oaths sworn by the Helms, to force them to submit to the iron will of the rulers of Varushka. Few know how to [[Varushka_hearth_magic#Wards|create wards]] as powerful as the Varushkans, they know how to use [[Varushka_hearth_magic#Hospitality|hospitality]] to force even the most evil creatures to submit to their iron will. The soldiers of the Iron Helms may be slain, but even the dead may long for [[Varushka_hearth_magic#Home|home]].&lt;br /&gt;
&lt;br /&gt;
The ritual rite must be performed at the Stained Rock, an ancient stone cut from the [[Granites of Veltsgorsk]] decades ago and gifted to strengthen the Navarri forests. The original gift has long since faded in purpose and power, but the grey stone still retains a symbolic link to the Varushkan home lands. The ritual could be led by anyone skilled at invoking Varushkan hearth magic, but the rite will be most powerful if the general of the Iron Helms and those who supported the army during their last stand are included. The army may be broken, but many things in Varushka continue to serve long after they are dead. [[Alderei the Fair]] had [[Laws_of_magic#The_Law_of_Dominion|dominion]] over the soldiers of the Helms in life, and may yet be able to command them in death.&lt;br /&gt;
&lt;br /&gt;
If the Varushkans can wrest back control of the undead horrors plaguing Eastring, they could command them to attack the Druj in Sarangrave. That would ensure people across the territory are safe from attack by these ravenous winter spirits. The problems would be for the Druj and their people living in Sarangrave, making natural resupply there impossible until the horrors are dealt with or the magic of the ritual finally ends.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover the standard of Isaella&#039;s Dance===&lt;br /&gt;
* &#039;&#039;&#039;The army&#039;s banner was lost during their final stand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Recover the symbolic item and return it to the nation&#039;&#039;&#039;&lt;br /&gt;
The loss of Isaella&#039;s Dance to the Navarr is beyond compare. One further twist of the dagger is the army standard - &#039;&#039;Knife of Thorns&#039;&#039; - fell in battle and now languishes in barbarian hands. It represents those who gave their lives to fight the Druj and ultimately to defeat the vallorn. Even lost it serves as a reminder of them, a symbol of sacrifice, and [[Pride]] for the nation. If it can be recovered then the pale green gonfalon emblazoned with Isaella&#039;s blades would offer a glimmer of hope.&lt;br /&gt;
&lt;br /&gt;
The guides and priests of the Navarr Assembly are best placed to decide what should happen with the banner, where it should be displayed and how. However, the nation will resist any attempt to raise a new army that carries the banner or bears the name &#039;&#039;Isaella&#039;s Dance&#039;&#039;. One option would be to have the standard become an inspirational symbol of the nation&#039;s Pride. The Assembly are not the only ones who might be keen to recover &#039;&#039;Knife of Thorns&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some eternals are known to place great value in such objects and are prepared to offer boons to those who give them up. The &#039;&#039;Queen of Silence&#039;&#039;, as [[Kaela]] is known to the Navarr, is obsessed with the ending of all things and she will surely be interested in this symbol of Isaella&#039;s final dance. If the Navarr cannot recover the banner, or it falls into the wrong hands, it may still end up traded to Kaela or one of the other great powers of the [[Realm#Winter|Wasteland]].&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Stop the Krollthorned===&lt;br /&gt;
* &#039;&#039;&#039;The Druj are accompanied by a coven of human ritualists&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In battle the coven will support the orcs with their enchantments&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing the coven early in the battle will deny the Druj of magical support in the fight&#039;&#039;&#039;&lt;br /&gt;
A coven of human winter ritualists from the eastern reaches of Sarangrave has been spotted aiding the Druj. Little is known about them - besides their coven name - but it is likely they serve a ghulai allied to the Palace of the Sleepers in northern Kroll. Targeting them will open up a chance to learn more about who they are, why they serve the Druj, and if they pose a wider threat to the eastern Empire.&lt;br /&gt;
&lt;br /&gt;
Whilst they have the numbers to cast powerful rituals, individuals are focused on performing rituals to [[enchantment|enhance]] the prowess of individual orcs in battle. The coven will be continually supplied with mana and resources for their rituals, so eliminating them quickly will deny the Druj important battlefield support.&lt;br /&gt;
&lt;br /&gt;
==Braided Dreams (Battle Opportunity)==&lt;br /&gt;
The soldiers of the Navarr, the thorns of Isaella&#039;s Dance move no longer, their spears no longer weaving a deadly trace in Druj blood. Their weapons are still, their bodies lie where they fell; pierced by arrows, skewered by blade, hewn by axe, or ravaged by toxins and foul ichors. The army rests silently, but not alone. Alongside them lie the dead and mutilated bodies of hundreds of Great Forest Orcs, foreigners first, then friends and allies at the last. They came to make Eastring their home, before the Druj arrived, and they fought shoulder to shoulder alongside the Navarr to defend it when it was threatened.&lt;br /&gt;
&lt;br /&gt;
All that is left of them now is the memories of their deeds in the minds of those who still draw breath. The bodies should be left to moulder in Therunin, but if nothing is done then they will become offal for scavengers or carrion-eaters. The Navarr usually commit bodies to a simple cairn but there is no chance to do that here, with [[Therunin]] under the control of the [[Druj]].&lt;br /&gt;
&lt;br /&gt;
There is a chance for the nation to create a powerful [[Navarr_culture_and_customs#Funerals|corpse glade]], one that spreads its calming touch over the whole of Isaella&#039;s Fall. Ensuring that Navarr funeral traditions are respected will help to strengthen the spirits of those who survive. A shared ceremony of remembrance and loss might even bind the Navarr and the Great Forest Orcs allies closer together.&lt;br /&gt;
&lt;br /&gt;
===Objective: Braid the Peoples===&lt;br /&gt;
* &#039;&#039;&#039;Create a corpse glade at Isaella&#039;s Fall to protect the fallen&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The rite should draw on the Navarr hearth magics of braiding&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Black Thorns and the Quiet Step will gain five hundred points of supply&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Involving the Great Forest Orcs will entwine them closer to the nation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The thousands of Navarr who gave their lives fighting the Druj in Therunin made the ultimate [[Navarr_hearth_magic#Self-Sacrifice|sacrifice]] to serve the nation. They did not die alone. The alliance with the Great Forest Orcs is still young, but the Spears of the Pines fought and died together as brothers and sisters, giving everything to defend the homeland the Navarr had [[Navarr_hearth_magic#Sharing_a_Meal|shared with them]].&lt;br /&gt;
&lt;br /&gt;
The vates know there is [[Navarr_hearth_magic|power in these acts]] that is not defined by the limitations of [[Ritual_theory|ritual magic]]. They want to draw on that power to create a corpse-glade at &#039;&#039;Isaella&#039;s Fall&#039;&#039; to protect the bodies of the fallen from scavengers. The warriors of the Navarr and the Great Forest Orcs sacrificed their lives, creating [[Navarr_hearth_magic#Braiding|the chance to braid their souls together]] in this life and the next. What is needed is a rite, neither ritual nor ceremony but something that reminds every Navarr, living and dead, of [[Navarr_culture_and_customs#Tattoos_and_Vows|the vows they swore]] to fight together against the vallorn. &lt;br /&gt;
&lt;br /&gt;
The solemnity can be performed by anyone who is skilled at invoking Navarr hearth magic, but it will help representatives from every part of the nation. By employing the deep magic of braiding, they can build on the shared sacrifice of the Navarr and their allies to bind them together in life and in death. The ceremony can also include marking with [[Navarr_hearth_magic#Tattoos|a tattoo]], the [[Varushka_hearth_magic#Oaths|swearing of new oaths]], or the [[Navarr_hearth_magic#Sharing_a_Meal|simple exchange of food]], all powerful ways to bind people together with a shared fate. If the rite is enacted, then the entire area at &#039;&#039;Isaella&#039;s Fall&#039;&#039; would become a vast corpse-glade, allowing the forest to reclaim the bodies of the dead in peace.&lt;br /&gt;
&lt;br /&gt;
Knowing the bodies of the fallen have been properly cared for will help those Navarr who survived the battle at Isaella&#039;s Fall to regain their spirits. The army is gone, but there are some survivors, and they will flock to the banners of [[Navarr_military_concerns#The_Black_Thorns|the Black Thorns]] and the [[Navarr_military_concerns#The_Quiet_Step|Quiet Step]], resupplying each army with five hundred experienced soldiers.&lt;br /&gt;
&lt;br /&gt;
If the Navarr chose to include the Great Forest Orcs in the observance, then it may also help to bind their allies closer to them. Just as the first dance of Navarr and Thorn formed the nation it is today, this could guide both the descendants of Navarr and the children of the Great Forest down ever-entwining paths. The power it invokes could turn the recent destruction and death, the burning of the Holt, and the flight from the [[Not_to_conquer#The_Black_Wind|Black Wind]] into a pivotal moment that brings both peoples closer together.&lt;br /&gt;
&lt;br /&gt;
===Objective: Recover the Barrow Axe===&lt;br /&gt;
* &#039;&#039;&#039;The Barrow Axe, the regalia of the champion of the Iron Helms, was lost here when the army was slain&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Axe is somewhere in the area or carried by one of the Druj&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The weapon could help Varushka to bargain for aid with one of the sovereigns of the iron north&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Iron Helms enjoyed a dark reputation for bloodshed that might turn the stomach. Stories are told of &#039;&#039;Hunger&#039;&#039;, the artefact axe wielded by a champion of the Iron Helms since their founding. The relic weapon is held by the Malinov family of [[Karsk]], who flatly refused to return it when the army was reforged.&lt;br /&gt;
&lt;br /&gt;
When the army was raised anew, the army&#039;s artisans pooled their resources to create a replacement, the &#039;&#039;Barrow Axe&#039;&#039;, a new ironic symbol for the Iron Helms. This [[Ironbound Axe]], has been re-enchanted each year and presented to a soldier who had proved themselves in a brutal fight of contenders clad head-to-toe in armour but armed only with steel-shod fists. Asked if this brutal fight could be replaced with a more civilised selection, the answer was always &#039;&#039;&amp;quot;not if you want us to win&amp;quot;&#039;&#039;. With each reforging the &#039;&#039;Barrow Axe&#039;&#039;&#039; has slowly begun to accumulate a reputation as dark as the artefact it replaced.&lt;br /&gt;
&lt;br /&gt;
If the weapon can be recovered, it would be a powerful bargaining tool for the nation. Most of the sovereigns of Varushka would be eager to acquire such a brutal weapon. The Iron Helms are gone now and they will not return in this age, but the axe could be used to bargain in exchange for support for a new army. Should the blood-stained hewer be recovered, it will be down to the nation to decide who to petition and what to demand in return for this blood-soaked gift.&lt;br /&gt;
&lt;br /&gt;
===Battlefield Threat: The Mirk Lizards===&lt;br /&gt;
* &#039;&#039;&#039;The Druj are joined by a group of human warriors clothed in scraps of tattered blue fabric&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They appear to be excommunicating rather than executing their victims in some circumstances&#039;&#039;&#039;&lt;br /&gt;
A band of human warriors march with the Druj into battle. Wearing tattered scraps of blue tunics, they have the demeanour of grim-faced and seasoned mercenaries, well-armoured and carrying an assortment of weapons. Next to nothing is known of them, but there are rumours that these warriors are driven to oppose the Way in some fashion. There are claims that priests among them have excommunicated foes on the battlefield, rather than executing them as the orcs might do. There is no known reason for their actions, or why the Druj allow it; so the war scouts urge caution. Killing them will put an end to their plans and stop their support for the orcs of the Mallum, but if more can be found out, it could prove useful in time to come.&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Therunin&amp;diff=143855</id>
		<title>Therunin</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Therunin&amp;diff=143855"/>
		<updated>2026-08-19T12:29:56Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Regionsoftherunin.png|caption=The water-logged bayou of Therunin provides a unique challenge to the stridings that travel there|title=Regions of Therunin|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
On the borders of Highguard, the water-logged bayou of Therunin provides a unique challenge to the [[striding|stridings]] that travel here. As the [[Navarr]] recovered territory from the [[vallorn]], the Tharunind presence grew still more malicious. Monstrous insects are a common threat here, even outside of areas where the vallorn still holds sway. [[Druj|Orcs from the east]] were a constant threat, although their incursions are made more difficult by the swampland. This changed in 386YE when a massive force invaded from the [[Sarangrave]], ultimately leading to the Empire losing control of the territory and seeing the vallorn at its heart reclaim Eastring and infest East Ashes.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The [[Druj]] have long coveted Therunin. Since the fall of [[Reikos]] in 367YE, many Navarr had been expecting an assault from the barbarians. In the Winter of 377YE, this long-anticipated attack finally came. A major force of Druj moved across the border from Reikos into Peakedge Song. Only the courage of the [[Navarr_military_concerns#The_Black_Thorns|Black Thorns]] slowed the barbarian advance. Outnumbered two-to-one, the Navarr army suffered grievous losses, but prevented the Druj from establishing a beachhead in Therunin.&lt;br /&gt;
&lt;br /&gt;
While Reikos was dominated by the orcs, Therunin was connected to the Empire only by tenuous routes through the mountains of [[Morrow]]; with the [[Druj]] gone the old trade routes down from [[Reikos#Chalcis_Mount|Chalcis Mount]] have been restored.&lt;br /&gt;
&lt;br /&gt;
After the Spring Equinox 386YE, the [[Druj]] launched a [[Ashes#Ring_of_Ashes|surprise attack]] on Therunin. Emerging from [[Sarangrave]], their armies swept through [[#Eastring|Eastring]] and [[#East Ashes|East Ashes]], and brought down the [[Therunin#Holt_of_the_Oak_(Ruined)|Holt of the Oak]] in the [[#Lower Tarn Valley|Lower Tarn Valley]]. At the Summer Solstice the heroes of the Empire [[Ashes#Poison_and_Ashes_(Battle_Opportunity)|fought to prevent the use of the Sephals Cauldron]], but were only partially successful leaving the Lower Tarn [[Region_qualities#Poisoned|poisoned]]. The Druj [[Blood_and_mire|continued their assault]], and while the Empire was able to drive them out of the Tarn Valley the orcs of [[the Mallum]] maintained their taloned grip on the eastern regions. During the Autumn Equinox the orc magicians of the &#039;&#039;Tainted Basilisk&#039;&#039; army attempted to [[Blood_and_mire#All_Along_the_Lakeside_(Battle_Opportunity)|unleash terrible magic]] aimed at [[Blood_and_mire#Objective:_Stop_the_Blood_Drainers_coven|sinking Feverwater Docks into the lake]] and, worse, [[Blood_and_mire#Objective:_Stop_Cintra_Blackstaff|rousing the vallorn of Sweetglades]]. They were prevented from doing so, but victory in the &#039;&#039;Battle of Ashwater&#039;&#039; came at great cost - many Imperial heroes fell, and the price of triumph was paid in particular by the heroes of [[Dawn]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Under Eastern Skies.jpg|caption=The Druj attacked Therunin in 386YE, slaughtering or enslaving all who did not flee before their assault.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Druj and Vallorn===&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:300px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Season !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| Summer 386YE || [[Ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| Autumn 386YE || [[Blood and mire]]&lt;br /&gt;
|-&lt;br /&gt;
| Winter 386YE || [[Under eastern skies]]&lt;br /&gt;
|-&lt;br /&gt;
| Spring 387YE || [[To hold death&#039;s hand in mine]]&lt;br /&gt;
|-&lt;br /&gt;
| Summer 387YE || [[Willow and rain]]&lt;br /&gt;
|-&lt;br /&gt;
| Autumn 387YE || [[Songs like trees]]&lt;br /&gt;
|-&lt;br /&gt;
| Winter 387YE || [[Crimson and green]]&lt;br /&gt;
|-&lt;br /&gt;
| Spring 388YE || [[A bright cerulean flame]]&lt;br /&gt;
|}&lt;br /&gt;
As the autumn faded into winter, Imperial armies - the [[Black Thorns]] and [[Isaella&#039;s Dance]], the [[Iron Helms]], and the [[Golden Sun]] - sought to drive the Druj out of East Ashes. Unfortunately the Druj were ready for them, having [[Under eastern skies|set a trap]], and the resulting slaughter saw both Isaella&#039;s Dance and the Iron Helms armies disband while helping their allies break free. Some of the Varushkan warriors continued to fight on, rising as unliving horrors bent on slaughtering as many Mallum orcs as possible, but the surviving armies were forced to retreat north into [[the Barrens]].&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice, the Navarr National Assembly urged the people of Therunin to flee, and following the summit the Druj [[To hold death&#039;s hand in mine|swept west]] across the territory conquering the Tarn Valley and Peakedge Song. This brought the entire territory under their control. Worse, as the Spring Equinox approached the magicians of the Tainted Basilisk - a powerfully magical army of the Mallum - roused the Tharunind vallorn to wakefulness. &lt;br /&gt;
&lt;br /&gt;
It [[Willow_and_rain|began to spread]] after the Spring Equinox, gathering strength as it did so. If not for the efforts of the [[Golden Sun]] and the [[Wolves of War]] before the Summer Solstice, it might have dominated the Tarn Valley. The Dawnish and League armies [[Songs like trees|fought the expanding power of the vallorn]] in Peakedge Song, and were victorious enough that it was forced back. After the Autumn Equinox however, in part due to cunning use of magic, the vallorn [[Crimson and green|ravaged Eastring]] and the Druj forces sequestered there, eventually claiming the entire region. While the ghulai tried to exacerbate the situation and drive the vallorn to keep expanding, Imperial heroes [[Mushroom,_mushroom,_mushroom#Waves_of_Ruin_(Conjunction)|prevented them doing so]] with some assistance from the eternal [[Llofir]]. Finally, following the Winter Solstice 387YE, the [[Pilgrim&#039;s Defiance]] [[A bright cerulean flame|sacrificed much]] to prevent the vallorn spilling out to consume [[#East Ashes|East Ashes]] before the last of its energy was depleted. As of the Spring Equinox 388YE, the Tharunind vallorn is quiescent again - although by no means slumbering.&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
=== The Thimble===&lt;br /&gt;
The [[Thimble]] was a Bourse resource located in the [[#Eastring|Eastring]]. Custodianship of the Thimble was an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produced 26 Imperial wains of weirwood every season. Following [[Permit_Great_Forest_Orcs_to_work_the_Thimble|Autumn 381YE]], the custodian of the Thimble received 22 wains a season, with the Great Forest Orcs receiving the other four wains. Control of the Thimble was assigned to whichever Navarr candidate received the most support from Navarr owners of [[herb garden|herb gardens]]. As of the [[Crimson and green|Winter Solstice 387YE]], the Thimble has been lost to the vallorn.&lt;br /&gt;
{{CaptionedImage|file=Feverwater.png |title=The water of this massive lake is fresh but tainted with the taste of the marshes.|caption=Feverwater lake|align=right|width=350}}&lt;br /&gt;
&lt;br /&gt;
===The Docks at Feverwater===&lt;br /&gt;
Built along the western shores of Feverwater in East Ashes are a series of ancient quays of aged weirwood and white granite. Some have collapsed, and others are now submerged or exposed as the waters of the massive freshwater lake have ebbed and flowed. The docks date back to the time of Terunael, and have been thoroughly explored by the modern Navarr; they seem to be much larger than would be appropriate for fishing the Feverwater, and the ruins around the area are certainly those of a reasonably large Terunael settlement. Their purpose remains a mystery - all that lies to the east of Therunin are the dark woodland homes of the Druj. During Summer 379YE, the [[Senate]] appointed the [[Dredgemaster of Feverwater]] to oversee and expand the docks; boats regularly ply the western end of the great lake dredging the waters for valuables. [[Historical research]] commissioned by the [[Advisor on the Vallorn]] in Spring 384YE [[The_Feverwater_docks|further explored]] some of the mysteries of the Feverwater, and the provenance of the ancient quays here.&lt;br /&gt;
{{CaptionedImage|file=TheruninLake.jpg|title=Much of Therunin is marsh or open water.|caption=Lake Aescalon in the Lower Tarn Valley.|align=left|width=350}}&lt;br /&gt;
===Mudlark&#039;s Haven===&lt;br /&gt;
Mudlark’s Haven was a bustling steading that wrapped around the shore of the Feverwater protected behind a thick network of mangroves which acted as harbour walls. The steading was raised out of the water on stilts and was popular with traders heading south to [[Zenith]] and beyond, sailors looking for money dredging the Feverwater, and thorns preparing to head into [[Sarangrave]]. The steading’s taverns were always full of deals and celebrations.&lt;br /&gt;
 &lt;br /&gt;
At the mouth of the docks, amongst the mangroves and accessible by awkward platforms sat a building made of discarded dredging boats - the office of the Dredgemaster. Flags hanging off the outside were used to communicate the weather conditions. The docks were supplemented by a series of pontoons on wooden supports, some new and some dating back to the Terunael. The moored dredging vessels and houseboats knocked against the docks rhythmically along with the ebb and flow of the Feverwater.&lt;br /&gt;
&lt;br /&gt;
When the Druj invaded Therunin, East Ashes was conquered and Mudlark&#039;s Haven served as a centre point for the orcs of the Mallum in their war against the Empire. As of Spring 388YE, the Haven is the only significant Druj settlement in East Ashes, and the barbarians there are trapped in a life-or-death struggle against the vallornspawn of the region.&lt;br /&gt;
&lt;br /&gt;
===Holt of the Oak (ruined)===&lt;br /&gt;
This unique [[fortification]] was constructed in the [[#Lower Tarn Valley|Lower Tarn Valley]] by the [[Great Forest Orcs]] from [[weirwood]] rather than [[white granite]] as part of the [[Accept_Orcs_of_the_Great_Forest_treaty|treaty]] between the refugees and the Empire. The [[Fortify_Lower_Tarn_Valley_II|commission]] was beset by challenges but work was completed shortly before the Winter Solstice 383YE. A series of majestic weirwood towers surrounded by a wall topped with living thorns, the beautiful and imposing fortification was [[The_place_you_called_home#The_Holt_of_the_Oak|garrisoned]] by orc warriors - meaning that the Empire did not need to pay for its upkeep. Navarr and Great Forest orcs alike mixed freely in the shadow of the towers, and traders from other Imperial nations - with the notable exception of the Dawnish - found it to be an excellent place to meet and do business with the otherwise standoffish orcs.&lt;br /&gt;
&lt;br /&gt;
If the treaty with the orcs were broken and the Great Forest orcs motivated to try and seize the Lower Tarn Valley the fortification would have taken no part in the initial fighting. If this had happened, and the orcs were to consolidate their control of the region, the fortification would have provided full support to any effort they made to conquer the territory or resist Imperial forces.&lt;br /&gt;
{{anchor|Peakedge Stead}}&lt;br /&gt;
&lt;br /&gt;
===Peakedge Stead (ruined)===&lt;br /&gt;
One of the most important sites in Therunin, Peakedge Stead stood in western [[#Peakedge Song|Peakedge Song]]. What initially began as a [[steading]] dedicated to fighting the vallorn of Therunin was transformed over the centuries to a place of contemplation and healing. Some stories claim the steading was a remnant of long-lost Terunael; there was something ageless about the trees here. Most of the buildings were built in the spreading branches of these great trees, or clustered around the trunks of these immense green giants. Many of the trees were centuries old, some so tall that on a clear day a Navarr could stand on one of the viewing platforms and gaze across to the hills of [[Reikos]] and even the forests beyond. &lt;br /&gt;
&lt;br /&gt;
Peakedge Stead was for a long time a place for the Navarr to meet with the people of Highguard, especially when it came to their shared interest in the arts of the physick and the apothecary. Some of the earliest work mastering the transformation of vinum sap into [[liao]] took place here, for example. During the occupation of Reikos by the Druj, the great tree-houses served as a sanctuary for those who were able to escape eastward out of the territory. Since the liberation, many of those former refugees returned to [[Reikos#High Chalcis|High Chalcis]] but many also chose to stay in Peakedge Stead. Some still maintained their Highborn identity, but a fair number - especially of the children born amidst the gentle tranquillity of this place - chose to become Navarr. They helped maintain the renown of the steading as one of the Empire&#039;s premiere locations for the study of herb lore and healing. In time they were joined by members of the [[Great Forest Orcs]] sept from [[the Barrens]], who brought with them their own understanding of the herbal arts. For several years representatives of the three groups worked in close harmony together to the betterment of all.&lt;br /&gt;
&lt;br /&gt;
Sadly, Peakedge Stead is no more. When the Druj invaded, they sought to burn the place to the ground. Only the [[Willow_and_rain#Raincallers_Song|intervention]] of the eternal [[Ossegrahn]] balked their scheme when his servants hid the place behind impenetrable walls. Sadly, &#039;&#039;Lord Rain&#039;&#039; was unable to maintain the protection for long; after the Summer Solstice 387YE [[Songs_like_trees#In_the_Bitter_Rain|Peakedge Stead]] was burned to ashes by the Druj along with [[#Thornsong House|Thornsong House]].&lt;br /&gt;
==Regions==&lt;br /&gt;
{{CaptionedImage|file=Scuttling Abomination.jpg|caption=There are strange things in the mists of East Ashes|title=Artist&#039;s impression of the abomination spotted at Mudlark’s Haven.|align=right|width=350}}&lt;br /&gt;
===East Ashes===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh, [[Region_qualities#Infested|Infested]]&amp;lt;br&amp;gt;&lt;br /&gt;
Stretching along the shores of the Feverwater, East Ashes is a twisted maze of great mangrove trees and murky water. Like the Tarn Valley it is home to several rare creatures, but the smaller beasts are overshadowed by the occasional incursion by a pack of [[Legendary_beasts#Hydra|hydra]]. Even the threat of the hydra is minor compared to the danger caused by the occasional [[marshwalkers]] attempting to migrate through East Ashes toward the Lower Tarn Valley - when they pass through Greenheart, they invariably rouse the insects there and emerge on the far side angry and twisted by the poisonous air of the vallorn. The Steading of Ruis Farkas is based in East Ashes.  Since the death of Empress Britta, this small steading has been highly politically active in the Empire to ensure that Britta&#039;s successor has a strong Empire to lead.&lt;br /&gt;
&lt;br /&gt;
While not truly haunted, this region has a reputation for being troubled; the core of that reputation can be traced to &#039;&#039;&#039;Fever’s Wake&#039;&#039;&#039;. Once a Navarri Glade of the Dead, but over a small space of days all the corpses laid there disappeared completely, with no sign they had ever existed. The area is shunned completely now.&lt;br /&gt;
&lt;br /&gt;
East Ashes is the location of the [[Therunin#The_Docks_at_Feverwater|Feverwater Docks]] which originally date back to the time of Terunael. The docks were [[Permit_dredging_of_Feverwater|restored]] in 377YE and are overseen by the [[Dredgemaster of Feverwater]]. These were supplemented by the construction of [[#Mudlark&#039;s Haven|Mudlark&#039;s Haven]], a fortified steading on the edge of the Feverwater. Unfortunately both were captured by the [[Druj]] during their invasion of Therunin. As of Spring 388YE, it seems the remaining orcs of the Mallum are concentrated in the Haven, locked in a desperate struggle for survival with the vallorn.&lt;br /&gt;
&lt;br /&gt;
In Winter 387YE, the [[Pilgrim&#039;s Defiance]] fought the expanding Tharunind vallorn here as recounted in the &#039;&#039;&#039;[[A bright cerulean flame]]&#039;&#039;&#039; wind of war. They were successful in preventing the region being consumed by the vallorn, but it was instead left [[region qualities#Infested|infested]] by vallornspawn which will need to be dealt with by any force attempting to reclaim East Ashes.&lt;br /&gt;
&lt;br /&gt;
===Eastring===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Marsh, Haunted, Vallorn, [[Region_qualities#Under_Threat|Under Threat]] (Empire)&amp;lt;br&amp;gt;&lt;br /&gt;
Originally recovered from the vallorn in 105YE, it [[Crimson and green|fell back into the grasp of Tharunind]] in the run-up to the Winter Solstice 387YE. For some time prior to that, it had been part of the Druj stranglehold on Therunin; the vallorn at least ended the dominion of the orcs of the Mallum. Sadly, in doing so, it added significant numbers of new orc vallornspawn husks to the dangers of Therunin.&lt;br /&gt;
&lt;br /&gt;
The ground in Eastring used to be less marshy than that of the Lower Tarn Valley or East Ashes, but there were always several expanses of bayou especially in the west or south. Following the [[Light upon the water#Sodden Ground|terrible storms]] of late 384YE, the bayou spread across most of the region, drowning sections of already sodden land and turning the rest to fens and marshes. The Navarr and Great Forest Orcs were able to mitigate the worst of the rain in the rest of the territory, but it is no easy task. The transformation did nothing to reduce the large numbers of [[Mundane_beasts#Iridescent_Butterfly|iridescent butterflies]] that once flocked here, but while the forests remained rich in hard and softwoods the change in soil quality heavily impacted the previously flourishing lumber trade here. &lt;br /&gt;
&lt;br /&gt;
Eastring was home to several fortified steadings, and a higher-than-average concentration of [[Thorn|Thorns]] due to the constant threat posed by the barbarian lands to the east and north. This was one of the first regions of Therunin cleared of vallorn influence and is the site of [[Thimble|the Thimble]], a valuable source of weirwood.&lt;br /&gt;
&lt;br /&gt;
===Greenheart===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Vallorn, Vallornheart&amp;lt;br&amp;gt;&lt;br /&gt;
The Tharunind vallorn holds the ruins at the centre of Therunin in a fierce grip. While other Navarr forests are generally more threatened by vine-infested husks, the monstrous insects of Greenheart greatly outnumber the unliving corpses. The ruins themselves are water-logged, with large sections submerged in marsh according to the few adventurous scouts who have penetrated into this deadly zone.&lt;br /&gt;
&lt;br /&gt;
===Lower Tarn Valley===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Marsh, Great Forest Orcs, [[Region_qualities#Poisoned|Poisoned]], [[Region_qualities#Under_Threat|Under Threat]] (Empire)&amp;lt;br&amp;gt;&lt;br /&gt;
The lower valley is boggy and marshy. It is known as an excellent location for herb gathering, and the steadings here tend to have large numbers of [[herb garden|herb gardens]]. The Lower Tarn Valley teems with rare wildlife seen nowhere else in the Empire - the delicate and deadly red crane, the somnolent bark alligator and the morose blue wave frog. Following the Summer Solstice 386YE, the [[Ashes#Objective:_Prevent_the_use_of_the_Sephals_Cauldron|spilling of &#039;&#039;Sephal&#039;s Cauldron&#039;&#039;]] caused insidious Druj poison to [[Region_qualities#Poisoned|spread through the region]] rendering it extremely dangerous for Imperial armies to pass through or fight in.&lt;br /&gt;
&lt;br /&gt;
Until the Druj [[Ashes|invasion]] the region was the centre of habitation for the [[Great Forest Orcs|Great Forest]] [[orc|orcs]]. They didn&#039;t control the region - it was still part of the Empire - but there was a sizeable population of orcs here living alongside their Navarr hosts. A small community of non-Imperial humans, all of whom are said to possess the [[briar]] [[lineage]] lived with the Great Forest orcs, and continue to be closely allied with them. While orcs from the Great Forest can be found across Therunin - and indeed the Empire since some of them began walking the [[trods]] - the heart of their community had been in the Lower Tarn Valley since they had arrived. The orcs maintained and garrisoned the [[#Holt of the Oak (Ruined)|Holt of the Oak]] here - a unique [[fortification]] that served to protect the Lower Tarn Valley from enemy invasion.&lt;br /&gt;
&lt;br /&gt;
===Peakedge Song===&lt;br /&gt;
Comparatively lightly wooded, especially for a Navarr forest, the steadings of Peakedge Song maintained cordial relations with their neighbours to the north and south. The land here slopes quickly into the foothills of Morrow, and there are several valuable mines along the southern border. During the fall of [[Reikos#High Chalcis|High Chalcis]] the Navarr led several rescue missions across the borders, and as a consequence a number of Highborn refugees camped there, especially in the tree-top town of [[#Peakedge Stead|Peakedge Stead]]. With the final liberation of Reikos, many of them have chose to return - but a significant number chose to remain as permanent residents of the steading. At the same time, a number of Navarr chose to move to Reikos - initially to help in the establishment of the [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis|Gardens of High Chalcis]], but they also founded a small settlement on the edge of the forest not far from the now-fallen Peakedge Stead. Ironically perhaps, when Peakedge Song fell to the Druj, refugees from Therunin found sanctuary in Reikos in the same way the Highborn had one taken sanctuary among the Navarr.&lt;br /&gt;
&lt;br /&gt;
===Sweetglades===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Vallorn&amp;lt;br&amp;gt;&lt;br /&gt;
The forests of the Sweetglades are ironically named; the vallorn holds sway here. It was from Sweetglades that the attacks on Eastring, and East Ashes erupted and as a consequence there is a higher than normal prevalence of former orcs among the vallornspawn husks that infest the area.&lt;br /&gt;
&lt;br /&gt;
===Upper Tarn Valley===&lt;br /&gt;
Looking down on the Lower Tarn Valley, the Upper Valley is comparatively dry but the soil here is rich and healthy. The steadings here take advantage of this fertility, and the relative dearth of trees, to maintain extensive agriculture. The largest steading in the Upper Tarn Valley is &#039;&#039;&#039;Return&#039;&#039;&#039;, a well-fortified settlement surrounded by tall watchtowers that looked out across the forests to the north and east. A place of flowers and memory, the steading had a storied history, but was ultimately harrowed by the schemes of the eternal [[Yaw&#039;nagrah]] and her efforts to rouse the Therunin vallorn. The exemplar [[Gerallt Brackensong]] lost his life thwarting those plans. Today, the old steading is abandoned and has been largely reclaimed by the marsh, the forest, and the great insects although it remains by all accounts quite beautiful.&lt;br /&gt;
{{CaptionedImage|file=Travid8781.jpg|caption=&#039;&#039;&#039;Travid Longest Path&#039;&#039;&#039;, last Senator for Therunin|align=left|width=350}}&lt;br /&gt;
{{Senate Elections|Senator_for_Therunin|Territory=Therunin|Season=Autumn|Controlled=was}}&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
Thanks to the presence of the Feverwater, [[Army|campaign armies]] cannot move east from [[#East Ashes|East Ashes]] to [[Sarangrave]], nor can East Ashes be invaded from the east, without an appropriate [[opportunity]]. &lt;br /&gt;
&lt;br /&gt;
The vallorn in Sweetglades and Greenheart mean that it is only possible to move from Therunin to [[Morrow#Peregro|Peregro]] in [[Morrow]] through [[#East Ashes|East Ashes]], and vice versa. Likewise the vallorn in [[#Eastring|Eastring]] represents a significant obstacle to anyone trying to move an army between the Tarn Valley and East Ashes.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Winter Solstice 387YE, the vallorn dominates Eastring, Greenheart, and Sweetglades, and the Druj [[Songs_like_trees#Game Information|nominally]] control the rest of the territory.&lt;br /&gt;
* The [[#Holt of the Oak|Holt of the Oak]] was a unique level one [[fortification]] built and garrisoned by the [[Great Forest Orcs]] before its destruction by the Druj before [[Ashes#The_Shelter_of_the_Oak|Summer 386YE]]&lt;br /&gt;
* The [[Great Forest Orcs]] had their main settlement in the Lower Tarn Valley but hunting parties can be encountered everywhere except Eastring, Greenheart, and Sweetglades.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[A bright cerulean flame]] - Spring 388YE Wind of War&lt;br /&gt;
* [[Crimson and green]] - Winter 387YE Wind of War&lt;br /&gt;
* [[Songs like trees]] - Autumn 387YE Wind of War&lt;br /&gt;
* [[Willow and rain]] - Summer 387YE Wind of War&lt;br /&gt;
* [[To hold death&#039;s hand in mine]] - Spring 387YE Wind of War&lt;br /&gt;
* [[Under eastern skies]] - Winter 386YE Wind of War&lt;br /&gt;
* [[Blood and mire]] - Autumn 386YE Wind of War &lt;br /&gt;
* [[Ashes]] - Summer 386YE Wind of War &lt;br /&gt;
* [[Make a deal]] - Spring 384YE Wind of Fortune detailing several opportunities to improve the prosperity of Therunin&lt;br /&gt;
* [[The Feverwater docks]] - Historical Research into the Feverwater and the docks there&lt;br /&gt;
[[Category:Navarr]]&lt;br /&gt;
[[Category:Gazetteer]][[Category:Druj]]&lt;br /&gt;
[[Category:Vallorn]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_dose_makes_the_poison&amp;diff=143854</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=143854"/>
		<updated>2026-08-19T12:03:55Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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 of the 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 of the 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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_dose_makes_the_poison&amp;diff=143853</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=143853"/>
		<updated>2026-08-19T12:02:41Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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 of the 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 of the 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, 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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dream_on&amp;diff=143725</id>
		<title>Dream on</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dream_on&amp;diff=143725"/>
		<updated>2026-08-18T09:25:53Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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;They&#039;re calling it the City of Dreams now,&amp;quot; Rhys said as she sat down, tankard in one hand and a bowl of freshly prepared cawl in the other. The broker had asked Kenda to meet her at the Turning Tide, her favourite wayhouse in Seren, because she wanted to get her old friend&#039;s thoughts on the latest developments. &amp;quot;Reckon it&#039;ll catch on?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Reckon it already has, if people are saying it.&amp;quot; said Kenda drily, between two mouthfuls of stew. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t suppose it&#039;ll make much difference?&amp;quot; suggested Reese.&lt;br /&gt;
&lt;br /&gt;
If the broker&#039;s plan was to get their companion to sit up and take notice it worked. Kenda put their spoon down and stared at their friend with a look halfway between outrage and horror.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well if it did, they&#039;d change the names of things all the time, wouldn&#039;t they?&amp;quot; he said, presenting his argument to fend off the vate&#039;s indignation.&lt;br /&gt;
&lt;br /&gt;
Kenda shook her head and smiled at her friend&#039;s ignorance. &amp;quot;You can&#039;t just change the name of something like that. Names are important, they reflect the nature of a thing, they define it, a name is like a set of clothes, it has to fit. Otherwise, as you point out, it won&#039;t &amp;quot;catch on&amp;quot;. A name only sticks if it adheres to the true nature of something.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well then how come the name has changed now? Folks used to call Seren the Garden City, when they called it anything at all. If the name is what the thing is, how can you change the name?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simple&amp;quot; said Kenda, &amp;quot;You just have to change the nature of something. Change Seren, change its nature, and its name will change to match. That&#039;s why it&#039;s important - it means something has changed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Seren changes all the time - there are always stridings coming through, people arriving, people leaving. Surely, the city is always changing.&amp;quot; Rhys often struggled to understand hearth magic, but he always found it fascinating to have it explained, hence why he was paying for dinner.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But that&#039;s not real change,&amp;quot; explained Kenda. &amp;quot;You can change every part of something and still not change the thing itself. It&#039;s like the old riddle of the axe where you change the handle, and then you change the head, and then you change the shaft. But it&#039;s still the same axe, even though every part that makes it up has changed. Seren, the city of Seren is made up of thousands of people - and those people are changing all the time. But that doesn&#039;t change Seren, any more than it would any other great city.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ok, but then why is it important? Why does it matter?&amp;quot; challenged Rhys. &amp;quot;It&#039;s just a name.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Kenda laughed &amp;quot;Tell that to the Wintermarkers! They know the importance of naming something. A name reflects a thing&#039;s fate, it shapes the nature of something, just as the nature of something shapes the name it takes on. Fate can be powerful and dramatic like a crack of lightning, and it can be as subtle as a silverfish slipping through a net. You might never notice the effects of our home becoming the City of Dreams, sure as eggs are eggs they&#039;ll be there. Maybe not this week, maybe not this year, maybe not in our lifetimes. But this is the City of Dreams now... and that &#039;&#039;matters&#039;&#039;...&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=Rising Smoke.jpg|caption=The &amp;quot;Dream Harvest&amp;quot; - referring to the vivid dreams experienced by many involved in refining vinum sap into liao - has drawn the dreamspeakers together in Seren, City of Dreams.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
While much of the focus in the Empire has been on the construction of the [[Construct_Grand_Inspiration_of_the_Way|Grand Inspiration of the Way]], the [[Navarr]] have been quietly working to complete an inspiration of their own. &lt;br /&gt;
&lt;br /&gt;
In 383YE a judgement [[383YE_Spring_Equinox_Synod_judgements#Judgement_88|was presented]] was presented to the General assembly by &#039;&#039;&#039;Enis&#039;&#039;&#039;, calling for [[Miaren#Seren|Seren]] in [[Miaren]] to be recognised as a city of equal standing to those of any other nation. To achieve that [[Ambition]], the construction of the serene [[Miaren#Temple of the Waking Dream|Temple of the Waking Dream]] was [[Comes a time|proposed]], but work didn&#039;t actually begin until [[386YE_Summer_Solstice_Senate_sessions#Construct_City_of_Dreams|three years later]] in Summer 386YE. The [[great work]] was huge, and for many years it looked like it might never be completed.&lt;br /&gt;
&lt;br /&gt;
But all things that have a beginning have an ending, and all things that have an ending have a beginning, and so it is with the Temple. Now, with the encouragement of Seren&#039;s &#039;&#039;[[dreamspeaker|dreamspeakers]]&#039;&#039;, the city has become a haven for those who dare to imagine a new future. The success of the Temple has inspired Navarr all across the Empire by demonstrating what can be achieved when dreams are made real. 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.&lt;br /&gt;
&lt;br /&gt;
Seren has become the &#039;&#039;City of Dreams&#039;&#039;.&lt;br /&gt;
{{SOP|statement=While the Ambition of the Navarr may seem to be mainly focused on eradicating the vallorn, we are also a people of great culture, history, and virtue. We move to recognise Seren, in Miaren, as a city of worth equal to those in other nations.|by=Enis, General National Assembly|when=383YE Spring Equinox|vote=587 - 238}}&lt;br /&gt;
==Sing With Me==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr National Assembly can now appoint the Dreamspeaker of Seren&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Temple provides every congregation with a dose of Goosewhisper Infusion and one extra liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dreamspeaker archetype is now available to any Navarr character&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Seren has become the City of Dreams&#039;&#039;&#039;&lt;br /&gt;
The grand Temple of Waking Dreams is an impressive structure. Large enough to house great workshops where vinum sap is converted into [[liao]], the intoxicating aroma of which permeates everything and gives the Temple a strange dream-like quality. The building may not be as tall as [[Sarvos#Capodomus_Cathedral|Capodomus Cathedral]], nor as physically imposing as the grand stone basilicas in [[Bastion#The White City|Bastion]], but the designers accept no rival for its majesty. They have taken full advantage of the space available in Seren to create something extraordinary - designing exquisite gardens that extend in every direction with the temple at their hub.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Navarr.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Those who walk the gardens find it hard not to be inspired. Those who breathe in the mellifluous aroma that scents the air find their minds wandering, as their thoughts open to imagine new possibilities. The simple elegance of the Temple soothes the troubled mind, settling fears and making worldly concerns either feel like they are distant or filling the heart with the certainty that they can be overcome. The priests who have taken up residence there work to embolden visitors, encouraging them to embrace this unique opportunity to dream of what might be possible. These dreamspeakers seek to foster the imagination and the confidence of their audience, encouraging them to believe that they can achieve anything.&lt;br /&gt;
&lt;br /&gt;
Once the new [[Dreamspeaker of Seren]] is appointed by the Assembly, they will be expected to take [[Dreamspeaker of Seren#Responsibilities|responsibility]] for the Temple, ministering to the needs of pilgrims who come to visit as well as ensuring that production of liao at the Temple is not interrupted. It will also fall to them to encourage the hopes and aspirations of the city and all who visit the Temple.&lt;br /&gt;
&lt;br /&gt;
The new Temple has had a profound affect on the City of Seren, drawing visionaries and dreamers from across the nation to its doors. With the encouragement of the dreamspeakers, the city has become a haven for those who refuse to give up their dreams. Seren has become the &#039;&#039;City of Dreams&#039;&#039;, a place where people dare to imagine what the world could become once it is free of the [[vallorn]]. The beauty of Miaren is a testament to what is possible. Freed of the taint of Spring&#039;s corruption the surrounding forests invite visitors to explore what it means to be Navarr once they are free of their responsibility to make restitution for the mistakes of the past. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Becoming a Dreamspeaker&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;Any Navarr character who&#039;d like to embrace the new [[archetype]] can email {{plot}} or [mailto:admin@profounddecisions.co.uk admin@profounddecisions.co.uk] and request the change. It is important to read the [[dreamspeaker]] page first, to see what you are signing up for!&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===True Majesty===&lt;br /&gt;
* &#039;&#039;&#039;The Temple could be consecrated with True Liao&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would require a writ of consecration sponsored by one of the virtue assemblies and support of the general assembly&#039;&#039;&#039;&lt;br /&gt;
Impressive as the Temple is, it won&#039;t rival the influence of the Capodomus Cathedral without a [[Consecration#True_Liao|true aura]]. The completion of the Temple has had a profound effect on Seren, and the wider territory, but if it were consecrated with [[liao#True Liao|true liao]], then it would become one of the foremost sites of pilgrimage in the Empire. Thousands would travel here to experience the Temple&#039;s grandeur and be exalted by its serene majesty, bolstering the importance of the site and its guardian.&lt;br /&gt;
&lt;br /&gt;
To do that, the Navarr would need to acquire a dose of [[true liao]], arguably the rarest and most expensive substance in the Empire. Crucially they would also need the support of one of the seven assemblies of Virtue - to be allowed to perform a true liao consecration a citizen must have a [[writ of consecration]] from the [[Synod]]. The first step would be to determine which virtue assembly to approach to raise the writ, and then secure enough support in that assembly and in the general assembly to allow the writ to pass. The virtue chosen will affect the nature of the Temple, and of the inspiration it provides.&lt;br /&gt;
&lt;br /&gt;
==The Past is Gone==&lt;br /&gt;
* &#039;&#039;&#039;The dreamspeaker archetype is now available to Navarr characters&lt;br /&gt;
* &#039;&#039;&#039;The dreamspeakers encourage the people of their nation to look to the future&lt;br /&gt;
There have been dreamers in Miaren for centuries, ever since the vallorn was driven out leaving the tranquil forests to became a haven. Now the completion of the Temple has encouraged the most passionate among them to come forth, eager to share their philosophy with others in the nation. These dreamspeakers are passionate advocates of the importance of aspiration and determination - they believe that the best way to follow the Way is to imagine everything that you might accomplish and to set yourself on the path to achieving that.&lt;br /&gt;
&lt;br /&gt;
The dreamspeakers of Seren want to encourage all Navarr to dream of all the things &#039;&#039;they&#039;&#039; could accomplish. The banishment of the vallorn is a crucial element of that, but so is the destruction of the [[Druj]], the defeat of the [[Jotun]], or victory over the [[Grendel]]. For the dreamspeakers, the work done to free slaves in [[Axos]] and other lands is an example of a dream that is every bit as important as freeing [[Brocéliande]] from the taint of Spring magic run amok. The recent endeavours to free the [[Great Forest Orcs]] from the brutal grip of the Druj is a perfect example of what such a dream might look like. Something that looks impossible on the face of it, becomes possible when enough people pull together.&lt;br /&gt;
&lt;br /&gt;
Many of them argue that the nation falls short of everything they could achieve because they focus too much on the vallorn and because they view it as a uniquely Navarr problem to deal with. They argue that the Navarr&#039;s true goal is &#039;&#039;not&#039;&#039; the destruction of the vallorn but the triumph of civilisation. According to the Navarr history, the [[Navarr_history#Origins_of_Navarr|oath sworn by Navarr and Thorn]] was to restore the civilisation of Terunael. For the dreamspeakers, the Empire is the true legacy of the Navarr - the vallorn is simply one problem of many that threatens its future.&lt;br /&gt;
&lt;br /&gt;
Two amongst their number are not content only to dream. &#039;&#039;Deryn of Vision&#039;s End&#039;&#039; argues that the Navarr nation has suffered because they have become too focused on the vallorn and are losing crucial battles as a result. Contrarywise, &#039;&#039;Eirwen of Mountains Slumber&#039;&#039; in [[Hercynia]] seeks to encourage the Navarr to look for ways they could take up the legacy of their founders, not by destroying the vallorn but by building civilisation.&lt;br /&gt;
===Know How To Win===&lt;br /&gt;
* &#039;&#039;&#039;Deryn of Vision&#039;s End says that the Navarr have sacrificed too much and should remind the rest of the Empire of their contributions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Navarr could cease to carry messages the length and breadth of the Empire&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Deryn of Vision&#039;s End&#039;&#039; once lived in Liathaven, but since the loss of Vision&#039;s End steading has been in constant motion cross the Empire with the other survivors. His vision is that the Navarr be more proactive in engaging with the Empire, to fight for their dreams. He believes that the Navarr nation has sacrificed its own ambitions too often for the benefit of others. He cites recent events in [[Therunin]], where he says the [[Military Council]] made choices that &#039;&#039;allowed&#039;&#039; the territory to fall to the Druj and the vallorn. Thousands of Navarr died, Thornsong House and [[Therunin#Peakedge_Stead|Peakedge Stead]] were destroyed, the [[Thimble]] was lost first to the orcs and then to the vallorn. All the work that went into clearing the vallorn from [[Therunin#Eastring|Eastring]] was undone in a way that cannot be resolved without [[A thousand years of longing|uniting the vallornhearts]]. Deryn doesn&#039;t downplay the sacrifices made - the [[Under_eastern_skies|loss]] of [[Isaella&#039;s Dance]] and the [[Iron Helms]], the undoubted [[A_bright_cerulean_flame|courage]] of the [[Pilgrim&#039;s Defiance]] - but he expresses bitterness that the Navarr armies always seem to be somewhere else when their lands are threatened.&lt;br /&gt;
&lt;br /&gt;
Other nations have been much more successful at defending their interests. Deryn points to the example of the [[The Marches|Marcher]] [[general|generals]] who swore [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|mighty oaths]] to &#039;&#039;always&#039;&#039; stand ready to defend their home territory. Some might say that such oaths are madness - that they sacrifice strategic flexibility for uncertain gains - but Deryn disagrees. Marcher generals are forced by their oaths to stand and fight for their land... and every time they do, the Military Council and the people of the Marches stand with them. What might the world look like if the Navarr generals had sworn to die in the defence of [[Liathaven]]? Of [[Therunin]]? Why is there no drive to recover Liathaven, the way the Empire threw themselves into the fray every time the Jotun threaten Mitwold, Mournwold, or Bregasland? &lt;br /&gt;
&lt;br /&gt;
Indeed, how might the future look if the Navarr people took inspiration from the Marchers and brought their own flavour of [[The_Marches_culture_and_customs#Rough_Music|rough music]] to bear when the Military Council disregards their interests? What if the Navarr, instead of sacrificing themselves every time, were inspired by those [[Varushka|Varushkans]] who refused to allow the Senate to take the Iron Roads from them? The Urizen prepared to tear the [[Citadel Guard]] apart if the Empire abandoned [[Zenith]]?&lt;br /&gt;
&lt;br /&gt;
Does there not come a point, argues Deryn, where you have sacrificed so much that people simply take it for granted you will continue to do so without even being asked?&lt;br /&gt;
====Messages====&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Brand&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Banner&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Amdyn Flint Kin&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Avery Farkas&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Broderik&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Driftwood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynmor Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Brynn Tendfallen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Buck Tri&#039;fol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadfael Silentwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadoc Thornwatch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cadwell Waystone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Caedria&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Deadfall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dryn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embercast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Drysfa Broken Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eleri Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eosffair Farwalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Esper Edgestalker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Edgestalkers of Hercynia&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;face&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fallow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Whispering Leaves&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gaius Baranis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Gavynn Bellwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Genrick Nayvar&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Embersworn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Geraint Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grundfos Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ioan Longshadow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Long Shadow&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jora Miroslava Rayne&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Juro&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;WinterSuns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kelia Drifting Bough&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drifting Bough&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kiàine Thistleseeker&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sea Weasels&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kyffin Thornfield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Madyn Bitterbark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bitterbark Wayhouse&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Malakili&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morgoth SweetBlood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neasa&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silverhawks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Neirin Daggersbond&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thornfang Thornborn&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Niamh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Splintered Oaks&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nos Umbral Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Orinn Embracing Fold&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhian Brighteyes&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rhianon Waystone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Waystone Path&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Shiavek of Miaren&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sorrel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Syn Truth-Walker Returned&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Nighthaven&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taliesyn Songweaver&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Taren Summergleam&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summergleam&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tavvik Splintered Oak&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Stormwall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tomos Foxden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Foxden&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tudalen&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Vaal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Thorn&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Valeska Pathfinder&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pathfinders&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wren Embercast&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wynn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Yana Balmwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ynyr Rootround&amp;lt;/td&amp;gt;&amp;lt;td&amp;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;Dreamspeaker Deryn argues that the Navarr must remind the rest of the Empire that the nations are meant to be equal&lt;br /&gt;
* &#039;&#039;&#039;He has asked the brands to make a decision about the shape of the future&lt;br /&gt;
Deryn&#039;s point is that the &#039;&#039;true&#039;&#039; fight against the vallorn is not a battle against horrors spawned by out-of-control [[Spring magic]]. Rather, it is a fight to convince the rest of the Empire of the &#039;&#039;need&#039;&#039; for that fight, of the dangers of taking the goodwill of the Navarr for granted. One day the war against the vallorn will be a matter for the [[thorn|thorns]], but that day cannot come until the political fight inside the Empire is won. To win that war, the Navarr must get better at fighting it. Political compromise is essential to the functioning of the Empire, says Deryn. Someone must always make a sacrifice, but it shouldn&#039;t be the Navarr &#039;&#039;every time&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Deryn isn&#039;t blaming the Military Council or the Navarr generals for this situation. Rather he suggests that too many Navarr think in terms of what &#039;&#039;they&#039;&#039; can do to achieve an outcome. They think of their problems as &#039;&#039;Navarr&#039;&#039; problems, instead of thinking of them as &#039;&#039;Imperial&#039;&#039; problems. According to Deryn, what the Navarr need is some &#039;&#039;leverage&#039;&#039;. Like the Marchers and the Urizeni before them, they need a weapon they can wield to fight for their dreams.&lt;br /&gt;
&lt;br /&gt;
Two years ago, the Marchers [[Sound_the_bells#Turn_the_Other_Field|contemplated what would happen]] if their farmers stopped producing the grain that the Empire relied on to feed their armies. Many argued that it was foolish to even put words to such thoughts, given how significant the impact would be for the Empire. Indeed the Marchers soundly voted against the idea - but Deryn argues that they only sheathed their weapon, they did not throw it away, and there is power in knowing that weapon exists. And in ensuring the rest of the Empire is &#039;&#039;also&#039;&#039; aware of that weapon. It reminded everyone what the Marchers do for their fellow citizens that no other nation can. It sent a powerful message that the Empire should not take Marcher grain for granted.&lt;br /&gt;
&lt;br /&gt;
Of course, the nation might not &#039;&#039;want&#039;&#039; such a weapon. The Navarr know better than anyone the danger of dreaming of weapons, and what happens when they are made real without thought to the consequences. With that in mind he has prevailed on the egregores of the nation to put his question to those he considers the best people to make the decision about whether to open a box of trouble or not. The [[Brand|brands]] have sworn oaths of service to their steadings, their stridings, their nation, and indeed the Empire. &lt;br /&gt;
&lt;br /&gt;
The Navarr egregore has agreed to host a meeting at the Songs and Stories Henge in the Navarr camp on Saturday evening at 6:00pm. The question Deryn puts to them is whether they wish the Navarr to explore the ways they could show how important they are to the Empire if it were needed. If there is any support for the idea, then at the end of the meeting, the brands can take a simple vote on it and the egregores will make sure the nation knows of their decision. If this happens, then at the Winter Solstice there will be a wind of fortune detailing [[opportunity|opportunities]] for the Navarr to demonstrate why the Empire needs the Navarr, and to give voice to those angry at the way they feel they have been mistreated by their fellow Imperial nations.&lt;br /&gt;
&lt;br /&gt;
===Where It Goes===&lt;br /&gt;
* &#039;&#039;&#039;Eirwen of Mountains Slumber argues that the true destiny of the Navarr is to build up the Empire&lt;br /&gt;
* &#039;&#039;&#039;She dreams of a time when the Navarr are at the forefront of building connections between the Imperial nations&lt;br /&gt;
The [[Highguard|Highborn]] may claim that the Empire is their destiny, but &#039;&#039;Eirwen of Mountains Slumber&#039;&#039; argues that Navarr and Thorn swore to this cause centuries before the [[First Empress]] was born. The Empire is the legacy of the Navarr every bit as much as it is the Highborn. The focus on fighting the vallorn has blinded the Navarr to the fact that the founders of the nation didn&#039;t swear an oath to destroy the vallorn... they swore an oath &#039;&#039;to restore the civilisation of Terunael&#039;&#039;. Her point is that the fundamental focus of Navarri aspirations should be the Empire itself. She doesn&#039;t deny that the Navarr would benefit from fighting harder for their own cause, but they would also gain by proactively engaging with other nations, seeking out ways to work together and collaborate to achieve shared goals.&lt;br /&gt;
&lt;br /&gt;
The Empire would simply not exist without the Navarr, says Eirwen. It was Navarr messengers who brought the leaders of the nations together at Anvil, who brought the First Empress to her first allies, helped her build her crucial alliance with Dawn. The Navarr created the [[trods]] that are so vital to allowing the Empire to grow and supporting its armies. It is the Navarr who to this day continue to bind the nations together, ensuring that even the most far-flung outposts still feel connected to the heart of the Empire. Without the Navarr, and their continued tending of the fire of civilisation, the Imperial dream would have guttered and gone out centuries ago.&lt;br /&gt;
&lt;br /&gt;
Eirwen points to the Navarr&#039;s [[Every path you know|highest calling]] as an example where the Navarr nation has demonstrated such leadership recently. The Assembly embraced the dream to help other nations prepare for the coming war with the vallorn. Engaging with those nations that were ready to face the coming conflict enabled people to identify ways they could grow stronger together. The Navarr advanced their dream of finally defeating the vallorn not by strengthening the nation directly, but rather by strengthening the Empire itself. &lt;br /&gt;
&lt;br /&gt;
The immediate effects of that highest calling may be coming to an end, but the Navarr have already established another way to collaborate with the other nations. At present there are five substantial [[Navarr_wayhouse|Navarr wayhouses]] in various parts of the Empire. The [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle]] in built in [[the Barrens#The Bleaks|the Bleaks]] in [[the Barrens]] on lands that the [[Not_to_conquer#Karass|Karass]] claim as their own. The other four are on firmer ground, [[Keeper_of_the_Stand#Micah&#039;s_Stand_Wayhouse|Micah&#039;s Stand]] in [[Reikos#Chalcis Mount|Chalcis Mount]], [[Reikos]]; [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]] in [[Ossium#Nearwald|Nearweald]] in [[Ossium]]; the [[Keeper_of_the_Ashen_Tears#Ashen_Tears_Wayhouse|Ashen Tears]] in the [[Skarsind#Skogei Glens|Skogei Glens]] in [[Skarsind]] and the [[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]] in [[Holberg#Utterlund|Utterlund]], in [[Holberg]]. The number of stridings might be reduced, but there are still thousands of Navarr who pass through these wayhouses every year. Together they give the Navarr a unique opportunity to benefit from the relationship with the nation in question.&lt;br /&gt;
====Dreams====&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;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Citizens operating a Navarr Wayhouse&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Angela RavensOak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ciapek SplinteredOak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dax&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mouse Ddawnswraig&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Muse Ashen Tears&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: White;&amp;quot;&amp;gt;Navarr Wayhouse Groups&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bronwen&#039;s Rest&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dreamsreach&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Society of the Lute and Moon&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Red Star&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 nation can build on the success of the wayhouses to bring strength to the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;During the Autumn Equinox the wayhouses of Navarr can choose a single Navarr wayhouse to benefit from their combined efforts&#039;&#039;&#039;&lt;br /&gt;
The Navarr could take advantage of that to help strengthen a territory or nation hosting one of their wayhouses. They could dream up some way to work together to tackle common problems, or some aspiration to achieve something great together. At the moment, many Navarr are simply passing through these territories; Eirwen wants them to bring something to the table when they arrive.&lt;br /&gt;
&lt;br /&gt;
A dream requires two things - it needs unity of effort and clarity of purpose. The Navarr will need to pick a single territory that contains one or more wayhouses and focus their efforts there. Vague notions of making things better are not something that people can aspire to; they are not a goal that people can strive to accomplish. To make the most of this [[opportunity]], the Navarr need to clearly identify what it is they want to achieve in that territory - what problem are they hoping to solve, or what goal are they seeking to accomplish. What is the dream?&lt;br /&gt;
&lt;br /&gt;
If the Navarr can choose a single territory and define what their dream would be then it is guaranteed to create an [[opportunity]] to do something to pursue that goal. The only limitation is that this goal must be something other than &amp;quot;defeating the vallorn&amp;quot;. That noble goal is already the highest calling of the Navarr and the [[Dawn|Dawnish]] - this is a chance for the Navarr to work with the other nations to identify some &#039;&#039;other&#039;&#039; dream that they have in common. Some other way that the Navarr can fulfil their oaths to restore civilisation.&lt;br /&gt;
&lt;br /&gt;
Of course such high-minded ideas are all well and good, but someone is going to have to decide where and when and who and how. Eirwen has asked the Navarr egregore to host a meeting at the Songs and Stories Henge in the Navarr camp on Saturday evening at 17:00. This meeting will allow the assembled wayhouses to discuss which [[Navarr wayhouse]] to select and what the dream should be. Once that decision is made, then Eirwen and her colleagues will look to see what they can do to enable that dream. Given that this ambition depends on the wayhouses, Eirwen has asked those Navarr who have been appointed to run a [[Navarr wayhouse]], or who are from a [[steading]] that is a Navarr [[wayhouse]], to attend and decide the matter. If needed, a simple vote of those attending can take place.&lt;br /&gt;
&lt;br /&gt;
A new wayhouse has recently been [[Construct_Wayhouse_in_the_Barrens|constructed in the Barrens]]. The [[Keeper of Caedwynn&#039;s Hold]] is due to be appointed by the Navarr senators at the coming summit. If a new Keeper is in place by 17:00 on Saturday, then they would be eligible to take part in the meeting with the other wayhouses.&lt;br /&gt;
&lt;br /&gt;
===Many Dreams===&lt;br /&gt;
* &#039;&#039;&#039;Eirwen and Deryn&#039;s paths are not exclusive of each other&#039;&#039;&#039;&lt;br /&gt;
These two dreamspeakers are inspired by very different visions of the future for their nation and the Empire. Yet neither approach is exclusive of the other. The brands could vote to at least consider what lengths the Navarr might go to to force the Empire to take the nation&#039;s concerns more seriously, and the wayhouse keepers work to build ties with the other nations. There is no &amp;quot;one true vision&amp;quot; of the future - only the question of which ambitions will be made real and which will fade like dew in the morning sun.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Miaren#Seren, City of Dreams|Seren, City of Dreams]]&lt;br /&gt;
* [[Dreamspeaker]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Come_together&amp;diff=143724</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=143724"/>
		<updated>2026-08-18T09:21:28Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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 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 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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Steeplechase_LRP_Centre&amp;diff=143667</id>
		<title>Steeplechase LRP Centre</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Steeplechase_LRP_Centre&amp;diff=143667"/>
		<updated>2026-08-17T12:28:01Z</updated>

		<summary type="html">&lt;p&gt;Dre: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
All our events are held at Steeplechase LRP Centre.&lt;br /&gt;
&amp;lt;!-- x&lt;br /&gt;
==Additional Fire Regulations==&lt;br /&gt;
* &#039;&#039;&#039;Please note that there are additional [[fire regulations]] in force at this event.&lt;br /&gt;
Due to the exceptionally hot dry summer that we have been having, the grass in the main camping fields has become very dry. That means there is an increased fire risk at the event, so we are putting in place additional [[fire regulations]] to manage this risk. Please make sure that you read these regulations carefully.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
==Site Address==&lt;br /&gt;
* &#039;&#039;&#039;Please use CB25 9QZ or [https://what3words.com/kind.campsites.horseshoe ///kind.campsites.horseshoe] to reach the start of the approved route&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once there you can use CB24 8FP or [https://what3words.com/speaker.reseller.aliens ///speaker.reseller.aliens] to reach the site entrance.&lt;br /&gt;
&lt;br /&gt;
The address is Steeplechase LRP Centre, Beach Road, Cottenham, Cambridgeshire. &lt;br /&gt;
&lt;br /&gt;
Please use CB25 9QZ or [https://what3words.com/kind.campsites.horseshoe ///kind.campsites.horseshoe] if you are putting the details into your satnav. This will bring you in by the correct route, avoiding the winding trip through the local villages. It will take you to the turning for Green End, the start of the approved route. Once there you can use CB24 8FP or [https://what3words.com/speaker.reseller.aliens ///speaker.reseller.aliens] for the site entrance.&lt;br /&gt;
&lt;br /&gt;
==Directions==&lt;br /&gt;
Please ensure that you avoid coming to site via Cottenham as the roads are very narrow and congested in the village. Our suggested route avoids the village of Landbeach - it is slightly longer but avoids congestion. It is &#039;&#039;&#039;vital&#039;&#039;&#039; to follow these directions when you &#039;&#039;&#039;leave site at the end of the event&#039;&#039;&#039;. There will be significant delays for everyone if people try to go through the village to get to the A10.&lt;br /&gt;
&lt;br /&gt;
===On Arrival===&lt;br /&gt;
* &#039;&#039;&#039;Take the A14 to Cambridge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Leave the A14 at J33, take the A10 North for Ely&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow the A10 for 5km, past Landbeach and Waterbeach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Take the slip road left onto Green End, signposted Cottenham 3, Landbeach 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;After 1km, Take the first right hand turn onto Cottenham Road, signposted for Cottenham&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1.5km on Cottenham Road until it becomes Beach Road&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The centre is the on the right - just opposite the lay-by&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 600px; display: flex; flex-direction: column; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Cottenham-A.png|align=right|width=600}}&lt;br /&gt;
{{CaptionedImage|file=Cottenham-2B.png|align=right|width=600}}&lt;br /&gt;
{{CaptionedImage|file=Cottenham-2E.png|align=right|width=600}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===On Departure===&lt;br /&gt;
* &#039;&#039;&#039;Turn left onto Cottenham Road&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1.5km, then turn left at the t-junction towards Streathem and Ely and away from Landbeach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 1km until you reach the A10&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Turn left onto the A10 heading north&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Drive 750m to the roundabout, circle the roundabout, and back onto the A10 heading south&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Follow the A10 until you reach the A14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==By Train==&lt;br /&gt;
We recommend getting the train to Cambridge North. While Waterbeach is technically closer to site, it is a local village station with no amenities, a tiny car park, and only two trains in each direction per hour compared with Cambridge North&#039;s 5. Cambridge central station is on the wrong side of the city. Profound Decisions coach shuttle service is operating from Cambridge North.&lt;br /&gt;
&lt;br /&gt;
===Amenities at Cambridge North===&lt;br /&gt;
* &#039;&#039;&#039;Seating, though most of it&#039;s outdoors&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Costa Coffee (takeaway only)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Co-op&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Toilets including accessible facilities, inside the ticket barriers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Food van&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hotel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Step-free access throughout, via lifts and an overbridge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cambridge North is staffed at all times, there’s no ticket office but someone from the information desk can help with ticket machines if necessary. There is step-free access throughout, via the lifts, but always check on the day if you’re reliant on the lifts, as outages are not uncommon.&lt;br /&gt;
&lt;br /&gt;
===Cambridge North Shuttle Service===&lt;br /&gt;
* &#039;&#039;&#039;We operate a coach service between Cambridge North and the site&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is no charge for this service this year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You may not eat on the coach&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is a sign-up sheet in GOD for the Sunday shuttle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We will operate a coach service collecting players from Cambridge North train station and bringing them to site and taking them back on Sunday.  As you exit the train station, turn left and walk past the cycles to the rail replacement bus bay. We have liaised with the Station and collection will be from there.&lt;br /&gt;
&lt;br /&gt;
On Thursday coaches will run between 12.30 and 19.30. We will run continuously through these times. The round trip to the station and back is 60 minutes but traffic and loading will mean this will not run precisely to the hour. On Friday it will run in the same manner between 11.00 and 16.00.&lt;br /&gt;
&lt;br /&gt;
On Sunday returning coaches will run from 16.00. The first two coaches to leave at the end of the event are often heavily subscribed. There is a sign-up sheet available in GOD to ensure you have a space. We understand that people will be looking to leave to catch prebooked trains and ask that you sign up for the most appropriate coach to get you there on time. You will have to take a taxi or travel on a later coach if the earlier coach is full.&lt;br /&gt;
&lt;br /&gt;
There is no charge for this service this year.&lt;br /&gt;
&lt;br /&gt;
==By Bus or Taxi==&lt;br /&gt;
Bus routes are not easy - you will need to get 2 buses; the guided bus to Histon and then change onto a number 8. The walk to site from the bus stop in Cottenham is on a national speed limit road with no pavement.&lt;br /&gt;
&lt;br /&gt;
If you want a taxi you’ll need to summon it most of the time, they only show up to the station on spec at rush hour. Local firms include Veezu and CamCab.&lt;br /&gt;
&lt;br /&gt;
* [https://www.veezu.co.uk/cambridge Veezu] - 01223 715 715&lt;br /&gt;
* [https://camcab.co.uk/ CamCab] - 01223 704704&lt;br /&gt;
&lt;br /&gt;
It costs about £20 to get a taxi to site. You should try to get the driver to take the PD recommended route for cars avoiding Landbeach if possible. Uber is available in Cambridge.&lt;br /&gt;
&lt;br /&gt;
==On Site==&lt;br /&gt;
* &#039;&#039;&#039;You must observe the 10mph speed limit at all times once you leave the public road&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Turn right into the site from the main entrance off Beach Road opposite the lay-by. There is a 10mph speed limit at all times once you leave the public road. Drive 250m up the site access track until you reach the gate. Profound Decisions gate team will be ready to receive you there. Our team will direct you where to camp. They will be able to answer any questions you have on the day and give you additional direction.&lt;br /&gt;
&lt;br /&gt;
There are roads that go through the out-of-character camp, through Anvil and back. Vehicles are allowed to leave the road provided the conditions are acceptable, please check with a member of crew for further details when you are on site.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Sitemap2025.png|width=100%}}--&amp;gt;&lt;br /&gt;
==OOC Camping Fields==&lt;br /&gt;
There will be a space available for all participants who are camping OOC at the event. There is no need to book a spot in the OOC camping area - there is plenty of room here for everyone.&lt;br /&gt;
&lt;br /&gt;
==IC Camping Fields==&lt;br /&gt;
* &#039;&#039;&#039;If you want to camp in-character, then you must let your nation camp planner know&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You must follow the rules for in-character camping and vehicle access&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Anvil is spread over two adjoining fields. If you wish to camp in-character, then you must let the [[camp planner]] for your nation know. There are [[Event_information#Camping|rules in place for in-character camping]], so we can only guarantee sleeping space on the IC field to people with accessibility or childcare needs. &lt;br /&gt;
&lt;br /&gt;
You can bring your car onto the in-character field to set up your camp. You can drive onto the roads through IC camping fields provided that you do so before time-in at 6pm, but you can only leave the roads if the weather is dry and the ground is in good condition. Space is at a premium on site and the spot where you stop to unload is likely to be needed by someone else to camp. For this reason, you must unload and set up your camp as quickly as you can and then move your vehicle off site as soon as you are done. You must not leave your vehicle on site over night.&lt;br /&gt;
&lt;br /&gt;
During take-down there is simply not enough room for everyone to bring their car onto the site while all the tents are still up. We need participants to make room for vehicles and be off as quickly as possible, otherwise the traffic on the site becomes gridlocked and nothing can move. For this reason you must take your tent down and pack up your belongings before you bring your vehicle on site, unless you need to bring your vehicle on first for accessibility reasons (such as disability, fatigue, childcare, etc). Once everything is down and ready to be packed away, you can bring your car onto site (assuming ground conditions are reasonable), collect your stuff and go. We strongly recommend bringing a plastic sheet, tarpaulin or similar to protect your gear from any inclement weather.&lt;br /&gt;
&lt;br /&gt;
This rule applies up to 7pm on Sunday - after that time participants are free to drive onto site without needing to take their tents down first. We will actively review this deadline between events and move it earlier in the day if we are confident that we can do so without the site becoming deadlocked.&lt;br /&gt;
&lt;br /&gt;
All these rules apply to the IC camping areas only, there are no equivalent restrictions on vehicle movements in the OOC or crew camping areas.&lt;br /&gt;
&lt;br /&gt;
==Crew Camping Fields==&lt;br /&gt;
* &#039;&#039;&#039;Camping for crew only&#039;&#039;&#039;&lt;br /&gt;
The crew camping field is for crew only. Crew may choose to camp here or in any of the player camping areas. GOD, and monster will all operate from this area.&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Dadford Road Area.png|align=right|width=600}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Accessibility Support==&lt;br /&gt;
There are dedicated accessibility camps at all entrances to the site for anyone who needs to use them. We will provide additional support available where possible - email us at [mailto:accessibility@profounddecisions.co.uk accessibility@profounddecisions.co.uk] to discuss what arrangements will suit you best. We aim to make our events accessible to all and will do everything we can to help you enjoy the event.&lt;br /&gt;
&lt;br /&gt;
==Site regulations==&lt;br /&gt;
==Ground Fires==&lt;br /&gt;
Fires must not be set on the ground, they must only be lit on something that keeps the fire off the ground. Existing fires should be completely extinguished each night. We are arranging firewood for the site. The site includes land that is actively farmed - so please do not throw rubbish that does not burn into campfires - particularly tins, bottles and bottle tops.&lt;br /&gt;
&lt;br /&gt;
==Rubbish==&lt;br /&gt;
Please make sure that all your rubbish is suitably bagged and disposed of in the skip before you leave site. Do not overfill your rubbish bags - more bags are available on request from GOD at any time. The skip is located in the main OOC field. Please ask for directions if you cannot find it.&lt;br /&gt;
&lt;br /&gt;
==Noise==&lt;br /&gt;
We have a noise curfew of 1am. Up until this time loud music, shouting and carousing, etc. are permitted. We expect this to stop at 1am when time in finishes, including in the Senate.&lt;br /&gt;
&lt;br /&gt;
After this time we expect organised noise on the field, such as concerts and singing, to die down to a point people in tents nearby should be able to sleep with earbuds in. We expect a certain amount of noise as people move towards their sleeping and group tents.&lt;br /&gt;
&lt;br /&gt;
If you find the noise level after 1.30am to be unacceptable it would be appropriate to ask them to quiet down or contact our Security team to do so on your behalf.&lt;br /&gt;
&lt;br /&gt;
==Amenities==&lt;br /&gt;
The nearest large supermarket is Tesco on Cambridge Road, Milton, Cambridge, CB24 6AY. It provides fuel and four low-power EV charging outlets and can be accessed from the roundabout where the A14 meets the A10 on the way to the site. There is a major EV charging station, 30 fast-chargers, at Cambridge Services, which is about 15 miles away on the A14.&lt;br /&gt;
&lt;br /&gt;
There is a Co-op in Cottenham, on the high street (CB24 8QP), which is smaller but closer and has some parking round the back. There is also a greengrocers on High Street, [https://www.facebook.com/leswardltd/?locale=en_GB Les Ward] which closes at 17:30 on Friday and 16:00 on Saturday and a butchers [https://www.facebook.com/p/SSGawthroupSons-High-Class-Family-Butchers-100063570281170/?locale=en_GB S S Gawthroup &amp;amp; Sons Ltd] which closes at 17:00 on Friday and 13:00 on Saturday.&lt;br /&gt;
&lt;br /&gt;
Cottenham has [https://www.rumblescottenham.co.uk/ Rumbles] chip shop and an award-winning [https://www.currypalacecottenham.com/ Indian Restaurant] both of which are on the high street and open seven days a week. &lt;br /&gt;
&lt;br /&gt;
There are three small cafes in Cottenham, [https://www.facebook.com/Notjustbaguettes/ Not Just Baguettes], [https://www.cottenhamcc.org/ Cottenham Community Centre], and [https://www.facebook.com/p/Baked-100089103853561/ Baked], all of which are on the high street and are open on Friday and Saturday. There is a cafe, [https://www.twentypence.co.uk/our-restaurants/applejacks-restaurant.htm Applejacks Restaurant] on Twenty Pence Road, CB6 3RN. It&#039;s barely six miles from the site at the local garden centre, has plenty of parking and is open from 09:00 Monday to Saturday and 10:30 on Sunday. &lt;br /&gt;
&lt;br /&gt;
[https://chequerscottenham.co.uk/ The Chequers] is the closest pub to the site and has some parking. They serve excellent food and are very keen to welcome live roleplayers to Cottenham. There is also [https://www.thehopbind.co.uk/ The Hop Bind] and the [https://www.facebook.com/p/Waggon-and-horses-cottenham-61571796549197/ Waggon and horses].&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
It will be some time before we are able to offer storage on-site because of logistical and planning restrictions. There is a container storage facility called [https://www.selectedselfstorage.co.uk Selected Self Storage] at Grasshopper Business Park, Ely Road, Cambridge, CB25 9NN, which is 3 miles from site. We recommend contacting them early, as they have limited capacity, but can order additional containers to meet demand with sufficient warning.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Game]]&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mud,_blood,_and_manacles&amp;diff=143610</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=143610"/>
		<updated>2026-08-15T21:10:03Z</updated>

		<summary type="html">&lt;p&gt;Dre: &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 kohans 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>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cat%27s_Graces&amp;diff=143444</id>
		<title>Cat&#039;s Graces</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cat%27s_Graces&amp;diff=143444"/>
		<updated>2026-08-14T10:38:43Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Preserve Art */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Manifesto==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 300px; margin-left: 10px;&amp;quot;&amp;gt;{{HoverImage|Cat&#039;s Graces Sodality.png|Cat&#039;s Graces Sodality Eyes.webp|300px|Caption2|Caption3|Caption4|Caption5|The Cat&#039;s Graces}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The sodality is dedicated to art and music. It holds the following to be true:&lt;br /&gt;
&lt;br /&gt;
*Arts are for everyone to enjoy, no matter their skill level&lt;br /&gt;
*Virtue demands that we give space for joy as well as for work&lt;br /&gt;
*The value of a nation is judged by its culture as much as its might&lt;br /&gt;
&lt;br /&gt;
The sodality therefore exists to:&lt;br /&gt;
&lt;br /&gt;
*Support and promote creatives, providing opportunities to exhibit their talents&lt;br /&gt;
*Share learning through the arts, fostering understanding between peoples and traditions&lt;br /&gt;
*Ensure creators are valued, and that their work is recognised and fairly rewarded&lt;br /&gt;
&lt;br /&gt;
==Symbol==&lt;br /&gt;
The Cat&#039;s Graces&#039; symbol is a cat holding a scroll, surrounded by a chain. The symbol was created by &#039;&#039;&#039;Anastasiya Lukashovna Volkov&#039;&#039;&#039;.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Membership==&lt;br /&gt;
Any Imperial citizen can join the sodality using the [[Mark of Fellowship]] ritual.&lt;br /&gt;
==Powers==&lt;br /&gt;
If the title of &#039;&#039;Maestro of the Cat&#039;s Graces&#039;&#039; is vacant, then the sodality can take a vote to appoint a representative to the position.&lt;br /&gt;
&lt;br /&gt;
The Spring 388YE wind of fortune &#039;&#039;&#039;[[Arranging grace]]&#039;&#039;&#039; identifies what manner of powers might in the future be granted to the Cat&#039;s Graces.&lt;br /&gt;
&lt;br /&gt;
If an [[opportunity]] were identified where the sodality could be deployed, then the outcome of that opportunity would be decided by a vote of the members.&lt;br /&gt;
&lt;br /&gt;
===Preserve Art===&lt;br /&gt;
* &#039;&#039;&#039;Each season, the sodality can select a piece of art to be recorded as a significant or important piece of art&#039;&#039;&#039;&lt;br /&gt;
The sodality can select a single piece of art each season for promotion across the Empire. The form of the art does not matter, as long as it can be recorded in some way. It can be a painting, a sculpture, a new song or musical composition, a story, a play, or a poem. In some cases, copies are made and distributed; in others, news of the art is spread across the Empire, and patrons of the art are encouraged to visit. During the Summer Solstice 388YE, the sodality [[388YE_Summer_Solstice_Sodality_resolutions#Other_business|voted]] to place the repository of art in the [[Dean_of_the_First_Voice_Glade#First_Voice_Glade|First Voice Glade]], [[Inspirational_location#Memorials|memorial]] of the exemplar of Pride, [[Gerallt Brackensong]].&lt;br /&gt;
&lt;br /&gt;
If the sodality chooses to use this power, then it is a vote of the assembled members. After the vote, the Maestro can choose to create a short summary of why the piece was chosen, why it is important and worthy of being honoured, and why it should be preserved.&lt;br /&gt;
&lt;br /&gt;
To use this power, the Maestro&#039;s player should email {{plot}} before the end of downtime with the piece of art chosen, the name and any relevant credits of the creator, and a summary of no more than eighty words.&lt;br /&gt;
&lt;br /&gt;
====Gallery of the First Voice====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Morning Light]]&#039;&#039;&#039;&amp;lt;/big&amp;gt; &amp;lt;small&amp;gt;by &#039;&#039;&#039;Lady Mercy Goldvein&#039;&#039;&#039;&amp;lt;/small&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
[[Morning Light]] was chosen for its emotional and meaningful message to the nation of Dawn. It was written in the darkest days of recent Dawnish history, after the Sweetglade Massacre and the actions of &#039;&#039;Archavion Wolfborne&#039;&#039;. This piece was written to help push Dawn into a new, better era, so recent tragedies would not define the nation. The song was performed by &#039;&#039;&#039;Lady Mercy Goldvein&#039;&#039;&#039; to earn her title as the first Note of Dawn.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Refine Commission===&lt;br /&gt;
* &#039;&#039;&#039;Each season, the sodality can refine a single existing commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Maestro must announce the decision in a Senate session&#039;&#039;&#039;&lt;br /&gt;
The sodality can select a single existing [[commission]] to alter the appearance and character of each season. The work takes three months, but due to the aid of the [[Empress_Richilde#The_Songbirds|songbirds]] - dedicated artists and patrons who look to the inspiration of the [[paragons and exemplars|paragon]] [[Empress Richilde|Richilde]] - it has no cost, nor does it cut into the Senate&#039;s [[Commission#Maximum_Commissions_Available|limited number]] of commissions each season. A refined structure would increase in grandeur, and the work of the artists &#039;&#039;might&#039;&#039; unlock an opportunity related to it.&lt;br /&gt;
&lt;br /&gt;
To refine a commission requires a successful vote of the sodality to choose an appropriate commission, followed by the Maestro making an [[Senate_announcement|announcement]] in the Senate. There is no vote but the announcement is subject to veto by the Throne or the Assembly of the Nine as normal. Details of the changes are part of the [[Commission#Necessary_Details|necessary details]] of the announcement so the Senate may wish to know what is planned at the time.&lt;br /&gt;
&lt;br /&gt;
The Maestro is responsible for providing a thorough description of what the sodality wants the artists to do. Provided they have a clear artistic brief which is ambitious and inspirational, then they&#039;re likely to get roughly what was asked for. However, the civil service cautions that engaging with artists does come with clear risks: if those working on the commission don&#039;t feel inspired by the brief, then they will &amp;quot;complement&amp;quot; or supplant them with their own ideas. Thus, the results are guaranteed to be impressive; they&#039;re just not guaranteed to be exactly what was requested. Such is the nature of art. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The player of the Maestro can email {{plot}} before downtime ends with any supplemental details they wish to add, provided they correspond with anything that has been announced).&lt;br /&gt;
&lt;br /&gt;
===Patron&#039;s Fund===&lt;br /&gt;
* &#039;&#039;&#039;The Cat&#039;s Graces can dispense grants to artists&#039;&#039;&#039;&lt;br /&gt;
The sodality has control over a &#039;&#039;&amp;quot;Patron&#039;s Fund&amp;quot;&#039;&#039;, similar to the [[Rewarding#Virtue_Fund|Virtue Fund]] used by the Synod. The Patron&#039;s Fund is administered by the civil service, and any member can call a vote during an official meeting of the sodality to dispense an amount of crowns for a specific goal, or to a specific Imperial citizen. &lt;br /&gt;
&lt;br /&gt;
Each season, the Patron&#039;s Fund receives one throne from the [[Imperial treasury]] and four thrones from an informal alliance of patrons of the arts - [[the League|League]] [[Merchant Prince|merchant princes]] and [[Highguard|Highborn]] [[benefactor|benefactors]]. Represented by [[Dressed_in_smoke_and_fire|Genia Bourné di Sarvos]], the merchant-prince of the influential Bourné fashion house, the group has pledged to provide up to six thrones a season - if the Senate were to ever choose to increase the stipend of the sodality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Anyone wishing to donate to the Patron&#039;s Fund should [[GOD#Resource_hand-in|hand-in]] their money and email {{plot}} after the event. Donations over one throne are added below with the name of the character responsible for the donation. It is only possible to make donations in crowns and thrones.&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the list of contributions made to the Patron&#039;s Fund.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{CommissionProgress|Cat%27s_Graces}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Cat&#039;s Graces were [[388YE_Spring_Equinox_Senate_sessions#Establish_Cat&#039;s_Graces|formally established]] by the Senate in a motion proposed by &#039;&#039;&#039;Fedelmidd Sydanjaa&#039;s Heart Floer&#039;&#039;&#039;, as [[Sermersuaq|Senator for Sermersuaq]], at the Spring Equinox 388YE following an [[Arranging_grace|appraisal]] requested by [[Emperor Vesna]]. &lt;br /&gt;
&lt;br /&gt;
The name for the sodality was chosen in tribute to &#039;&#039;Catalina Barossa&#039;&#039;, founder of the [[Senate Motions]] dance group, who come together every season on the floor of the Senate to teach and practice the art of dancing. Many citizens who attend Anvil summits from a wide variety of backgrounds and skill have attended Senate Motions over the years to indulge in the art, as too have several instrumentalists and singers who have provided musical accompaniment for the sessions.&lt;br /&gt;
&lt;br /&gt;
Catalina sadly passed away while fighting on a major conjunction during the Spring Equinox 386YE. As well as her artistic endeavours, Catalina will also be remembered as being the first citizen to make contact with the Waterwalkers sept within [[Sarangrave]].&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Character.jpg|caption=&#039;&#039;&#039;Character&#039;&#039;&#039;, Maestro of the Cat&#039;s Graces|align=left|width=400}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Maestro==&lt;br /&gt;
The Maestro of the Cat&#039;s Graces is an Imperial title awarded to a member of the Cat&#039;s Graces. The Maestro is expected to be a mouthpiece for the sodality, with the responsibility to represent their sodality&#039;s views to other parts of the Empire, to recruit new members, and to advance the sodality&#039;s goals and the members&#039; interests.&lt;br /&gt;
&lt;br /&gt;
====Appointment====&lt;br /&gt;
The Maestro is selected by members of the sodality. Only a member of the sodality can present themselves for the title, and only a member of the sodality can vote in the election. The candidate who gains the most votes from the members of the sodality is elected to the title.&lt;br /&gt;
&lt;br /&gt;
They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width=300px; margin-right:10px; margin-left: 10px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{#lst:Archive:All_Election_Results|Maestro_of_the_Cat%27s_Graces}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Recent Elections====&lt;br /&gt;
{{#lst:Archive:All_Election_Results|Maestro_of_the_Cat%27s_Graces_election}} The table to the right shows the citizens who have been elected to hold {{{2|this title}}} in the years since [[Empress Britta]] died.&lt;br /&gt;
[[Category:Imperial Sodality]]&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
{{Cat&#039;s Graces further reading}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Insight&amp;diff=143174</id>
		<title>Insight</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Insight&amp;diff=143174"/>
		<updated>2026-08-05T10:10:48Z</updated>

		<summary type="html">&lt;p&gt;Dre: /* Performing a Thorough Insight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
{{CaptionedImage|file=Gatekeeper.jpg|caption=Insight allows a priest to perceive the aura surrounding all living people.|align=right|width=500}}&lt;br /&gt;
Through the power of this ceremony, a priest can perceive the aura that surrounds living people, and gather information about spiritual effects. There is some disagreement among priests as to whether what they are seeing is the &amp;quot;soul&amp;quot; of the individual - the core of their essential nature that persists from one life to the next - or simply some spiritual penumbra that surrounds thinking beings.&lt;br /&gt;
&lt;br /&gt;
Whatever they are perceiving, the ceremony allows them to gather information about the person by observing it for a few moments. The quickest information to discover is if someone is a human, an orc, or an inhabitant of another realm, whether they are under the effects of any auras, and the effects of any spiritual wounds they are experiencing. All of this can be found out with a quick overview of a target&#039;s aura.&lt;br /&gt;
&lt;br /&gt;
The priest can also perform a slower, more potent version of the ceremony to allow them to identify if the target is [[dedication|dedicated]] and reveals the presence of spiritual marks like the ones created by [[testimony]] as well as any malign spiritual effects such as curses or possessions. This version of the ceremony is also effective on items to discover information about any [[hallow]] they may possess, and again will determine the presence of a spontaneously arisen aura, a spiritual curse, or the presence of a haunting spirit - it can be used to identify a ghostly anchor for example.&lt;br /&gt;
__TOC__&lt;br /&gt;
There are also plentiful reports of priests detecting &#039;&#039;other&#039;&#039; marks on their subject that do not appear to be the result of the testify ceremony yet still contain information. A commonly cited tale refers to a [[Varushka|Varushkan]] [[Varushka_religious_beliefs|wise one]] from [[Karov]] who used the ceremony to observe a band of travelling musicians only to discover that they each bore a mark indicating they bore a twisted boon from [[Agramant]]. When the minstrels attempted to murder the people of the vale in their sleep, their wicked plan was stymied when they discovered not sleeping victims but fully-armed and prepared [[Varushka_military_concerns|schlacta]]!&lt;br /&gt;
&lt;br /&gt;
The ceremony can also be used to examine objects, but unlike people items do not innately generate auras than can be read with insight. Objects that bear spiritual marks visible to this ceremony have usually been touched by a potent spiritual force - whether a religious ceremony, by close proximity to a profound spiritual event, or by the attentions of ghosts or spirits. It is especially useful for gathering information about spiritual [[aura#Item Auras|auras]] on relics whose provenance is uncertain, as well as to glean information about the anchors of a ghost, or how to combat a malignant curse.&lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;is&#039;&#039; possible to conceal information from Insight, but doing so is of limited benefit. It seems that even powerful [[magic items]] such as a [[Shackle of the Unvirtuous]] or a philtre such as a [[Tisanes_of_the_Labyrinth#Shadowcrow Infustion|Shadowcrow Infusion]] can only conceal the &#039;&#039;entire&#039;&#039; person from insight, rather than specific pieces of information - and the ceremony will always detect the presence of such obfuscation, even if it cannot penetrate it.&lt;br /&gt;
&lt;br /&gt;
==Performing a Quick Insight==&lt;br /&gt;
* &#039;&#039;&#039;Requires a dose of liao and ten seconds of appropriate roleplaying&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Does not require a referee&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reveals the target&#039;s species and any aura present&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reveals the effects of any spiritual traumatic wounds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[orc|Orcs]] can be the subject of a quick insight&#039;&#039;&#039;&lt;br /&gt;
Performing a quick insight on a character uses a dose of [[liao]]. This performance of insight requires ten seconds of appropriate roleplaying and target must be close enough to touch throughout. The target need not be willing. After the insight is complete, you should call &amp;quot;Insight&amp;quot; loudly enough for your target to hear and make clear that they are the target of the effect.&lt;br /&gt;
&lt;br /&gt;
If their aura is not concealed then they must inform you of their species (human, orc, creature of the realms, ghost, other), and tell you what [[anointing|personal aura]] they are under the effects of if any. If the target is suffering from one or more spiritual traumatic wounds, then your character becomes aware of and may open the cards and read the effects. The target of the insight should keep the cards (but not read them) in case any other priest wishes to perform insight on them.&lt;br /&gt;
&lt;br /&gt;
You cannot normally perform a quick insight on an object.&lt;br /&gt;
&lt;br /&gt;
==Performing a Thorough Insight==&lt;br /&gt;
{{CaptionedImage|file=I&#039;ve Seen Things.jpg |caption=A thorough insight can be time-consuming but may reveal deep spiritual secrets.|align=right|width=500}}&lt;br /&gt;
* &#039;&#039;&#039;Requires a dose of liao and at least ten seconds of appropriate roleplaying&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Requires the presence and assistance of a referee&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The target must be within 20 feet&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Reveals information about the aura of the target&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[orc|Orcs]] can be the subject of a thorough insight&#039;&#039;&#039;&lt;br /&gt;
If you have a referee, then you may perform a more intense version of the insight ceremony to gain more detailed information. Performing a thorough insight requires at least ten seconds of appropriate roleplaying and the target must be within 20&#039; and in clear line-of-sight throughout. The target need not be willing. After the insight is complete, the ref will approach the target to check the results with them. &lt;br /&gt;
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If their aura is not obscured then you will discover the presence of any malign spiritual effect such as a curse or possession. In addition to the basic information provided by a quick insight, the detailed version of the ceremony reveals the details of  [[testimony]], [[excommunication]], [[anointing]], or [[dedication]] (including the strength of [[Aura#Strong_Auras|strong auras]] where appropriate); it will reveal the presence of other spiritual auras and may give information about what they are, what has caused them, or how they might be combated. One piece of information insight never reveals about an aura is which (if any) virtue or [[Malign_spiritual_presences|malign spiritual presence]] it might be tied to.&lt;br /&gt;
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When used on an object, a thorough insight reveals if the item is under the effect of a [[hallow]], or bears a spontaneous aura, along with details of the effect (including strength, and how to combat it, when appropriate); it will also reveal if the item is an anchor for a ghost or similar creature, and may provide additional awareness depending on the nature of that entity.&lt;br /&gt;
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==Awareness==&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to perform insight without the target being aware&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Most targets will experience the effect as a potentially familiar powerful sense of being observed&#039;&#039;&#039;&lt;br /&gt;
You can perform insight against the target&#039;s will, but you cannot perform the ceremony without the target being aware of what has taken place. Most targets experience the effect of being insighted as a powerful sense of being observed. Most Imperial player-characters are sufficiently familiar with insight and the effects that they will recognize and understand what has taken place.&lt;br /&gt;
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The awareness is not immediate; it occurs at the point where the priest calls &amp;quot;Insight&amp;quot; or the ref asks the target for their insight response. In effect, this means that a character is always aware they have &#039;&#039;been&#039;&#039; insighted, not that they are &#039;&#039;being&#039;&#039; insighted.&lt;br /&gt;
{{CaptionedImage|file=Insightful.jpg|caption=With insight a priest gazes into the depths of the mortal spirit,&amp;lt;br&amp;gt;and few can hide the secrets that are found within.|align=right|width=300}}&lt;br /&gt;
==Concealment==&lt;br /&gt;
* &#039;&#039;&#039;Insight is blocked by any effect that conceals a character&#039;s aura&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Insight will still reveal that the aura is concealed&#039;&#039;&#039;&lt;br /&gt;
If your aura is obscured through the use of effects such as [[Tisanes_of_the_Labyrinth#Shadowcrow Infusion|Shadowcrow Infusion]] then other characters cannot use insight to read your aura. However you &#039;&#039;must&#039;&#039; respond to any attempt to insight you by stating that their aura is &#039;&#039;concealed&#039;&#039;.&lt;br /&gt;
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It is not possible to dispel or overcome any effect that conceals an aura.&lt;br /&gt;
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==Cooperation==&lt;br /&gt;
* &#039;&#039;&#039;There are no benefits from cooperation using the insight skill&#039;&#039;&#039;&lt;br /&gt;
While priests can cooperate to perform an insight ceremony, there are no benefits to doing so. Specifically, there are no methods of shrouding an aura that can be overcome with a more powerful insight.&lt;br /&gt;
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==True Liao==&lt;br /&gt;
* &#039;&#039;&#039;There is no benefit to using true liao to perform the insight ceremony.&#039;&#039;&#039;&lt;br /&gt;
While [[true liao]] can be used in the place of liao to perform an insight ceremony, it provides no additional information. &lt;br /&gt;
{{Ceremonial skills further reading}}&lt;/div&gt;</summary>
		<author><name>Dre</name></author>
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