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	<updated>2026-06-30T23:57:47Z</updated>
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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Elite_Jotun_troops&amp;diff=140942</id>
		<title>Elite Jotun troops</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Elite_Jotun_troops&amp;diff=140942"/>
		<updated>2026-06-28T01:16:49Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Raðljóst */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The page covers what little is known by Imperial citizens about the elite Jotun troops - most of this information is not widely known across the Empire - but soldiers and commanders who have fought the Jotun before could be familiar with it.&lt;br /&gt;
&lt;br /&gt;
Players who are interested in getting more involved in monstering at Empire can create their own elite Jotun monster group from one of the known forces listed below. The list is deliberately limited - the Jotun have weaknesses in their fighting strengths as well as strengths - so it is &#039;&#039;&#039;not&#039;&#039;&#039; possible for players to create a new kirkja or similar.&lt;br /&gt;
&lt;br /&gt;
==The Kirkja==&lt;br /&gt;
Veneration of their oldest and most powerful ancestors is central to the Jotun culture. Most orcs venerate their ancestors - but the Jotun go far beyond this. The lands they have conquered are dotted with temples - called Kirkja - each raised for the worship of one of the faðir - the oldest and most powerful of the Jotun ancestors. The Jotun view the faðir as gods - as powerful living beings that dispense favours to those who win their favour. Their Kirkja are commanded by the ghodi, Jotun priests who claim that they can intercede with their faðir, beseeching them for aid to use against the Jotun&#039;s enemies.&lt;br /&gt;
&lt;br /&gt;
Each Kirkja is dedicated to the worship of a single faðir, a member of the pantheon of Jotun gods. In the eyes of the Jotun, worship means practice and training as a warrior reflecting the profound emphasis on martial strength made by each of the Jotun ancestors. The ghodi instruct the faithful, teaching them how to fight in ways that will please the ancestor they have dedicated their life to emulating. Devotees drill together, an act that serves as communal worship of their ancestor whilst also preparing them to fight side-by-side in battle.&lt;br /&gt;
&lt;br /&gt;
Marching to war under banners and regalia marked with the symbol of their god, these holy warriors form the elite core at the heart of every Jotun army. The warriors of the Kirkja usually have the best weapons and armour of any Jotun troops with the wealthiest sporting helms fashioned to resemble the head of a totem animal.&lt;br /&gt;
{{CaptionedImage|file=bird.jpg|width=250|align=right|caption=Symbol of the Raðljóst}}&lt;br /&gt;
===Raðljóst===&lt;br /&gt;
Raðljóst is considered the wisest of the faðir by the Jotun and his ghodi often serve as advisers to the Jotun rulers. Their legends claim he stole the magic of the runes from the trolls outwitting them in contests of drinking, sprinting and wrestling. The Raðljóst seek to impress their ancestor through their boldness and ingenuity. On the battlefield the unit&#039;s primary focus is to disrupt enemy formations by closing with them and attempting to force a break in the line. For this task most Raðljóst favour the flail but axes are also commonly used to hook the enemies shield down.&lt;br /&gt;
&amp;lt;ic&amp;gt;Raðljóst! Smash our enemy apart&amp;lt;/ic&amp;gt;&lt;br /&gt;
The Raðljóst make extensive use of runes in their armour and shields and include many more magicians in their number than other Jotun units - using them both offensively and defensively where they can - again with the goal of disrupting defensive positions. The ghodi claim that Raðljóst had command of every creature that flew by wing and so his symbol is the bird skull, depicted either in profile or looking directly forward.&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=left|caption=Symbol of the Skjaldir}}&lt;br /&gt;
&lt;br /&gt;
===Skjaldir===&lt;br /&gt;
Skaldi is a popular faðir who epitomizes the tenacity of the Jotun people. Warriors who follow Skaldi pride themselves on their stoic determination to stand their ground no matter the odds. On the battlefield they are among the most disciplined of all the elite Jotun units, fighting in formation, each warrior striving to protect those who stand on either side of him or her. The Skaldi fight with a shield in one hand and a weapon in the other - usually an axe, sword or rarely a one-handed spear. They rarely form a tight shield wall - their preferred deployment is a loose formation that allows each warrior to move to attack and defend. On the battlefield they seek to pin down enemy units, seeking to hold them in place so that other Jotun groups can manoeuvre to deliver the killing blow.&lt;br /&gt;
&amp;lt;ic&amp;gt;Skjaldir! Hold our line together&amp;lt;/ic&amp;gt;&lt;br /&gt;
The ghodi claim that Cathan Canae took Skaldi as a shield bearer and lover, so impressed was she by his tenacity and resolve. Whatever the truth of the claim, it is clear that the Eternal favours the Skaldir and often honours them with boons that aid them in battle. Skaldi&#039;s symbol is the skull of an aurochs - a great horned wild cattle rare in the Empire, but still common in some parts of the Jotun lands.&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right|caption=Symbol of the Ulvenwar}}&lt;br /&gt;
&lt;br /&gt;
===Ulvenwar===&lt;br /&gt;
Ulven is acknowledged as the oldest and most powerful of the faðir in effect the ruler of the Jotun pantheon. Legends claim she stood nearly seven feet tall and was strong enough to fell trees with a single strike of her axe. She was famed for her savage direct assaults in battle, attacking without fear and relying on the ferocity of her attacks to carry her through. The Ulverwar strive to emulate their patron throwing themselves into battle with little concern for their own safety.&lt;br /&gt;
&amp;lt;ic&amp;gt;Ulvenwar! Drive our foe before us&amp;lt;/ic&amp;gt;&lt;br /&gt;
Many Ulvenwar wear the head and pelt of a large bear, wolf or dire beast over their armour, a trophy they are only permitted to wear if they have slain the creature with their bare hands. In battle they carry great weapons, usually axes, but swords and maces are not unknown, and disdain a shield. Ulven&#039;s symbol is a roaring animal skull, commonly a bear or wolf, it is usually depicted in white on a deep red background on banners and similar. &lt;br /&gt;
&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=left|caption=Symbol of the Ulfur}}&lt;br /&gt;
===Ulfur===&lt;br /&gt;
* &#039;&#039;&#039;The Ulfur are played by our Skirmish Team and are not a player monster option&#039;&#039;&#039;&lt;br /&gt;
In Jotun legends, Ulfur is the patient hunter, seeking out quarry and striking only at the perfect moment. Her followers pride themselves on their patience and dedication to their orders, seeking to control their instincts to revel in the violence of battle and remain above the fray to only commit at the right moment. On the battlefield a commander will call on this discipline when they need to implement a complex strategy - otherwise they will be given orders to hunt down enemy wizards, ritual teams and similar high-value targets such as battlefield commanders. Ulfur usually wear heavy furs, thick leather or mithril armour - disavowing the weight of steel armour in favour of the potential for rapid movement. In battle they like to commit with sudden swiftness, preferring to soften up their opponents with thrown axes and similar in the moments before they strike. &lt;br /&gt;
&amp;lt;ic&amp;gt;Ulfur! Drive the dagger in their hearts&amp;lt;/ic&amp;gt;&lt;br /&gt;
The Ulfur make extensive use of magical weapons and equipment, believing that the mark of a true warrior is one who is prepared for the hunt. [[Thresher%27s_Cudgel|Thresher&#039;s Cudgel]] are common when hunting wizards, or a weapon the Jotun call Winter&#039;s Breath which weakens the enemy when they strike. The ghodi claim that Ulfur learned to hunt by running with a pack of wolves, and her symbol is a wolf skull facing forwards flanked by skulls facing left and right on either side.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;The Ulfur hunters are played by our Skirmish Team in battles and are not available for player monsters to portray&amp;lt;/box&amp;gt;&lt;br /&gt;
{{Jotun Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=140941</id>
		<title>Mournwold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=140941"/>
		<updated>2026-06-28T01:03:09Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Further Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofMournwold.png|caption=The wind blows mournfully through the trees and across the craggy hills.|title=Regions of Mournwold|align=left|width=500}}&lt;br /&gt;
==The Mourn==&lt;br /&gt;
This desolate land was known as &#039;&#039;the Mourn&#039;&#039; long before it fell to the barbarian [[Jotun]] in 349YE. The name originally referred to the sound of the wind in the trees and across the craggy hills. Now it seems an even more fitting name; the Mournwold has become synonymous with loss and sorrow for many Marchers. &lt;br /&gt;
&lt;br /&gt;
Whereas [[Upwold]] and [[Mitwold]] in particular are known for their sprawling [[farm|farms]], the rugged Mournwold is better known for its [[mine|mines]]. The hills are riddled with rich veins of [[Materials#Green Iron|green iron]], and with mine workings dedicated to extracting that ore. Prior to the invasion of the [[Jotun]], there had been a growing tide of dissatisfaction among professional miners that all political power was vested in the hands of those who owned farms. There were regular complaints that mine owners, like farmers and [[steward|stewards]], owned and worked land - the only difference was that the crops they raised were ore and stone rather than fruit, grain or vegetables. Some of this dissatisfaction had its roots in the sharp business practices by some of the lowland stewards, especially those of the [[#Chalkdowns|Chalkdowns]], who set high prices for the food sold to the miners.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Nearly forty years ago, the Mournwold fell to the Jotun [[orc|orcs]]. The barbarian forces that eventually defeated the Marchers amassed for months in [[Liathaven]]. Imperial forces fought long and hard, but they were outnumbered and outmatched. The Marcher generals of the time blamed [[The Throne]], [[Emperor Hugh]], for the loss, claiming that they had supported the Dawnish emperor specifically to prevent this kind of disastrous military defeat. When the Mourn fell, its last [[Senator]], Thomas Overton, entered the [[The_Marches_culture_and_customs#The_wicker_man|wicker man]] in an attempt to heal the breach between Marches and Empire. Despite his sacrifice, the resentment of the Marchers simmered for much of the next three decades as the generals became more focused on the recovery of the Mourn. Thomas&#039; sacrifice was later echoed by that of Nedry Galest, General of the Tusks, who chose to enter the wicker man after the disastrous events of Spring 381YE.&lt;br /&gt;
&lt;br /&gt;
After the dust settled, only the [[#Greensward|Greensward]] remained in Imperial hands. A portion of the population of the Mournwold fled when the territory fell. Most took refuge in the north, but a number of miners and hill folk from the south found sanctuary in [[Tassato]] to the east, eventually being subsumed into [[the League]]. Those who remained were given the Jotun &#039;&#039;choice&#039;&#039; - take up arms and fight for the [[orc|orcs]] as Jotun, or lay down their weapons and become thralls. The majority of Marchers who refused to flee chose to become thralls, working their farms and providing food to their barbarian overlords. The situation changed little over the next thirty years; a few border skirmishes but no serious invasion attempt. Even [[Empress Britta]] made no immediate move to liberate the Mournwold; the first Imperial attempt to drive the Jotun out and reconquer the territory would not take place until after her death, and the [[Accept_Lasambrian_treaty|collapse]] of the temporary [[Accept_Jotun_ceasefire|Jotun ceasefire]] of 377YE - 379YE.&lt;br /&gt;
{{CaptionedImage|file=Shadow and Flame.jpg|caption=The Mournwold has been savaged by war.|align=right|width=300}}&lt;br /&gt;
The liberation began after the [[379YE_Winter_Solstice_winds_of_war#The_Mourning_Wind|Autumn Equinox 379YE]]. The [[The_Marches_military_concerns#The_Tusks|Tusks]] and the [[The_Marches_military_concerns#The_Bounders|Bounders]] were joined by both [[Imperial Orcs|Imperial Orc]] armies and the [[Highguard|Highborn]] of the [[Highguard_military_concerns#The_Seventh_Wave|Seventh Wave]] at [[Mournwold#Overton|Overton]]. The initial attack saw the liberation of [[#Ore Hills|Ore Hills]], and parts of [[#Freemoor|Freemoor]], but also exposed the Empire for the first time to the knowledge that the Jotun had human soldiers fighting alongside them - mostly young folk who had grown up under the occupation.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance [[380YE_Spring_Equinox_winds_of_war#This_Far.2C_No_Further|quickly faltered]] in the face of the rage of the Jotun. Angered by the broken treaty between themselves and the Empire, the Jotun reinforced their positions in the Mournwold and brought the Empire&#039;s armies to a standstill. Three thousand Imperial soldiers died, and perhaps twice that many Jotun - a bloody cost that would set the stage for the bloodshed to follow. The [[380YE_Summer_Solstice_winds_of_war#The_Heralds_of_Mourning|Jotun counterattack]] drove the Empire back out of Ore Hills and Freemoor - leaving the partially completed fortification there to be claimed by the orcs. The Tribute was quickly claimed by the Jotun, and became a key part of their defence of the territory in the  coming months. Indeed, the force of the Jotun push was sufficient to drive the Imperial forces back to Overton, nearly costing them the Greensward. By the start of the Autumn Equinox 380YE, the Jotun had [[380YE_Autumn_Equinox_winds_of_war#Loyalty_to_Great_Things|taken Overton]] as well, claiming complete uncontested control of the Mournwold for the first time. Their victory was short-lived - Imperial heroes managed to recapture Orchard&#039;s Watch and Overton during the Autumn Equinox, but at great cost.&lt;br /&gt;
&lt;br /&gt;
After the Winter Solstice 380YE, the Greensward in southern Mourn was the site of [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_.28Mournwold.29|some of the most terrible battles]] in recent Imperial history, when the Imperial host laid a trap for the Jotun armies. With powerful magical support, an immense number of humans and orcs lost their lives and most of the structures in the Greensward were levelled including the town of [[#Overton|Overton]] and the castle of [[#Orchard&#039;s Watch|Orchard&#039;s Watch]]. At the same time, Spring plague and Winter magic accounted for perhaps a sixth of the remaining population, and half the people still living in the Greensward. The Jotun and the people of the Mourn alike were [[Watered with fears|unprepared for the ferocity]] of the Imperial assault.&lt;br /&gt;
&lt;br /&gt;
The repercussions of these battles cannot be understated.  The Jotun morale was broken, but so was that of the people of the Mourn. The Summer solstice saw the Empire [[381YE_Summer_Solstice_winds_of_war#You_Can.27t_Go_Home_Again_.28Mournwold.29|make significant gains]] in the Mournwold, but for all that they were gaining territory, they had [[All_along_the_watchtower|lost the support]] of the people who lived there. The Jotun retreated west into Liathaven, leaving token forces to defend the Tribute and the castle at Hillstop. They evacuated as many thralls - humans as well as orcs - as they could, but they put up little opposition to the Imperial troops. Indeed during the Autumn Equinox 381YE, the Jotun destroyed Hillstop rather than allow it to fall into Imperial hands.&lt;br /&gt;
&lt;br /&gt;
While the Mournwold was officially Imperial again by the start of the [[381YE_Autumn_Equinox_winds_of_war#Times_Like_These_.28Mournwold.29|Autumn Equinox 381YE]], the people of the Mournwold - including for the time being a great many [[Mournwold thralls|orc thralls]] - were not shy about [[An_apple_that_falls|expressing their unhappiness]] to the rest of the Empire.&lt;br /&gt;
&lt;br /&gt;
At the beginning of 386YE, the [[Standards|Jotun returned]]. Two armies, supported by the fyrd of Jarl Haakon the former ruler of the Mourn, attacked Southmoor. Imperial armies, especially the Tusks, were [[The_wild_wind_rises|quick to respond]]. They encountered a full half-dozen armies bolstered by the warbands of Jotun champions, and despite fierce fighting were ultimately unable to stem the flood of Jotun warriors into Mournwold - Jarl Haakon again claimed the territory in late Summer. Fighting continued [[Over_western_hills|through Autumn]]; a strategic attack on Southmoor left the Jotun forces with the choice to retreat in Liathaven or to risk being surrounded in the central Mourn. They wisely chose the former option. Fighting continued; Jarl Haakon himself was slain by Imperial heroes during the Winter Solstice,  but [[If one be gone we carry on|sporadic fighting continued]] for the rest of 386YE and [[Shovels and spades|into 387YE]]. The last defenders - the warband of Jarl Haakon - were [[Because_they_must|finally defeated]] shortly before the Autumn Equinox 387YE. They undertook a last stand at [[#Farstrider&#039;s Watch|Farstrider&#039;s Watch]]; the fortification itself only survived the fighting thanks to [[Summer magic]] employed to [[Stalwart Stand on Solid Ground|enchant its walls]].&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Sarcombe===&lt;br /&gt;
A [[market town]] in [[#Southmoor|Southmoor]], Sarcombe has been largely rebuilt since its recent near-destruction during the liberation of the Mourn. The sprawling Old Oak Inn is the oldest building in the town and has stood for two centuries, built up around the trunk of an actual oak tree. During the Jotun occupation, it was a centre of orc power and they ultimately constructed a [[fortification]] there - Hillstop - which obviously is no longer standing. After the Jotun were ejected, Empress Lisabetta [[United_in_law|declared that]] &amp;quot;&#039;&#039;The town of Sarcombe in Southmoor has a long history as a centre of rich commerce&#039;&#039;&amp;quot; and secured it a charter as a market town - the first in some time. &lt;br /&gt;
&lt;br /&gt;
Although it was only recently [[Charter Sarcombe market town|granted their charter]] by the Empire, the market town is already booming, with individuals from all over the Mourn moving to the area looking to make a place for themselves. There is a shortage of houses, but no shortage of work to be done, with signs in many shop windows offering opportunities for those prepared to work hard. The Senate elected not to extend the Blood Red Roads to Sarcombe, but they did commission the construction of a large new [[Construct_Sarcombe_Metal_Market|metal market]] here, overseen by the Imperial title of [[Master of Sarcombe Metal Market]]. The [[Think_of_the_children#The_Sarcombe_Register|Sarcombe Register]], based out of the Jarl&#039;s Head tavern, provides a secure place to keep records of births and deaths throughout the [[territory]]. The [[Bailiff of the Downs|Bounders Hall]] serves as a location where groups of beaters can work with the thralls to keep farms free from thieves and outlaws. These commissions, and more, contribute to the sense that Sarcombe is a town with a future, a place where honest Marchers can prosper together, a settlement with unrealised potential.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Farstrider&#039;s Watch.jpg|caption=The fortification has become an unofficial place of pilgrimage for some Marcher yeofolk.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Farstrider&#039;s Watch===&lt;br /&gt;
Completed shortly before the Winter Solstice 382YE, Farstrider&#039;s Watch was funded by [[Empress Lisabetta|Imperatrix Lisabetta]]. It was one of the first [[fortification|fortifications]] completed with the [[Sing_your_name#Securing_the_borders|aid of the virtuous]], in the wake of the [[consecration]] of the [[Casinea#The_Silent_Sentinel|Silent Sentinel]] in [[Casinea]]. The castle was partially built in answer to [[An_apple_that_falls#Willing_To_Die_For_It|calls from the citizens of the Mournwold]] to ensure they were protected from [[Jotun]] retaliation. &lt;br /&gt;
&lt;br /&gt;
Standing sentinel on the [[#Greensward|Greensward]], Farstrider&#039;s Watch was named for the beloved Marcher general Alusair Farstrider of [[The Marches groups#House_Balston|House Balston]], who fell in battle against the western orcs alongside many of her household. While she and her fellow soldiers were [[Upwold|Upwolders]], they are seen by many as having died fighting for the freedom of the people of the Mournwold. The castle has since become an unofficial place of pilgrimage for some Marchers, beginning with members of House Balston but spreading slowly to other parts of the Marches. General Farstrider and the &amp;quot;Badger&#039;s Boys&amp;quot; - the brave yeofolk of House Balston who fell alongside her - are seen in some places as inspirational figures whose loyalty, courage, and pride in their nation are inspirational. The Imperial Synod has not commented on this practice so far, although as neither the general nor any of her fellow yeofolk have been [[recognition|recognised]] as [[Paragons_and_exemplars|paragons or exemplars]], these pilgrims must be careful not to open themselves to accusations of [[Religious_crime#Blasphemy|blasphemy]]&lt;br /&gt;
&lt;br /&gt;
===Landskeeper&#039;s Bulwark===&lt;br /&gt;
The [[fortification]] of Landskeeper&#039;s Bulwark in [[#Freemoor|Freemoor]] was built as a physical symbol of the Empire&#039;s dedication to the protection of the people of the Mournwold. It was [[Fortify Freemoor|commissioned]] by the [[Senate]] to address the [[An_apple_that_falls#Willing_To_Die_For_It|concerns of the people]] in the wake of the liberation of the Mourn. The small castle takes its name from the [[Landskeeper|Landskeepers]], those who help keep [[The Marches culture and customs|Marcher traditions]] alive; it is designed as a place of refuge with ample room set aside for the tending of the sick. The name is also a subtle nod to the desire to reincorporate the dispossessed of the Mourn back into Marcher culture. At the heart of the keep is a small orchard surrounded by a compact but well-crafted garden, which serves as both a place of contemplation and a memorial to those who died driving the Jotun out of the Mournwold.&lt;br /&gt;
&lt;br /&gt;
=== The [[Singing Caves]]===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Singing Caves are a Bourse resource located on the [[#Greensward|Greensward]] near [[#Overton|Overton]]. Custodianship of the Caves is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 28 Imperial wains of mithril every season.&lt;br /&gt;
{{CaptionedImage|file=Orchard of the Watch.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Orchard of the Watch===&lt;br /&gt;
The Orchard of the Watch is a memorial constructed among the ruins of Overton. Built to bring peace to the restless spirits that haunt the land and those who survived its bloody liberation. It stands within the ruins and incorporates the Jotun burial mounds just north of them. These mounds bear both Jotun and Imperial dead and have been planted with apple trees. Many new trees have been planted, using the available space, and lacking typical row or grid order to avoid interfering with the remaining structures.&lt;br /&gt;
&lt;br /&gt;
Myriad artists, artisans and labourers, [[386YE_Summer_Solstice_Synod_judgements#Judgement_162|motivated]] by the call of &#039;&#039;&#039;Friar John of the Mourn&#039;&#039;&#039; and the Pride assembly, aided in the memorial&#039;s construction. The walls are covered with murals, engravings, and hangings depicting moments of heroic defence or scenes of peaceful life in old Overton. Remnant paths and masonry have been enriched with wildflowers and tasteful greenery. &lt;br /&gt;
&lt;br /&gt;
The [[Friar of Honour&#039;s Rest]] supports those who tend to the orchard and the spirits who remain in the area.&lt;br /&gt;
&lt;br /&gt;
Along a length of Orchard’s Watch’s enduring wall are engravings of the names of those believed to have died over the course of the liberation. Above all the names is a plaque with the words of &#039;&#039;&#039;Simon &#039;&#039;Chordwangler&#039;&#039; Willow&#039;&#039;&#039; who proposed the [[Construct Orchard of the Watch|motion]].&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Simon &#039;&#039;Chordwangler&#039;&#039; Willow, Senator for Mournwold&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;May this Orchard Keep and Watch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Over those we have lost,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Those that were taken from us &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And those who remain&#039;&#039;.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{anchor|Overton}}&lt;br /&gt;
&lt;br /&gt;
===The ruins of Overton ===&lt;br /&gt;
Once a sheep-farming town and market set on a hill, Overton was ruined early on in the great Battle for the Greensward. The majority of the defenders were killed refusing to leave their posts. Pilgrims visit the ruins of Overton to lay tokens at the graves of the fallen. North of the ruins, the Jotun raised a massive grass-covered burial mound, beneath which lie both the bodies of countless Imperial soldiers and the Jotun who fell fighting them. Apple trees grow at the crest - it is not clear whether the orcs planted them in deference to Marcher burial customs, or whether they are the work of the surviving monks of Greensward Abbey. When the Empire liberated Greensward shortly before the Autumn Equinox 381YE there was some talk of disinterring the mound, but the Marcher soldiers were adamant they be left to rest undisturbed - the soil may have been soured, but it is still the soil they died fighting for, whether they were Marchers or not.&lt;br /&gt;
&lt;br /&gt;
Not far from the ruins stands [[Friar_of_Honour%27s_Rest#Honour.27s_Rest|Honour&#039;s Rest]], a small shrine and orchard tended by friars who watch over the ruins and the barrow mounds.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Orchard&#039;s Watch}}&lt;br /&gt;
===Ruins of Orchard&#039;s Watch===&lt;br /&gt;
[[Commission|Commissioned]] by the [[Senate]] in Autumn 378YE, the [[Fortify_Overton|fortification of Overton]] largely took place during the Jotun ceasefire. Work was overseen by Bridget Eastville, senator for Mitwold, and took place under the watchful gaze of Jotun scouts. The [[fortification]] consisted of solid walls around most of the town, with a central keep. A number of buildings damaged by Jotun raids were  cleared, and apple trees planted in their place - a memorial to those Marchers who had died fighting for the Empire. The keep incorporated the old fortified manor house that served as a stop-gap defence - a base of operation for scouts gathering information about Jotun activity in the territory.&lt;br /&gt;
&lt;br /&gt;
During the great Jotun offensive after the Winter Solstice 380YE, following several seasons of concerted attacks, the castle was levelled by orc siege engines. The memorial apple orchard burned during the fall of Overton - it is not known which side set the fire that consumed it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Whittle Folk.jpg|align=left|caption=Sects dedicated to [[malign spiritual presences]], such as the Whittle folk, can prove a major threat to the stability of the Empire - and the souls of the virtuous.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Whittle===&lt;br /&gt;
A village in [[#Freemoor|Freemoor]], at the base of Whittle Hill, well known for its rich green iron mine. The inhabitants resisted the Jotun for thirty years -  after an initial short-lived occupation by the Jotun they took back their village and the territory around it, dug in, and waited for help to come. Specifically, their survival hinged on an agreement with the local Jotun to let everything go to a fight-to-the-death between forces yearly rather than just be crushed. The Jotun agreed to this arrangement thinking they&#039;d surely not hold on for more than a season or two. Instead, they held out for thirty years. In time, facing the Whittle folk in battle became a rite of passage for young Jotun in the Mournwold.&lt;br /&gt;
&lt;br /&gt;
Unable to contact the outside world, lacking magical or mundane means to get word out that they were alive, they waited. While initially [[Up on Whittle Hill|welcomed]] by their fellow Marchers when contact was re-established in Spring 380YE, it [[Will_to_survive|soon became clear]] that they had embraced the malign spiritual power of [[Malign_spiritual_presences#Hatred|hatred]] - a power that they claimed gave them the will and the strength to resist the orcs and which they offered to share with the rest of the Marches. The Marcher assembly categorically refused their offer, encouraging the rest of the Marches to [[The_Marches_culture_and_customs#Shunning|shun]] them. &lt;br /&gt;
&lt;br /&gt;
When the Jotun reconquered Freemoor, the majority of the population [[City_folk_and_country_folk|moved to Tassato]] where they built a small enclave with the assistance of the city&#039;s Chamber of Commerce. Many Whittle folk died during the fall of Overton, fighting the Jotun in defence of the Mourn- a fact that has endeared them to many of the remaining Mournwolders. After the territory was liberated, they returned to their homes, but proved to be intractable opponents of the [[Mournwold thralls]]. In the end, after accusations of blasphemy and heresy in the Imperial Synod, the [[Splitting the pot|militia were sent in]] to apprehend the ringleaders. The Whittle folk refused to surrender their community leaders, and the siege ended in a bloodbath. Today Whittle is little more than a ghost town, and perhaps a cautionary tale about the danger caused by those who embrace the tenets of Hatred.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; It is not possible to play a character who was from Whittle.&lt;br /&gt;
===Jonah Gold===&lt;br /&gt;
Not a point of interest so much as a &#039;&#039;person&#039;&#039; of interest, Jonah Gold is a possibly-legendary figure whose story dates from the time of the [[The Marches history#Joining the Empire|Cousins&#039; War]]. Jonah is said to have been born in the [[#Ore Hills|Ore Hills]] long before the Mournwold was part of the Marches proper; in some versions he is the son of a [[Tassato|Tassatan]] immigrant and a Marcher sheep herder. Stories say that Jonah was a miner who quarried out metal of such quality that his weapons turned the tide of war for his household during the short-lived Marcher civil war. A jealous friend betrayed him to the enemy, and for a heavy purse of coin staged a mining accident that trapped him behind a rockfall where he presumably perished. Over the centuries, a number of legends and stories have been attributed to Jonah - if the man had participated in all the stories attributed to him he would have been so busy moving around the Marches, southern Wintermark. and northern Brass Coast he would never have had time to do any actual mining!&lt;br /&gt;
&lt;br /&gt;
His stories do not end with his death. His ghost is said to haunt the mines of the Marches, especially the green iron mines of the Mournwold. Superstitious miners say that to see Jonah Gold presages disaster - whether his appearance causes a catastrophe reminiscent of the collapse that killed him, or if he simply warns against them varies from legend to legend and place to place. There are even a few stories of sightings of what sounds a lot like Jonah Gold in the hills of [[Kahraman]], and the old mines north of Tassato.&lt;br /&gt;
&lt;br /&gt;
Some scholars who have taken the time to study the stories of his ghostly appearance disagree with the accepted wisdom that Jonah Gold is a ghost. While there is plenty of precedence for so-called &amp;quot;warning ghosts&amp;quot;, these scholars argue that the sightings are actually of an [[Astronomancy|astronomantic]] [[Astronomancy#Tulpas|tulpa]] rather than a restless spirit - but their argument is undermined by an inability to agree on which constellation the tulpa represents.&lt;br /&gt;
&lt;br /&gt;
Jonah&#039;s name has also been given to a variety of apple commonly grown in the Mournwold. Heavy, green and sweet, with a sharp bite, the &amp;quot;Jonah Gold&amp;quot; variety is used extensively in cooking sweet pies and apple sauce, and traditionally is buried with miners from the Mourn, particularly those who quarry green iron.&lt;br /&gt;
&lt;br /&gt;
His story is immortalised in the [[Jonah Gold|popular song that bears his name]].&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Wild Man Of The Mourn.jpg|caption=The forest of Alderly is very old, and has no welcome for trespassers.|width=500|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Alderly===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
A forest of old oak and sycamore. Marcher faerie tales spoke of diminutive creatures who hide beneath the trees and prey on unruly children - references to a hidden [[Feni]] enclave deep in the woods. The Feni of Alderly occasionally raided into [[#Green March|Green March]], [[#Chalkdowns|Chalkdowns]], and [[Mitwold#Golden Downs|Golden Downs]], but for the most part they kept to themselves. The Marchers who lived in the forest were always considered peculiar, and three decades of isolation under the orcs just intensified their strangeness. Insular and uncommunicative, the hamlets and small villages of charcoal burners and woodcutters are known to have more than a little Feni blood, and there is some question whether the Alderly folk were even truly Marchers anymore. Regardless, however, they were still Mournwolders. &lt;br /&gt;
&lt;br /&gt;
During the [[Jotun]] occupation, the deep woods were conquered only in theory - the Jotun controlled the grasslands beyond the forest, and the edges of the woodlands, but they did not go too deep. Likewise, when the Empire liberated the region in 381YE, they faced opposition from the Feni and settled for driving the Jotun out and claiming the lighter woodlands and the fields, rather than risk pushing too far into dangerous territory in the deeper woods. In the Winter of 382YE, however, the [[Drakes]] went into the deepwoods of Alderly and [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|drove out the Feni]]. Many died; some fled to [[Liathaven]]; others apparently took darker paths. To the surprise of few, a number of the Marchers in the woods fought alongside the Feni; today the woods are mostly deserted save for a very few scattered, isolated hamlets who shun outsiders even more fiercely.&lt;br /&gt;
&lt;br /&gt;
===Chalkdowns===&lt;br /&gt;
A land of rolling chalk downland with close-cropped turf and dry valleys, the people of the Chalkdowns are perhaps the closest to what an outsider thinks of when they imagine Marchers. They have their own peculiarities, however. The yeomen practice a particularly Mourn form of agriculture, combining raising corn and raising sheep, whose droppings help to fertilise the cornfields when they are not grazing on the springy Mournwold turf. &lt;br /&gt;
&lt;br /&gt;
Due to their emphasis on farming, the yeomen of the Chalkdowns had a somewhat disproportionate level of influence over the Mournwold, and involvement in the politics of the Marches and the Empire alike. Perhaps as many as half of all senators for the Mournwold were picked by [[steward|stewards]] from Chalkdowns in the years that the Mournwold was part of the Empire. This made the Chalkdowns prosperous, and the yeomanry wealthy, but it also led to a simmering resentment from the miners of [[#Ore Hills|Ore Hills]] and [[#Southmoor|Southmoor]]. During the Jotun occupation the taxes claimed by their [[orc]] overlords impoverished even the richest, most stubborn farmers. With the Imperial liberation, it is likely that some of the yeomen who fled north (or their children) will want to return. What they will make of their new neighbours - orcs, and human thralls who endured the Jotun occupation - remains to be seen.&lt;br /&gt;
&lt;br /&gt;
===Freemoor===&lt;br /&gt;
The wildest part of the Mournwold, Freemoor is split roughly between scrubby farmland in the west and wooded valleys in the east. The folk here had a reputation for being stand-offish on par with the people of [[Bregasland]], especially those who preferred the gentle hills and woodlands of the west. Most of the farms here were never especially wealthy, but the stewards and yeomen were renowned for their stubborn refusal to go anywhere else. More Freemoor people than any other part of the Mournwold refused to leave when the Jotun came, and remained as thralls - albeit bitter, stubborn, intractable thralls.&lt;br /&gt;
&lt;br /&gt;
There are three well-known landmarks in Freemoor: &#039;&#039;Old Pig&#039;&#039;, an aptly named chalk figure carved into the hills of the wold; the fortification of [[#Landskeeper&#039;s Bulkwark|Landskeeper&#039;s Bulwark]] and &#039;&#039;The Whittle Hill&#039;&#039;, the largest hillock in the western Mournwold. The village of [[#Whittle|Whittle]] stands at the base of Whittle Hill, although most of its residents now live in [[Tassato#Tassato Mestra|Tassato Mestra]].&lt;br /&gt;
&lt;br /&gt;
===Green March===&lt;br /&gt;
Green March was always a little odd - isolated from the rest of the Mournwold by [[#Alderly|Alderly]], the yeomanry often felt they had more in common with the farmers of [[Mitwold]] than their distant neighbours in [[#Chalkdowns|Chalkdowns]] and [[#Southmoor|Southmoor]]. The first region of Mournwold to fall to the Jotun, the site of the first engagement between the Imperial armies and the Jotun is still marked by a series of Jotun burial mounds that surround the ruins of the village of Kineton - half of them containing the bodies of soldiers who fell in a futile attempt to slow the orc advance. &lt;br /&gt;
&lt;br /&gt;
Many of the citizens of Green March fled north to the [[Mitwold#Golden Downs|Golden Downs]]; unlike many of the Mournwold refugees the majority of them show little interest in returning to reclaim the land they lost three decades ago. &lt;br /&gt;
&lt;br /&gt;
Near the border with [[Bregasland]] stands an odd monument called &#039;&#039;&#039;High Courage&#039;&#039;&#039;. Looking down across the moors towards [[Liathaven]], it is a large statue of a stag with broken antlers, ascribed to the people of Terunael. On a stone block at the base of the statue Imperial letters simply read “High Courage” but it is clear that they are more recent than the statue itself.&lt;br /&gt;
&lt;br /&gt;
===Greensward===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Memorial, Ruins&lt;br /&gt;
The Greensward was the last holdout of Imperial presence in the Mourn. The refugees and survivors who set up camp at [[#Overton|Overton]] are gone along with the town, the offices of the [[Sheriff of Overton]], and the castle of [[#Ruins of Orchard&#039;s Watch|Orchard&#039;s Watch]]. Greensward Monastery, the abbey that once served to keep the morale of the defenders high, is now a burnt out shell amid the foothills of [[Kahraman]]. The soil itself is said to have become sodden with the sheer amount of human and orc blood shed during the battles over the grasslands. Tens of thousands of humans and orcs died fighting in the Greensward, and these deaths have soured the earth here.&lt;br /&gt;
&lt;br /&gt;
Overlooked by [[#Farstrider&#039;s Watch|Farstriders Watch]], the fields of the Greensward - the same fields that once made the stewards here rich from sales to Tassato in the east - are largely fallow. The yeofolk who might have worked them fled south to Kahraman, or east to Tassato. Others chose to go west with the Jotun, turning their backs on the Empire forever. The humans who remain are primarily [[The_Marches_religious_beliefs#Monks_and_Friars|monks and friars]], tending to the dead, and seeking to offer some comfort to the ghosts that now haunt the Greensward.&lt;br /&gt;
&lt;br /&gt;
===Ore Hills===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The ore hills (sometimes rendered, unsurprisingly, as &amp;quot;&#039;&#039;our hills&#039;&#039;&amp;quot; in the drawling dialect favoured by the natives) are riddled with mine workings and quarries. The hills throughout the territory are rich in veins of [[Materials#Green Iron|green iron]], but the Ore Hills are site of some of the most prosperous mines in the Mourn - as befits the legendary birthplace of Marcher folk hero [[#Jonah Gold|Jonah Gold]]. Before the Jotun came, Ore Hills was the centre of dissatisfaction with the political realities of life in the Marches. In 326YE a poor harvest finally ignited the long drawn out conflict between the miners and the [[#Chalkdowns|Chalkdowns]] farmers. In late Autumn a violent mob descended on the lowland farms and raided cattle and grain in a manner reminiscent of a Feni attack. The magistrates were quick to respond, arresting the ringleaders and in some cases executing the worst of them. The people of the Ore Hills still sing sad songs about this great &amp;quot;injustice&amp;quot; - much to the chagrin of the farmers of Chalkdowns and Freemoor. Further details are contained in &#039;&#039;[[The Ore Hills Rebellion]]&#039;&#039;, a [[historical research]] report published after the Spring Equinox 386YE.&lt;br /&gt;
&lt;br /&gt;
Some of the older mines here have a bad reputation, and feature regularly in Marcher ghost-stories and cautionary tales. According to these stories &#039;&#039;unnatural things&#039;&#039; are occasionally sighted in the deepest parts of the oldest mines. Details are never clear and many sensible people dismiss them as either fantasy brought on by too much time without sunlight, or else ascribe the sightings to [[trogoni]] or perhaps even the ghost of old Jonah Gold.&lt;br /&gt;
&lt;br /&gt;
===Southmoor===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The last region to fall to the Jotun during their invasion, Southmoor is the location of &#039;&#039;&#039;Sarcombe&#039;&#039;&#039;, a prosperous mining town, rich off the back of trade in green iron to the Navarr in Liathaven, ruined during the last months of the orc invasion. The Jotun built a [[fortification|castle]] over the ruins - Hillstop - and it served as their main base of operations for their occupation of the Mournwold until the Autumn Equinox 381YE. The Jotun used it to keep a careful eye eastward to the Greensward - and beyond to Tassato. Jarl Haakon, a young but powerful Jotun leader, ruled much of the land in Southmoor. He was notorious for his hatred of the [[Feni]] - he led his warband into Alderly forest on three separate occasions, seeking to find and crush the heart of Feni power, but was never successful. He was considered a wise and just ruler by the standards of his own people; someone who ruled without favour or prejudice and was considered to have a promising future. He was forced to flee when the Mournwold fell, leaving his estates and his thralls behind, a failure that has by all accounts gnawed at him ever since.&lt;br /&gt;
&lt;br /&gt;
The people of Southmoor before the invasion were considered more pragmatic than their neighbours in [[#Ore Hills|Ore Hills]], at least as far as politics went. Sarcombe was a rich [[market town]], and the [[Alders|alders]] made little secret of the fact that they used their wealth to influence the politics of the Mournwold when they felt the need. As such there was residual bad blood between the miners in the east, and those in the west, that was occasionally exploited by the [[Senator|senators]] of the Mourn. Today, the rich alders are gone. Indeed, most of the remaining residents appear to be orc thralls with the human residents long since fled or displaced.&lt;br /&gt;
&lt;br /&gt;
During Summer 385YE, Jarl Haakon [[Shallows_and_miseries#Choices_.28Conjunction.29|returned to Southmoor]] along with a small warband. The Jotun were apparently establishing hidden stores of food, caches of weapons, and makeshift palisades ready for when the armies of the Jotun once again invaded the Mourn. The [[Bailiff of the Downs]] led a contingent of Imperial heroes to confront the Jarl, but he and most of his band managed to escape. The location of the caches is unknown, despite the best efforts of the local [[beater|beaters]]. A year later, the majority of the caches were removed by the beaters of the Marches along with [[The_wild_wind_rises|support]] from the unconquered of Highguard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=SenatorMournwold.jpg||caption=&#039;&#039;&#039;Simon &amp;quot;Chordwangler&amp;quot; Willow&#039;&#039;&#039;, last Senator for Mournwold|align=left|width=300}}--&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Mournwold|Territory=Mournwold|Season=Spring|Controlled=is}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Autumn Equinox 387YE, the Marches controls the entire territory. The Mournwold is an Imperial territory.&lt;br /&gt;
* Unlike the rest of the Marches, the Mournwold does not currently benefit directly from the [[The_Marches_economic_interests#Granaries and Storehouses - the Imperial Breadbasket|Imperial Breadbasket]] [[great work]].&lt;br /&gt;
* [[#Farstrider&#039;s Watch|Farstrider&#039;s Watch]] is a rank one [[fortification]] in Greensward.&lt;br /&gt;
* [[#Landskeepers Bulwark|Landskeepers Bulwark]] is a rank one [[fortification]] in Freemoor.&lt;br /&gt;
* [[Business|Businesses]] in the territory benefit from the Black Canal and produce an extra 36 rings each season&lt;br /&gt;
* [[Mine|Mines]] in the territory benefit from the Black Canal and produce an additional 4 ingots each season&lt;br /&gt;
&amp;lt;!--* There is a significant population of orcs in the Mournwold. They represent Jotun thralls left behind by the retreating barbarian armies. For the most part, they are not hostile - being culturally forbidden to wield weapons or fight. The question of what to do with these orcs is still under discussion as of the Autumn Equinox 381YE. The regions where they are most concentrated have the &amp;quot;Foreign orcs (Thralls)&amp;quot; quality, as detailed in the [[Tend_to_the_Flame#A_Common_Old_Song|Tend to the flame]] wind of fortune.--&amp;gt;&lt;br /&gt;
* The campaign to first recapture the Mournwold is recounted in the [[Recent_history|Winds of War]] starting with [[379YE_Winter_Solstice_winds_of_war#The_Mourning_Wind|Winter Solstice 379YE]]. There are also several Winds of Fortune detailing the problems following the liberation of the Mourn, including [[Watered with fears]] (Spring 381YE), [[All along the watchtower]] (Summer 381YE), and [[An apple that falls]] (Autumn 381YE).&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Because they must]] - 387YE Autumn wind of war&lt;br /&gt;
* [[If one be gone we carry on]] - 387YE Summer wind of war&lt;br /&gt;
* [[Over western hills]] - 386YE Winter wind of war&lt;br /&gt;
* [[The wild wind rises]] - 386YE Autumn wind of war&lt;br /&gt;
* [[Standards]] - 386YE Summer wind of war&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Jotun]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=140940</id>
		<title>Mournwold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=140940"/>
		<updated>2026-06-28T00:59:27Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Further Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofMournwold.png|caption=The wind blows mournfully through the trees and across the craggy hills.|title=Regions of Mournwold|align=left|width=500}}&lt;br /&gt;
==The Mourn==&lt;br /&gt;
This desolate land was known as &#039;&#039;the Mourn&#039;&#039; long before it fell to the barbarian [[Jotun]] in 349YE. The name originally referred to the sound of the wind in the trees and across the craggy hills. Now it seems an even more fitting name; the Mournwold has become synonymous with loss and sorrow for many Marchers. &lt;br /&gt;
&lt;br /&gt;
Whereas [[Upwold]] and [[Mitwold]] in particular are known for their sprawling [[farm|farms]], the rugged Mournwold is better known for its [[mine|mines]]. The hills are riddled with rich veins of [[Materials#Green Iron|green iron]], and with mine workings dedicated to extracting that ore. Prior to the invasion of the [[Jotun]], there had been a growing tide of dissatisfaction among professional miners that all political power was vested in the hands of those who owned farms. There were regular complaints that mine owners, like farmers and [[steward|stewards]], owned and worked land - the only difference was that the crops they raised were ore and stone rather than fruit, grain or vegetables. Some of this dissatisfaction had its roots in the sharp business practices by some of the lowland stewards, especially those of the [[#Chalkdowns|Chalkdowns]], who set high prices for the food sold to the miners.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Nearly forty years ago, the Mournwold fell to the Jotun [[orc|orcs]]. The barbarian forces that eventually defeated the Marchers amassed for months in [[Liathaven]]. Imperial forces fought long and hard, but they were outnumbered and outmatched. The Marcher generals of the time blamed [[The Throne]], [[Emperor Hugh]], for the loss, claiming that they had supported the Dawnish emperor specifically to prevent this kind of disastrous military defeat. When the Mourn fell, its last [[Senator]], Thomas Overton, entered the [[The_Marches_culture_and_customs#The_wicker_man|wicker man]] in an attempt to heal the breach between Marches and Empire. Despite his sacrifice, the resentment of the Marchers simmered for much of the next three decades as the generals became more focused on the recovery of the Mourn. Thomas&#039; sacrifice was later echoed by that of Nedry Galest, General of the Tusks, who chose to enter the wicker man after the disastrous events of Spring 381YE.&lt;br /&gt;
&lt;br /&gt;
After the dust settled, only the [[#Greensward|Greensward]] remained in Imperial hands. A portion of the population of the Mournwold fled when the territory fell. Most took refuge in the north, but a number of miners and hill folk from the south found sanctuary in [[Tassato]] to the east, eventually being subsumed into [[the League]]. Those who remained were given the Jotun &#039;&#039;choice&#039;&#039; - take up arms and fight for the [[orc|orcs]] as Jotun, or lay down their weapons and become thralls. The majority of Marchers who refused to flee chose to become thralls, working their farms and providing food to their barbarian overlords. The situation changed little over the next thirty years; a few border skirmishes but no serious invasion attempt. Even [[Empress Britta]] made no immediate move to liberate the Mournwold; the first Imperial attempt to drive the Jotun out and reconquer the territory would not take place until after her death, and the [[Accept_Lasambrian_treaty|collapse]] of the temporary [[Accept_Jotun_ceasefire|Jotun ceasefire]] of 377YE - 379YE.&lt;br /&gt;
{{CaptionedImage|file=Shadow and Flame.jpg|caption=The Mournwold has been savaged by war.|align=right|width=300}}&lt;br /&gt;
The liberation began after the [[379YE_Winter_Solstice_winds_of_war#The_Mourning_Wind|Autumn Equinox 379YE]]. The [[The_Marches_military_concerns#The_Tusks|Tusks]] and the [[The_Marches_military_concerns#The_Bounders|Bounders]] were joined by both [[Imperial Orcs|Imperial Orc]] armies and the [[Highguard|Highborn]] of the [[Highguard_military_concerns#The_Seventh_Wave|Seventh Wave]] at [[Mournwold#Overton|Overton]]. The initial attack saw the liberation of [[#Ore Hills|Ore Hills]], and parts of [[#Freemoor|Freemoor]], but also exposed the Empire for the first time to the knowledge that the Jotun had human soldiers fighting alongside them - mostly young folk who had grown up under the occupation.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance [[380YE_Spring_Equinox_winds_of_war#This_Far.2C_No_Further|quickly faltered]] in the face of the rage of the Jotun. Angered by the broken treaty between themselves and the Empire, the Jotun reinforced their positions in the Mournwold and brought the Empire&#039;s armies to a standstill. Three thousand Imperial soldiers died, and perhaps twice that many Jotun - a bloody cost that would set the stage for the bloodshed to follow. The [[380YE_Summer_Solstice_winds_of_war#The_Heralds_of_Mourning|Jotun counterattack]] drove the Empire back out of Ore Hills and Freemoor - leaving the partially completed fortification there to be claimed by the orcs. The Tribute was quickly claimed by the Jotun, and became a key part of their defence of the territory in the  coming months. Indeed, the force of the Jotun push was sufficient to drive the Imperial forces back to Overton, nearly costing them the Greensward. By the start of the Autumn Equinox 380YE, the Jotun had [[380YE_Autumn_Equinox_winds_of_war#Loyalty_to_Great_Things|taken Overton]] as well, claiming complete uncontested control of the Mournwold for the first time. Their victory was short-lived - Imperial heroes managed to recapture Orchard&#039;s Watch and Overton during the Autumn Equinox, but at great cost.&lt;br /&gt;
&lt;br /&gt;
After the Winter Solstice 380YE, the Greensward in southern Mourn was the site of [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_.28Mournwold.29|some of the most terrible battles]] in recent Imperial history, when the Imperial host laid a trap for the Jotun armies. With powerful magical support, an immense number of humans and orcs lost their lives and most of the structures in the Greensward were levelled including the town of [[#Overton|Overton]] and the castle of [[#Orchard&#039;s Watch|Orchard&#039;s Watch]]. At the same time, Spring plague and Winter magic accounted for perhaps a sixth of the remaining population, and half the people still living in the Greensward. The Jotun and the people of the Mourn alike were [[Watered with fears|unprepared for the ferocity]] of the Imperial assault.&lt;br /&gt;
&lt;br /&gt;
The repercussions of these battles cannot be understated.  The Jotun morale was broken, but so was that of the people of the Mourn. The Summer solstice saw the Empire [[381YE_Summer_Solstice_winds_of_war#You_Can.27t_Go_Home_Again_.28Mournwold.29|make significant gains]] in the Mournwold, but for all that they were gaining territory, they had [[All_along_the_watchtower|lost the support]] of the people who lived there. The Jotun retreated west into Liathaven, leaving token forces to defend the Tribute and the castle at Hillstop. They evacuated as many thralls - humans as well as orcs - as they could, but they put up little opposition to the Imperial troops. Indeed during the Autumn Equinox 381YE, the Jotun destroyed Hillstop rather than allow it to fall into Imperial hands.&lt;br /&gt;
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While the Mournwold was officially Imperial again by the start of the [[381YE_Autumn_Equinox_winds_of_war#Times_Like_These_.28Mournwold.29|Autumn Equinox 381YE]], the people of the Mournwold - including for the time being a great many [[Mournwold thralls|orc thralls]] - were not shy about [[An_apple_that_falls|expressing their unhappiness]] to the rest of the Empire.&lt;br /&gt;
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At the beginning of 386YE, the [[Standards|Jotun returned]]. Two armies, supported by the fyrd of Jarl Haakon the former ruler of the Mourn, attacked Southmoor. Imperial armies, especially the Tusks, were [[The_wild_wind_rises|quick to respond]]. They encountered a full half-dozen armies bolstered by the warbands of Jotun champions, and despite fierce fighting were ultimately unable to stem the flood of Jotun warriors into Mournwold - Jarl Haakon again claimed the territory in late Summer. Fighting continued [[Over_western_hills|through Autumn]]; a strategic attack on Southmoor left the Jotun forces with the choice to retreat in Liathaven or to risk being surrounded in the central Mourn. They wisely chose the former option. Fighting continued; Jarl Haakon himself was slain by Imperial heroes during the Winter Solstice,  but [[If one be gone we carry on|sporadic fighting continued]] for the rest of 386YE and [[Shovels and spades|into 387YE]]. The last defenders - the warband of Jarl Haakon - were [[Because_they_must|finally defeated]] shortly before the Autumn Equinox 387YE. They undertook a last stand at [[#Farstrider&#039;s Watch|Farstrider&#039;s Watch]]; the fortification itself only survived the fighting thanks to [[Summer magic]] employed to [[Stalwart Stand on Solid Ground|enchant its walls]].&lt;br /&gt;
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==Points of Interest==&lt;br /&gt;
===Sarcombe===&lt;br /&gt;
A [[market town]] in [[#Southmoor|Southmoor]], Sarcombe has been largely rebuilt since its recent near-destruction during the liberation of the Mourn. The sprawling Old Oak Inn is the oldest building in the town and has stood for two centuries, built up around the trunk of an actual oak tree. During the Jotun occupation, it was a centre of orc power and they ultimately constructed a [[fortification]] there - Hillstop - which obviously is no longer standing. After the Jotun were ejected, Empress Lisabetta [[United_in_law|declared that]] &amp;quot;&#039;&#039;The town of Sarcombe in Southmoor has a long history as a centre of rich commerce&#039;&#039;&amp;quot; and secured it a charter as a market town - the first in some time. &lt;br /&gt;
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Although it was only recently [[Charter Sarcombe market town|granted their charter]] by the Empire, the market town is already booming, with individuals from all over the Mourn moving to the area looking to make a place for themselves. There is a shortage of houses, but no shortage of work to be done, with signs in many shop windows offering opportunities for those prepared to work hard. The Senate elected not to extend the Blood Red Roads to Sarcombe, but they did commission the construction of a large new [[Construct_Sarcombe_Metal_Market|metal market]] here, overseen by the Imperial title of [[Master of Sarcombe Metal Market]]. The [[Think_of_the_children#The_Sarcombe_Register|Sarcombe Register]], based out of the Jarl&#039;s Head tavern, provides a secure place to keep records of births and deaths throughout the [[territory]]. The [[Bailiff of the Downs|Bounders Hall]] serves as a location where groups of beaters can work with the thralls to keep farms free from thieves and outlaws. These commissions, and more, contribute to the sense that Sarcombe is a town with a future, a place where honest Marchers can prosper together, a settlement with unrealised potential.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Farstrider&#039;s Watch.jpg|caption=The fortification has become an unofficial place of pilgrimage for some Marcher yeofolk.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Farstrider&#039;s Watch===&lt;br /&gt;
Completed shortly before the Winter Solstice 382YE, Farstrider&#039;s Watch was funded by [[Empress Lisabetta|Imperatrix Lisabetta]]. It was one of the first [[fortification|fortifications]] completed with the [[Sing_your_name#Securing_the_borders|aid of the virtuous]], in the wake of the [[consecration]] of the [[Casinea#The_Silent_Sentinel|Silent Sentinel]] in [[Casinea]]. The castle was partially built in answer to [[An_apple_that_falls#Willing_To_Die_For_It|calls from the citizens of the Mournwold]] to ensure they were protected from [[Jotun]] retaliation. &lt;br /&gt;
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Standing sentinel on the [[#Greensward|Greensward]], Farstrider&#039;s Watch was named for the beloved Marcher general Alusair Farstrider of [[The Marches groups#House_Balston|House Balston]], who fell in battle against the western orcs alongside many of her household. While she and her fellow soldiers were [[Upwold|Upwolders]], they are seen by many as having died fighting for the freedom of the people of the Mournwold. The castle has since become an unofficial place of pilgrimage for some Marchers, beginning with members of House Balston but spreading slowly to other parts of the Marches. General Farstrider and the &amp;quot;Badger&#039;s Boys&amp;quot; - the brave yeofolk of House Balston who fell alongside her - are seen in some places as inspirational figures whose loyalty, courage, and pride in their nation are inspirational. The Imperial Synod has not commented on this practice so far, although as neither the general nor any of her fellow yeofolk have been [[recognition|recognised]] as [[Paragons_and_exemplars|paragons or exemplars]], these pilgrims must be careful not to open themselves to accusations of [[Religious_crime#Blasphemy|blasphemy]]&lt;br /&gt;
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===Landskeeper&#039;s Bulwark===&lt;br /&gt;
The [[fortification]] of Landskeeper&#039;s Bulwark in [[#Freemoor|Freemoor]] was built as a physical symbol of the Empire&#039;s dedication to the protection of the people of the Mournwold. It was [[Fortify Freemoor|commissioned]] by the [[Senate]] to address the [[An_apple_that_falls#Willing_To_Die_For_It|concerns of the people]] in the wake of the liberation of the Mourn. The small castle takes its name from the [[Landskeeper|Landskeepers]], those who help keep [[The Marches culture and customs|Marcher traditions]] alive; it is designed as a place of refuge with ample room set aside for the tending of the sick. The name is also a subtle nod to the desire to reincorporate the dispossessed of the Mourn back into Marcher culture. At the heart of the keep is a small orchard surrounded by a compact but well-crafted garden, which serves as both a place of contemplation and a memorial to those who died driving the Jotun out of the Mournwold.&lt;br /&gt;
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=== The [[Singing Caves]]===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
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The Singing Caves are a Bourse resource located on the [[#Greensward|Greensward]] near [[#Overton|Overton]]. Custodianship of the Caves is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 28 Imperial wains of mithril every season.&lt;br /&gt;
{{CaptionedImage|file=Orchard of the Watch.jpg|align=right|width=300}}&lt;br /&gt;
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===Orchard of the Watch===&lt;br /&gt;
The Orchard of the Watch is a memorial constructed among the ruins of Overton. Built to bring peace to the restless spirits that haunt the land and those who survived its bloody liberation. It stands within the ruins and incorporates the Jotun burial mounds just north of them. These mounds bear both Jotun and Imperial dead and have been planted with apple trees. Many new trees have been planted, using the available space, and lacking typical row or grid order to avoid interfering with the remaining structures.&lt;br /&gt;
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Myriad artists, artisans and labourers, [[386YE_Summer_Solstice_Synod_judgements#Judgement_162|motivated]] by the call of &#039;&#039;&#039;Friar John of the Mourn&#039;&#039;&#039; and the Pride assembly, aided in the memorial&#039;s construction. The walls are covered with murals, engravings, and hangings depicting moments of heroic defence or scenes of peaceful life in old Overton. Remnant paths and masonry have been enriched with wildflowers and tasteful greenery. &lt;br /&gt;
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The [[Friar of Honour&#039;s Rest]] supports those who tend to the orchard and the spirits who remain in the area.&lt;br /&gt;
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Along a length of Orchard’s Watch’s enduring wall are engravings of the names of those believed to have died over the course of the liberation. Above all the names is a plaque with the words of &#039;&#039;&#039;Simon &#039;&#039;Chordwangler&#039;&#039; Willow&#039;&#039;&#039; who proposed the [[Construct Orchard of the Watch|motion]].&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Simon &#039;&#039;Chordwangler&#039;&#039; Willow, Senator for Mournwold&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;May this Orchard Keep and Watch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Over those we have lost,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Those that were taken from us &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And those who remain&#039;&#039;.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{anchor|Overton}}&lt;br /&gt;
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===The ruins of Overton ===&lt;br /&gt;
Once a sheep-farming town and market set on a hill, Overton was ruined early on in the great Battle for the Greensward. The majority of the defenders were killed refusing to leave their posts. Pilgrims visit the ruins of Overton to lay tokens at the graves of the fallen. North of the ruins, the Jotun raised a massive grass-covered burial mound, beneath which lie both the bodies of countless Imperial soldiers and the Jotun who fell fighting them. Apple trees grow at the crest - it is not clear whether the orcs planted them in deference to Marcher burial customs, or whether they are the work of the surviving monks of Greensward Abbey. When the Empire liberated Greensward shortly before the Autumn Equinox 381YE there was some talk of disinterring the mound, but the Marcher soldiers were adamant they be left to rest undisturbed - the soil may have been soured, but it is still the soil they died fighting for, whether they were Marchers or not.&lt;br /&gt;
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Not far from the ruins stands [[Friar_of_Honour%27s_Rest#Honour.27s_Rest|Honour&#039;s Rest]], a small shrine and orchard tended by friars who watch over the ruins and the barrow mounds.&lt;br /&gt;
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{{anchor|Orchard&#039;s Watch}}&lt;br /&gt;
===Ruins of Orchard&#039;s Watch===&lt;br /&gt;
[[Commission|Commissioned]] by the [[Senate]] in Autumn 378YE, the [[Fortify_Overton|fortification of Overton]] largely took place during the Jotun ceasefire. Work was overseen by Bridget Eastville, senator for Mitwold, and took place under the watchful gaze of Jotun scouts. The [[fortification]] consisted of solid walls around most of the town, with a central keep. A number of buildings damaged by Jotun raids were  cleared, and apple trees planted in their place - a memorial to those Marchers who had died fighting for the Empire. The keep incorporated the old fortified manor house that served as a stop-gap defence - a base of operation for scouts gathering information about Jotun activity in the territory.&lt;br /&gt;
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During the great Jotun offensive after the Winter Solstice 380YE, following several seasons of concerted attacks, the castle was levelled by orc siege engines. The memorial apple orchard burned during the fall of Overton - it is not known which side set the fire that consumed it.&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Whittle Folk.jpg|align=left|caption=Sects dedicated to [[malign spiritual presences]], such as the Whittle folk, can prove a major threat to the stability of the Empire - and the souls of the virtuous.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Whittle===&lt;br /&gt;
A village in [[#Freemoor|Freemoor]], at the base of Whittle Hill, well known for its rich green iron mine. The inhabitants resisted the Jotun for thirty years -  after an initial short-lived occupation by the Jotun they took back their village and the territory around it, dug in, and waited for help to come. Specifically, their survival hinged on an agreement with the local Jotun to let everything go to a fight-to-the-death between forces yearly rather than just be crushed. The Jotun agreed to this arrangement thinking they&#039;d surely not hold on for more than a season or two. Instead, they held out for thirty years. In time, facing the Whittle folk in battle became a rite of passage for young Jotun in the Mournwold.&lt;br /&gt;
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Unable to contact the outside world, lacking magical or mundane means to get word out that they were alive, they waited. While initially [[Up on Whittle Hill|welcomed]] by their fellow Marchers when contact was re-established in Spring 380YE, it [[Will_to_survive|soon became clear]] that they had embraced the malign spiritual power of [[Malign_spiritual_presences#Hatred|hatred]] - a power that they claimed gave them the will and the strength to resist the orcs and which they offered to share with the rest of the Marches. The Marcher assembly categorically refused their offer, encouraging the rest of the Marches to [[The_Marches_culture_and_customs#Shunning|shun]] them. &lt;br /&gt;
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When the Jotun reconquered Freemoor, the majority of the population [[City_folk_and_country_folk|moved to Tassato]] where they built a small enclave with the assistance of the city&#039;s Chamber of Commerce. Many Whittle folk died during the fall of Overton, fighting the Jotun in defence of the Mourn- a fact that has endeared them to many of the remaining Mournwolders. After the territory was liberated, they returned to their homes, but proved to be intractable opponents of the [[Mournwold thralls]]. In the end, after accusations of blasphemy and heresy in the Imperial Synod, the [[Splitting the pot|militia were sent in]] to apprehend the ringleaders. The Whittle folk refused to surrender their community leaders, and the siege ended in a bloodbath. Today Whittle is little more than a ghost town, and perhaps a cautionary tale about the danger caused by those who embrace the tenets of Hatred.&lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; It is not possible to play a character who was from Whittle.&lt;br /&gt;
===Jonah Gold===&lt;br /&gt;
Not a point of interest so much as a &#039;&#039;person&#039;&#039; of interest, Jonah Gold is a possibly-legendary figure whose story dates from the time of the [[The Marches history#Joining the Empire|Cousins&#039; War]]. Jonah is said to have been born in the [[#Ore Hills|Ore Hills]] long before the Mournwold was part of the Marches proper; in some versions he is the son of a [[Tassato|Tassatan]] immigrant and a Marcher sheep herder. Stories say that Jonah was a miner who quarried out metal of such quality that his weapons turned the tide of war for his household during the short-lived Marcher civil war. A jealous friend betrayed him to the enemy, and for a heavy purse of coin staged a mining accident that trapped him behind a rockfall where he presumably perished. Over the centuries, a number of legends and stories have been attributed to Jonah - if the man had participated in all the stories attributed to him he would have been so busy moving around the Marches, southern Wintermark. and northern Brass Coast he would never have had time to do any actual mining!&lt;br /&gt;
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His stories do not end with his death. His ghost is said to haunt the mines of the Marches, especially the green iron mines of the Mournwold. Superstitious miners say that to see Jonah Gold presages disaster - whether his appearance causes a catastrophe reminiscent of the collapse that killed him, or if he simply warns against them varies from legend to legend and place to place. There are even a few stories of sightings of what sounds a lot like Jonah Gold in the hills of [[Kahraman]], and the old mines north of Tassato.&lt;br /&gt;
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Some scholars who have taken the time to study the stories of his ghostly appearance disagree with the accepted wisdom that Jonah Gold is a ghost. While there is plenty of precedence for so-called &amp;quot;warning ghosts&amp;quot;, these scholars argue that the sightings are actually of an [[Astronomancy|astronomantic]] [[Astronomancy#Tulpas|tulpa]] rather than a restless spirit - but their argument is undermined by an inability to agree on which constellation the tulpa represents.&lt;br /&gt;
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Jonah&#039;s name has also been given to a variety of apple commonly grown in the Mournwold. Heavy, green and sweet, with a sharp bite, the &amp;quot;Jonah Gold&amp;quot; variety is used extensively in cooking sweet pies and apple sauce, and traditionally is buried with miners from the Mourn, particularly those who quarry green iron.&lt;br /&gt;
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His story is immortalised in the [[Jonah Gold|popular song that bears his name]].&lt;br /&gt;
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==Regions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Wild Man Of The Mourn.jpg|caption=The forest of Alderly is very old, and has no welcome for trespassers.|width=500|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Alderly===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
A forest of old oak and sycamore. Marcher faerie tales spoke of diminutive creatures who hide beneath the trees and prey on unruly children - references to a hidden [[Feni]] enclave deep in the woods. The Feni of Alderly occasionally raided into [[#Green March|Green March]], [[#Chalkdowns|Chalkdowns]], and [[Mitwold#Golden Downs|Golden Downs]], but for the most part they kept to themselves. The Marchers who lived in the forest were always considered peculiar, and three decades of isolation under the orcs just intensified their strangeness. Insular and uncommunicative, the hamlets and small villages of charcoal burners and woodcutters are known to have more than a little Feni blood, and there is some question whether the Alderly folk were even truly Marchers anymore. Regardless, however, they were still Mournwolders. &lt;br /&gt;
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During the [[Jotun]] occupation, the deep woods were conquered only in theory - the Jotun controlled the grasslands beyond the forest, and the edges of the woodlands, but they did not go too deep. Likewise, when the Empire liberated the region in 381YE, they faced opposition from the Feni and settled for driving the Jotun out and claiming the lighter woodlands and the fields, rather than risk pushing too far into dangerous territory in the deeper woods. In the Winter of 382YE, however, the [[Drakes]] went into the deepwoods of Alderly and [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|drove out the Feni]]. Many died; some fled to [[Liathaven]]; others apparently took darker paths. To the surprise of few, a number of the Marchers in the woods fought alongside the Feni; today the woods are mostly deserted save for a very few scattered, isolated hamlets who shun outsiders even more fiercely.&lt;br /&gt;
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===Chalkdowns===&lt;br /&gt;
A land of rolling chalk downland with close-cropped turf and dry valleys, the people of the Chalkdowns are perhaps the closest to what an outsider thinks of when they imagine Marchers. They have their own peculiarities, however. The yeomen practice a particularly Mourn form of agriculture, combining raising corn and raising sheep, whose droppings help to fertilise the cornfields when they are not grazing on the springy Mournwold turf. &lt;br /&gt;
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Due to their emphasis on farming, the yeomen of the Chalkdowns had a somewhat disproportionate level of influence over the Mournwold, and involvement in the politics of the Marches and the Empire alike. Perhaps as many as half of all senators for the Mournwold were picked by [[steward|stewards]] from Chalkdowns in the years that the Mournwold was part of the Empire. This made the Chalkdowns prosperous, and the yeomanry wealthy, but it also led to a simmering resentment from the miners of [[#Ore Hills|Ore Hills]] and [[#Southmoor|Southmoor]]. During the Jotun occupation the taxes claimed by their [[orc]] overlords impoverished even the richest, most stubborn farmers. With the Imperial liberation, it is likely that some of the yeomen who fled north (or their children) will want to return. What they will make of their new neighbours - orcs, and human thralls who endured the Jotun occupation - remains to be seen.&lt;br /&gt;
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===Freemoor===&lt;br /&gt;
The wildest part of the Mournwold, Freemoor is split roughly between scrubby farmland in the west and wooded valleys in the east. The folk here had a reputation for being stand-offish on par with the people of [[Bregasland]], especially those who preferred the gentle hills and woodlands of the west. Most of the farms here were never especially wealthy, but the stewards and yeomen were renowned for their stubborn refusal to go anywhere else. More Freemoor people than any other part of the Mournwold refused to leave when the Jotun came, and remained as thralls - albeit bitter, stubborn, intractable thralls.&lt;br /&gt;
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There are three well-known landmarks in Freemoor: &#039;&#039;Old Pig&#039;&#039;, an aptly named chalk figure carved into the hills of the wold; the fortification of [[#Landskeeper&#039;s Bulkwark|Landskeeper&#039;s Bulwark]] and &#039;&#039;The Whittle Hill&#039;&#039;, the largest hillock in the western Mournwold. The village of [[#Whittle|Whittle]] stands at the base of Whittle Hill, although most of its residents now live in [[Tassato#Tassato Mestra|Tassato Mestra]].&lt;br /&gt;
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===Green March===&lt;br /&gt;
Green March was always a little odd - isolated from the rest of the Mournwold by [[#Alderly|Alderly]], the yeomanry often felt they had more in common with the farmers of [[Mitwold]] than their distant neighbours in [[#Chalkdowns|Chalkdowns]] and [[#Southmoor|Southmoor]]. The first region of Mournwold to fall to the Jotun, the site of the first engagement between the Imperial armies and the Jotun is still marked by a series of Jotun burial mounds that surround the ruins of the village of Kineton - half of them containing the bodies of soldiers who fell in a futile attempt to slow the orc advance. &lt;br /&gt;
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Many of the citizens of Green March fled north to the [[Mitwold#Golden Downs|Golden Downs]]; unlike many of the Mournwold refugees the majority of them show little interest in returning to reclaim the land they lost three decades ago. &lt;br /&gt;
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Near the border with [[Bregasland]] stands an odd monument called &#039;&#039;&#039;High Courage&#039;&#039;&#039;. Looking down across the moors towards [[Liathaven]], it is a large statue of a stag with broken antlers, ascribed to the people of Terunael. On a stone block at the base of the statue Imperial letters simply read “High Courage” but it is clear that they are more recent than the statue itself.&lt;br /&gt;
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===Greensward===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Memorial, Ruins&lt;br /&gt;
The Greensward was the last holdout of Imperial presence in the Mourn. The refugees and survivors who set up camp at [[#Overton|Overton]] are gone along with the town, the offices of the [[Sheriff of Overton]], and the castle of [[#Ruins of Orchard&#039;s Watch|Orchard&#039;s Watch]]. Greensward Monastery, the abbey that once served to keep the morale of the defenders high, is now a burnt out shell amid the foothills of [[Kahraman]]. The soil itself is said to have become sodden with the sheer amount of human and orc blood shed during the battles over the grasslands. Tens of thousands of humans and orcs died fighting in the Greensward, and these deaths have soured the earth here.&lt;br /&gt;
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Overlooked by [[#Farstrider&#039;s Watch|Farstriders Watch]], the fields of the Greensward - the same fields that once made the stewards here rich from sales to Tassato in the east - are largely fallow. The yeofolk who might have worked them fled south to Kahraman, or east to Tassato. Others chose to go west with the Jotun, turning their backs on the Empire forever. The humans who remain are primarily [[The_Marches_religious_beliefs#Monks_and_Friars|monks and friars]], tending to the dead, and seeking to offer some comfort to the ghosts that now haunt the Greensward.&lt;br /&gt;
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===Ore Hills===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The ore hills (sometimes rendered, unsurprisingly, as &amp;quot;&#039;&#039;our hills&#039;&#039;&amp;quot; in the drawling dialect favoured by the natives) are riddled with mine workings and quarries. The hills throughout the territory are rich in veins of [[Materials#Green Iron|green iron]], but the Ore Hills are site of some of the most prosperous mines in the Mourn - as befits the legendary birthplace of Marcher folk hero [[#Jonah Gold|Jonah Gold]]. Before the Jotun came, Ore Hills was the centre of dissatisfaction with the political realities of life in the Marches. In 326YE a poor harvest finally ignited the long drawn out conflict between the miners and the [[#Chalkdowns|Chalkdowns]] farmers. In late Autumn a violent mob descended on the lowland farms and raided cattle and grain in a manner reminiscent of a Feni attack. The magistrates were quick to respond, arresting the ringleaders and in some cases executing the worst of them. The people of the Ore Hills still sing sad songs about this great &amp;quot;injustice&amp;quot; - much to the chagrin of the farmers of Chalkdowns and Freemoor. Further details are contained in &#039;&#039;[[The Ore Hills Rebellion]]&#039;&#039;, a [[historical research]] report published after the Spring Equinox 386YE.&lt;br /&gt;
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Some of the older mines here have a bad reputation, and feature regularly in Marcher ghost-stories and cautionary tales. According to these stories &#039;&#039;unnatural things&#039;&#039; are occasionally sighted in the deepest parts of the oldest mines. Details are never clear and many sensible people dismiss them as either fantasy brought on by too much time without sunlight, or else ascribe the sightings to [[trogoni]] or perhaps even the ghost of old Jonah Gold.&lt;br /&gt;
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===Southmoor===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The last region to fall to the Jotun during their invasion, Southmoor is the location of &#039;&#039;&#039;Sarcombe&#039;&#039;&#039;, a prosperous mining town, rich off the back of trade in green iron to the Navarr in Liathaven, ruined during the last months of the orc invasion. The Jotun built a [[fortification|castle]] over the ruins - Hillstop - and it served as their main base of operations for their occupation of the Mournwold until the Autumn Equinox 381YE. The Jotun used it to keep a careful eye eastward to the Greensward - and beyond to Tassato. Jarl Haakon, a young but powerful Jotun leader, ruled much of the land in Southmoor. He was notorious for his hatred of the [[Feni]] - he led his warband into Alderly forest on three separate occasions, seeking to find and crush the heart of Feni power, but was never successful. He was considered a wise and just ruler by the standards of his own people; someone who ruled without favour or prejudice and was considered to have a promising future. He was forced to flee when the Mournwold fell, leaving his estates and his thralls behind, a failure that has by all accounts gnawed at him ever since.&lt;br /&gt;
&lt;br /&gt;
The people of Southmoor before the invasion were considered more pragmatic than their neighbours in [[#Ore Hills|Ore Hills]], at least as far as politics went. Sarcombe was a rich [[market town]], and the [[Alders|alders]] made little secret of the fact that they used their wealth to influence the politics of the Mournwold when they felt the need. As such there was residual bad blood between the miners in the east, and those in the west, that was occasionally exploited by the [[Senator|senators]] of the Mourn. Today, the rich alders are gone. Indeed, most of the remaining residents appear to be orc thralls with the human residents long since fled or displaced.&lt;br /&gt;
&lt;br /&gt;
During Summer 385YE, Jarl Haakon [[Shallows_and_miseries#Choices_.28Conjunction.29|returned to Southmoor]] along with a small warband. The Jotun were apparently establishing hidden stores of food, caches of weapons, and makeshift palisades ready for when the armies of the Jotun once again invaded the Mourn. The [[Bailiff of the Downs]] led a contingent of Imperial heroes to confront the Jarl, but he and most of his band managed to escape. The location of the caches is unknown, despite the best efforts of the local [[beater|beaters]]. A year later, the majority of the caches were removed by the beaters of the Marches along with [[The_wild_wind_rises|support]] from the unconquered of Highguard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=SenatorMournwold.jpg||caption=&#039;&#039;&#039;Simon &amp;quot;Chordwangler&amp;quot; Willow&#039;&#039;&#039;, last Senator for Mournwold|align=left|width=300}}--&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Mournwold|Territory=Mournwold|Season=Spring|Controlled=is}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Autumn Equinox 387YE, the Marches controls the entire territory. The Mournwold is an Imperial territory.&lt;br /&gt;
* Unlike the rest of the Marches, the Mournwold does not currently benefit directly from the [[The_Marches_economic_interests#Granaries and Storehouses - the Imperial Breadbasket|Imperial Breadbasket]] [[great work]].&lt;br /&gt;
* [[#Farstrider&#039;s Watch|Farstrider&#039;s Watch]] is a rank one [[fortification]] in Greensward.&lt;br /&gt;
* [[#Landskeepers Bulwark|Landskeepers Bulwark]] is a rank one [[fortification]] in Freemoor.&lt;br /&gt;
* [[Business|Businesses]] in the territory benefit from the Black Canal and produce an extra 36 rings each season&lt;br /&gt;
* [[Mine|Mines]] in the territory benefit from the Black Canal and produce an additional 4 ingots each season&lt;br /&gt;
&amp;lt;!--* There is a significant population of orcs in the Mournwold. They represent Jotun thralls left behind by the retreating barbarian armies. For the most part, they are not hostile - being culturally forbidden to wield weapons or fight. The question of what to do with these orcs is still under discussion as of the Autumn Equinox 381YE. The regions where they are most concentrated have the &amp;quot;Foreign orcs (Thralls)&amp;quot; quality, as detailed in the [[Tend_to_the_Flame#A_Common_Old_Song|Tend to the flame]] wind of fortune.--&amp;gt;&lt;br /&gt;
* The campaign to first recapture the Mournwold is recounted in the [[Recent_history|Winds of War]] starting with [[379YE_Winter_Solstice_winds_of_war#The_Mourning_Wind|Winter Solstice 379YE]]. There are also several Winds of Fortune detailing the problems following the liberation of the Mourn, including [[Watered with fears]] (Spring 381YE), [[All along the watchtower]] (Summer 381YE), and [[An apple that falls]] (Autumn 381YE).&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Because they must]] - 387YE Autumn wind of war&lt;br /&gt;
* [[If one be gone we carry on]] - 387YE Summer wind of war&lt;br /&gt;
* [[Over western hills]] - 387YE Spring wind of war&lt;br /&gt;
* [[The wild wind rises]] - 386YE Autumn wind of war&lt;br /&gt;
* [[Standards]] - 386YE Summer wind of war&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Jotun]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=140939</id>
		<title>Mournwold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mournwold&amp;diff=140939"/>
		<updated>2026-06-28T00:51:49Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Further Reading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofMournwold.png|caption=The wind blows mournfully through the trees and across the craggy hills.|title=Regions of Mournwold|align=left|width=500}}&lt;br /&gt;
==The Mourn==&lt;br /&gt;
This desolate land was known as &#039;&#039;the Mourn&#039;&#039; long before it fell to the barbarian [[Jotun]] in 349YE. The name originally referred to the sound of the wind in the trees and across the craggy hills. Now it seems an even more fitting name; the Mournwold has become synonymous with loss and sorrow for many Marchers. &lt;br /&gt;
&lt;br /&gt;
Whereas [[Upwold]] and [[Mitwold]] in particular are known for their sprawling [[farm|farms]], the rugged Mournwold is better known for its [[mine|mines]]. The hills are riddled with rich veins of [[Materials#Green Iron|green iron]], and with mine workings dedicated to extracting that ore. Prior to the invasion of the [[Jotun]], there had been a growing tide of dissatisfaction among professional miners that all political power was vested in the hands of those who owned farms. There were regular complaints that mine owners, like farmers and [[steward|stewards]], owned and worked land - the only difference was that the crops they raised were ore and stone rather than fruit, grain or vegetables. Some of this dissatisfaction had its roots in the sharp business practices by some of the lowland stewards, especially those of the [[#Chalkdowns|Chalkdowns]], who set high prices for the food sold to the miners.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Nearly forty years ago, the Mournwold fell to the Jotun [[orc|orcs]]. The barbarian forces that eventually defeated the Marchers amassed for months in [[Liathaven]]. Imperial forces fought long and hard, but they were outnumbered and outmatched. The Marcher generals of the time blamed [[The Throne]], [[Emperor Hugh]], for the loss, claiming that they had supported the Dawnish emperor specifically to prevent this kind of disastrous military defeat. When the Mourn fell, its last [[Senator]], Thomas Overton, entered the [[The_Marches_culture_and_customs#The_wicker_man|wicker man]] in an attempt to heal the breach between Marches and Empire. Despite his sacrifice, the resentment of the Marchers simmered for much of the next three decades as the generals became more focused on the recovery of the Mourn. Thomas&#039; sacrifice was later echoed by that of Nedry Galest, General of the Tusks, who chose to enter the wicker man after the disastrous events of Spring 381YE.&lt;br /&gt;
&lt;br /&gt;
After the dust settled, only the [[#Greensward|Greensward]] remained in Imperial hands. A portion of the population of the Mournwold fled when the territory fell. Most took refuge in the north, but a number of miners and hill folk from the south found sanctuary in [[Tassato]] to the east, eventually being subsumed into [[the League]]. Those who remained were given the Jotun &#039;&#039;choice&#039;&#039; - take up arms and fight for the [[orc|orcs]] as Jotun, or lay down their weapons and become thralls. The majority of Marchers who refused to flee chose to become thralls, working their farms and providing food to their barbarian overlords. The situation changed little over the next thirty years; a few border skirmishes but no serious invasion attempt. Even [[Empress Britta]] made no immediate move to liberate the Mournwold; the first Imperial attempt to drive the Jotun out and reconquer the territory would not take place until after her death, and the [[Accept_Lasambrian_treaty|collapse]] of the temporary [[Accept_Jotun_ceasefire|Jotun ceasefire]] of 377YE - 379YE.&lt;br /&gt;
{{CaptionedImage|file=Shadow and Flame.jpg|caption=The Mournwold has been savaged by war.|align=right|width=300}}&lt;br /&gt;
The liberation began after the [[379YE_Winter_Solstice_winds_of_war#The_Mourning_Wind|Autumn Equinox 379YE]]. The [[The_Marches_military_concerns#The_Tusks|Tusks]] and the [[The_Marches_military_concerns#The_Bounders|Bounders]] were joined by both [[Imperial Orcs|Imperial Orc]] armies and the [[Highguard|Highborn]] of the [[Highguard_military_concerns#The_Seventh_Wave|Seventh Wave]] at [[Mournwold#Overton|Overton]]. The initial attack saw the liberation of [[#Ore Hills|Ore Hills]], and parts of [[#Freemoor|Freemoor]], but also exposed the Empire for the first time to the knowledge that the Jotun had human soldiers fighting alongside them - mostly young folk who had grown up under the occupation.&lt;br /&gt;
&lt;br /&gt;
The Imperial advance [[380YE_Spring_Equinox_winds_of_war#This_Far.2C_No_Further|quickly faltered]] in the face of the rage of the Jotun. Angered by the broken treaty between themselves and the Empire, the Jotun reinforced their positions in the Mournwold and brought the Empire&#039;s armies to a standstill. Three thousand Imperial soldiers died, and perhaps twice that many Jotun - a bloody cost that would set the stage for the bloodshed to follow. The [[380YE_Summer_Solstice_winds_of_war#The_Heralds_of_Mourning|Jotun counterattack]] drove the Empire back out of Ore Hills and Freemoor - leaving the partially completed fortification there to be claimed by the orcs. The Tribute was quickly claimed by the Jotun, and became a key part of their defence of the territory in the  coming months. Indeed, the force of the Jotun push was sufficient to drive the Imperial forces back to Overton, nearly costing them the Greensward. By the start of the Autumn Equinox 380YE, the Jotun had [[380YE_Autumn_Equinox_winds_of_war#Loyalty_to_Great_Things|taken Overton]] as well, claiming complete uncontested control of the Mournwold for the first time. Their victory was short-lived - Imperial heroes managed to recapture Orchard&#039;s Watch and Overton during the Autumn Equinox, but at great cost.&lt;br /&gt;
&lt;br /&gt;
After the Winter Solstice 380YE, the Greensward in southern Mourn was the site of [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_.28Mournwold.29|some of the most terrible battles]] in recent Imperial history, when the Imperial host laid a trap for the Jotun armies. With powerful magical support, an immense number of humans and orcs lost their lives and most of the structures in the Greensward were levelled including the town of [[#Overton|Overton]] and the castle of [[#Orchard&#039;s Watch|Orchard&#039;s Watch]]. At the same time, Spring plague and Winter magic accounted for perhaps a sixth of the remaining population, and half the people still living in the Greensward. The Jotun and the people of the Mourn alike were [[Watered with fears|unprepared for the ferocity]] of the Imperial assault.&lt;br /&gt;
&lt;br /&gt;
The repercussions of these battles cannot be understated.  The Jotun morale was broken, but so was that of the people of the Mourn. The Summer solstice saw the Empire [[381YE_Summer_Solstice_winds_of_war#You_Can.27t_Go_Home_Again_.28Mournwold.29|make significant gains]] in the Mournwold, but for all that they were gaining territory, they had [[All_along_the_watchtower|lost the support]] of the people who lived there. The Jotun retreated west into Liathaven, leaving token forces to defend the Tribute and the castle at Hillstop. They evacuated as many thralls - humans as well as orcs - as they could, but they put up little opposition to the Imperial troops. Indeed during the Autumn Equinox 381YE, the Jotun destroyed Hillstop rather than allow it to fall into Imperial hands.&lt;br /&gt;
&lt;br /&gt;
While the Mournwold was officially Imperial again by the start of the [[381YE_Autumn_Equinox_winds_of_war#Times_Like_These_.28Mournwold.29|Autumn Equinox 381YE]], the people of the Mournwold - including for the time being a great many [[Mournwold thralls|orc thralls]] - were not shy about [[An_apple_that_falls|expressing their unhappiness]] to the rest of the Empire.&lt;br /&gt;
&lt;br /&gt;
At the beginning of 386YE, the [[Standards|Jotun returned]]. Two armies, supported by the fyrd of Jarl Haakon the former ruler of the Mourn, attacked Southmoor. Imperial armies, especially the Tusks, were [[The_wild_wind_rises|quick to respond]]. They encountered a full half-dozen armies bolstered by the warbands of Jotun champions, and despite fierce fighting were ultimately unable to stem the flood of Jotun warriors into Mournwold - Jarl Haakon again claimed the territory in late Summer. Fighting continued [[Over_western_hills|through Autumn]]; a strategic attack on Southmoor left the Jotun forces with the choice to retreat in Liathaven or to risk being surrounded in the central Mourn. They wisely chose the former option. Fighting continued; Jarl Haakon himself was slain by Imperial heroes during the Winter Solstice,  but [[If one be gone we carry on|sporadic fighting continued]] for the rest of 386YE and [[Shovels and spades|into 387YE]]. The last defenders - the warband of Jarl Haakon - were [[Because_they_must|finally defeated]] shortly before the Autumn Equinox 387YE. They undertook a last stand at [[#Farstrider&#039;s Watch|Farstrider&#039;s Watch]]; the fortification itself only survived the fighting thanks to [[Summer magic]] employed to [[Stalwart Stand on Solid Ground|enchant its walls]].&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Sarcombe===&lt;br /&gt;
A [[market town]] in [[#Southmoor|Southmoor]], Sarcombe has been largely rebuilt since its recent near-destruction during the liberation of the Mourn. The sprawling Old Oak Inn is the oldest building in the town and has stood for two centuries, built up around the trunk of an actual oak tree. During the Jotun occupation, it was a centre of orc power and they ultimately constructed a [[fortification]] there - Hillstop - which obviously is no longer standing. After the Jotun were ejected, Empress Lisabetta [[United_in_law|declared that]] &amp;quot;&#039;&#039;The town of Sarcombe in Southmoor has a long history as a centre of rich commerce&#039;&#039;&amp;quot; and secured it a charter as a market town - the first in some time. &lt;br /&gt;
&lt;br /&gt;
Although it was only recently [[Charter Sarcombe market town|granted their charter]] by the Empire, the market town is already booming, with individuals from all over the Mourn moving to the area looking to make a place for themselves. There is a shortage of houses, but no shortage of work to be done, with signs in many shop windows offering opportunities for those prepared to work hard. The Senate elected not to extend the Blood Red Roads to Sarcombe, but they did commission the construction of a large new [[Construct_Sarcombe_Metal_Market|metal market]] here, overseen by the Imperial title of [[Master of Sarcombe Metal Market]]. The [[Think_of_the_children#The_Sarcombe_Register|Sarcombe Register]], based out of the Jarl&#039;s Head tavern, provides a secure place to keep records of births and deaths throughout the [[territory]]. The [[Bailiff of the Downs|Bounders Hall]] serves as a location where groups of beaters can work with the thralls to keep farms free from thieves and outlaws. These commissions, and more, contribute to the sense that Sarcombe is a town with a future, a place where honest Marchers can prosper together, a settlement with unrealised potential.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Farstrider&#039;s Watch.jpg|caption=The fortification has become an unofficial place of pilgrimage for some Marcher yeofolk.|align=right|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Farstrider&#039;s Watch===&lt;br /&gt;
Completed shortly before the Winter Solstice 382YE, Farstrider&#039;s Watch was funded by [[Empress Lisabetta|Imperatrix Lisabetta]]. It was one of the first [[fortification|fortifications]] completed with the [[Sing_your_name#Securing_the_borders|aid of the virtuous]], in the wake of the [[consecration]] of the [[Casinea#The_Silent_Sentinel|Silent Sentinel]] in [[Casinea]]. The castle was partially built in answer to [[An_apple_that_falls#Willing_To_Die_For_It|calls from the citizens of the Mournwold]] to ensure they were protected from [[Jotun]] retaliation. &lt;br /&gt;
&lt;br /&gt;
Standing sentinel on the [[#Greensward|Greensward]], Farstrider&#039;s Watch was named for the beloved Marcher general Alusair Farstrider of [[The Marches groups#House_Balston|House Balston]], who fell in battle against the western orcs alongside many of her household. While she and her fellow soldiers were [[Upwold|Upwolders]], they are seen by many as having died fighting for the freedom of the people of the Mournwold. The castle has since become an unofficial place of pilgrimage for some Marchers, beginning with members of House Balston but spreading slowly to other parts of the Marches. General Farstrider and the &amp;quot;Badger&#039;s Boys&amp;quot; - the brave yeofolk of House Balston who fell alongside her - are seen in some places as inspirational figures whose loyalty, courage, and pride in their nation are inspirational. The Imperial Synod has not commented on this practice so far, although as neither the general nor any of her fellow yeofolk have been [[recognition|recognised]] as [[Paragons_and_exemplars|paragons or exemplars]], these pilgrims must be careful not to open themselves to accusations of [[Religious_crime#Blasphemy|blasphemy]]&lt;br /&gt;
&lt;br /&gt;
===Landskeeper&#039;s Bulwark===&lt;br /&gt;
The [[fortification]] of Landskeeper&#039;s Bulwark in [[#Freemoor|Freemoor]] was built as a physical symbol of the Empire&#039;s dedication to the protection of the people of the Mournwold. It was [[Fortify Freemoor|commissioned]] by the [[Senate]] to address the [[An_apple_that_falls#Willing_To_Die_For_It|concerns of the people]] in the wake of the liberation of the Mourn. The small castle takes its name from the [[Landskeeper|Landskeepers]], those who help keep [[The Marches culture and customs|Marcher traditions]] alive; it is designed as a place of refuge with ample room set aside for the tending of the sick. The name is also a subtle nod to the desire to reincorporate the dispossessed of the Mourn back into Marcher culture. At the heart of the keep is a small orchard surrounded by a compact but well-crafted garden, which serves as both a place of contemplation and a memorial to those who died driving the Jotun out of the Mournwold.&lt;br /&gt;
&lt;br /&gt;
=== The [[Singing Caves]]===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the Imperial Bourse page ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Singing Caves are a Bourse resource located on the [[#Greensward|Greensward]] near [[#Overton|Overton]]. Custodianship of the Caves is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 28 Imperial wains of mithril every season.&lt;br /&gt;
{{CaptionedImage|file=Orchard of the Watch.jpg|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Orchard of the Watch===&lt;br /&gt;
The Orchard of the Watch is a memorial constructed among the ruins of Overton. Built to bring peace to the restless spirits that haunt the land and those who survived its bloody liberation. It stands within the ruins and incorporates the Jotun burial mounds just north of them. These mounds bear both Jotun and Imperial dead and have been planted with apple trees. Many new trees have been planted, using the available space, and lacking typical row or grid order to avoid interfering with the remaining structures.&lt;br /&gt;
&lt;br /&gt;
Myriad artists, artisans and labourers, [[386YE_Summer_Solstice_Synod_judgements#Judgement_162|motivated]] by the call of &#039;&#039;&#039;Friar John of the Mourn&#039;&#039;&#039; and the Pride assembly, aided in the memorial&#039;s construction. The walls are covered with murals, engravings, and hangings depicting moments of heroic defence or scenes of peaceful life in old Overton. Remnant paths and masonry have been enriched with wildflowers and tasteful greenery. &lt;br /&gt;
&lt;br /&gt;
The [[Friar of Honour&#039;s Rest]] supports those who tend to the orchard and the spirits who remain in the area.&lt;br /&gt;
&lt;br /&gt;
Along a length of Orchard’s Watch’s enduring wall are engravings of the names of those believed to have died over the course of the liberation. Above all the names is a plaque with the words of &#039;&#039;&#039;Simon &#039;&#039;Chordwangler&#039;&#039; Willow&#039;&#039;&#039; who proposed the [[Construct Orchard of the Watch|motion]].&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Simon &#039;&#039;Chordwangler&#039;&#039; Willow, Senator for Mournwold&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;May this Orchard Keep and Watch&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Over those we have lost,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Those that were taken from us &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;And those who remain&#039;&#039;.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{anchor|Overton}}&lt;br /&gt;
&lt;br /&gt;
===The ruins of Overton ===&lt;br /&gt;
Once a sheep-farming town and market set on a hill, Overton was ruined early on in the great Battle for the Greensward. The majority of the defenders were killed refusing to leave their posts. Pilgrims visit the ruins of Overton to lay tokens at the graves of the fallen. North of the ruins, the Jotun raised a massive grass-covered burial mound, beneath which lie both the bodies of countless Imperial soldiers and the Jotun who fell fighting them. Apple trees grow at the crest - it is not clear whether the orcs planted them in deference to Marcher burial customs, or whether they are the work of the surviving monks of Greensward Abbey. When the Empire liberated Greensward shortly before the Autumn Equinox 381YE there was some talk of disinterring the mound, but the Marcher soldiers were adamant they be left to rest undisturbed - the soil may have been soured, but it is still the soil they died fighting for, whether they were Marchers or not.&lt;br /&gt;
&lt;br /&gt;
Not far from the ruins stands [[Friar_of_Honour%27s_Rest#Honour.27s_Rest|Honour&#039;s Rest]], a small shrine and orchard tended by friars who watch over the ruins and the barrow mounds.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Orchard&#039;s Watch}}&lt;br /&gt;
===Ruins of Orchard&#039;s Watch===&lt;br /&gt;
[[Commission|Commissioned]] by the [[Senate]] in Autumn 378YE, the [[Fortify_Overton|fortification of Overton]] largely took place during the Jotun ceasefire. Work was overseen by Bridget Eastville, senator for Mitwold, and took place under the watchful gaze of Jotun scouts. The [[fortification]] consisted of solid walls around most of the town, with a central keep. A number of buildings damaged by Jotun raids were  cleared, and apple trees planted in their place - a memorial to those Marchers who had died fighting for the Empire. The keep incorporated the old fortified manor house that served as a stop-gap defence - a base of operation for scouts gathering information about Jotun activity in the territory.&lt;br /&gt;
&lt;br /&gt;
During the great Jotun offensive after the Winter Solstice 380YE, following several seasons of concerted attacks, the castle was levelled by orc siege engines. The memorial apple orchard burned during the fall of Overton - it is not known which side set the fire that consumed it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Whittle Folk.jpg|align=left|caption=Sects dedicated to [[malign spiritual presences]], such as the Whittle folk, can prove a major threat to the stability of the Empire - and the souls of the virtuous.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Whittle===&lt;br /&gt;
A village in [[#Freemoor|Freemoor]], at the base of Whittle Hill, well known for its rich green iron mine. The inhabitants resisted the Jotun for thirty years -  after an initial short-lived occupation by the Jotun they took back their village and the territory around it, dug in, and waited for help to come. Specifically, their survival hinged on an agreement with the local Jotun to let everything go to a fight-to-the-death between forces yearly rather than just be crushed. The Jotun agreed to this arrangement thinking they&#039;d surely not hold on for more than a season or two. Instead, they held out for thirty years. In time, facing the Whittle folk in battle became a rite of passage for young Jotun in the Mournwold.&lt;br /&gt;
&lt;br /&gt;
Unable to contact the outside world, lacking magical or mundane means to get word out that they were alive, they waited. While initially [[Up on Whittle Hill|welcomed]] by their fellow Marchers when contact was re-established in Spring 380YE, it [[Will_to_survive|soon became clear]] that they had embraced the malign spiritual power of [[Malign_spiritual_presences#Hatred|hatred]] - a power that they claimed gave them the will and the strength to resist the orcs and which they offered to share with the rest of the Marches. The Marcher assembly categorically refused their offer, encouraging the rest of the Marches to [[The_Marches_culture_and_customs#Shunning|shun]] them. &lt;br /&gt;
&lt;br /&gt;
When the Jotun reconquered Freemoor, the majority of the population [[City_folk_and_country_folk|moved to Tassato]] where they built a small enclave with the assistance of the city&#039;s Chamber of Commerce. Many Whittle folk died during the fall of Overton, fighting the Jotun in defence of the Mourn- a fact that has endeared them to many of the remaining Mournwolders. After the territory was liberated, they returned to their homes, but proved to be intractable opponents of the [[Mournwold thralls]]. In the end, after accusations of blasphemy and heresy in the Imperial Synod, the [[Splitting the pot|militia were sent in]] to apprehend the ringleaders. The Whittle folk refused to surrender their community leaders, and the siege ended in a bloodbath. Today Whittle is little more than a ghost town, and perhaps a cautionary tale about the danger caused by those who embrace the tenets of Hatred.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; It is not possible to play a character who was from Whittle.&lt;br /&gt;
===Jonah Gold===&lt;br /&gt;
Not a point of interest so much as a &#039;&#039;person&#039;&#039; of interest, Jonah Gold is a possibly-legendary figure whose story dates from the time of the [[The Marches history#Joining the Empire|Cousins&#039; War]]. Jonah is said to have been born in the [[#Ore Hills|Ore Hills]] long before the Mournwold was part of the Marches proper; in some versions he is the son of a [[Tassato|Tassatan]] immigrant and a Marcher sheep herder. Stories say that Jonah was a miner who quarried out metal of such quality that his weapons turned the tide of war for his household during the short-lived Marcher civil war. A jealous friend betrayed him to the enemy, and for a heavy purse of coin staged a mining accident that trapped him behind a rockfall where he presumably perished. Over the centuries, a number of legends and stories have been attributed to Jonah - if the man had participated in all the stories attributed to him he would have been so busy moving around the Marches, southern Wintermark. and northern Brass Coast he would never have had time to do any actual mining!&lt;br /&gt;
&lt;br /&gt;
His stories do not end with his death. His ghost is said to haunt the mines of the Marches, especially the green iron mines of the Mournwold. Superstitious miners say that to see Jonah Gold presages disaster - whether his appearance causes a catastrophe reminiscent of the collapse that killed him, or if he simply warns against them varies from legend to legend and place to place. There are even a few stories of sightings of what sounds a lot like Jonah Gold in the hills of [[Kahraman]], and the old mines north of Tassato.&lt;br /&gt;
&lt;br /&gt;
Some scholars who have taken the time to study the stories of his ghostly appearance disagree with the accepted wisdom that Jonah Gold is a ghost. While there is plenty of precedence for so-called &amp;quot;warning ghosts&amp;quot;, these scholars argue that the sightings are actually of an [[Astronomancy|astronomantic]] [[Astronomancy#Tulpas|tulpa]] rather than a restless spirit - but their argument is undermined by an inability to agree on which constellation the tulpa represents.&lt;br /&gt;
&lt;br /&gt;
Jonah&#039;s name has also been given to a variety of apple commonly grown in the Mournwold. Heavy, green and sweet, with a sharp bite, the &amp;quot;Jonah Gold&amp;quot; variety is used extensively in cooking sweet pies and apple sauce, and traditionally is buried with miners from the Mourn, particularly those who quarry green iron.&lt;br /&gt;
&lt;br /&gt;
His story is immortalised in the [[Jonah Gold|popular song that bears his name]].&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Wild Man Of The Mourn.jpg|caption=The forest of Alderly is very old, and has no welcome for trespassers.|width=500|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Alderly===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
A forest of old oak and sycamore. Marcher faerie tales spoke of diminutive creatures who hide beneath the trees and prey on unruly children - references to a hidden [[Feni]] enclave deep in the woods. The Feni of Alderly occasionally raided into [[#Green March|Green March]], [[#Chalkdowns|Chalkdowns]], and [[Mitwold#Golden Downs|Golden Downs]], but for the most part they kept to themselves. The Marchers who lived in the forest were always considered peculiar, and three decades of isolation under the orcs just intensified their strangeness. Insular and uncommunicative, the hamlets and small villages of charcoal burners and woodcutters are known to have more than a little Feni blood, and there is some question whether the Alderly folk were even truly Marchers anymore. Regardless, however, they were still Mournwolders. &lt;br /&gt;
&lt;br /&gt;
During the [[Jotun]] occupation, the deep woods were conquered only in theory - the Jotun controlled the grasslands beyond the forest, and the edges of the woodlands, but they did not go too deep. Likewise, when the Empire liberated the region in 381YE, they faced opposition from the Feni and settled for driving the Jotun out and claiming the lighter woodlands and the fields, rather than risk pushing too far into dangerous territory in the deeper woods. In the Winter of 382YE, however, the [[Drakes]] went into the deepwoods of Alderly and [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|drove out the Feni]]. Many died; some fled to [[Liathaven]]; others apparently took darker paths. To the surprise of few, a number of the Marchers in the woods fought alongside the Feni; today the woods are mostly deserted save for a very few scattered, isolated hamlets who shun outsiders even more fiercely.&lt;br /&gt;
&lt;br /&gt;
===Chalkdowns===&lt;br /&gt;
A land of rolling chalk downland with close-cropped turf and dry valleys, the people of the Chalkdowns are perhaps the closest to what an outsider thinks of when they imagine Marchers. They have their own peculiarities, however. The yeomen practice a particularly Mourn form of agriculture, combining raising corn and raising sheep, whose droppings help to fertilise the cornfields when they are not grazing on the springy Mournwold turf. &lt;br /&gt;
&lt;br /&gt;
Due to their emphasis on farming, the yeomen of the Chalkdowns had a somewhat disproportionate level of influence over the Mournwold, and involvement in the politics of the Marches and the Empire alike. Perhaps as many as half of all senators for the Mournwold were picked by [[steward|stewards]] from Chalkdowns in the years that the Mournwold was part of the Empire. This made the Chalkdowns prosperous, and the yeomanry wealthy, but it also led to a simmering resentment from the miners of [[#Ore Hills|Ore Hills]] and [[#Southmoor|Southmoor]]. During the Jotun occupation the taxes claimed by their [[orc]] overlords impoverished even the richest, most stubborn farmers. With the Imperial liberation, it is likely that some of the yeomen who fled north (or their children) will want to return. What they will make of their new neighbours - orcs, and human thralls who endured the Jotun occupation - remains to be seen.&lt;br /&gt;
&lt;br /&gt;
===Freemoor===&lt;br /&gt;
The wildest part of the Mournwold, Freemoor is split roughly between scrubby farmland in the west and wooded valleys in the east. The folk here had a reputation for being stand-offish on par with the people of [[Bregasland]], especially those who preferred the gentle hills and woodlands of the west. Most of the farms here were never especially wealthy, but the stewards and yeomen were renowned for their stubborn refusal to go anywhere else. More Freemoor people than any other part of the Mournwold refused to leave when the Jotun came, and remained as thralls - albeit bitter, stubborn, intractable thralls.&lt;br /&gt;
&lt;br /&gt;
There are three well-known landmarks in Freemoor: &#039;&#039;Old Pig&#039;&#039;, an aptly named chalk figure carved into the hills of the wold; the fortification of [[#Landskeeper&#039;s Bulkwark|Landskeeper&#039;s Bulwark]] and &#039;&#039;The Whittle Hill&#039;&#039;, the largest hillock in the western Mournwold. The village of [[#Whittle|Whittle]] stands at the base of Whittle Hill, although most of its residents now live in [[Tassato#Tassato Mestra|Tassato Mestra]].&lt;br /&gt;
&lt;br /&gt;
===Green March===&lt;br /&gt;
Green March was always a little odd - isolated from the rest of the Mournwold by [[#Alderly|Alderly]], the yeomanry often felt they had more in common with the farmers of [[Mitwold]] than their distant neighbours in [[#Chalkdowns|Chalkdowns]] and [[#Southmoor|Southmoor]]. The first region of Mournwold to fall to the Jotun, the site of the first engagement between the Imperial armies and the Jotun is still marked by a series of Jotun burial mounds that surround the ruins of the village of Kineton - half of them containing the bodies of soldiers who fell in a futile attempt to slow the orc advance. &lt;br /&gt;
&lt;br /&gt;
Many of the citizens of Green March fled north to the [[Mitwold#Golden Downs|Golden Downs]]; unlike many of the Mournwold refugees the majority of them show little interest in returning to reclaim the land they lost three decades ago. &lt;br /&gt;
&lt;br /&gt;
Near the border with [[Bregasland]] stands an odd monument called &#039;&#039;&#039;High Courage&#039;&#039;&#039;. Looking down across the moors towards [[Liathaven]], it is a large statue of a stag with broken antlers, ascribed to the people of Terunael. On a stone block at the base of the statue Imperial letters simply read “High Courage” but it is clear that they are more recent than the statue itself.&lt;br /&gt;
&lt;br /&gt;
===Greensward===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Memorial, Ruins&lt;br /&gt;
The Greensward was the last holdout of Imperial presence in the Mourn. The refugees and survivors who set up camp at [[#Overton|Overton]] are gone along with the town, the offices of the [[Sheriff of Overton]], and the castle of [[#Ruins of Orchard&#039;s Watch|Orchard&#039;s Watch]]. Greensward Monastery, the abbey that once served to keep the morale of the defenders high, is now a burnt out shell amid the foothills of [[Kahraman]]. The soil itself is said to have become sodden with the sheer amount of human and orc blood shed during the battles over the grasslands. Tens of thousands of humans and orcs died fighting in the Greensward, and these deaths have soured the earth here.&lt;br /&gt;
&lt;br /&gt;
Overlooked by [[#Farstrider&#039;s Watch|Farstriders Watch]], the fields of the Greensward - the same fields that once made the stewards here rich from sales to Tassato in the east - are largely fallow. The yeofolk who might have worked them fled south to Kahraman, or east to Tassato. Others chose to go west with the Jotun, turning their backs on the Empire forever. The humans who remain are primarily [[The_Marches_religious_beliefs#Monks_and_Friars|monks and friars]], tending to the dead, and seeking to offer some comfort to the ghosts that now haunt the Greensward.&lt;br /&gt;
&lt;br /&gt;
===Ore Hills===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The ore hills (sometimes rendered, unsurprisingly, as &amp;quot;&#039;&#039;our hills&#039;&#039;&amp;quot; in the drawling dialect favoured by the natives) are riddled with mine workings and quarries. The hills throughout the territory are rich in veins of [[Materials#Green Iron|green iron]], but the Ore Hills are site of some of the most prosperous mines in the Mourn - as befits the legendary birthplace of Marcher folk hero [[#Jonah Gold|Jonah Gold]]. Before the Jotun came, Ore Hills was the centre of dissatisfaction with the political realities of life in the Marches. In 326YE a poor harvest finally ignited the long drawn out conflict between the miners and the [[#Chalkdowns|Chalkdowns]] farmers. In late Autumn a violent mob descended on the lowland farms and raided cattle and grain in a manner reminiscent of a Feni attack. The magistrates were quick to respond, arresting the ringleaders and in some cases executing the worst of them. The people of the Ore Hills still sing sad songs about this great &amp;quot;injustice&amp;quot; - much to the chagrin of the farmers of Chalkdowns and Freemoor. Further details are contained in &#039;&#039;[[The Ore Hills Rebellion]]&#039;&#039;, a [[historical research]] report published after the Spring Equinox 386YE.&lt;br /&gt;
&lt;br /&gt;
Some of the older mines here have a bad reputation, and feature regularly in Marcher ghost-stories and cautionary tales. According to these stories &#039;&#039;unnatural things&#039;&#039; are occasionally sighted in the deepest parts of the oldest mines. Details are never clear and many sensible people dismiss them as either fantasy brought on by too much time without sunlight, or else ascribe the sightings to [[trogoni]] or perhaps even the ghost of old Jonah Gold.&lt;br /&gt;
&lt;br /&gt;
===Southmoor===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The last region to fall to the Jotun during their invasion, Southmoor is the location of &#039;&#039;&#039;Sarcombe&#039;&#039;&#039;, a prosperous mining town, rich off the back of trade in green iron to the Navarr in Liathaven, ruined during the last months of the orc invasion. The Jotun built a [[fortification|castle]] over the ruins - Hillstop - and it served as their main base of operations for their occupation of the Mournwold until the Autumn Equinox 381YE. The Jotun used it to keep a careful eye eastward to the Greensward - and beyond to Tassato. Jarl Haakon, a young but powerful Jotun leader, ruled much of the land in Southmoor. He was notorious for his hatred of the [[Feni]] - he led his warband into Alderly forest on three separate occasions, seeking to find and crush the heart of Feni power, but was never successful. He was considered a wise and just ruler by the standards of his own people; someone who ruled without favour or prejudice and was considered to have a promising future. He was forced to flee when the Mournwold fell, leaving his estates and his thralls behind, a failure that has by all accounts gnawed at him ever since.&lt;br /&gt;
&lt;br /&gt;
The people of Southmoor before the invasion were considered more pragmatic than their neighbours in [[#Ore Hills|Ore Hills]], at least as far as politics went. Sarcombe was a rich [[market town]], and the [[Alders|alders]] made little secret of the fact that they used their wealth to influence the politics of the Mournwold when they felt the need. As such there was residual bad blood between the miners in the east, and those in the west, that was occasionally exploited by the [[Senator|senators]] of the Mourn. Today, the rich alders are gone. Indeed, most of the remaining residents appear to be orc thralls with the human residents long since fled or displaced.&lt;br /&gt;
&lt;br /&gt;
During Summer 385YE, Jarl Haakon [[Shallows_and_miseries#Choices_.28Conjunction.29|returned to Southmoor]] along with a small warband. The Jotun were apparently establishing hidden stores of food, caches of weapons, and makeshift palisades ready for when the armies of the Jotun once again invaded the Mourn. The [[Bailiff of the Downs]] led a contingent of Imperial heroes to confront the Jarl, but he and most of his band managed to escape. The location of the caches is unknown, despite the best efforts of the local [[beater|beaters]]. A year later, the majority of the caches were removed by the beaters of the Marches along with [[The_wild_wind_rises|support]] from the unconquered of Highguard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=SenatorMournwold.jpg||caption=&#039;&#039;&#039;Simon &amp;quot;Chordwangler&amp;quot; Willow&#039;&#039;&#039;, last Senator for Mournwold|align=left|width=300}}--&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Mournwold|Territory=Mournwold|Season=Spring|Controlled=is}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Autumn Equinox 387YE, the Marches controls the entire territory. The Mournwold is an Imperial territory.&lt;br /&gt;
* Unlike the rest of the Marches, the Mournwold does not currently benefit directly from the [[The_Marches_economic_interests#Granaries and Storehouses - the Imperial Breadbasket|Imperial Breadbasket]] [[great work]].&lt;br /&gt;
* [[#Farstrider&#039;s Watch|Farstrider&#039;s Watch]] is a rank one [[fortification]] in Greensward.&lt;br /&gt;
* [[#Landskeepers Bulwark|Landskeepers Bulwark]] is a rank one [[fortification]] in Freemoor.&lt;br /&gt;
* [[Business|Businesses]] in the territory benefit from the Black Canal and produce an extra 36 rings each season&lt;br /&gt;
* [[Mine|Mines]] in the territory benefit from the Black Canal and produce an additional 4 ingots each season&lt;br /&gt;
&amp;lt;!--* There is a significant population of orcs in the Mournwold. They represent Jotun thralls left behind by the retreating barbarian armies. For the most part, they are not hostile - being culturally forbidden to wield weapons or fight. The question of what to do with these orcs is still under discussion as of the Autumn Equinox 381YE. The regions where they are most concentrated have the &amp;quot;Foreign orcs (Thralls)&amp;quot; quality, as detailed in the [[Tend_to_the_Flame#A_Common_Old_Song|Tend to the flame]] wind of fortune.--&amp;gt;&lt;br /&gt;
* The campaign to first recapture the Mournwold is recounted in the [[Recent_history|Winds of War]] starting with [[379YE_Winter_Solstice_winds_of_war#The_Mourning_Wind|Winter Solstice 379YE]]. There are also several Winds of Fortune detailing the problems following the liberation of the Mourn, including [[Watered with fears]] (Spring 381YE), [[All along the watchtower]] (Summer 381YE), and [[An apple that falls]] (Autumn 381YE).&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Because they must]] - 387YE Autumn wind of war&lt;br /&gt;
* [[If one be gone we carry on]] - 387YE Summer wind of war&lt;br /&gt;
* [[Over western hills]] - 387YE Spring wind of war&lt;br /&gt;
* [[The wild wind rises]] - 386YE Winter wind of war&lt;br /&gt;
* [[Standards]] - 386YE Summer wind of war&lt;br /&gt;
[[Category:The Marches]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Jotun]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_Synod_judgements&amp;diff=140732</id>
		<title>388YE Spring Equinox Synod judgements</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_Synod_judgements&amp;diff=140732"/>
		<updated>2026-06-21T15:45:45Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Judgement 8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Synod]] [[Category:Synod Results]] [[Category: Synod Judgements]][[Category: 388YE Spring]]&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|+ align=&amp;quot;top&amp;quot;| &amp;lt;big&amp;gt;&#039;&#039;&#039;Judgement Quick Links&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
! Judgement Type&lt;br /&gt;
! Amount&lt;br /&gt;
|-&lt;br /&gt;
|[[#Change of Doctrine|Change of Doctrine]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[#Veto|Veto]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[#Statement of Principle|Statement of Principle]]|| 94&lt;br /&gt;
|-&lt;br /&gt;
|[[#Mandate|Mandate]] || 12&lt;br /&gt;
|-&lt;br /&gt;
|[[#Writ of Consecration|Writ of Consecration]] || 4&lt;br /&gt;
|-&lt;br /&gt;
|[[#Writ of Excommunication|Writ of Excommunication]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[#Proscription|Proscription]] || 10&lt;br /&gt;
|-&lt;br /&gt;
|[[#Inquisition|Inquisition]] || 8&lt;br /&gt;
|-&lt;br /&gt;
|[[#Sanction|Sanction]] || 14&lt;br /&gt;
|-&lt;br /&gt;
|[[#Recognition|Recognition]] || 1&lt;br /&gt;
|-&lt;br /&gt;
|[[#Exaltation|Exaltation]] || 2&lt;br /&gt;
|-&lt;br /&gt;
|[[#Appointment|Appointment]] || 21&lt;br /&gt;
|-&lt;br /&gt;
|[[#Rewarding|Rewarding]] || 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Spring Equinox 388YE, the Synod raised 179 judgements&lt;br /&gt;
==Change of Doctrine==&lt;br /&gt;
===Judgement 7===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Erasmo di Tassato&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; It has been hundreds of years since the Doctrine of Seven was codified. The Virtuous apply what they have learned; Wisdom knows all knowledge is incomplete. The core of our faith, the Seven Virtues, remain strong - we add context to better reflect what we now know. We update the Doctrine of Seven&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (2039-358)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This judgement amends the [[The_Doctrines_of_the_Faith#The_Doctrine_of_Seven|Doctrine of Seven]]. The full implications of this change to [[the Doctrines of the Faith]] will be felt over the coming months.&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;The Doctrine of Seven&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;ic&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;ic-inner&amp;quot; style=&amp;quot;display: block;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;The Seven Virtues - Ambition, Courage, Loyalty, Pride, Prosperity, Vigilance, and Wisdom - offer guidance and spiritual strength to humans and orcs through our lives and deaths. Each inspires us to constructive action, bringing great benefit to those who follow them and enriching the world. False virtues and malign spiritual forces are detrimental: discouraging action, removing individual choice, bringing destruction, harming their followers, or those around them.&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Veto==&lt;br /&gt;
===Judgement 119===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Catena&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; This assembly votes to veto the relinquishment of Thornfen to Axos&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (62-206)&lt;br /&gt;
__TOC__&lt;br /&gt;
==Statement of Principle==&lt;br /&gt;
===Judgement 6===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Melkior of Balthazar&#039;s Vineyard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The city state of Beoraidh may be small, but it represents a powerful opportunity for the spreading of The One True Way, the likes of which has ne&#039;er before been seen. Our neighbours have marked off their land and opened their arms to a Basilica of the Way in the heart of their grand city. Amidst travellers and traders from all countries and walks of life, a shining beacon to our faith shall stand, built in the style of our Unshackled siblings and their fervent and beautiful expression of belief. We, the General Assembly of the Synod, note the opportunity that the construction of this Basilica offers, and urge the faithful of the Empire to all they can to assist in its completion and future operation&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1635-204)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This judgement was elevated by &#039;&#039;&#039;Dagon Barossa&#039;&#039;&#039;, the [[Cardinal of Loyalty]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 8===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Brother Luke&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Marcher Assembly extends a hand to our brethren, offering an invitation to Hap the Soft and any Marcher Orcs who wish to attend the Symposium of Proscriptions. They have shown Pride in their beliefs. Their voices firm and loud. Our duty is to further uplift Marcher voices to a cacophony that the Empire cannot ignore. They shall be heard and we shall ensure it. &lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (192-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Hap the Soft is the owner of [[Mournwold_spoils_of_war#The_Golden_Hoof|the Golden Hoof]] and a well-respected voice of the [[Marcher orc|Marcher orcs]]. The [[Stones_in_the_wellspring#A_Convocation_of_Condemnation|symposium of proscriptions]] is due to take place at the Summer Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
===Judgement 9===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Aldwyn the Glorious&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The battle in which Helgunn Chargebringer fell, Wintermark was left without a leader in a critical moment. Into that breach stepped Eisa Iron Lungs, whose clear voice and command saved many Winterfolk lives and halted a rout. Since then she has continued to lead her nation and Empire in battle with great Courage and Loyalty repeatedly serving as Field Marshal, and vaunted as a true leader by the egregores. As such, it is with great Pride that we enter Eisa Iron Lungs into the Chronicle of Heroes&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (226-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Eisa Iron Lungs has been added to the [[Heroism#Chronicle_of_Heroism|Chronicle of Heroism]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 10===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Sychar of Ebon&#039;s Hall&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Agramant has sent his servants to &#039;aid&#039; Imperial citizens abandoned in Therunin. This must shame us. Highguard cannot tolerate a monster such as the Abominable One being seen as a rescuer while the Empire&#039;s own people suffer. Highguard has chapters, military units, congregations, physicks, priests, pilgrims, the Unconquered and more. We can send virtuous aid where aid is desperately needed. So let Highguard act! Let our citizens escort the refugees and support the healers of High Chalcis, while our chapters and military units aid the Navarri in escaping Therunin. The hungry, frightened, and desperate must find Imperial support. We will deny Agramant the worship of desperation. Only actions are virtuous. If we would calls ourselves guardians of the Empire&#039;s soul, then we must prove it where that soul is endangered.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (216-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; References the ongoing situation in [[Therunin]], most recently the claim from [[Agramant]] that the eternal considers the territory to be [[The_thing_with_feathers#Heartbreaking_(Agramant)|&amp;quot;fair game&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
===Judgement 11===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Alys de Renard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; To be glorious is to be Dawnish. It is an inevitability of our personnage, it is a pillar of our nation, yet a darkness gathers at our door. The Whisper Gallery seeks friendship from our nation. We must &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; work with them. Priests of Dawn, we &amp;lt;u&amp;gt;must&amp;lt;/u&amp;gt; take arms against this threat, and encourage others to as well, for what eclipses glory more than what the Whisper Gallery venerates: secrecy.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (372-76)&lt;br /&gt;
&lt;br /&gt;
===Judgement 14===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tabris, Son of Armisael&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; When the Vallorn of Therunin presented those standing against it with an abomination that carried a Miasma Pillar, 20 Soldiers of the Pilgrim&#039;s Defiance volunteered to face it down. All 20 of them returned to the Labyrinth to ensure its threat was ended. Their names should be recorded by the Archivists. Their Courage should be Exalted by the Pilgrims. And when the time is right, and the infestation of East Ashes is cleared, their remains should be recovered for the Stewards of the Dead, so their deeds can never be forgotten.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (530-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This judgement makes reference to the abomination that was encountered and defeated by Imperial forces during the [[A_bright_cerulean_flame#The_Siege_of_Mudlark’s_Haven|siege of Mudlark&#039;s Haven]].&lt;br /&gt;
&lt;br /&gt;
===Judgement 15===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Eurybia Mecampus&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Urizen National Assembly approves the awarding of the Golden Cascade to Twyll of the Eternal Family. His boundless prosperity in defiance of the vallorn will be much needed in the future and his generous support in completing the Beneficiary of the Golden Cascade proves himself a virtuous friend and ally of Urizen. Citizens of Zenith - withness your donations in use.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (190-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 20===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Nicodemus of Balthazar&#039;s Vineyard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Way and the Empire are a not a monolith, but a mosaic construct of profound, and beautiful traditions, human and orc, united nonetheless by faith, Synod and Doctrine. The life and worship of the greatest monument must reflect and and celebrate this diversity in order to truly uplift every soul in the Empire. Therefore, we look to the Senate to ensure that the completed Grand Inspiration is governed by a college of residentiary Canons, one elected by each National Assembly, and led by a Dean chosen by the Assembly of Nine, who will together be charged with this sacred task. Let us show that the past, present, and future of the Way is here in th ten Proud nations of the Empire who stand together in Virtue.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (440-62)&lt;br /&gt;
&lt;br /&gt;
===Judgement 25===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Mael of the Shattered Tower&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; BEHOLD: VIRTUE! As the MARSHAL of the FAITH, I bid ye witness that the following were multiply commended by diverse FIELD MARSHALS and COMMANDERS for their WISDOM and BRAVERY in recent battles: EISA IRONLUNGS, SERAFINA SEMENOV, DAME KATELYN CORDRACO, NEVE AGRA, the runner SASHKO and the SENTINEL&#039;S TOWER. The IMPERIAL AUXILIARIES are commended for tireless running with extremely limited numbers in unfamiliar terrain. The Marshal personally commends WILLIAM GUILDENSTERN for his AMBITION and for holding himself accountable. Virtue is found in what is learned from a defeat as well as what is gained from victory. A fuller list of commendations may be found on the Synod Notices.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (222-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 27===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Ambition&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Rafael Barossa d&#039;Apulian&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Completing the Grand Inspiration of the Way is a lofty goal, but nothing is beyond the grasp of the Virtuous. The Hallowing of the Patron drives us to silence naysayers, and what better way than to complete this inspiration project within the year? It will draw the eyes of the world to us, establishing Bastion as the heart of the Way. From there, our faith will spread across the globe. &amp;lt;u&amp;gt;This&amp;lt;/u&amp;gt; is our highest calling!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (394-82)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Refers to the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]]. Further information on highest callings can be found in the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 29===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Dagon of the Shattered Tower&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Loyalty is the link from one heart to another, guiding us on the path of Virtue. Alberto Acciai - Exemplar of Loyalty - followed his heart. Inspired by his cousin, Alberto broke the chains of the downtrodden and struck against the Plenum, freeing slaves from their tyrant masters and breaking two Asavean armies. Through Loyalty, Alberto shared the gift of the Way with the people of Marilen, and inspired others to rise up in Virtue. Two years ago we committed to continuing the work of Alberto and Amika. Asavea will be transformed through Virtue, the truly Virtuous are Loyal even in times of hardship! We must stand by our commitment, and finish the war the Empire started. We will bring Virtue to Asavea, no matter the cost. We devote our hearts to this task. This is our Highest Calling.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (390-26)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Refers to efforts to efforts to [[#Anchor_the_Way_in_Asavea|anchor the Way in Asavea]]. Further information on highest callings can be found in the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 31===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Katya Vasillova Reznikov&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Prosperity is not measured by wealth possessed but by putting it to worthy purpose. Mayra Zoronova Prochnost demonstrated this principle through labour, sacrifice, and stewardship. They gathered funds and resources for the Boyar&#039;s Hasta army, supported the preparation of Varushkan military units for the campaign concerning the face-peelers in Ossium and Karsk, before committing personal and donated resources towards the ritual Merciless Wrath of the Reaver. We declare Prosperity is realised when citizens place their wealth, labour and influence in service to others and the Empire. We celebrate and lift up Mayra as an example of a prosperous citizen and encourage others to do the same.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (200-30)&lt;br /&gt;
&lt;br /&gt;
===Judgement 41===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Asthore Autumngale&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Wisdom teaches us to test and apply what we have learned, for it is always incomplete. Nowhere is this more true than in the actions of our enemies. What is not known cannot be fought without needless loss of Imperial lives. Questions rise anew with each strike against - or from - our wars against barbarian and vallorn alike. The Way cannot spread, cannot be known beyond our current borders, without the wars we fight; we cannot fight these wars, both current and future, without the knowledge to support our forces. The Ministry of Historical Research and the Empire&#039;s prognosticators tirelessly collate and unearth knowledge of our enemies, but their work is endlessly unfinished. Supporting the efforts and research of those institutions and the study of these foes embodies the teachings of Wisdom. This is our highest calling.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (296-74)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Further information on highest callings can be found in the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 44===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Imperial Orc&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Bloodcrow Udoo&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; &amp;quot;I am walking towards a bridge of renown across an Abyss that only cares for my legend.&amp;quot; Bloodcrow Knott Ancestor of the Sunstorm Sept. Learn and share his tale and name. Know well his soul. Celebrate his life and deeds. For we do hear his voice. Bloodcrow Knott. An ancestor of the Sunstorm&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (44-10)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The words of Bloodcrow Knott have been added to the [[Imperial_Orcs_religious_beliefs#Annals_of_the_Ancestors|Annals of the Ancestors]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 46===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Elagabala &lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Chastise the folly of Brannan, in Sarangrave or wherever it raises it&#039;s head. We call on priests of the Empire to support Imperial soldiers who have fought in the Sarangrave against subsuming their will and personalities to the intoxication of Summer magic&#039;s Knights of Glory, through liao and pastoral support. Virtue demands we ensure that their capacity for rational, virtuous choice and for choosing to accept orders are not impeded. We must ask the right questions: Why the Sarangrave? What would cause this to occur elsewhere? How can we best support the minds and spirits of our warriors, both today and tomorrow?&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1152-140)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This judgement was elevated by &#039;&#039;&#039;Silas of the Cenotaph&#039;&#039;&#039;, the [[Cardinal of Wisdom]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 47===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Doctor Lysimachus&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; There at times is a perception amongst t&#039;other nations that us highborn are a bunch of dour humourless types with sticks lodged in places things shouldn&#039;t be lodged (outside private consenting activity). The implication that we are such because we are a nation determined to be Virtuous in our actions implies a) a lack of understanding of the Way and b) that most folk who say this haven&#039;t actually spoken to most Highborn. Just because one is serious about virtue doesn&#039;t mean we lack humour, joy and all t&#039;other stuff that makes a virtuous life enjoyable. So go out there me highborn siblings, let the nations see that while we work hard, we play hard, and that are capabile of living, laughing, and loving life as anyone else.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (356-32)&lt;br /&gt;
&lt;br /&gt;
===Judgement 49===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Larkin Otterways&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Marchers! Look to the loyal example of your generals. Look to the virtues in your pursuit of Stephen of Sarcombe. Despise treachery; the strongest may err, but deceivers will lie again.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (172-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The location of the yegarra Stephen of Sarcombe is currently unknown; he was last seen during the battle of Two Barrel Field during the Winter Solstice 387YE&lt;br /&gt;
&lt;br /&gt;
===Judgement 50===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Veikko Bondforger&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; In my power as Keeper of Oaths, I commit the following Oath from Emperor Vesna to the Forge of Bonds. The Oath of Office of Emperor Vesna: I vow to stand side-by-side with my subjects and uphold what it means to be Imperial. I will recognise the virtue in struggle, service, and in hard choices made for the good of all. I will honour our oaths and treaties, act with virtue to all peoples, and extend the hand of friendship to those who would walk beside us. I will offer the hospitality of the hearth to the vulnerable, the disillusioned, and those who turn from us, and ensure that there is a place for all within the Empire. I vow to stand steadfast in the pursuit of strengthening this Empire, to place the needs of the Empire before my own, and to act with Courage, Wisdom, and Loyalty in all things so long as I am Emperor.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (234-10)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The oath of Emperor Vesna has been added to the [[Keeper_of_Oaths#Forge_of_Bonds|Forge of Bonds]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 52===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ehud&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Our ancestors worked in virtue in order to build the wealth and privilege that we benefit from today, both as a nation and an Empire. We recognise that there are others whose work was exploited, possessed and owned against their will, namely the predecessors of the nation we now call the Imperial Orcs. Without their blood, their sweat, and their tears, Highguard would not have been as affluent as we have been. While we as individuals are not to blame for that enslavement, we still all benefit from everything that was built upon their backs and with their hands. It is time as Highguard to recognise that, to realise what it is we owe these peoples and to work to see that appropriate recognition and reparations are made. There is a debt to be paid and we, the priests of the Highborn, speak out to see that Virtue is done in this.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (358-82)&lt;br /&gt;
&lt;br /&gt;
===Judgement 53===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Roland de Lagriffe&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; QUEST INTO THE UNTROD GROVES. When the matter of the monarch of Dawn is settled and the Manticore has been destroyed, let the brave knights of Dawn seek glory in the Untrod Groves to destroy what servants and husks of the Manticore remain, to find the regios and places of power within, to unearth the mysteries and secrets of the ancient monster and to bring the light of Dawn to that benighted place. House de Lagriffe offers the hospitality of Heron Hall on the border of the Untrod Groves to all who would undertake such quests&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (410-24)&lt;br /&gt;
&lt;br /&gt;
===Judgement 55===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Courage&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ioan Longshadow&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Courage is not only found in the charge. It is found in those who endure - who labour, who heal, who hold the line, and who continue when no song will be sung for them. Their deeds are unseen, but no less vital. No victory is won alone. Every blade raised relies on those who forged it, those who tended the wounded, and those who ensure the Empire endures beyond the moment of battle. To praise only the final blow is to forget the truth. Courage does not seek glory. It does what is right, regardless. Therefore, we recognise and honour the quiet acts of Courage - the unyielding, the unthanked, and the steadfast - for it is these that sustain the Empire when louder deeds fall silent.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (210-12)&lt;br /&gt;
&lt;br /&gt;
===Judgement 57===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lia Adelaar van Holberg&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The League has successfully attracted other peoples into the Empire - witness Holberg and Apulian! We urge you to use your ingenuity and cleverness to identify who might next join the League and how we might attract them to be a partner in our great game. We seek to bring other sapient beings from all species into our great Empire and to the Way of Virtue, and where better to come then to this League of great cities. This is our highest calling.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (404-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Further information on highest callings can be found in the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 59===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Alexei&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Imperial Orcs are casting a ritual on the Galath Fields to allow people to speak to the dead. We call on storytellers and wise ones to speak to the human ghosts in the field of glory to help them move on, and allow the orcs to tend to the orcs there&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Withdrawn at the request of the raising priest (22-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 60===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Earl of Fools&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Barrens won, Dawn looks to Horizons new; And in Wisdom learns from Tales of our Past. Dawn must prepare its next Glorious fight; Aid all nations in fight against Vallorn. With Love, Glory, Virtue, all that Dawn is. Be the shield wall on which this foe shall break. Be the shining sword which the Empire wields. This is our Highest Calling.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (376-166)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Further information on highest callings can be found in the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 62===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Way&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Darian Numbers&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The assembly invites the Raboviches of False Hopes and Arbiter Aphroias of the Hall of the Newborn Sun to represent lucidianism at the upcoming symposium.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (134-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The greater majority threshold for this judgement was 135. The [[Stones_in_the_wellspring#A_Convocation_of_Condemnation|symposium of proscriptions]] is due to take place at the Summer Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
===Judgement 64===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Konstantin Rabovich Bolotnikov&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Spring marks five years since the final region of Ossium was conquered. The Empire came to we Ossians then, and swore it would not demean us as the scorpion had. It taught that Pride showed the worth of all, and Prosperity the importance of work and its rewards. Now Ossium thrives. Warded highways link the new port of Kostyjas Respite to fledgling vales across the territory. Orieb flourishes with trade from the great lumbermill of Kurstrozi, and the permanent magics of the Whistling Strand ensure our safety. This season let each night burn with grand celebration. Reflect on the transformation of the last five year, exalt the success of you and your companions, and pledge to reach even greater heights in the next five.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (224-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 68===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Eirlys Ashes Blaze&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Pilgrim&#039;s Defiance walked alongside Navarr&#039;s captains into Therunin. They did so knowing that three of ten of them would not return. Let the tale of this sacrifice shared in every wayhouse, sung on every road and held dear by every Navarri that looks to the future where Therunin is once again Navarri. May the blood spilled by the pilgrims further nourish the deep bond between Navarr and Highguard.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (288-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 71===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Way&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Kosmas of the House of the Wanderer&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Six years ago the Black Plateau was roused at the Battle of Solen&#039;s Doubt. Its oppression thrives by severing us from each other and finally from ourselves. Upon this anniversary the Apstrus Dam and the Dreaming Spire have been raised. These twinned edifices reflect Virtue&#039;s power to exalt, transcending the boundaries of soul, spirit, and species. We call for pilgrimage to memorialise the past and form a phalanx of virtue for the future. For this year and years to come, let us make the anniversary the Dam and the Spire symbols to fortify the soul and kindle faith that the downward spiral also turns in the opposite direction. Pilgrims of the Way, our part in the pilgrimage is to show that there are seven virtues that guide the spirit. On this journey no one should walk alone. We can show how the pilgrims of each of the Virtues may strengthen one another and see into the others&#039; blind spots. Hold together the phalanx of virtue against this insidious foe.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (130-30)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The greater majority threshhold for this judgement was 135&lt;br /&gt;
&lt;br /&gt;
===Judgement 73===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Illya Nikovitch Volkov&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; 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.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (328-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===Judgement 75===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Jesper Luukasson&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; For years, the Marches, the Freeborn, and the Winterfolk, have been engaged on the western front against the Jotun, Lasambrians and the Grendel. This war is ever-churning, the deaths are many, and they are out-numbered. The Loyalty Assembly seeks to &amp;lt;u&amp;gt;strengthen the faithful&amp;lt;/u&amp;gt; and encourage all who are loyal to build our fellows on the western front up. This is our Highest Calling.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Withdrawn at the request of the raising priest (34-10)&lt;br /&gt;
&lt;br /&gt;
===Judgement 77===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Francesca di Spiral&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We welcome and recognise the judgement by Navarr (54). We recognise their highest calling and we welcome their aid.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (328-10)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The judgement references [[#Judgement 54|Judgement 54]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 81===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Jedediah Boon&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; William Guildenstern was recognised as a Marcher Folk Hero in 384YE. As my cousin Pipit Boon called out to our people in 385YE; &amp;quot;Let us sing his story for generations to come, across our territories.&amp;quot; There is no better time than these - our homes under siege and our territories dividing - to draw Marchers to great Marcher deeds. As a Folk Hero walks among us as General of the Drakes, remember: Jonah Gold made weapons so fierce it turned a war&#039;s tide. Odd of Odd&#039;s End drained the Oddmire against the Marshwalker threat. Tom Drake struck down Alderei the Fair. William Guildenstern caught a falling star in his chest. All are Marchers, all fought our battles, all did deeds of great renown, all had rivals who would see them fail, and all are remembered in song.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (152-20)&lt;br /&gt;
&lt;br /&gt;
===Judgement 82===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Friar John of the Mourn&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; I, Friar John of the Mourn, am retiring from my role as Friar of Honour&#039;s Rest. I was granted what was to be the long task of tending the ailing spirits and restless ghosts of war-scarred Mornwold. With the repelling of the Jotun, the pilgrims visiting the newly constructed Orchard of the Watch, and the lingering dead now finding rest beneath Marcher earth, I believe my task is complete. I wish to acknowledge the Virtue of the faithful of the Greensward, who attended sermons and helped in the monastery&#039;s upkeep, particularly the friars of the Last of Overton. I wish to recognise the Courage, Loyalty, and Pride of those who stood with the monastery when the Jotun took the Greensward. I wish to thank the artists, labourers, and artisans who helped me build the Orchard of the Watch, even with the threat of the Jotun hanging over them. I wish quiet times and good fortunes for the next Friar of Honour&#039;s Rest. May they serve the good people of the Mourn well. May they show my greatest Pride, the Orchard of the Watch, the love and care such things require. May they hold themselves to a standard befitting this esteemed title. Go with Virtue, and thank you all.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (150-10)&lt;br /&gt;
&lt;br /&gt;
===Judgement 83===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Way&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Brynn Tendfallen&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Imperial Way is a beacon to the entire world, showing the path to Enlightenment. The light of that beacon must be tended and renewed to keep it burning bright. Virtue calls us to test what we know. Building a Way that is strengthened by questions, challenges, and revelations rather than being threatened by them is the Highest Calling of this Assembly.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (268-30)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Further information on highest callings can be found in the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 84===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Isaia Pavone di Sarvos&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Desilav Sergeyvich Jesen has commissioned a number of works to enhance Varushkan mining interests and obtain funding for them from private citizens. They also built stronger trade links with the Thule by reducing taxes, creating routes for food convoys and generally enhancing the Northern Trade Network. His work in supporting the creation of a new Varushkan army was also noted by the Emperor in her recent address. For thus dutiful work to enhance Varushkan prosperity we appoint Desilav to the Roll of Benefactors&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (162-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; A greater majority is required to add a name to the [[Roll of Benefactors]]. The greater majority threshold for this judgement was 178&lt;br /&gt;
&lt;br /&gt;
===Judgement 85===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Rosanna Vtrachenich&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We in Varushka understand the importance of building roads into the unknown. In this regard we in the Varushkan National Assembly support our little siblings in Wintermark and their exploration of the unknown wastes of Tsirku.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (208-30)&lt;br /&gt;
&lt;br /&gt;
===Judgement 87===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tongs&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; All League citizens should welcome the seven bells of virtue and their bearers as they process through Temeschwar. Show them our recognition of how inspiring these bells are and hearing their stories and turning this with ours told through dramaturgy, dance and vibrant bridge duels aplenty.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (326-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 88===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Neri of Ebon&#039;s Hall&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The eternal Agramant is preying on those fleeing Therunin - offering them aid, and interdicted means for any to contact him for thanks or further &#039;help&#039;. Those he preys on feel they are alone. That he is the only place they can turn. Along with Navarri guides, we call on Loyalty dedicants to travel to the places these Navarri refugees gather. We must prove to them they are not alone, and show them what loyalty is, and what it is not.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (306-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 89===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lochias&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Six years ago the Black Plateau was roused at the Battle of Solen&#039;s Doubt. Its insidious influence thrives by turning half-truth into lies that consume our soul from within. Upon this anniversary the Apstrus Dam and the Dreaming Spire have been raised. These twinned edifices reflect how the virtuous have banished falsehood with truth. We call for pilgrims capable of protecting themselves against the Black Plateau to memorialise the past and form a phalanx for virtue for the future. For this year and years to come, let us make the anniversary the Dam and the Spire symbols to fortify the soul and kindle faith that the downward spiral also turns in the opposite direction. Pilgrims of Vigilance, our part in the pilgrimage is to be alert for the lies of the Accuser of Screed that would twist our thoughts and those of our fellows and thereby scatter our phalanx of virtue. We can cast out falsehoods and bring the light of Truth.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (242-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 90===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Maja Świętosława Przewałski&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We once said that we would build a new sinecure for the Preceptor of the Varushkan National Assembly rather than take from our own (J75, 383YE). Varushka will not convert another title for this. As current Preceptor I, with the aid of my cousins, will complete Yevanshka&#039;s Ambition and build the &amp;quot;Seat of the Preceptor&amp;quot; to act as the new Seat of Virtue in Varushka. The forest is nigh felled; the path is clear. Now walk this road with me cousins.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (234-20)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This judgement references [[383YE_Autumn_Equinox_Synod_judgements#Judgement 75|Judgement 75]] from the Autumn Equinox 383YE&lt;br /&gt;
&lt;br /&gt;
===Judgement 91===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Luca i Taziel i Guerra&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We call upon the people of the Brass Coast to welcome the pilgrimage of the hallowed bells of virtue. The bell bearers come not to preach but to listen. Join your voice with the ringing of the bells and heed the tales of inspiration they bring from across the Empire. Embrace your virtue and that of your neighbours. Pass on your stories to the bell bearers and let the inspiration of your nation be carried forth, all the way to Bastion and the grand inspiration. We are dust, we are flame, we are glass. Let no virtue be forgotten.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (150-18)&lt;br /&gt;
&lt;br /&gt;
===Judgement 94===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Halkyon of the Myriad Stream&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Six years ago the Black Plateau was roused at the Battle of Solen&#039;s Doubt. Its shadow of horror thrives by blinding us to bonds; by imprisoning us with hatred and paranoia that severs us from each other and finally from ourselves. This anniversary the Apstrus Dam and the Dreaming Spire have been raised. These twinned edifices reflect how the virtuous build up their fellows. We call for pilgrims capable of protecting themselves against the Plateau to memorialise the past and form a phalanx for virtue for the future. For this year and years to come, let us make the anniversary the Dam and the Spire symbols to fortify the soul and kindle faith that the downward spiral also turns in the opposite direction. Pilgrims of Loyalty, our part in the pilgrimage is to show our fellows how our bonds make us who we are, and to call forth words and deeds that banish hate, dispel doubt and paranoia and renew our faith in one another.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (204-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 96===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Ambition&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Callista of the Dark Shard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Six years ago the Black Plateau was roused at the Battle of Solen&#039;s Doubt. Vile malignancy cast its shadow over Spiral. Upon this anniversary, the twinned edifices Apstrus Dam and the Dreaming Spire have been raised, reflecting how the virtuous have aspired to rebuild and create anew in the face of desolation and despair. We call for &amp;lt;u&amp;gt;pilgrims of ambition&amp;lt;/u&amp;gt;, prepared against the Black Plateau&#039;s insideous influence, to come and memorialise the past and form a phalanx of virtue for the future. Demonstrate how &amp;lt;u&amp;gt;the Ambitious turn fault and failure into growth and greatness!&amp;lt;/u&amp;gt; We can show that all pettiness and despair are merely shadows and turn eyes towards the light of our Ambition. Let us celebrate this anniversary with the remembrance: &amp;lt;u&amp;gt;the downward spiral also turns in the opposite direction&amp;lt;/u&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (362-74)&lt;br /&gt;
&lt;br /&gt;
===Judgement 97===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Azir i Shartha&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; In order to look to the prosperity of the Brass Coast, there must &amp;lt;u&amp;gt;be&amp;lt;/u&amp;gt; a Brass Coast to look to. Beset on all sides by enemies, the Freeborn must defend our borders against those who would invade them. This is our &amp;lt;u&amp;gt;highest calling&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (96-72)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; An Assembly&#039;s call to action requires a greater majority, as per the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 98===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Bryce the Hare&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; In recognition of their virtuous work of commissioning Moor&#039;s Mill Publishing House, and the use of the Chair of the Wolf announcement, the Vigilance Assembly recognises the Printers&#039; Guild as rightful custodians of the relic of Berechiah that will be donated by Esmerelda di Rodez to Berechiah&#039;s Basilica in Bastion, to be displayed in the Printers&#039; Guild Museum of Wonder.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (216-10)&lt;br /&gt;
&lt;br /&gt;
===Judgement 100===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Felix Saltspire&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; It is six years since the Black Plateau was roused. Upon this anniversary the Apstrus Dam and Dreaming Spire have been raised: twinned edifices that show how the virtuous build up their fellows. We call on pilgrims to bear witness to the Empire&#039;s success in turning the downward spiral upwards and celebrate what can be achieved when nations work together. Let us build a phalanx of virtue where all citizens build up one another through their many paths and nations.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1428-182)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Judgement 101===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Gwen Tendfallen&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Wisdom guides us in discerning truth from folly. We cannot allow our destiny to rest upon hearsay. Discerning the nature of virtue&#039;s role in our path to Enlightenment is the Highest calling of our Assembly.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (152-130)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; An Assembly&#039;s call to action requires a greater majority, as per the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 103===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Spurius Southshore&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; It is six years since the battle of Solen&#039;s Doubt roused the Black Plateau. The leeching terror of this horror saps away the spirit and prosperity of the people of Spiral. Virtuous toil goes without its full and proper reward. The grasping hand of dread takes and gives nothing in return. This year the Dreaming Spire and Apstrus Dam have been completed. These works are the fruit of years of toil. Just as the dam guides the waters that bring Prosperity, we call the prosperous, those with the weapons to guard their spirits against the Plateau, to pilgrimage. Let those who can, journey to witness these works and turn the downward spiral upwards. Let those who cannot offer what they can to guard the spirits of those who shall travel. Let prosperity flow again in Spiral and the peoples toil be rewarded.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (140-66)&lt;br /&gt;
&lt;br /&gt;
===Judgement 105===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Courage&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Nekoda of the Shattered Tower&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; In the inspiration of the Hallowing of the Bard, it falls to the Courageous not only to show Courage but to uplift Courage in others. This falls doubly on us as priests of the Assembly of Courage. To ensure that those who do not fear to act are empowered to do so. But we cannot empower others without the tools to do so. As such, The Assembly of Courage looks to strength its members, title holders, and the abilities of the Assembly itself, such that we can empower all Pilgrims of Courage to face their Virtue, adapt their strategy, and never to trapped in inaction. This is the Highest Calling of our Assembly.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (168-62)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; An Assembly&#039;s call to action requires a greater majority, as per the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 106===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Echo of the House of the Wanderer&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We the people of Urizen, welcome the pilgrimage of the Hallowed Bells of Virtue. The Bell Bearers come to listen not just to preach. Attend as the bells ring out and heed the tales of inspiration they bring from all across the Empire. Think upon the virtue of others as well as your own. Pass on your own stories to the Bell Bearers and let your arete be carried forth, all the way to Bastion and its Grand Inspiration of the Way to await all pilgrims! Let no virtuous soul be forgotten! Let no virtuous deed be overlooked! Let virtue inspire!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (238-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 107===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Daniel &amp;quot;The Tree&amp;quot; Winesson&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Trencher &amp;quot;Smoulder in the Cold&amp;quot; has shown great prosperity to the Mark by completely self-funding the lighthouse Trencher&#039;s Shining Ambition. A lighthouse that will aid our fleets and bring great prosperity. The priests of the Wintermark Assembly would like to express the gratitude of all of Wintermark for this prosperous act.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (226-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 109===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Harwyn Eternal&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Six years ago the Black Plateau was roused at the Battle of Solen&#039;s Doubt. Its self-enclosed spirit demeans the soul. Upon this anniversary the Apstrus Dam and Dreaming Spire have been raised: twinned edifices that show how the virtuous have embraced the past and inspired one another to greatness. We call upon pilgrims who can defend themselves against the Plateau to bear witness to the Empire&#039;s success to memorialise the anniversary and build a phalanx of virtue. Pilgrims of Pride: our path in the pilgrimage is to inspire the excellence that dwells within our fellows and foster respect between people and nations, crack open the self-enclosed spirit and dispel hatred and rage.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (152-32)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The greater majority threshold for this judgement was 163&lt;br /&gt;
&lt;br /&gt;
===Judgement 110===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Jules von Holberg&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The League National Assembly applauds the ambition and loyalty of Dr Edwig von Holberg to create a Bill of Mortality, honouring all citizens of the League at Anvil who pass through the Labyrinth, not only those who fall beyond the Gate. We call upon the League to support this endeavour.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (288-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 112===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Martin Orchard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; This assembly believes the tomb of Ravadi Founders&#039; Dance should be built in Madruga, site of their last sacrifice, site of their eventual victory. Where they fought against the poison in their neighbour&#039;s parched fields.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (240-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; References the writ of consecration [[388YE_Spring_Equinox_winds_of_fortune#Where_is_Ravadi&#039;s_Tomb?|raised]] last season &lt;br /&gt;
&lt;br /&gt;
===Judgement 117===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Exarch Micah of the Navigators of Virtue&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Grand Inspiration of the Way will stand for many generations to come. Let us start to engage the children of Highguard now, so that other nations will follow. Let us invite them to prepare art of all kinds; songs, paintings, sculptures etc. in collaboration with priests of their chapters so that they may be featured in the Grand Opening of the Grand Inspiration in a celebration of Imperial Paragons and Exemplars, new and old. For the Empire that could be!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (370-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 118===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Theodora&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Stargazers, we call for your expertise in the Sarangrave. The vallorn there is unique because of the warding and containment. It is possible it may be susceptible to unique methods and have unique weaknesses. We have learnt all we can through the existing knowledge from the library of Hercynion so we look to you for new paths. A commitment has been made to end the vallorn in our lifetime. Go forth, but take caution in Nesustak and Bloodwater Marsh&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (240-14)&lt;br /&gt;
&lt;br /&gt;
===Judgement 121===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Courage&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ada of House Meliora&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Druj threat is not ended until every soul affected is freed of the fear they have wielded. It is our duty as priests of Courage to not only shed light upon the courageous but to also walk the fearful out of darkness. Let us learn everything we can about the auras of fear, how they have been created and how we can best combat them, that we may work spiritually to liberate the sept of the Sarangrave from their cruel captors once and for all. This is our highest calling.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (202-10)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Further information on highest callings can be found in the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 122===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Brynmor Rootround&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Manticore marches to wear the dawnish crown, and amongst the followers are those of the brutal. It has come to the attention of the assembly that their eyes turn to the great forest orcs, to seeing them removed in the way Archavion would have seen for the Rahvin. The assembly and all Navarr that bear the oath of &amp;quot;Protecting the Great Forest Orcs as though they were our family&amp;quot; seek to remind the brutal that regardless of the result of this tourney, that Navarr looks after our own - and that a knife in the back is just as effective as a sword in the front.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (198-40)&lt;br /&gt;
&lt;br /&gt;
===Judgement 123===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Solas of the Spire of the First Light&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The vallorn comes for Nesustak, home of the Bloodwater Spears and the Waterwalkers. The Military Council is charged with defending the Empire; these septs are not Imperial. We cannot guarantee their safety in Nesustak, but can offer them succour elsewhere if they wish to take it. Nesustak may fall, but the children of the spires can take in its people - offer them food and shelter; show them the lies of the buruk tepel, our new homes in the Sarangrave may be sparse and tenuous, but actions such as these reinforce more than they risk. Offer an open hand, but offer no mercy to those who show treachery.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (234-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 130===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Xandor Trodbroker&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The refugees of Therunin are being manipulated by Agramant into believing he is their only option for help. He targets those who are weak and alone, and seeks to gain access to their spirits and our nation. We call upon Navarr to remind these refugees we are here and we support them. Open your doors if you can and stop Agramant from targetting those in need.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (256-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 131===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Courage&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Leonora Albertina van Holberg&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Six years ago, the Black Plateau was roused at the battle of Solen&#039;s Doubt. Its craven spirit thrives by playing on our fears; using them as secret gates to dominate our thoughts. Upon this anniversary the Apstrus Dam and the Dreaming Spire have been raised: twinned edifices that reflect how the virtuous have refused to accept desolation and ruin as final defeat. We call upon pilgrims to bear witness to the Empire&#039;s success in turning the downward spiral upwards. Let us build a phalanx of virtue where all citizens build up one another. Pilgrims of Courage, our part is to show our fellows how to turn to face our shadows, how to face unwelcome truths without succmbing to bitterness or despair - fear is an opportunity to show courage.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (184-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The greater majority threshold for this judgement was 187&lt;br /&gt;
&lt;br /&gt;
===Judgement 132===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Dayanara i Cabeza i Erigo&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Freeborn should heed the wisdom of the Hakima. It is virtuous, with guidance of our nations priests, Conclave, and in accordance with Imperial law, to hold conversations with Heralds, to ensure no potential opportunity to benefit the Empire is missed. Act with Wisdom. Act with Vigilance. Act with Prosperity. Seek counsel, garner information, benefit the Empire&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (132-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 133===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Malaki&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; To promote the prosperity of Feroz, we encourage the Freeborn to trade with their neighbours in the Protectorate of Morajasse&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (102-10)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The greater majority threshold for this judgement was 105&lt;br /&gt;
&lt;br /&gt;
===Judgement 134===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lita i Nadir i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; As we look to the foundation of the Burning Agora, and the rekindling of the Firebrands of our nation. Look to Guerra as your example. We urge our Firebrands to use their forum to push for social change, build bridges, and speak on how to drive the Coast and the Empire forward together in virtue, morality, and the ever-changing Way. We welcome our Highborn siblings to join our debate in Peerless Kinship&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (158-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This judgement is paired with [[#Judgement 144|Judgement 144]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 135===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Nikolai &amp;quot;The Butcher&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The people of Varushka do hereby offer thanks and great gratitude to the ancient and venerable Charnel Lord. Their continued interest and assistance with the conflicts on the Eastern Front has strengthened our cause against the Vile Barbarians. In the name of the National Assembly of Varushka, Alderai the Fair - Last General of the IRON HELMS and the citizens of the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (196-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 136===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Fabio Costas d&#039;Apulian&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Sand Fishers seek reassurance that their liberty will not be compromised through closer ties with the Empire. We encourage the citizens of Holberg to reach out in friendship, and share their experiences of the many opportunities our citizens enjoy within the law and virtue of the Empire&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (302-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 137===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Sagremar i Leons del Mar i Coeurdefer i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The contract is the heart of our nation, the written word is our bond, tying us together and unifying us despite our diversity. We call upon the Coast to enshrine their contracts and the traditions of scrivening, to consider their ties, loyalties and obligations to each other, and uplift the scriveners who formalise the ties we freely choose. This is our highest calling.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (86-72)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; An Assembly&#039;s call to action requires a greater majority, as per the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 138===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Heilyn Bronwen&#039;s Rest&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Empire has grown, but not without great costs. Many of the lands and people within it bear scars from the conflicts which have been brought to them, or from the actions of those who held power before. We call upon the Prosperous to look for opportunities that will help to bring Prosperity to the damaged territories of the Empire and the people within them. Strive, toil and claim your just rewards - and give those who deserve it the chance to strive, toil and claim in their own turn. This is the Highest Calling of the Prosperity Assembly.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (241-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Further information on highest callings can be found in the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 139===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; T’ i Dahr i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Priests, go forth and preach to your congregations that it is virtuous to be courageous, so you should display your courage and bolster our national unity with the creation of a SAIL BELL on every clifftop as a new piece of our national character. Like a lighthouse it shines on the heart, but rings into the night just as our anklets when we dance, and serving as a memorial of all those lost at sea, and all those sailing as we stand on the shore.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (52-72)&lt;br /&gt;
&lt;br /&gt;
===Judgement 140===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Vidarr Rune-Bound&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; These are the words of Kali Keen-Eye, Winter&#039;s Whisper and Vidarr Rune-Bound. Kaarina White-Eye, I would have words. Are you a cautionary tale or a Hero of Wintermark? I see the actions that led you to the Howler. I see Loyalty and the terrible choice in grief. True Loyalty to your Children and Sermersuaq, both taken from you by the Jotun. But Wintermark got both back! We weren&#039;t there to aid you so you made the hardest choice. I understand, but it was the wrong choice. Has the Hunter in the Wastes proven its strength by retrieving your children? No, it was Wintermark and Dawnish blood that regained every slave taken by the Jotun in Sermersuaq. Ville, Ymma, and Eadric are safe and warm in Wintermark bed. Your Oath to not rest until we gain everything back the Jotun took from us. We raided deep into Skallahn and have a thrones ransom in Jotun Fortifications. We even shattered the very Gates of Kierheim! I say we have taken our share back and then some. We are both Suaq, let us talk and see if your Skein will be truly obliterated or does the Heroes blood still lie within you.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (98-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; [[Anyone_but_you#Kaarina_White-Eye|Kaarina White-Eye]] is one of the two remaining ringleaders of Agramant cults most active in [[Sermersuaq]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 141===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Sufyan i Zuhri i Guerra&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; To lift up those who others would tear down, to raise to greatness those who we see the greatness in, even in their most dire circumstance. As the Empire ends for good the tyranny of the Buruk Tepel, liberating their beleaguered, long-terrified septs, we hold that liberating and uplifting them and others like them is our highest calling. Through the Proffered Hand Network of sanctuaries across the Empire, we will grow these seed of potential to brilliant flowers. These centres of healing, education, and rehabilitation will help them find their place in the Empire. To uplift the enslaved, the oppressed, the overlooked. This is the Highest Calling of our Assembly.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (140-10)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; An Assembly&#039;s call to action requires a greater majority, as per the &#039;&#039;&#039;[[The highest calling]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
===Judgement 142===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Diemos&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Although Arhaz was Freeborn, he was an inspiration to us all. In conjunction with the writ of consecration and judgement raised by Ehud, we call for the unsealing of his tomb and invite the Imperial Orcs to add items of worth to his tomb, alongside the Honour Guard.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (258-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 143===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; The Boyarina Nisha Strazcovich&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The summer summit is the Boyarina&#039;s Festival of Pride, celebrating the skills of the Empire&#039;s craftspeople. The Pride Assembly encourage the citizens of the Empire to celebrate this in their local community. Recognise the talents of those who create, who build, and make our everyday items. Weavers, stonemasons, textiles and art all demonstrate the wealth of the Casinea Empire. Take Pride in what you make and show pride in the skills of others and let them know.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (164-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The greater majority threshold for this judgement was 163&lt;br /&gt;
&lt;br /&gt;
===Judgement 144===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Nim, of Ebon&#039;s Hall&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Freeborn have a great opportunity ahead of them. By building the burning agora, the Firebrands will be revived and vigorous debate will begin in Anduz. This will spell a great era of discovery among the Freeborn, but they must remain Vigilant. The Highborn Assembly are well-posed to support the Firebrands in pushing the Way to excellence. There are no better partners in debate. In this, we provide our Peerless Kinship&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (250-12)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; This judgement is paired with [[#Judgement 134|Judgement 134]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 145===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Rinnah&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Highborn Assembly invite the &amp;lt;u&amp;gt;Voices&amp;lt;/u&amp;gt; of Virtue assemblies to be the first to take up offices in the Grand Inspiration of the Way because they and the edifice are united in our will: to spread the Way to all sapient people&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (300-10)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The Highborn looked for [[Lay_the_foundations#Choices|guidance]] on which titles should be given offices in the Grand Inspiration of the Way &lt;br /&gt;
&lt;br /&gt;
===Judgement 146===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Nathair Autumngale&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Navarr, our songs carry along the trods still further. We do not know how long this music will last, but we should take it and share it along the trods all we can. In Brocéliande we first started the steps for this song. Now in Bregasland, the land where the Dance of Blood fell, the site of Graven Rock too resonates with song. The song &amp;quot;Story of Dance&amp;quot; written by Blair Swifthart too was performed for our founders. While music follows in our wake, so too should we try to encourage the spread of our song. This season, as we learn more of the history of the Dance of Blood, let us bring this song to the lands of the nation where they fell.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (232-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 147===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Locke Nightgrove&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Bees are a vital part of our ecosystems. Farms, gardens, forests, we rely on them for food. Varushka have noted a loss of their bees from the destruction of the Cold Sun. Miaren experienced damage from the invasion too and we call on the vigilant citizens of the territory to check and care for our bees.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (254-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 148===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Neala Blackhawk&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; NAVARR WELCOME AND WITNESS. The pilgrimage of the HALLOWED BELLS of VIRTUE. The Bell Bearers come to tell tales of inspiration and virtue from all across the Empire. Let our songs and stories fill the bells so the bearers can carry our tales far and wide. To Bastion and the Grand Inspiration of the Way.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (192-24)&lt;br /&gt;
&lt;br /&gt;
===Judgement 152===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Eevi of the Gadrai&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Our scars show our battles fought and not all scars can be seen. To all those in the Mark who are lost, who have strayed from the path, your crows can guide you back to the Way and help mend your skein. Just  as we guided Valdr Grieversson, dedicating him to Loyalty so he can start mending his skein but the work is not done. Let us build a wayhouse for the lost on the Gireversson farmstead. Let us bring them in from the cold.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (232-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 154===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Theodoretos of the Wise Citadel&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Rejoice lightstone sellers of Urizen! Our stock has greatly helped miners of Varushka ward off the darkness. I now encourage us to look further and seek out trade opportunities for our lighstones and illumination skills for other nations. Ambition and Prosperity demands it. c/o Felix of the Wise Citadel Architect of Illumination&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (186-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 155===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Leyna Sunshaper&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Six years ago the Black Plateau was roused at the Battle of Solen&#039;s Doubt. Its self-contemplating shadow festers in folly: &amp;quot;that is sufficient&amp;quot; it pronounces and fixes minds in ignorance. Upon this anniversary the Apstrus Dam and the Dreaming Spire have been raised: twinned edifices that reflect how the virtuous have applied the lessons of the past. We call upon pilgrims to bear witness to the Empire&#039;s success in turning the downward spiral upwards. Let us build a phalanx of virtue where all citizens build up one another. Pilgrims of wisdom, our part is to encourage our fellow to ask the right questions. Curiosity shall test and shattere the assumptions that rage and despair grow within.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (132-60)&lt;br /&gt;
&lt;br /&gt;
===Judgement 156===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Otso Usvaling&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; In the spirit of forging a greater bond between our nations, and in honour of the Fist of the Mountains, we invite the stargazers of Urizen to meet with the mystics of Kallavesa within our swamps. We would share wisdom over the way we build, live and thrive within the swamp with the ambition to help further your aims in the Sarangrave.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (188-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 161===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lorenzo von Apulian&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The League National Assembly calls the orcs of the League to experiment and investigate new potential way to interact and learn from the ancestors using Leaguish hearth magic.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (274-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 163===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Fredegar Bloodmouth&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We applaud the Prosperous actions of the Sarcophan Delves in creating the Pax Sarcophan - a public commitment from the Delves that they will not tolerate piracy of merchant vessels of other nations, they will not permit any nation to threaten international trade. Despise the thieving bandit, the lazy wastrel, the grasping miser, and those who take without giving.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (134-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The Pax Sarcophan was [[Can%27t_give_everything_away|established]] shortly after the Spring Equinox 387YE &lt;br /&gt;
&lt;br /&gt;
===Judgement 164===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Caduceus of Aureate Peak&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We accept the offer of the representatives of the Tribunal of the Silver Flame to send their sentinels to aid the efforts of the Military Units of the League, Dawn, and Urizen in mapping the City Below. We bear witness to their Loyalty to Spiral in taking this action.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (174-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 165===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Taddea Ginori&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The League National Assembly would be honoured to welcome the Tribunal of the Silver Flame&#039;s assistance in mapping the City Below in Apulian and thanks for them for reaching out.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (284-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 167===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Kalina Jadwigowna Piosnkowa Prochnost	&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Cousins! We have an opportunity to destroy the Sumisev Peegel regio in Livardz. We the Varushkan National Assembly name Armand Remislav to organise and lead the effort. There is no welcome for Cold Sun - no door we will not bar&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (148-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 170===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ralph Godwin&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Marchers, our wise smiths are currently collating a map of active and resting regio across the Marches. This assembly calls upon the courageous folk of the Marches to send information on regio, be it specific locations, realms of magic or relevant legends to their local smith, especially Gemma Brightsmith, so they may continue their important work in our nation.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (182-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 174===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Way&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Exarch Zerithel Of Adoniram&#039;s Testament&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We note with caution the actions of Dawn in Highguard. And we fear that some in Dawn are being consumed by the false virtue of Vengeance. We urge the Dawnish to forsake Vengeance and return the 7 true virtues. We ask the troubadours of Dawn to rectify this international schism&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (26-72)&lt;br /&gt;
&lt;br /&gt;
===Judgement 175===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Nine&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Volya Nebov&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The assembly calls for interested citizens to apply during the summer summit, at a time and place to be announced in public advertisements around Anvil, for future involvement in the doctrinal review council.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (6-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 176===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Nine&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Silas of the Cenotaph&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Assembly of Nine appoints Wulfric of the Marches to lead the Proscription Symposium. We are satisfied with the oath sworn in our presence and the intent of this symposium. We will continue to observe this with keen interest.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (6-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 177===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Nine&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lenarius Ankarien&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We have long considered that actions which can damage a soul should bear the full weight of Imperial law. However at this this time there is no legal framework that allows us to directly proscribe this. We call upon Senate to create a new religious crime of harming the soul.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (6-0)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Any member of Senate intending to create such a law would be well advised to [mailto:plot@profounddecisions.co.uk consult] the Constitutional Court before bringing it to the Senate.&lt;br /&gt;
&lt;br /&gt;
===Judgement 178===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Nine&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Adelorna de Órdraig&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Assembly of Nine acknowledges the deep impact of Olyvar of Esther&#039;s Sanctum on the Empire. Their loss this summit is felt heavily by the Assembly. Olyvar&#039;s work changed a nation, inspired an assembly, and is illustrated by the many title holders, national representatives, and holders of state who attended his last moments. The Assembly of Nine recognises the widespread effect that Olyvar had and looks forward to the Pride Assembly&#039;s recognition&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (6-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 180===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Imperial Orc&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Skywise Gralka&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Imperial Orc nation accepts the wisdom of the northern folk. Teach us the ways of snow and climb, let us learn from those who came before us. Varushka and Wintermark be our guide as we share your journey into Tsirku&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (60-0)&lt;br /&gt;
&lt;br /&gt;
==Mandates==&lt;br /&gt;
===Judgement 3===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ser Decimus of House de Bastion&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Where they have sown fear, we will make flowers grow. We send Ser Decimus of House de Bastion with 25 doses of liao to encourage Dawn to take up arms. Glory is there for the taking.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (356-26)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; [[Push_for_victory#Greatest_Military_Force|Dawnish owners]] of a [[business]], [[farm]], [[fleet]], [[herb garden]], [[mana site]], [[mine]], or [[forest]] can change to to a [[military unit]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 26===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ada of Balthazar&#039;s Vineyard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The prosperity of our Varushkan kin is threatened by the harm done to the bees of Karov. With hard work, we can help them quell the fear that has overtaken their bees, and with the inspiration of Kvetmir Kvetmirovic renew trust between that symbol of Prosperity and the people of the vales. We send Ada of Balthazar&#039;s Vineyard with 50 doses of liao to spread auras of Prosperity, and to support the work of the vale of Zoloto to right what the Cold Sun has unbalanced.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (424-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; This mandate will help spread the inspiration of &#039;&#039;Kvetmir Kvetmirovic&#039;&#039;, and the [[Saint_of_Bees#Ceremonies_of_Prosperity|expertise of the beekeepers of Zoloto]]. This will prevent the situation with bees in Varushka getting worse, and will slowly encourage bees to take residence in their hives again. It will take at least a year, and bee populations are unlikely to recover completely, but it will ensure there is no measurable impact on the prosperity of southern Varushka, and no lasting damage to the Prosperity of herb gardens, farms, forests, or businesses.&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; The greater majority threshold for this judgement was 426&lt;br /&gt;
&lt;br /&gt;
===Judgement 32===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Skaldsgrym&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous build up their fellows, they do not tear them down. We send Erlend with a dose of true liao to consecrate the Virtuous shrine at the Meeting Place. Let us display our Loyalty through the unity of words and deeds.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1490-60)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Erlend will be responsible for a conjunction to the [[Who_counts_the_path_untaken%3F#The_Chains_That_Bind_Us|shrine on the grounds of Gull&#039;s Isle Hall]] at the Summer Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
===Judgement 48===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Thritt&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Mortal Ambition can conquer any obstacle, and unravel any mystery. We send Thritt with 100 doses of liao to urge the guides and explorers of Wintermark to reach out to their fellow Imperials and share the Wisdom of the wastes.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (220-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; The [[Snap rope and pass foil|penalty suffered by military units]] from nations other than Wintermark or Varushka when operating in the wastes will be reduced from a three-rank penalty to a one-rank penalty. This will apply whether they are scouting or exploring in Tsirku.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; As Thritt is a [[Banner-Bearer|banner-bearer]], this mandate only cost one hundred liao&lt;br /&gt;
&lt;br /&gt;
===Judgement 54===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Teleri Thornweaver&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Teleri Thornweaver with 50 doses of liao to lead our people in sharing everything we have with the League to prepare to finish the fight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (252-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Navarr from all walks of life [[Every_path_you_know#Thanks_for_Sharing|will travel to the named nation looking for ways to help]]. This will generate at least one opportunity for a new Imperial title to help the Vallornguard prepare for the fight with the enemy.&lt;br /&gt;
&lt;br /&gt;
===Judgement 58===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ignacio i Zuhri i Erigo&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; All things can have a price. We send Ignacio i Zuhri i Erigo with 50 doses of liao to encourage the Freeborn to hawk their wares to all and sundry. Strive, toil, and claim the just rewards of your labours!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (158-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Encourages citizens across the Brass Coast to celebrate [[On_the_road_ahead#City_of_Deals|those Freeborn who are committed to taking every opportunity to turn a profit]], ignoring those who called for propriety or charity.&lt;br /&gt;
&lt;br /&gt;
===Judgement 65===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Isario i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We prize freedom and disdain arrogance. We send Isario i Riqueza with 50 doses of liao to encourage the citizens of Segura to create a place to discuss doctrine and encourage free thinkers. Every being deserves to live the life they want in the manner they wish.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (154-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Encourage citizens across the Brass Coast to celebrate the [[On_the_road_ahead#City_of_Passions|legacy of the firebrands]] - the historical example set by the followers of Emperor Ahraz as well as those living exemplars who share their forebear&#039;s commitment to Virtue without doubt or fear, regardless of the disapproval of others&lt;br /&gt;
&lt;br /&gt;
===Judgement 108===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Freeborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Val&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Life is short, let it never be dull! We send Val with 50 doses of liao to encourage the Freeborn to blaze new trails. Aim high and pursue your dreams, no matter the dangers.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (148-10)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Encourage citizens across the Brass Coast to celebrate the [[On_the_road_ahead#City_of_Adventure|trailblazers amongst them]] - they will applaud those Freeborn who are committed to overcoming challenges, regardless of the costs and heedless of the risks.&lt;br /&gt;
&lt;br /&gt;
===Judgement 126===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Dag Kinnad&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Prosperity says that we should share our bounty with those who are worthy of it, and the heroes who pursue the dream to Tsirku cannot help but be worthy. We send Hildelith Kaukosdottir with 50 doses of liao to urge the farmers and herders of Sermersuaq to support those who risk the wasteland as best they can.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (198-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Reduces the benefit provided to farms in Sermersuaq by the Smokehouse of Atalaq. [[Snap_rope_and_pass_foil#Tsirku_is_Comprehensible|Surplus provisions suitable for use in Tsirku]] will be sent to support the scouting network. For as long as these supplies are committed, each season a strength of 500 will be committed to the scouting network. This won&#039;t be enough to operate the network by itself, but it will bolster efforts in the north.&lt;br /&gt;
&lt;br /&gt;
===Judgement 128===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Yrkja Riansson Sigeing&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; A good death awaits us. We send Yrkja Riansson Sigeing with 25 doses of liao to encourage Wintermark to ready themselves for war. A hero has a name.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (156-20)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; [[Push_for_victory#Greatest_Military_Force|Wintermark owners]] of a [[business]], [[farm]], [[fleet]], [[herb garden]], [[mana site]], [[mine]], or [[forest]] can change to to a [[military unit]] of the same resource level in the same territory without incurring a cost. Players wishing to take advantage of this opportunity should {{plot}}.&lt;br /&gt;
&lt;br /&gt;
===Judgement 151===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Leliel, Daughter of Armisael&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Virtuous raise up their fellows. Any nation willing to raise arms and join the Vallornguard shall have our full support. We send Leliel, Daughter of Armisael, with 25 doses of liao to lead our people in sharing everything we have with the League to prepare to finish the fight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (190-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; This use of Eyes of Loyalty supported [[#Judgement 54|Judgement 54]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 179===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Imperial Orc&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Jim&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; A nation is much more than lines on a map. We send Skywise Rykana with 15 crowns to lead a delegation of mystagogues and shamans to discover more of the ancestors of the Great Forest Orcs.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (60-0)&lt;br /&gt;
* &#039;&#039;&#039;Enacted&#039;&#039;&#039; Skywise Rykana will lead a group of willing orcs [[Every_day_of_your_life#Spanning_the_Abyss|in search of information and lore about the ancestors of the Great Forest Orcs]].&lt;br /&gt;
&lt;br /&gt;
==Writ of Consecration==&lt;br /&gt;
===Judgement 5===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Estella Lucati&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; At the Autumn Equinox 387YE, the League National Assembly recognised the Great Chain of Sarvos as an Inspirational Location for it had repelled repeated assaults by idolatrous pirates. I beseech the Assembly to grant a Writ of Consecration so that the Great Chains may be blessed by the True Liao that was provided by the Sun Chamber for this purpose. The Great Chain stands as a marvel of ingenuity and engineering whilst embodying the tenet of &#039;Prepare for Malice, Yet Thwart Malice Before It Strikes Against You&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (396-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 79===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Anatolij Paukov Zorkin&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; An edifice has been built in Broken Ride, in Sarvos, to honour the Sodality of the Silent Bell, with half the white granite coming from the Virtue fund and half from Bryce the Hare. I call for a Writ of Consecration to Vigilance for this site&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not Upheld (354-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 116===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Courage&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Basil Goodbeard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; True courage is selfless. Emperor Ahraz dared to demand &amp;lt;u&amp;gt;liberation for the orcs&amp;lt;/u&amp;gt; of the Empire, in the  face of great opposition, risking his position and reputation to do what he knew was right. Our world was changed forever by that courageous act. &amp;lt;u&amp;gt;His tomb should be a beacon&amp;lt;/u&amp;gt; to all those who fight for their convictions, Ashborn Osso among them. Her bones will join the guardians of this holy ground. &amp;lt;u&amp;gt;We have the true liao&amp;lt;/u&amp;gt;: Ashborn Trosk will provide it. &amp;quot;Do not fear to act; only be shamed by inaction.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (312-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 125===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Ambition&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Eldrid &#039;Phoenix Flame&#039; Vestardottir&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Empire is an amalgamation of our Ambitions. Each stronger as others take the burden. As Tian bore the flame, Umarth bore the consequence of decision. The Fist of the Mountains paid the price, now our Urizen must take the branches and carry the light. We call for a writ of consecration to build a flame that will burn on the docks of Elos. Let the mystics of Wintermark and the seers and illuminates of Urizen make pilgrimage. There they will reflect on the gift and burden of farsight, to show the Way to their people.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (332-0)&lt;br /&gt;
&lt;br /&gt;
==Writ of Excommunication==&lt;br /&gt;
===Judgement 33===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Kasmira Milankova Ygrev&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; To excommunicate is not a trivial act to be concealed, this assembly have made such clear. And so, in pursuit of employing every avenue to defeat the &#039;Earl of Groves&#039;, to resist the blight of its venom and risk all for their love of the Empire, I raise such a judgement against RHYDIAN DE RONDELL, Champion of Wisdom. I ask this assembly to cast them from this hearth in service of it. Don your cloak and take your fill of bread Rhydian, for this would be a parting. May the weight of this act measure against its worth&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Withdrawn at the request of the raising priest (530-174)&lt;br /&gt;
&lt;br /&gt;
==Proscription==&lt;br /&gt;
===Judgement 43===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Caspian i Shartha i Riqueza&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We the Synod proscribe the practice of Usury, defined as &#039;charging interest on a loan&#039;. Under the law of Idolatry. The general assembly has already declared that &amp;quot;A Mizer who practices Usury is unvirtuous&amp;quot; Idolatry is &amp;quot;subsuming human will and destiny to any inhuman entity or force&amp;quot;. And a Mizer hiding behind the inhuman force of Finance to pile up the riches of our Empire is doing exactly that.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (94-992)&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; This judgement &amp;lt;u&amp;gt;failed scrutiny&amp;lt;/u&amp;gt; by the Constitutional Court before voting closed. If it had been upheld, it would have been declared unconstitutional.&lt;br /&gt;
&lt;br /&gt;
===Judgement 66===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Sofonisba Amilcara of the City Below&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Idolatry is subsuming mortal will and destiny to an inhuman power. The manner of a person&#039;s death is of profound importance; for that death to be made subject to the whims of an eternal, sovereign, or other such entity is unacceptable. To end a person&#039;s life, or allow a person&#039;s life to end, as an offering to an inhuman power is idolatry&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1306-469)&lt;br /&gt;
&lt;br /&gt;
===Judgement 72===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Maarit Suvidottir&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; It is heresy to actively encourage or preach that the established virtues or the Way are not helpful for the spiritual life of orcs or humans&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1292-380)&lt;br /&gt;
&lt;br /&gt;
===Judgement 80===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Edward Watcher&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Use of the rite of excommunication with the target&#039;s consent is not proscribed&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (822-214)&lt;br /&gt;
&lt;br /&gt;
===Judgement 92===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Kasjay&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Oaths are important. Oathbreakers cannot be trusted. Synod titles are a position of trust. Breaking an oath while holding a Synod title is a breach of that trust and thus an abuse of priestly powers.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (598-964)&lt;br /&gt;
&lt;br /&gt;
===Judgement 114===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Frater Pontius of Adoniran’s Temple&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Synod upholds the Doctrine of the Creator and proscribes as heresy the Theist Heresy, the claim that there are gods that seek dominance of, control over or communion with sapient spirits. We do not hereby proscribe any belief related to the Paragons or Exemplars&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1228-238)&lt;br /&gt;
&lt;br /&gt;
===Judgement 115===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Merlof Von Temeschwar&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Synod upholds the Doctrine of the Labyrinth and hereby proscribes as Heresy the Realmist Heresy, a long-established heresy which claims that the Labyrinth of Ages is a realm of magic, and asserts that Paragons become Eternals. Seek out the Blight.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (1241-196)&lt;br /&gt;
&lt;br /&gt;
===Judgement 149===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lepidina&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Synod proscribes as idolatry the veneration, or entering the service of, an inhuman entity of the labyrinth, such as a labyrinth spirit&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (864-142)&lt;br /&gt;
&lt;br /&gt;
===Judgement 150===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Gaelen Embercast&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; To proscribe as heresy the act of catching a soul such that its passage through the labyrinth is inhibited, against the Doctrine of the Labyrinth&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Withdrawn at the request of the raising priest (124-36)&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; This judgement &amp;lt;u&amp;gt;failed scrutiny&amp;lt;/u&amp;gt; by the Constitutional Court before voting closed. If it had been upheld, it would have been declared unconstitutional.&lt;br /&gt;
&lt;br /&gt;
===Judgement 171===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Edward Greyfriar&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Doctrine is built on centuries of careful observation and liao based research, constantly honed by the insights and perspectives of those across the Empire and beyond. Due to orcs reaction to liao and the terrible crimes the Empire committed against the ancestors of the Imperial Orcs, the Doctrines of the Howling Abyss and the Ancestors have shallower foundations than the rest. As such, practice of beliefs conflicting with these Doctrines shall not be Proscribed so we may learn, not suppress.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (420-378)&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; This judgement was subject to the [[The_Throne#Custodian_of_Virtue|Custodian of Virtue]] power of the Throne, and needed a greater majority to be upheld&lt;br /&gt;
&lt;br /&gt;
==Inquisition==&lt;br /&gt;
===Judgement 4===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Corey Wayfarer&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Cadwell of the Waystone Path, it is time we discussed your virtue and conduct during your time as general. As such I invite you to inquisition at 9pm on Saturday of this summit at the Brackensong camp. Cheese will be provided.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (252-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 40===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Bella Vicente d&#039;Apulian&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Pride is in deeds not words. Elagabala talks a lot of talk. Let&#039;s see if it holds up to scrutiny. 12pm. Saturday. Spring 388. Celestial Eclipse, League.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (10-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 61===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Emmeline Weaver&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; There&#039;s some nasty rumours going about that General Amberlain Black, Hero of Bregasland, is a Hate cultist. Let&#039;s lay these to rest. I call Amberlain to inquisition, 16:45, House de Gauvain, Dawn&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (148-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 95===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ingrid Talon-of-the-Mark&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; I call Mael, Marshal of the Faith, to inquisition at 11:00 on Sunday of this summit to investigate their view on the efficacy and virtuous effect of their role.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (196-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 129===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Vauraus &amp;quot;Prosperity&#039;s Forge&amp;quot; Korppitkotka&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; I call Gancio di Catazar to inquisition at 10:30AM on Sunday at the Spring Equinox 388YE to answer why they arranged a wayleaf to announce a commission that has had no progress and will now lapse&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (23-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 157===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Marcher&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Brother Geoffrey Orchard&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Friar Book: so far we know you only by the hallowings you have wrough and second hand reports of your preaching. We would seek to know you in person. Come to Anvil, Summer 388, and speak to me of your teachings.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (92-60)&lt;br /&gt;
&lt;br /&gt;
===Judgement 160===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Kellin Embercast&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; I have walked with Gaelen Embercast for three years. Now, as they set aside their Cardinalship, I wish to ask them some difficult questions. I do so as a dedicant of Loyalty, preaching their sworn virtue, so my questions concern themselves with the intersection of Loyalty and Vigilance. When they have faced challenges that set these virtues at odds with each other, how have they acted? At the Summer Solstice, I invite Gaelen to join me to discuss this.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (108-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 173===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Navarr&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Iniska Ashwood&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Polk Thornweaver. You&#039;ve been working your arse off for the nation. Let&#039;s chat about it. Woven roots, next summit - we&#039;ll figure out the most prosperous time&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (90-0)&lt;br /&gt;
&lt;br /&gt;
===Writs of Inquisition===&lt;br /&gt;
The following writs of inquisition were issued this summit:&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Called by&#039;&#039;&#039; || &#039;&#039;&#039;Subject&#039;&#039;&#039; || &#039;&#039;&#039;Judgement or Title&#039;&#039;&#039; || &#039;&#039;&#039;Matter&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Corey Wayfarer || Cadwell Waystone Path || [[#Judgement 4|Judgement 4]] || His virtue and conduct as [[general]]&lt;br /&gt;
|-&lt;br /&gt;
| Bella Vincente d&#039;Apulian || Elagabala || [[#Judgement 40|Judgement 40]] || Her [[pride]]&lt;br /&gt;
|-&lt;br /&gt;
| Emmeline Weaver || Amberlain P. Black || [[#Judgement 61|Judgement 61]] || Rumours of [[Malign_spiritual_presences#Hate|hatred]]&lt;br /&gt;
|-&lt;br /&gt;
| Ingrid Talon-of-the-Mark || Mael || [[#Judgement 95|Judgement 95]] || Efficacy &amp;amp; virtuous effect as [[Marshal of the Faith]]&lt;br /&gt;
|-&lt;br /&gt;
| Vauraus &amp;quot;Prosperity&#039;s Forge&amp;quot; Korppitkotka || Gancio di Catazar || [[#Judgement 129|Judgement 129]] || A lapsing commission&lt;br /&gt;
|-&lt;br /&gt;
| Galene Netherwatch || Bloodcrow Arora || [[Arcane Inquisitor]] || Lessons learnt and to be learnt&lt;br /&gt;
|- &lt;br /&gt;
| Vauraus &amp;quot;Prosperity&#039;s Forge&amp;quot; Korppitkotka || [[Empress Vesna|Empress Vesna Borkovna Prochnost]] || [[Auditor of Senatorial Accountability]] || Their statement in Senate regarding the raising of [[Imperial army|armies]]&lt;br /&gt;
|- &lt;br /&gt;
| Alfred Eawolfson || Charlie Skinner || [[Basilisk of the Bourse]] || Virtue and economics&lt;br /&gt;
|- &lt;br /&gt;
| Kalina Jadwigowna Piosnkowa Prochnost || Lady Laudine du Lac || [[Imperial Inquisitor]] || Her time as [[Chaplain Consular]] and Fintan Nighthaven&lt;br /&gt;
|- &lt;br /&gt;
| Lady Abreya De Lagriffe || Morrigan Mortére || [[Virtue Inquisitor|Inquisitor of Ambition]] || Rumours of association with [[Agramant]]&lt;br /&gt;
|- &lt;br /&gt;
| Masha Sigeling || Zoria of the Circle of Zulgan-Tash || [[Virtue Inquisitor|Inquisitor of Courage]] || Her [[courage]]&lt;br /&gt;
|-&lt;br /&gt;
| Eevi of the Gadrai || Talos of the Silent Tide || [[Virtue Inquisitor|Inquisitor of Loyalty]] || His words &amp;amp; deeds as [[Champion of Loyalty]], at the Summer summit&lt;br /&gt;
|-&lt;br /&gt;
| Jedediah Boon || Lofyn Bloodcloak || [[Virtue Inquisitor|Inquisitor of Pride]] || A challenge to her [[pride]]&lt;br /&gt;
|- &lt;br /&gt;
| Iniska Ashwood || Cain Coffers of House Vortekar || [[Virtue Inquisitor|Inquisitor of Prosperity]] || The pledge he made when taking his seat, at the Summer summit&lt;br /&gt;
|- &lt;br /&gt;
| Brother Geoffrey Orchard || Gwen Tendfallen || [[Virtue Inquisitor|Inquisitor of Vigilance]] || Received wisdom, orthodox and otherwise&lt;br /&gt;
|- &lt;br /&gt;
| Nim of Ebon&#039;s Hall || Kaisarion of the Court of the Rat King || [[Virtue Inquisitor|Inquisitor of Wisdom]] || A controversial pamphlet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sanction==&lt;br /&gt;
===Judgement 22===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Kalina Jadwigowna Piosnkowa Prochnost&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Vindication:&#039;&#039;&#039; Magistrate Sayid i Zuhri i Erigo. The Wisdom Assembly has reviewed the aura you gained from Rachensgrab and find no issue, my colleagues and I deem the spontaneous aura of no threat to your soul or impediment to your position. Consider what you have learned from this aura - perhaps you have learned all you can.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (294-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 38===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Nim, of Ebon&#039;s Hall&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Penance:&#039;&#039;&#039; Last summit, my inquisition revealed that Iniska Ashwood certainly displays much wisdom. I learned a greater appreciation of the role we can play to encourage souls back to the Path of Virtue. However, I hope they learned something from me - to be wary of the folly of those close to you. Each summit from now until Spring 389YE, report the results of an insight to me, conducted towards someone close to you.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (134-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 76===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lady Abreya deLagriffe&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Penance:&#039;&#039;&#039; Leon of House Castellan is currently not reaching his full potential ambition but I believe that with correct steps this can be achieved. Leon has performed great acts of glory but must acknowledge the pride and worthiness in those actions and convert those into further ambitions. I task Leon to the following penance: discuss with nobles both within and without his house what it means to be noble; consider and provide actionable steps he can perform that would make him feel worthy of asking for a test of mettle.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (290-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 86===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Eevi of the Gadrai&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Vindication:&#039;&#039;&#039; Naela Blackhawk&#039;s inquisition revealed that she is as steadfast and enduring as a great oak tree. She has continued to build up those within her nation and bring disparate groups such as the Thorns and the National Assembly together. Her loyalty to Navarr is clear and she acts on it whenever an opportunity presents itself. I vindicate her and will testimony her &amp;quot;Path Weaver&amp;quot; so all can see the truth on her soul.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (126-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 113===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune on behalf of Donato of the Crucible&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Penance:&#039;&#039;&#039; Cosmé placed a curse upon Veikko Bondforger &amp;lt;u&amp;gt;but&amp;lt;/u&amp;gt; their actions were spurred by Loyalty and ceased from escalating for the same Loyalty. &amp;lt;u&amp;gt;However&amp;lt;/u&amp;gt;, in considering their role as chief magistrate, pursual of a hurt for a hurt, no matter how well thought through, is a step closer to the false virtue of Vengeance. As &amp;lt;u&amp;gt;penance&amp;lt;/u&amp;gt;, I request they think through what their action may have been in the scenario that their loyalty did &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; stay their hand; and how that may impact the Empire. Report back to Donato in two seasons&#039; time.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (114-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 120===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Larkin Otterways&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Vindication:&#039;&#039;&#039; I called Brother Luke to Inquisition Autumn Y387. My judgement is: &amp;lt;u&amp;gt;Vindication&amp;lt;/u&amp;gt;. The spontaneous Loyalty dedication is genuine. I can find no fault in his story of reaction to this experience. Luke exhibits a number of signs: Inspiration, Legacy, Miracles, Pilgrimage, Recognition, Salvation.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (112-22)&lt;br /&gt;
&lt;br /&gt;
===Judgement 127===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Nine&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Vauraus &amp;quot;Prosperity&#039;s Forge&amp;quot; Korppitkotka&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Vindication:&#039;&#039;&#039; Following inquisiton of Natalia &#039;the Falcon&#039; Barossa on her actions as Quartermaster General, I commend her: attention to detail; Ambition, Loyalty, Prosperity, and Wisdom in driving down the price of Brotherhood of Tian and Spiral Castle; Courage to change what has always been; Loyalty to the Empire and its armies. I intend to testimony &#039;&amp;quot;Peerless Logistician&amp;quot; on her soul, as she is.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (2-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 153===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Arvel Tendfallen&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Penance:&#039;&#039;&#039; I inquisited Silas of the Cenotaph and found his actions were not due to lack of virtue, but lack of rest. A cardinal must not only act with virtue, but communicate clearly and be seen to act with virtue. For the duration of his time as cardinal, Silas must ensure he is well rested enough to fulfil this role.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (96-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 158===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Ardeniel of the Woodwych Harts&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Vindication:&#039;&#039;&#039; A artefact Litany of the Labyrinth has now been created for all 10 nations of the Empire. No longer will those at Anvil need worry for their souls passage into the Labyrinth due to want of resources to create a Litany of their own. National sects may now protect their citizens from the vile actions of the Druj and Vallorn permanently. For this we have Nira of Canitarch&#039;s Hold to thank. She has worked tirelessly for over seven years to gather ilium and create these artefacts nearly entirely by her own hand. There is no challenge a dedicated soul cannot overcome. Follow her example!&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (266-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 159===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Drusilla of the Woodwych Harts&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Vindication:&#039;&#039;&#039; Whilst the death of Olyvar of Esther&#039;s Sanctum was an unquestionable loss to Highguard, the vast number of siblings from almost every nation queuing to pay their respects demonstrates that this will be felt across the Empire. It took over an hour for all present to pass on through the chapel to say their final goodbyes, and before he passed into the Labyrinth twelve priests representing several nations dedicated Olyvar to Pride. Death traditions and rites from all nations present were performed. Let Olyvar&#039;s passing serve as inspiration to us all, for our words and deeds of virtue impact not only those close to us, but all nations across the Empire.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (232-12)&lt;br /&gt;
&lt;br /&gt;
===Judgement 162===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Emmeline Weaver&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Vindication:&#039;&#039;&#039; I inquisited Amberlain in company with Lenarius Ankarien, Dame Arlette d&#039;Ossienne, Friar Duncan of Ashill, and Martin Orchard. Amberlain Black has been a Devotee of Loyalty since 384. The Oaths she swore to defend Bregasland are LOYALTY oaths, witnessed by Loyalty priests of the Marches. Amberlain is giving Loyal service to the Empire in a time of War, furthering amity and co-operation between Nations. Just this season, she gave up opportunities in Bregas and Mitwold to defend Sarangrave and Mareave. This us &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; the action of a &amp;lt;u&amp;gt;Hate Cultist&amp;lt;/u&amp;gt;. I advise her to be vigilant about the company she keeps.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (152-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 166===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Bella Vicente d&#039;Apulian&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Penance:&#039;&#039;&#039; Elagabala is a spectacular individial. Her achievements eclipse those who come before and she is a master of her art. This is clear to see: yet she has said she cannot have Pride in herself until she transcends. Wisdom is always incomplete; Pride cannot wait for completion either. Become Proud of yourself for who you are now, and at every step of your life. Each summit for one year, find a Priest priest and tell them what you are proud of in &amp;lt;u&amp;gt;yourself&amp;lt;/u&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (60-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 168===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Nine&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Kalina Jadwigowna Piosnkowa Prochnost&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Penance:&#039;&#039;&#039; Ser Guy of the Twisted Rose. You are no idolator, but you have been reckless with the souls of those soldiers over whom you held responsibility. Your actions are not without virtue - but I wory about the echo of Irrah Harrah&#039;s philosophies in the actions you took. In penance, I ask that you cease playing Irrah Harrah&#039;s game - stand proud as I know you can. Run no longer, hide not, fight as it is your choice. You are no mouse, Guy. Stop acting like one.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (0-0)&lt;br /&gt;
&lt;br /&gt;
===Judgement 172===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Iniska Ashwood&lt;br /&gt;
* &#039;&#039;&#039;Judgement - Vindication:&#039;&#039;&#039; I called Mendicant Garev to inquisition to investigate his Prosperity in light of his recent misadventures. I cannot fault his Prosperity. I wish to invite him back to Anvil to thank him for bearing a troll-cursed cup to us. It is being returned to Tharim to save Mitwold from a curse, and I intend to reward and recompense him for this.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld (76-0)&lt;br /&gt;
&lt;br /&gt;
==Recognition==&lt;br /&gt;
===Judgement 93===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Ambition&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Amos&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; I call for Barabbas to be recognised as an exemplar of Ambition, embodying the tenet that &amp;quot;it is better by far to try and fail, than never to have tried at all&amp;quot;. His legacy lives on in Freeborn corsairs, in Caricomare and in Segura. His benevolence lives on in the ports and cities he built, the trade routes he founded, and the maps drawn from his explorers. His miraculous final address, and the aura of ambition it bears two centuries on, is an inspiration to mariners, explorers and adventurers to the cenotaph, and to all those who seek to do what &amp;quot;cannot be done&amp;quot;. Barabbas is an exemplar for all those who dare to dream.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (362-56)&lt;br /&gt;
&lt;br /&gt;
==Exaltation==&lt;br /&gt;
===Judgement 35===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Halwyn Splitroot&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Great artists whose art inspires virtue should be exalted. Idwyn Splitroot has inspired Pride across the Empire with her song &amp;quot;Painted&amp;quot;. Heard by every Navarr, sung with every binding of thorns, now inspiring the troubadours of Dawn. We exalt Idwyn, recognising her artistic works and dedication to inspiring pride in others.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; {{GM}} (192-22)&lt;br /&gt;
* &#039;&#039;&#039;Notes:&#039;&#039;&#039; Idwyn Splitroot has been added to the [[Exaltation|Roll of the Exalted]]&lt;br /&gt;
&lt;br /&gt;
===Judgement 70===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Sybilla Cattaneo di Tassato&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Azeal of Rumah&#039;s Redoubt recognised the great opportunities presented to the Empire by expanding the pool of appraisers but knew that the Senate budget has little slack for anything outside the war effort. He generously offered to fund the appraisers for their first year bringing the potential for opportunities old and to become available to the Empire that would not have been possible before. We recognise Azeal for his hard work in raising the funds to ensure the opportunity was not wasted and in his generosity in spending his hard earned money in a way that will benefit so many over the coming year.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (132-74)&lt;br /&gt;
&lt;br /&gt;
==Appointment	==&lt;br /&gt;
===Judgement 1===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Ambition&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Cardinal of Ambition]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Lenarius Ankarien&#039;&#039;&#039; was appointed with 254 votes; Wulfric received 50 votes; Callista received 36 votes; Ser Purslane Artorigus received 14 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 2===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Vigilance&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Cardinal of Vigilance]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Adelorna de Ordraig&#039;&#039;&#039; was appointed with 130 votes; Viviane Barossa received 102 votes; Aemon of the Suns of Couros received 88 vote; Bryce the Hare received 42 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 12===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Lepidean Librarian]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Hazelelponi of the Shattered Tower&#039;&#039;&#039; was appointed with 312 votes; Frater Pontius of Adoniram&#039;s Testament received 140 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 13===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Custodian of the Omphalos]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Raine Tealeaf&#039;&#039;&#039; was appointed with 158 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 16===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Seeker of the Perfect World]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Abel the Rounder&#039;&#039;&#039; was appointed with 148 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 18===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Urizen &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Beneficiary of the Golden Cascade]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Hester of Sarangrave Reforged&#039;&#039;&#039; was appointed with 158 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 19===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Dawnish&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Voice of the Twin Roses]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Ser Asa Scrivener&#039;&#039;&#039; was appointed with 236 votes; Remy Dyer de la Griffe received 114 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 23===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Prosperity&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Champion of Prosperity]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Tom Appelseed&#039;&#039;&#039; was appointed with 173 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 24===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Singer of the Silence]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039; was appointed with 246 votes; Brenna Pineflght received 0 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 28===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wintermark&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Speaker of the Crows]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Nobody achieved a majority. Hildelith of Snowperch Hall received 86 votes; Ingrid Talon-of-the-Mark received 86 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 34===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Nine&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Auditor of Senatorial Accountability]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Vauraus Korppitkotka&#039;&#039;&#039; was appointed with 4 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 39===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Varushkan&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Curator of Memories]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Alexei of Dark Water Vale&#039;&#039;&#039; was appointed with 146 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 45===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Custodian of the Imperial War Memorial]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Sarah of the Suns of Couros&#039;&#039;&#039; was appointed with 302 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 51===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Courage &lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Voice of Virtue|Voice of Courage]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Ada of House Meliora&#039;&#039;&#039; was appointed with 196 votes; Ioan Longshadow received 20 votes; Zeke di Tassato Mestra received 16 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 56===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; League&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Map to the City Below]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Sofonisba Amilcara of the City Below&#039;&#039;&#039; was appointed with 156 votes; Enzo de Tassato received 54 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 69===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Courage&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Guardian of Britta&#039;s Memorial]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Neala Blackhawk&#039;&#039;&#039; was appointed with 148 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 74===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Loyalty&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Virtue inquisitor|Inquisitor of Loyalty]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Eevi of the Gadrai&#039;&#039;&#039; was appointed with 136 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 78===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Pride&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Virtue inquisitor|Inquisitor of Pride]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Jedediah Boon&#039;&#039;&#039; was appointed with 122 votes; Lady Alisa Tamerlaine received 20 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 99===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Imperial Orc&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Guide to the Lost]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Firesong Galath&#039;&#039;&#039; was appointed with 38 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 102===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Wisdom&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Voice of Virtue|Voice of Wisdom]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Amris Johan Merikovich&#039;&#039;&#039; was appointed with 107 votes&lt;br /&gt;
&lt;br /&gt;
===Judgement 124===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; Highborn&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Tribune&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Appointment of the [[Archivist of the Echoing Obelisk]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; &#039;&#039;&#039;Dariel of the Woodwych Harts&#039;&#039;&#039; was appointed with 196 votes&lt;br /&gt;
&lt;br /&gt;
==Rewarding==&lt;br /&gt;
===Judgement 17===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Donato of the Crucible&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The Empire is beset on all sides by enemies - our military is stretched. An opportunity presents to create a &amp;lt;u&amp;gt;ritual text&amp;lt;/u&amp;gt; which would allow our armies to &amp;lt;u&amp;gt;resupply&amp;lt;/u&amp;gt; under &amp;lt;u&amp;gt;any&amp;lt;/u&amp;gt; circumstance. This text will save Imperial lives and give the Empire a new tool to fight our enemies. The Throne has thanked Herminius of the House of the Wanderer in her recent address for this support in building the third League army. We ask he is &amp;lt;u&amp;gt;rewarded&amp;lt;/u&amp;gt; 40 thrones to complete codification faster and purchase resources for further prosperous work&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, full amount (514-326)&lt;br /&gt;
&lt;br /&gt;
===Judgement 21===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Laurencio di Sarvos &lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Seventy-five citizens of the Empire sacrificed Personal Prosperity for Imperial Vigilance and the chance to capture Grendel spies. These efforts would have succeeded but for the acts of three Traitors within the Empire. Neverthless, Virtue should be Rewarded lest citizens be discouraged from future sacrifice when called upon. We Reward those citizens with 22 Thrones from the Virtue Fund to be share amongst them according to their sacrifice.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, full amount (843-336)&lt;br /&gt;
&lt;br /&gt;
===Judgement 30===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Athiel Westernborn of the Cenotaph&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; In Autumn 386YE (Judgement 4) the full force of the Synod showed their wish to bring spiritual enlightenment to the waylaid and the downtrodden of Asavea. We did so with the full understanding of the magnitude of this project, and with awareness of its costs. Priests, why have you let the fires of your Ambition dwindle to embers? Even the most impenetrable forest may fall one tree at a time. As such, we request 8 wains of white granite to be disbursed from the Virtue Fund to continue anchoring the Way in Asavea. Consequences are the price of Ambition. We are willing to pay the costs.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, full amount (652-334)&lt;br /&gt;
&lt;br /&gt;
===Judgement 36===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Lord Julien de Courtenay-Wyldrose&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; The High Exorcist and their house have spent in excess of &amp;lt;u&amp;gt;20 thrones&amp;lt;/u&amp;gt; to defend the Empire against spiritual threat. We seek to reward their personal prosperity and let them continue their work. Let 20 thrones be allocated to their seneschal, Mathilde Caster, for the purchase of: Silent Bell and Labyrinthine Vestments to be lent to any citizen in need; and liao bought in bulk&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, full amount (600-276)&lt;br /&gt;
&lt;br /&gt;
===Judgement 37===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Hildelith Kaukosdottir&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Countless times we have pronounced ourselves in favour of the free preaching of the Way in Asavea. It is time to make good on our promises. We reward the refugees of Ibaria with 50 thrones. They have shown boundless Courage and Ambition in the fight against the Asavean Plenum, and have built a new life in Virtue here in the Empire. They have given everything for Virtue. We should seek to repay them in kind.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (398-502)&lt;br /&gt;
&lt;br /&gt;
===Judgement 42===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Miroslav Dainovitch Temnavoda&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Last summit, Varushka had the opportunity to purge the insidious threat of face-peeling monsters. Rather than draw the Boyar&#039;s Hasta from its vital role elsewhere, heroes across Varushka committed military units to this task, many sacrificing their own resources to take up arms for the first time. Mana from across the nation was poured into enchantments to boost the strength of these units. This resulted in an assembled force equivalent to an army. Thanks to these efforts, the Boyar&#039;s Hasta remained committed to the vital role it played in Sarangrave, and the operation to root out the face peelers was an overwhelming success. I ask for Thirty Thrones from the Virtue Fund to be disbursed among those Ambitious citizens who stand as an example to all of what can be achieved with sufficient drive and focus.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, 28 thrones, 1 crown, and 11 rings rewarded (450-426)&lt;br /&gt;
&lt;br /&gt;
===Judgement 63===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Vera&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; Five years ago the first sermon on the Way in Ossium ended with the declaration &#039;together we rise in greatness&#039;. I seek 20 thrones to reward the ossians who have reached the greatest heights since liberation: Volya, cardinal of the Way; Velko, senator for Ossium; Sigismund, general of the Golden Axe; 	Sławomir, leading diplomatic efforts in the Mallum&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (282-514)&lt;br /&gt;
&lt;br /&gt;
===Judgement 67===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Oleander Dreamsreach&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; We seek to reward Geraint Bronwyn&#039;s Rest with 8 wains of white granite to be put towards the City of Dreams. This is an investment into the future of the Navarr and will allow us to seek new ways to use liao.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Not upheld (333-414)&lt;br /&gt;
&lt;br /&gt;
===Judgement 104===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Galene Netherwatch&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; For the last 4 years, the Mountains&#039; Answer, a block of military units 4000+ strong, have made themselves strategically avaialble to the Military Council to be deployed wherever is deemed necessary to the Empire. Let us reward this Loyalty with 20 thrones, to be given to Floria Sunshaper, to be shared amongst these captains&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, but none remain (260-252)&lt;br /&gt;
&lt;br /&gt;
===Judgement 111===&lt;br /&gt;
* &#039;&#039;&#039;Assembly:&#039;&#039;&#039; General&lt;br /&gt;
* &#039;&#039;&#039;Raised By:&#039;&#039;&#039; Marialena Von Holberg&lt;br /&gt;
* &#039;&#039;&#039;Judgement:&#039;&#039;&#039; As Senator of Holberg, Kaspar von Yakovitch has inspired great Virtue in our citizens from Pride as we were awarded the Greatest City, to Ambition in building the Great Walls. His Virtue extends to the wider Empire, sharing the Prosperity of the League by creating an Imperial position from a National Bourse seat. As a young citizen inspired by this Virtue. I ask, on behalf of Holberg, that he is rewarded with four wains of weirwood.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Upheld, full amount (300-208)&lt;br /&gt;
&lt;br /&gt;
==Special Considerations==&lt;br /&gt;
The following considerations should be borne in mind when bringing judgements before the Imperial Synod during the Summer Solstice.&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Assembly&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Consideration&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Link&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Duration&#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;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that prioritise the greater good over personal loyalties are less effective.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that try to compel Loyalty will fail.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Revocations and Excommunications for disloyalty to the nation or Empire risk causing dissent.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cardinal_of_Loyalty#Additional_Powers_-_The_Eyes_of_Loyalty|Eyes of Loyalty]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Urizen or Varushka. It is not impossible that a mandate might lead to a response in one of the two nations, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Hard_and_suspecting#The_Urizen_Assembly|Urizen Link]]&amp;lt;br&amp;gt;[[Hard_and_suspecting#The_Varushkan_Assembly|Varushka Link]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Any mandate that does not pass with a greater majority will have limited or no effect on Wintermark unless enacted by the Wintermark Assembly. It is not impossible that a mandate might lead to a response in the nation, but it won&#039;t lead to any immediate consequences for the people of the nation. &amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_final_cut#Questions_for_Wintermark|The final cut]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;All Assemblies&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Statements that stress the need to follow Imperial law rather than virtue will be unlikely to lead to a mandate.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Knocking_on_every_door#A_Paper_Shield|Knocking on every door]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ongoing&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Virtue Fund==&lt;br /&gt;
At the start of the Spring Equinox 388YE summit, the Virtue Fund stood as follows:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;88 thrones, 15 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 dose&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total donations made were:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;72 thrones, 1 crown, 17 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total amounts carried forward to the next summit were:&lt;br /&gt;
&amp;lt;table class=&#039;wikitable sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Money&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Mithril&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;White Granite&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Weirwood&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;True Liao&#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;72 thrones, 1 crown, 17 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 wains&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;nil&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations received prior to the start of the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 1 throne, 2 crowns at the [[Rewarding#Counting Houses|counting house]] of [[Reikos]]&lt;br /&gt;
* 2 thrones at the counting house of [[Tassato]]&lt;br /&gt;
* 1 throne, 3 crowns at the counting house of [[Semmerholm]]&lt;br /&gt;
* 1 throne, 4 crowns at the counting house of [[Karsk]]&lt;br /&gt;
* 6 wains of mithril, 8 wains of white granite and 8 wains of weirwood from [[The_greatest_plurality#One_Empire|various donations]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of Rewardings made at the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 22 thrones to &#039;&#039;&#039;Laurencio di Sarvos&#039;&#039;&#039; following [[#Judgement 21|Judgement 21]] being upheld (margin 510)&lt;br /&gt;
* 20 thrones to &#039;&#039;&#039;Mathilde Caster&#039;&#039;&#039; following the death of &#039;&#039;&#039;Julien de Courtenay-Wyldrose&#039;&#039;&#039; and [[#Judgement 36|Judgement 36]] being upheld (margin 324)&lt;br /&gt;
* 8 wains of white granite to &#039;&#039;&#039;Athiel Westernborn of the Cenotaph&#039;&#039;&#039; following [[#Judgement 30|Judgement 30]] being upheld (margin 318)&lt;br /&gt;
* 40 thrones to &#039;&#039;&#039;Donato of the Crucible&#039;&#039;&#039; following [[#Judgement 17|Judgement 17]] being upheld (margin 188)&lt;br /&gt;
* 28 thrones, 1 crown, 17 rings to &#039;&#039;&#039;Miroslav&#039;&#039;&#039; following [[#Judgement 42|Judgement 42]] being upheld (margin 24)&lt;br /&gt;
* 4 wains of weirwood to &#039;&#039;&#039;Morialena von Holberg&#039;&#039;&#039; following [[#Judgement 111|Judgement 111]] being upheld (margin 92)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see a list of donations made during the summit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* 70 thrones for the Bourse dose of True Liao from &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;&lt;br /&gt;
* 6 crowns from &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039;&lt;br /&gt;
* 4 crowns from &#039;&#039;&#039;Tom Appleseed&#039;&#039;&#039;&lt;br /&gt;
* 2 crowns, 11 rings from &#039;&#039;&#039;Leonardo i Del&#039;Toro i Riqueza&#039;&#039;&#039;&lt;br /&gt;
* 1 crown from &#039;&#039;&#039;Barak of the Inheritance of Atun&#039;&#039;&#039;&lt;br /&gt;
* 1 crown, 5 rings from &#039;&#039;&#039;Veikko Bondforger&#039;&#039;&#039;&lt;br /&gt;
* 1 crown from &amp;quot;Emperor Nicovar&amp;quot;&lt;br /&gt;
* 1 crown from &#039;&#039;&#039;Berith Martel&#039;&#039;&#039;&lt;br /&gt;
* 1 crown from &#039;&#039;&#039;Emperor Vesna Borkovna Prochnost&#039;&#039;&#039;&lt;br /&gt;
* 1 ring in small donations&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Doses of True Liao==&lt;br /&gt;
&lt;br /&gt;
Six doses of [[Liao#True Liao|True Liao]] were disbursed this summit:&lt;br /&gt;
* One dose to &#039;&#039;&#039;Vesna Borkovna Prochnost&#039;&#039;&#039; as [[the Throne]]&lt;br /&gt;
* One dose to &#039;&#039;&#039;Hazelelponi of the Shattered Tower&#039;&#039;&#039; as [[Lepidean Librarian]]&lt;br /&gt;
* One dose to &#039;&#039;&#039;Rafael Barossa d&#039;Apulian&#039;&#039;&#039; by purchase in the [[Public auction|Public Auction]]&lt;br /&gt;
* One dose to &#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039; by decision of the Gatekeepers&lt;br /&gt;
* One dose to &#039;&#039;&#039;Mayra Zoronova Prochnost&#039;&#039;&#039; by decision of the Gatekeepers&lt;br /&gt;
* One dose to &#039;&#039;&#039;Jedediah Boon&#039;&#039;&#039; by decision of the Gatekeepers&lt;br /&gt;
&lt;br /&gt;
==Assembly Strength==&lt;br /&gt;
The table below shows the size, total voting strength and greater majority thresholds for each assembly as calculated at the start of the summit.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;&amp;quot;col&amp;quot;&amp;quot; style=&amp;quot;&amp;quot;width: 320px;&amp;quot;&amp;quot; | Virtue Assembly&lt;br /&gt;
! Assembly Size&lt;br /&gt;
! Total Voting Strength&lt;br /&gt;
! Greater Majority Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Ambition    || 47 || 644 || 323&lt;br /&gt;
|-&lt;br /&gt;
|Courage    || 29 || 372 || 187&lt;br /&gt;
|-&lt;br /&gt;
|Loyalty    || 53 || 710 || 356&lt;br /&gt;
|-&lt;br /&gt;
|Pride    || 28 || 324 || 163&lt;br /&gt;
|-&lt;br /&gt;
|Prosperity    || 30 || 355 || 178&lt;br /&gt;
|-&lt;br /&gt;
|Vigilance    || 64 || 762 || 382&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom    || 45 || 558 || 280&lt;br /&gt;
|-&lt;br /&gt;
|The Way    || 23 || 268 || 135&lt;br /&gt;
|-&lt;br /&gt;
|General    || 319 || 3993 || 1997&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! scope=&amp;quot;&amp;quot;col&amp;quot;&amp;quot; style=&amp;quot;&amp;quot;width: 320px;&amp;quot;&amp;quot; | National Assembly&lt;br /&gt;
! Assembly Size&lt;br /&gt;
! Total Voting Strength&lt;br /&gt;
! Greater Majority Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Brass Coast    || 16 || 208 || 105&lt;br /&gt;
|-&lt;br /&gt;
|Dawn    || 55 || 738 || 370&lt;br /&gt;
|-&lt;br /&gt;
|Highguard    || 67 || 850 || 426&lt;br /&gt;
|-&lt;br /&gt;
|Imperial Orcs    || 7 || 82 || 42&lt;br /&gt;
|-&lt;br /&gt;
|League    || 34 || 474 || 238&lt;br /&gt;
|-&lt;br /&gt;
|Marches    || 19 || 208 || 105&lt;br /&gt;
|-&lt;br /&gt;
|Navarr    || 36 || 439 || 220&lt;br /&gt;
|-&lt;br /&gt;
|Urizen    || 26 || 304 || 153&lt;br /&gt;
|-&lt;br /&gt;
|Varushka    || 25 || 318 || 160&lt;br /&gt;
|-&lt;br /&gt;
|Wintermark    || 34 || 372 || 187&lt;br /&gt;
|-&lt;br /&gt;
|General    || 319 || 3993 || 1997&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Anchor the Way in Asavea==&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see the list of contributions made to Anchor the Way in Asavea.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
{{CommissionProgress|Anchor_the_Way_in_Asavea}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Expand_Breadbasket_into_Mournwold&amp;diff=140730</id>
		<title>Expand Breadbasket into Mournwold</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Expand_Breadbasket_into_Mournwold&amp;diff=140730"/>
		<updated>2026-06-21T08:46:16Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate Motion]][[Category:388YE Spring]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed: Mournwold, Seconded: Weirwater&amp;quot;&amp;gt;To commission the Mournwold expansion to the Breadbasket, along with the Keeper&#039;s Cottage in Mitwold and to ask for a disbursement of funds.&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* Constructs a [[great work]] in Mournwold and a [[sinecure]] in Maiden Downs, Mitwold, as per the &#039;&#039;&#039;[[Search high and low|Search high and low]]&#039;&#039;&#039; wind of fortune. &lt;br /&gt;
* Passed&lt;br /&gt;
&lt;br /&gt;
==Date==&lt;br /&gt;
* Spring 388YE&lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
* Costs as per opportunity&lt;br /&gt;
* 39 wains of weirwood&lt;br /&gt;
* 19 wains of white granite&lt;br /&gt;
* 174 crowns in labour costs&lt;br /&gt;
* Six months to complete&lt;br /&gt;
&lt;br /&gt;
==Progress==&lt;br /&gt;
{{CommissionProgress|Expand_Breadbasket_into_Mournwold}}&lt;br /&gt;
==Outcome==&lt;br /&gt;
Once complete, the expansion of the Breadbasket will have the following effects: &lt;br /&gt;
* Grant every farm in the Mournwold an additional 36 rings each season&lt;br /&gt;
* Increases the Marcher ability to support armies by one, once Bregasland is back in Marcher hands&lt;br /&gt;
Once complete, the Keeper&#039;s Cottage will provide the [[Keeper of the Breadbasket]] with an income of 12 crowns a season&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gerallt_Brackensong&amp;diff=140559</id>
		<title>Gerallt Brackensong</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gerallt_Brackensong&amp;diff=140559"/>
		<updated>2026-06-18T14:08:21Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Biography */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Inspirations]][[Category:Navarr]]&lt;br /&gt;
==Virtue==&lt;br /&gt;
Gerallt Brackensong was recognised as an exemplar of [[Pride]] by the [[Synod]] in the [[382YE_Winter_Solstice_Synod_judgements#Judgement_6|Winter 382]].&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
Like many [[Navarr]], Gerallt Brackensong spent his childhood and early adult life walking the [[trods]] with various different [[striding|stridings]]. Initially he trained to become an [[Crafting skills#Artisan|artisan]] but his love of Navarri tradition rapidly developed into a fascination with the near-lost songs and stories of the Navarr which he collated, adapted, and shared. His dedication to collecting and sharing Navarri traditions across the empire led to many musical exchanges with other nations where he learnt how pride in one’s own culture builds pride in other cultures and the Empire as a whole.&lt;br /&gt;
&lt;br /&gt;
He first came to [[Anvil]] in the interregnum after the death of [[Empress Britta]] and quickly took on a prominent role. He first joined [[Navarr_groups#Foxden|Foxden]] [[steading|Steading]] to study Navarri histories and it was here that he took the guide oath. When Foxden Steading formed [[Navarr_groups#Splitroot_Striding|Splitroot Striding]] to investigate the missing Whispering Dray steading, Gerallt joined the striding, and when [[Navarr_groups#Brackensong|Brackensong Steading]] was formed in the ruins of Whispering Dray steading, Gerallt stayed and became Gerallt Brackensong.&lt;br /&gt;
&lt;br /&gt;
He guided the nation for years celebrating the major festival of [[Navarr_culture_and_customs#Welcoming|Welcoming]] – adding many new facets to the festival and founding the Navarri camp procession where Navarr share games, music, food and drink with their fellow nations. He was an eager supporter of the academy and led musical activities with pupils. When a great hurricane struck Anvil in Winter 379YE Gerallt and his dance mate Aildhe sang with the children to bolster their courage and pride until the storm blew over.&lt;br /&gt;
{{CaptionedImage|file=GeralltBrackensong.jpg|caption=Gerallt Brackensong, First Voice of the Navarr.|title=Do not be complacent; ever strive for excellence in that of which you are proud.|align=right|width=400}}&lt;br /&gt;
As a bard he composed many original works, including &amp;quot;[[On the Wall]]&amp;quot; which remains popular long after his death. He also rediscovered old songs and worked tirelessly to promote Navarri musical and cultural traditions. He is best known for founding Songs and Stories, a nightly tradition at Anvil, where all citizens are encouraged to take pride in their cultures and share their own songs and stories. The event was a source of inspiration for new and established bards across the Empire, inspiring a renaissance of performing arts that continues to flourish in the Empire today.&lt;br /&gt;
&lt;br /&gt;
As Gerallt took leadership of the cultural celebrations and activities of the Navarr, he took the brand oath to reinforce his service to Navarri traditions. He received the testimony “Pride of Navarr” in front of the assembled Navarri at Anvil in recognition of the work he had done to bring the nation and the wider Empire together through the proliferation of culture. In recognition of his achievements he led the Navarr performance at the [[Empress_Lisabetta#Death_and_Legacy|coronation of Empress Lisabetta]] in 380YE for which he wrote the original work &amp;quot;Blood of the Empire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His presence was keenly felt on the battlefield, crafting and supplying Navarri with [[hallow|hallowed]] weaponry, leading them in singing the [[Thorn Battle Cadence|Thorn Battle Cadence]]‎ on the way to battle.&lt;br /&gt;
&lt;br /&gt;
==Death and Legacy==&lt;br /&gt;
Gerallt passing cemented his status as an exemplar, exemplifying the Navarri understanding of Pride through sacrifice. In Winter 380YE, he travelled with a warband of Imperial citizens to the Steading of [[Therunin#Upper_Tarn_Valley|Return]], where a growing [[vallorn]] threat had taken hold. Through days of investigation and conflict, the group uncovered the source: a great corrupted maw, a vallornheart empowered by the influence of [[Yaw&#039;nagrah]]. Gerallt was among those who led the final assault. Armed with a barbed spear of his own making, hallowed in virtue and dripping in poisons, he entered the creature’s lair and struck the heart directly, delivering the blow that would destroy it.&lt;br /&gt;
&lt;br /&gt;
In doing so, he and those beside him were marked by the creature’s ichor, made visible in the darkness and hunted by the surrounding husks and dryads. As the warband withdrew, it became clear that not all would escape.&lt;br /&gt;
&lt;br /&gt;
Gerallt chose to remain. Sending his companions towards the safety of the tunnels, he drew the Vallorn creatures away from them. Witnesses recall his voice carrying across the clearing, calling the enemy to him and continuing the Thorn Battle Cadence even as he was surrounded. He died drawing the vallornspawn away, buying the time needed for others to flee. His actions ensured the destruction of the nascent vallornheart preventing a far greater threat from taking root. The spear he carried in that moment, having struck the heart, was forever changed by the act and remains a symbol of his sacrifice. The bard of Navarr died as he had lived; in service to his people, in defence of the Empire, and in pride for the traditions he carried.&lt;br /&gt;
&lt;br /&gt;
After his body was recovered from the vallorn, this remains were buried in the newly created [[Dean_of_the_First_Voice_Glade#First_Voice_Glade_(Ruined)|First Voice Glade]], in the burial tradition of the Navarr corpse glade. The barbed spear he had used to strike down the vallorn was miraculosly touched with a unique hallowing. It was subsequently reforged with ilium to preserve its unique aura and history as an artifact of the nation.&lt;br /&gt;
&lt;br /&gt;
==Signs==&lt;br /&gt;
* [[Signs_of_the_paragon_and_exemplar#Legacy|Legacy]]: Gerallt founded Songs and Stories. This Proud celebration of music and storytelling held in the Navarr camp each night of the summits. It continues to draw growing crowds, years after his death, &lt;br /&gt;
* [[Signs_of_the_paragon_and_exemplar#Inspiration|Inspiration]]: The open welcome to take part at Songs and Stories serves to inspire people to perform. Following his death, Idwyn Splitroot took up his guitar and continued his work, taking apprentices of her own.&lt;br /&gt;
* [[Signs_of_the_paragon_and_exemplar#Pilgrimage|Pilgrimage]]: Like [[Kethry]], Gerallt’s Pilgrimage was to the heart of Pride. He spent years travelling the Empire, seeking songs and stories of all nations and finding the near-lost songs of Navarri history. &lt;br /&gt;
* [[Signs_of_the_paragon_and_exemplar#Benevolence|Benevolence]]: Gerallt shared the songs he discovered and created with all. He encouraged all Navarr to take Pride in their culture and traditions, and invited the rest of the Empire to share in that Pride.&lt;br /&gt;
&lt;br /&gt;
==Works==&lt;br /&gt;
Gerallt’s travelling on the trods led him to archive and rediscover Navarri songs – often recrafting fragments of traditional navarri tunes and lyrics from across the travelling nation and popularising them as complete pieces. Well over twenty songs are known to have been wholly written or rediscovered by him.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ic&amp;gt;Blood of the Empire, written by Gerallt Brackesong and performed by him and others for the coronation of Empress Lisabetta.&lt;br /&gt;
&lt;br /&gt;
When the world was young our home,&amp;lt;br&amp;gt;&lt;br /&gt;
Was an empire called Terunael.&amp;lt;br&amp;gt;&lt;br /&gt;
Through youthful folly it did fall,&amp;lt;br&amp;gt;&lt;br /&gt;
That then set us on this road so long.&lt;br /&gt;
&lt;br /&gt;
On and on the road we strode.&amp;lt;br&amp;gt;&lt;br /&gt;
Like blood without the heart.&amp;lt;br&amp;gt;&lt;br /&gt;
Like blood without a heart.&lt;br /&gt;
&lt;br /&gt;
The heart of all Navarr&#039;s the throne.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the Empress came and made us whole.&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re the blood of the Empire&#039;s roads&amp;lt;br&amp;gt;&lt;br /&gt;
And the blood of the Empire flows,&amp;lt;br&amp;gt;&lt;br /&gt;
From the Throne.&lt;br /&gt;
&lt;br /&gt;
From the sacrifice of Thorn and Navarr&amp;lt;br&amp;gt;&lt;br /&gt;
To the sacrifice of Merryn and Carr&lt;br /&gt;
&lt;br /&gt;
In life we move through the great dance.&amp;lt;br&amp;gt;&lt;br /&gt;
In death we walk the labyrinth,&amp;lt;br&amp;gt;&lt;br /&gt;
(In death alive in virtue)&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re the blood of the Empire&#039;s roads&amp;lt;br&amp;gt;&lt;br /&gt;
And the blood of the Empire flows,&amp;lt;br&amp;gt;&lt;br /&gt;
From the Throne&lt;br /&gt;
&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Three notable songs written or rediscovered by Gerallt Brackensong and their impact:&lt;br /&gt;
* [[Thorn Battle Cadence‎]] – sung on the way to battle&lt;br /&gt;
* [[On the Wall]] – sung at the end of the day&lt;br /&gt;
* Blood of the Empire – performed at The coronation of Empress Lisabetta&lt;br /&gt;
&lt;br /&gt;
Others songs written or rediscovered by Gerallt:&lt;br /&gt;
* [[A Sudden Farewell]]&lt;br /&gt;
* Blood of the Empire&lt;br /&gt;
* [[Brocéliande Be Stronger Now‎]]&lt;br /&gt;
* [[Caution for the Dawnish Youth]]&lt;br /&gt;
* [[Down in the Rugged Glen]]&lt;br /&gt;
* Empress Brannan&lt;br /&gt;
* Flank attack from the Forest&lt;br /&gt;
* [[Heart of the Song]]&lt;br /&gt;
* Hercynian Cry&lt;br /&gt;
* Miaren&lt;br /&gt;
* Navarr&lt;br /&gt;
* [[Navarr Running Song]]&lt;br /&gt;
* [[Ode to Shadowglyn Distillery]]&lt;br /&gt;
* [[Redhound]]&lt;br /&gt;
* [[The Faculty Song]]&lt;br /&gt;
* [[The Oak (song)|The Oak]]&lt;br /&gt;
* When The Corsairs Come&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gerallt_Brackensong&amp;diff=140558</id>
		<title>Gerallt Brackensong</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gerallt_Brackensong&amp;diff=140558"/>
		<updated>2026-06-18T14:07:03Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Signs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Inspirations]][[Category:Navarr]]&lt;br /&gt;
==Virtue==&lt;br /&gt;
Gerallt Brackensong was recognised as an exemplar of [[Pride]] by the [[Synod]] in the [[382YE_Winter_Solstice_Synod_judgements#Judgement_6|Winter 382]].&lt;br /&gt;
&lt;br /&gt;
==Biography==&lt;br /&gt;
Like many [[Navarr]], Gerallt Brackensong spent his childhood and early adult life walking the [[trods]] with various different [[striding|stridings]]. Initially he trained to become an [[Crafting skills#Artisan|artisan]] but his love of Navarri tradition rapidly developed into a fascination with the near-lost songs and stories of the Navarr which he collated, adapted, and shared. His dedication to collecting and sharing Navarri traditions across the empire led to many musical exchanges with other nations where he learnt how pride in one’s own culture builds pride in other cultures and the Empire as a whole.&lt;br /&gt;
&lt;br /&gt;
He first came to [[Anvil]] in the interregnum after the death of [[Empress Britta]] and quickly took on a prominent role. He first joined [[Navarr_groups#Foxden|Foxden]] [[steading|Steading]] to study Navarri histories and it was here that he took the guide oath. When Foxden Steading formed [[Navarr_groups#Splitroot_Striding|Splitroot Striding]] to investigate the missing Whispering Dray steading, Gerallt joined the striding, and when [[Navarr_groups#Brackensong|Brackensong Steading]] was formed in the ruins of Whispering Dray steading, Gerallt stayed and became Gerallt Brackensong.&lt;br /&gt;
&lt;br /&gt;
He guided the nation for years celebrating the major festival of [[Navarr_culture_and_customs#Welcoming|Welcoming]] – adding many new facets to the festival and founding the Navarri camp procession where Navarr share games, music, food and drink with their fellow nations. He was an eager supporter of the academy and led musical activities with pupils. When a great hurricane struck Anvil in Winter 379YE Gerallt and his dance mate Aildhe sang with the children to bolster their courage and pride until the storm blew over.&lt;br /&gt;
{{CaptionedImage|file=GeralltBrackensong.jpg|caption=Gerallt Brackensong, First Voice of the Navarr.|title=Do not be complacent; ever strive for excellence in that of which you are proud.|align=right|width=400}}&lt;br /&gt;
As a bar he composed many original works, including &amp;quot;[[On the Wall]]&amp;quot; which remains popular long after his death. He also rediscovered old songs and worked tirelessly to promote Navarri musical and cultural traditions. He is best known for founding Songs and Stories, a nightly tradition at Anvil, where all citizens are encouraged to take pride in their cultures and share their own songs and stories. The event was a source of inspiration for new and established bards across the Empire, inspiring a renaissance of performing arts that continues to flourish in the Empire today.&lt;br /&gt;
&lt;br /&gt;
As Gerallt took leadership of the cultural celebrations and activities of the Navarr, he took the brand oath to reinforce his service to Navarri traditions. He received the testimony “Pride of Navarr” in front of the assembled Navarri at Anvil in recognition of the work he had done to bring the nation and the wider Empire together through the proliferation of culture. In recognition of his achievements he led the Navarr performance at the [[Empress_Lisabetta#Death_and_Legacy|coronation of Empress Lisabetta]] in 380YE for which he wrote the original work &amp;quot;Blood of the Empire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
His presence was keenly felt on the battlefield, crafting and supplying Navarri with [[hallow|hallowed]] weaponry, leading them in singing the [[Thorn Battle Cadence|Thorn Battle Cadence]]‎ on the way to battle.&lt;br /&gt;
&lt;br /&gt;
==Death and Legacy==&lt;br /&gt;
Gerallt passing cemented his status as an exemplar, exemplifying the Navarri understanding of Pride through sacrifice. In Winter 380YE, he travelled with a warband of Imperial citizens to the Steading of [[Therunin#Upper_Tarn_Valley|Return]], where a growing [[vallorn]] threat had taken hold. Through days of investigation and conflict, the group uncovered the source: a great corrupted maw, a vallornheart empowered by the influence of [[Yaw&#039;nagrah]]. Gerallt was among those who led the final assault. Armed with a barbed spear of his own making, hallowed in virtue and dripping in poisons, he entered the creature’s lair and struck the heart directly, delivering the blow that would destroy it.&lt;br /&gt;
&lt;br /&gt;
In doing so, he and those beside him were marked by the creature’s ichor, made visible in the darkness and hunted by the surrounding husks and dryads. As the warband withdrew, it became clear that not all would escape.&lt;br /&gt;
&lt;br /&gt;
Gerallt chose to remain. Sending his companions towards the safety of the tunnels, he drew the Vallorn creatures away from them. Witnesses recall his voice carrying across the clearing, calling the enemy to him and continuing the Thorn Battle Cadence even as he was surrounded. He died drawing the vallornspawn away, buying the time needed for others to flee. His actions ensured the destruction of the nascent vallornheart preventing a far greater threat from taking root. The spear he carried in that moment, having struck the heart, was forever changed by the act and remains a symbol of his sacrifice. The bard of Navarr died as he had lived; in service to his people, in defence of the Empire, and in pride for the traditions he carried.&lt;br /&gt;
&lt;br /&gt;
After his body was recovered from the vallorn, this remains were buried in the newly created [[Dean_of_the_First_Voice_Glade#First_Voice_Glade_(Ruined)|First Voice Glade]], in the burial tradition of the Navarr corpse glade. The barbed spear he had used to strike down the vallorn was miraculosly touched with a unique hallowing. It was subsequently reforged with ilium to preserve its unique aura and history as an artifact of the nation.&lt;br /&gt;
&lt;br /&gt;
==Signs==&lt;br /&gt;
* [[Signs_of_the_paragon_and_exemplar#Legacy|Legacy]]: Gerallt founded Songs and Stories. This Proud celebration of music and storytelling held in the Navarr camp each night of the summits. It continues to draw growing crowds, years after his death, &lt;br /&gt;
* [[Signs_of_the_paragon_and_exemplar#Inspiration|Inspiration]]: The open welcome to take part at Songs and Stories serves to inspire people to perform. Following his death, Idwyn Splitroot took up his guitar and continued his work, taking apprentices of her own.&lt;br /&gt;
* [[Signs_of_the_paragon_and_exemplar#Pilgrimage|Pilgrimage]]: Like [[Kethry]], Gerallt’s Pilgrimage was to the heart of Pride. He spent years travelling the Empire, seeking songs and stories of all nations and finding the near-lost songs of Navarri history. &lt;br /&gt;
* [[Signs_of_the_paragon_and_exemplar#Benevolence|Benevolence]]: Gerallt shared the songs he discovered and created with all. He encouraged all Navarr to take Pride in their culture and traditions, and invited the rest of the Empire to share in that Pride.&lt;br /&gt;
&lt;br /&gt;
==Works==&lt;br /&gt;
Gerallt’s travelling on the trods led him to archive and rediscover Navarri songs – often recrafting fragments of traditional navarri tunes and lyrics from across the travelling nation and popularising them as complete pieces. Well over twenty songs are known to have been wholly written or rediscovered by him.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; max-width: 600px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;ic&amp;gt;Blood of the Empire, written by Gerallt Brackesong and performed by him and others for the coronation of Empress Lisabetta.&lt;br /&gt;
&lt;br /&gt;
When the world was young our home,&amp;lt;br&amp;gt;&lt;br /&gt;
Was an empire called Terunael.&amp;lt;br&amp;gt;&lt;br /&gt;
Through youthful folly it did fall,&amp;lt;br&amp;gt;&lt;br /&gt;
That then set us on this road so long.&lt;br /&gt;
&lt;br /&gt;
On and on the road we strode.&amp;lt;br&amp;gt;&lt;br /&gt;
Like blood without the heart.&amp;lt;br&amp;gt;&lt;br /&gt;
Like blood without a heart.&lt;br /&gt;
&lt;br /&gt;
The heart of all Navarr&#039;s the throne.&amp;lt;br&amp;gt;&lt;br /&gt;
Since the Empress came and made us whole.&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re the blood of the Empire&#039;s roads&amp;lt;br&amp;gt;&lt;br /&gt;
And the blood of the Empire flows,&amp;lt;br&amp;gt;&lt;br /&gt;
From the Throne.&lt;br /&gt;
&lt;br /&gt;
From the sacrifice of Thorn and Navarr&amp;lt;br&amp;gt;&lt;br /&gt;
To the sacrifice of Merryn and Carr&lt;br /&gt;
&lt;br /&gt;
In life we move through the great dance.&amp;lt;br&amp;gt;&lt;br /&gt;
In death we walk the labyrinth,&amp;lt;br&amp;gt;&lt;br /&gt;
(In death alive in virtue)&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re the blood of the Empire&#039;s roads&amp;lt;br&amp;gt;&lt;br /&gt;
And the blood of the Empire flows,&amp;lt;br&amp;gt;&lt;br /&gt;
From the Throne&lt;br /&gt;
&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Three notable songs written or rediscovered by Gerallt Brackensong and their impact:&lt;br /&gt;
* [[Thorn Battle Cadence‎]] – sung on the way to battle&lt;br /&gt;
* [[On the Wall]] – sung at the end of the day&lt;br /&gt;
* Blood of the Empire – performed at The coronation of Empress Lisabetta&lt;br /&gt;
&lt;br /&gt;
Others songs written or rediscovered by Gerallt:&lt;br /&gt;
* [[A Sudden Farewell]]&lt;br /&gt;
* Blood of the Empire&lt;br /&gt;
* [[Brocéliande Be Stronger Now‎]]&lt;br /&gt;
* [[Caution for the Dawnish Youth]]&lt;br /&gt;
* [[Down in the Rugged Glen]]&lt;br /&gt;
* Empress Brannan&lt;br /&gt;
* Flank attack from the Forest&lt;br /&gt;
* [[Heart of the Song]]&lt;br /&gt;
* Hercynian Cry&lt;br /&gt;
* Miaren&lt;br /&gt;
* Navarr&lt;br /&gt;
* [[Navarr Running Song]]&lt;br /&gt;
* [[Ode to Shadowglyn Distillery]]&lt;br /&gt;
* [[Redhound]]&lt;br /&gt;
* [[The Faculty Song]]&lt;br /&gt;
* [[The Oak (song)|The Oak]]&lt;br /&gt;
* When The Corsairs Come&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dewyn_High_Thorn_Path&amp;diff=140554</id>
		<title>Dewyn High Thorn Path</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dewyn_High_Thorn_Path&amp;diff=140554"/>
		<updated>2026-06-18T12:59:42Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Bridget Talbot De Couerdefer.jpg|align=left|caption=Bridget Talbot de Coeurdefer, former [[the Marches|Marcher]] [[Senator]], now of [[Dawn]], is no stranger to controversy.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Winter Solstice 387YE, the [[Lepidean Librarian]] &#039;&#039;&#039;Hazelelponi of the Shattered Towers&#039;&#039;&#039;, charged the [[Lepidus#Heirs_of_Lepidus|Heirs of Lepidus]] to investigate the [[past life vision]] of &#039;&#039;&#039;Bridget Talbot de Coeurdefer&#039;&#039;&#039;. The vision is recorded in the [[Seer_of_the_Gateway|Echoes of the Labyrinth]], concerning a meeting between Dewyn High Thorn Path and her daughter [[Empress Brannan]].&lt;br /&gt;
&lt;br /&gt;
The original report provided to the Librarian also included an additional document, apparently a piece of personal correspondence between Derwyn High Thorn Path and the Empress, which has not been reproduced here.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Hazelelponi, Lepidean Librarian, Winter Solstice 387YE&amp;quot;&amp;gt;As an Empire, we accept the assistance of eternals in our military campaigns. Building armies, joining us in the fight, deciding our fates. We need to remember the cost, for there is nothing great without it, and there are pieces picked up by those left behind. Librarians, I ask you to research the past life of Bridget Talbot de Coeurdefer, who was Dewyn High Thorn Path, mother of Brannan the Relentless. Empress Brannan the Relentless.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Introduction===&lt;br /&gt;
In carrying out this research we have been reminded of the many dimensions of our work. &lt;br /&gt;
&lt;br /&gt;
First, we are reminded that history is &#039;&#039;political&#039;&#039;. At a time when concerns over certain Summer rituals reach new heights, we are not called to consider the audacious magics of [[Isenbrad]] or [[Zoria]], but a key figure in the life of an Empress who gave, and lost, so much to the realms. This is familiar ground to any archivist.&lt;br /&gt;
&lt;br /&gt;
Second, we are reminded that history is &#039;&#039;personal&#039;&#039;. The account in &#039;&#039;Echoes of the Labyrinth&#039;&#039;, of domestic fuss and parental anxiety, is painfully relatable. As a reader one has the feeling of intruding on a private scene never meant to enter into the record of history. Anyone who keeps a private journal would likely cringe at the thought of it being published within a year of their death. So at what point do we earn the right to pry in good conscience?&lt;br /&gt;
&lt;br /&gt;
Third, we are reminded that history is &#039;&#039;living&#039;&#039;. Dewyn High Thorn Path is typically a footnote in her daughter’s complex biography, and the depth of what follows would not have been possible without the collaboration of the High Thorn Path as it exists today. Their dedication to preserving the stark facts of their past, and more so their willingness to share it, is commendable.&lt;br /&gt;
&lt;br /&gt;
One final note by way of introduction: Throughout drafting this research we have been careful not to slip into a biography of Empress Brannan, about whom much has already been written. In order to focus on our brief, we will assume the reader already has some basic knowledge of the story of the Relentless. The account of Bridget Talbot de Coeurdefer’s vision during Winter 385YE, documented in the 10th Volume of &#039;&#039;Echoes of the Labyrinth&#039;&#039;, also provides valuable context.&lt;br /&gt;
&lt;br /&gt;
===The Thorny Path===&lt;br /&gt;
The &#039;&#039;High Thorn Path&#039;&#039; [[striding]] was founded, so the story goes, long before Navarr joined the Empire. A group of warriors came to a seemingly impenetrable wall of foliage and an unnamed changeling, tired of their peers’ hesitation, forged a path through the thorns. Their commitment to facing adversity head-on was carried forward by their descendants.&lt;br /&gt;
&lt;br /&gt;
In this story of relentless commitment, we see the seeds of what was to come. For most of its history the striding was dedicated to military campaigns against vallorn and barbarian alike. This is what Dewyn High Thorn Path was born into in 193YE, but as she grew up the attitude of the striding shifted. They began to attend Anvil and can be found in records across the Imperial houses of state, advocating for robust collaboration and preparation across the military. An efficient attitude will have served them well during the years of Empress Mariika’s pragmatic economic reforms.&lt;br /&gt;
&lt;br /&gt;
During the Conclave of Winter 218YE we find Dewyn - now a sworn [[vate]] - raising a [[Declaration]] of [[Sorcery]]. The details of the precipitating incident have not been found, but we do know that the Declaration passed successfully. Around this time Dewyn met the [[thorn]] Celyn, who chose to join the striding, and the two married in 220YE.&lt;br /&gt;
&lt;br /&gt;
===Changing Tides===&lt;br /&gt;
In 225YE they had a child, Brannan. From this point we find no direct mention of Dewyn or Celyn in the archives of the Imperial houses of state, so we rely more on the accounts of their descendants. By the time of Bridget Talbot de Coeurdefer’s vision, which we judge to have begun around 240YE, they had settled in a small striding. As [[Emperor Guntherm]] came to power the practical approach that had served Dewyn and her peers well was beginning to fall out of fashion, as the striding, and the wider Empire, returned to preferring bold, direct action. It is no surprise that a teenage changeling entering adulthood at this time would be drawn to side against her parents.&lt;br /&gt;
&lt;br /&gt;
While we resist the draw to go back over the familiar ground of Brannan’s biography, we will allow ourselves one such diversion here. Our focus on stories, on exemplars and paragons, often leads us to pin key events on a single person. While Brannan undoubtedly made reckless, dangerous decisions during her reign, we see here how conditions across the Empire paved the way for her rise. She was, after all, elected by a constitutional majority of Senators, making no secret of her intentions to carry Guntherm’s legacy forward.&lt;br /&gt;
&lt;br /&gt;
Though Dewyn took a step back during this time, she was far from inactive. She and her peers focused on holding on to stability, as the Empire tried - and failed - to cling to the land it was claiming from barbarians. She was involved in casting a number of rituals to stimulate healing and growth in lands freshly ravaged by war. But it was never enough.&lt;br /&gt;
&lt;br /&gt;
Dewyn withdrew further from public life in 245YE. Perhaps the final straw was the destruction of the Navarr Dance of Blood army. Celyn had fought in the army for many years, and the pair lost many friends. Or perhaps she could not, or did not want to, face positioning herself so firmly against her daughter. After all, by this time Brannan was a key figure in Conclave and a devoted supporter of Guntherm. Though she had long since become an adult and a citizen, Dewyn may have still held to the belief of Navarr parents that children need to be tested and exposed to danger, to learn lessons by experience.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the Imperial war-machine marched on. Dewyn began to act as a tutor to members of the striding interested in magic and the oath of vates. Students would come to live with her for weeks to months for a strict course of learning. It is likely the house would have been empty without them, as Celyn spent most of their time marching with the Black Thorns, and Brannan began to serve as Warmage.&lt;br /&gt;
&lt;br /&gt;
===Rise and Fall===&lt;br /&gt;
In 249YE Brannan was crowned [[The Throne|Empress]]. There is nothing to indicate any material change in Dewyn’s life at this point, she continued to take on students, but the personal impact must have been immense. We know that Brannan visited the family home a few months after her coronation, likely her first visit in several years. &#039;&#039;Echoes of the Labyrinth&#039;&#039; gives us a glimpse of the tension behind this meeting. Brannan’s single-mindedness, Celyn’s frustration, Dewyn’s probing scepticism. As far as we can tell, Brannan did not pay any further visits during her reign.&lt;br /&gt;
&lt;br /&gt;
The Lepidian Librarian reminds us “to remember the cost, for there is nothing great without it.” Even before we come to the cost of eternal bargains and powerful magics, we see the cost of certainty and achievement. We have been able to build a picture of Dewyn and Celyn as caring, well-intentioned parents, who looked after their daughter and, despite reservations, enabled her to follow her own path. The rift that grew between them was purely political, but vast all the same. However some of us wonder if the seeds of Brannan’s deals, and their consequences, can be seen in this meeting. Perhaps, before the ravaging of legendary beasts and the rising changeling births, Brannan had fallen under Summer’s influence in a more subtle way. Was she always as self-assured as this, to so bluntly dismiss her parents’ concerns, or was some facet of Eleonaris speaking through her? If the latter, how could any of what followed been avoided?&lt;br /&gt;
&lt;br /&gt;
Either way, from this point it appears Dewyn settled into a comfortable rhythm, with someone under her tutelage practically at all times. Though it does not match the grandeur of sitting on the Throne, the significance of this apparently simple existence should be familiar to every good tutor (and, arguably, every good student.) She saw Celyn every few months, when they were given a long enough break from the front, and heard of Brannan’s efforts second-hand. (We note that during this time Celyn found themselves under their daughter’s direct command, as Brannan used her powers as Defender of the Empire to control the [[army]].)&lt;br /&gt;
&lt;br /&gt;
===The Parting Glass===&lt;br /&gt;
In 255YE, Celyn, Dewyn’s partner of 25 years, was killed by [[Druj]] while defending a newly resettled region of [[the Barrens]]. Their body was not returned. Dewyn stopped taking on students, and we know nothing of what she did in the following two years. Sometimes silence speaks volumes.&lt;br /&gt;
&lt;br /&gt;
In late Spring 257YE, not long after her revocation, Brannan returned home seeking reassurance. The &#039;&#039;Echoes&#039;&#039; account tells us that Dewyn’s response was measured but unyielding: “The price was too high.” We have no cause to believe that Dewyn had any special insight into the deals her daughter had made, but by this time tales of their consequences were widely known. &lt;br /&gt;
&lt;br /&gt;
In the end, it was Dewyn who was left to bear the cost. Brannan left the family table for the final time, and within two months she had died in unknown circumstances. &lt;br /&gt;
&lt;br /&gt;
To summarise, the life of Dewyn High Thorn Path tells the story of a capable, level-headed vate whose star gradually fell as that of her child’s rose and rose. A woman who, despite bonds of oath, braid and blood, could not stop her daughter from abusing, and losing, the highest Imperial Office.&lt;br /&gt;
&lt;br /&gt;
===Postscript===&lt;br /&gt;
As we have already said, much of the substance of this report comes from the descendants of the High Thorn Path. They asked not to be named, but have otherwise been resolutely open with their records of the events of Brannan’s reign. They have also offered us one further asset: a letter Dewyn wrote to Brannan in 257YE, still unopened and presumably unread. We debated at length over whether to open it, and debated even further over whether to share its contents. In the end we considered all that we have learned about Dewyn High Thorn Path, and concluded that she would have wanted her words shared, at least with the Lepidean Librarian.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Empress Brannan]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Celestial_Sigil&amp;diff=140501</id>
		<title>Celestial Sigil</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Celestial_Sigil&amp;diff=140501"/>
		<updated>2026-06-17T19:13:28Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file= AuricHorizonBanner.jpg|caption=In Urizen, this [[Magic items#Magical Standards|magical standard]] often bears a depiction of&amp;lt;br&amp;gt;one or more [[astronomancy|constellations]].|align=right|width=300}}&lt;br /&gt;
===Description===&lt;br /&gt;
A Celestial Sigil is a magical standard that is infused with the power of mana. Woven from soft wool, bleached with [[Materials#Beggars Lye|beggar&#039;s lye]], reinforced with [[Materials#Orichalcum|sungold]] and [[Materials#Weltsilver|moonsilver]], and carefully embroidered with fine silk threads imbued with [[Materials#Iridescent Gloaming|iridescent gloaming]], they often depict [[Astronomancy|astronomantic]] constellations. The banner pole is invariably of weirwood, often shod and bound with mithril, and embellished with [[Materials#Dragonbone|dragonbone]]. It is most popular with the [[Urizen]] (unsurprisingly), but warbands of [[Dawn|Dawnish]] witches are also known to favour the power of this magical standard. Some [[Varushka|Varushkans]] call it a &#039;&#039;Firebird Banner&#039;&#039;, referencing both the constellation of [[the Phoenix]] (with which it is often adorned), and the way that the standard empowers magical healers to restore many additional warriors - or sear their enemies with devastating incantations.&lt;br /&gt;
&lt;br /&gt;
The bearer of the standard can tap into a deep reserve of [[Magical_skills#Extra_Mana|extra mana]] allowing them to perform many more [[Spellcasting|incantations]] than they might otherwise - something not usually possible with a magical [[Magic_items#Talismans|talisman]]. Some banner bearers draw on the standard&#039;s magic to allow them to [[heal]] or [[empower]] their allies. More martially inclined banner bearers - especially Dawnish war-witches and [[Imperial Orcs|Imperial orc]] [[Imperial_Orcs_magical_traditions#Warcasters|warcasters]] prefer to fight with a Celestial Sigil in one hand and a rod in other (especially magical rods that further increase their magical prowess). By combining the power of a Celestial Sigil with items such as a [[Neophyte&#039;s Aid]], a [[Battlesmith&#039;s Panoply]], or an [[Ashen Mantle]], a martial magician can increase their reserves of personal power even further.&lt;br /&gt;
&lt;br /&gt;
The most famous &#039;&#039;Celestial Sigil&#039;&#039; was carried into battle in pre-Imperial days by the [[Sentinel|sentinels]] of [[Urizen]]. &amp;lt;onlyinclude&amp;gt; A valuable [[Magic_items#Artefacts|artefact]], it served as a rallying point for [[Mage|mages]] and [[sentinel|sentinels]] of the [[Citadel Guard]] - perhaps most famously when some of them accompanied the ritualists supporting the nascent Empire in the final battle against [[Alderei the Fair]]. Historians record that it was one of the first banners to bear the beautiful image of [[the Phoenix]] that adorns many Urizeni banners and standards to this day. Sadly, the artefact was lost in 54YE during the [[Imperial_history#.2854_YE.29_Scouring_of_Redoubt|scouring of Redoubt]]. The standard was consumed in black flame by the will of the &#039;&#039;Ashenblood Knight&#039;&#039;, a powerful servant of the eternal [[The_Thrice-cursed_Court#Surut|Surut]]. The exact circumstances of its destruction are unclear. Some historians claim the Ashenblood Knight was fighting for the [[orc|orcs]] and destroyed the sigil after defeating its bearer, Salome of Highwatch, in a duel. Others disagree and claim that Salome offered the standard as tribute to the [[The_Thrice-cursed_Court|Thrice-cursed Court]] to bind the Ashenblood Knight to her service for a time. Regardless, this powerful symbol of Urizen martial might was lost forever in the early years of the Empire. In the centuries since, however, many [[General|generals]] of the Citadel Guard have made a point of fighting under a Celestial Sigil, perceiving it as a powerful reminder of the victories of the past - and the cost of failure.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
The Celestial Sigil is a symbol of magical power, and as such it often encourages its bearers to seek out and overcome other magicians. On the battlefield, this means the standard is favoured by regiments who have good reason to fight powerful sorcerous foes - although it does occasionally cause problems when the banner is carried in other places especially the [[Conclave]].&lt;br /&gt;
&lt;br /&gt;
===Rules===&lt;br /&gt;
{{Magical Standards}}&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; While wielding this standard you gain five additional personal mana&lt;br /&gt;
* &#039;&#039;&#039;Roleplaying Effect:&#039;&#039;&#039; This banner seems to vibrate under your fingers. While wielding it, you feel an urge to identify and defeat enemy magicians.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Celestial Sigil requires seven ingots of [[Materials#Orichalcum|orichalcum]], seven ingots of [[Materials#Weltsilver|weltsilver]], thirteen measures of [[Materials#Dragonbone|dragonbone]], eleven measures of [[Materials#Beggar&#039;s Lye|beggar&#039;s lye]], and twenty measures of [[Materials#Iridescent Gloaming|iridescent gloaming]]. It takes one month to make one of these items.&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_matter_will_be_done&amp;diff=140039</id>
		<title>The matter will be done</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_matter_will_be_done&amp;diff=140039"/>
		<updated>2026-06-08T08:19:27Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* The Sinister */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Spring]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
People of Dawn. Earls, nobles, and beloved yeofolk. I hear that King Penni was called back from the dead this season gone. I trust he did not disappoint, as magnificent in life as he was in death. Oh, to be beside him as his sworn knight again! He knew Glory - a Glory that Dawn has lost.&lt;br /&gt;
&lt;br /&gt;
I am grateful to those of you who have accepted me as an Earl of Dawn, and even more those who have sworn their House&#039;s banner to the cause I stand for. The cause of restoring to Dawn what centuries of Highborn prattling has sapped from you. Strength! Strength, as we enjoyed in the days of Penni the White. It can be ours again.&lt;br /&gt;
&lt;br /&gt;
It is clear that many of the Earls of Dawn will not accept me as one of their number, as a peer. Then I shall do one better. I shall become that which they cannot deny. I issue a challenge in the name of the Sun for the crown of Dawn! I will be the King of the Groves; terrible and glorious, the monarch Dawn truly deserves. We will see who bends the knee to me then, when a crown sits atop my brow. We know, people of Dawn, the meaning of monarchy. We know the strength and the power and the glory of it.&lt;br /&gt;
&lt;br /&gt;
I will meet the Varushkan pretender on the field of battle, or I will meet those of you who wish to remain crownless. Either way, the final contest begins soon. My loyal retainer has begun the preparations, and things are set in motion. To those I know who have set themselves against me, formed knightly orders and solemn vows to cut out the poison that they believe I represent to Dawn&#039;s noble heart, I say only this: beware my sting.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Manticore.jpg|align=left|caption=The manticore has issued a challenge for the crown of Dawn.|title=Surely a manticore could never be Dawnish... lest...?|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Slowly, and then all at once, the story begins to spread, from house to house to house, from the wild moors of [[Weirwater]] to [[The_Barrens#The_Plains_of_Teeth|the Plains of Teeth]] at [[the Mallum]]&#039;s door, from [[Astolat]]&#039;s pristine paths to the sacred walls of Arnet in [[Semmerholm#Ulvenholm|Ulvenholm]], where the [[Adelmar the Lion|Lion]] fought his greatest fight. The manticore of [[the Barrens]] - that strange and wicked creature that for more than a year now has sat in [[The_Barrens#The_Untrod_Groves|the Untrod Groves]] and claimed that, in defiance of law and tradition, it is a noble of [[Dawn]]. That rough beast is challenging for [[Dawn_monarchy|the Throne of Dawn]].&lt;br /&gt;
&lt;br /&gt;
Few people seriously think the creature can win. The Earls&#039; Council at [[Anvil]] are bitterly opposed to the beast. The brave &#039;&#039;&#039;Ser Rhydian de Rondell&#039;&#039;&#039;, who in some tellings is perhaps the greatest living knight, has made it their quest to slay the fiend. And yet, as the Spring Equinox draws near, a letter is circulated amongst the houses of the Dawn from the House of the Groves. The rumours are true - the Manticore intends to claim the Seat of the Sun, the Rose Throne of Astolat. Worse, he will not be alone. &lt;br /&gt;
&lt;br /&gt;
A procession begins, out of the Groves, a tour not unlike the one [[Dawn_monarchy#The_Monarchy_in_Play|Penni the White]] took long ago. Out of the Barrens, through Semmerholm to Weirwater, and then south to the Crown of Thorns itself. At first just the Earl and the retinue of so-called &amp;quot;vassals&amp;quot;, those who have lost their living spirits to his poison and who are now empty vessels for his will. But soon it is not just them. Good knights - normal knights - knights like in the stories - they kneel before him; some call him liege, some call him challenger, but both swear themselves to him. Their numbers are few - but that they number at all chills many hearts.&lt;br /&gt;
&lt;br /&gt;
The same question is on the lips of every yeofolk who refuses to bend the knee... Who will take the field against this monster?&lt;br /&gt;
&lt;br /&gt;
==Those Who Fight For Monsters==&lt;br /&gt;
Those who support the manticore - publicly, at least - are by and large not of the great houses who currently enjoy the Imperial stage at Anvil. Yet there are a handful of smaller houses who have dared to support him, or have offered succour to those who march beside him. Keenly observant troubadours know that in such matters, when identifying ne&#039;er-do-wells of any stripe, one always counts in threes - and so it is here. The allies of the manticore are the &#039;&#039;&#039;romantics&#039;&#039;&#039;, the &#039;&#039;&#039;brutal&#039;&#039;&#039;, and the &#039;&#039;&#039;sinister&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Romantics===&lt;br /&gt;
The romantics are the majority of the Manticore&#039;s noble supporters. These are those who consider themselves Dawnish patriots, who want to see Dawn grow and prosper, and who believe in its traditions and customs above all things. They have declared for the manticore, simply because they want someone glorious to be their monarch, believing they are standing for Dawn&#039;s history, its nobility, for love and glory. &lt;br /&gt;
&lt;br /&gt;
If the Seat of the Sun were occupied - if &#039;&#039;&#039;Emperor Vesna&#039;&#039;&#039; had seen fit to challenge for, and take that seat, as is their right - then many of this number would have eagerly marched beneath their banner. Indeed, many of the romantics seem to believe that by ensuring the manticore counts a full brace of supporters by his side, they may well encourage Emperor Vesna to challenge too. This is not necessary - it is perfectly possible for the nobility of Dawn to give their support to &amp;quot;none of the above&amp;quot;, and much of the job of the [[Challenger in Waiting]] is ensuring that whoever stands, they are not unopposed.&lt;br /&gt;
&lt;br /&gt;
Principle among the voices of the romantics is &#039;&#039;Earl Sebastian De Marigny&#039;&#039;, a troubadour of some wit and renown, who keeps estates in Estmure. Earl Sebastian is a student of history. He is in love with the idea of the Dawnish monarchs as they existed in the pre-imperial past, and sees the manticore as possessing, via his connection to Penni the White, some fragment of that lustre.&lt;br /&gt;
&lt;br /&gt;
===The Brutal===&lt;br /&gt;
The brutal are those who, when asked to choose between Gryphon and Unicorn, choose the Gryphon, but then cursed the name of Archavion Wolfborne for not going further. They believe he did not act quickly enough, held too much mercy in his breast. They Brutal rankle at the presence of [[Not_to_conquer#Rahvin|the Rahvin]], [[Not_to_conquer#Karass|the Karass]] and the [[Not_to_conquer#Great_Forest_Orcs|Great Forest Orcs]] on Dawnish soil and bend the knee to a monarch who promises to right these wrongs. They dream of conquest - of a Dawn, that stretches east, until it meets the dawning sun.&lt;br /&gt;
&lt;br /&gt;
They are those who see in the manticore a chance to reverse what four centuries of Imperial rule have stripped from Dawn - a naked power, a true wielding of will against those who are unworthy. They are the ones who say death to the [[Druj]] and mean every last orc who ever wore green and dipped their blade in bile.&lt;br /&gt;
&lt;br /&gt;
Principal amongst the voices of the brutal is &#039;&#039;Earl Valerie de Courcillon&#039;&#039;, she whose knights errant of late have been [[Quietude#Crass_Accusations|harassing the Karass]] in the southern Barrens. She is said to have brought many members of her house and many knights-errant too. She has made it known that she intends to face Ser Rhydian de Rondell on the tourney-field personally - that is, unless she can convince him to join their number. She claims his heart feels much as hers does - but she respects that he has his vows. It seems that Ser Rhydian issued a challenge of their own - one she intends to meet.&lt;br /&gt;
&lt;br /&gt;
===The Sinister===&lt;br /&gt;
There are always stories of houses like this. The kind of house that wears the white and blood-drip of lost House de Blanche, to signify to all that they are monsters, or harbourers of monsters. In a generation there are always a few who turn out to be in league with darker powers - [[Agramant]] or worse. Theirs is a tale as old as Dawn itself, for the rules of nobility make no rules on this. The Dawnish obsession is with triumph and renown; it does not demand a generous spirit.&lt;br /&gt;
&lt;br /&gt;
Now, in the Manticore, they have a monster they can openly serve - and they make no attempt to disguise that they want to place him on the Rose Throne of Astolat and, if they get a chance, do as King Penni once did - and clear the houses. Nothing about what they have done yet is openly illegal - it is not illegal to plan to put a manticore on the Seat of the Sun. But make no mistake, these are the wicked and the cruel.&lt;br /&gt;
&lt;br /&gt;
Principle amongst their voices is &#039;&#039;Ser Gawain Amboise&#039;&#039;, the leader of a weaver&#039;s cabal based out of the Garthsmoor, the &amp;quot;Friends of the Good Knight&amp;quot;. The cabal has a dark reputation - more than once their name has been linked to the [[Agramant|Devourer of the Fallen]], and more besides. Ser Gawain is young, yet their eyes are said to belie a soul already aged by wickedness. It helps that they are also meant to be reasonably good-looking and a dab hand at the dance - such a figure is a troubadour&#039;s dream. Ser Gawain seems to enjoy living up to their reputation&lt;br /&gt;
&lt;br /&gt;
==Those Who Fight Monsters==&lt;br /&gt;
Most people in Dawn think the idea of the manticore challenging for the throne is nothing short of madness. It likely helps that Unicorns outnumbered the Gryphons, publicly at least. Most Dawnish folk want no part of this cruel agenda. Oddly, though, this group are more than eager to see the challenge go ahead. Nobody thinks it is glorious if the manticore&#039;s claim is ruled out on legal technicalities. What they want is the nobles of Dawn to don their armour and &#039;&#039;destroy&#039;&#039; this monster. That is what glory looks like - that is what will rally the nation together and put the conflicts of recent times in the past. Since poetry demands that their numbers match the manticore&#039;s supporters, the troubadours have divided them into three. The enemies of the manticore are the &#039;&#039;&#039;romantics&#039;&#039;&#039;, the &#039;&#039;&#039;realists&#039;&#039;&#039;, and the &#039;&#039;&#039;ambitious&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Romantics===&lt;br /&gt;
The romantics are the majority of the Manticore&#039;s noble opponents. These are those who consider that the glorious ideal of Dawn is best expressed by doing things which are noble and glorious, deeds which inspire admiration in all who hear of them. Deeds that require Ambitions that can be voiced openly, not hidden in the dark. They consider themselves Dawnish patriots, who want to see Dawn grow and prosper, but who believe the traditions and customs must reflect the modern era. They despise the manticore, because it represents a part of Dawn that they wish simply did not exist. What is glorious about Penni the White is the manner in which the monster was overthrown. The thought of putting his heir-apparent back on the throne fills them with horror.&lt;br /&gt;
&lt;br /&gt;
The Romantics don&#039;t care if Emperor Vesna puts their own claim to the crown, or if the Challenger in Waiting rallies Dawn to ensure that the seat remains unfilled. Dawn is glorious, with or without its monarch on the throne. What it needs is for the world to see the manticore torn to pieces on the sands of Anvil. It is not enough to repudiate this monster&#039;s claims - the entire purpose of Dawn is to destroy monsters like the manticore. Slaying the Earl of the Groves is exactly what every questing knight should be striving for. They want Dawn to ensure that the manticore&#039;s defeat is as glorious as possible.&lt;br /&gt;
&lt;br /&gt;
===The Realists===&lt;br /&gt;
The realists are the sort of houses where the yeofolk tend to make a lot of the decisions that actually matter... It&#039;s not just a four hundred year old tradition that only the Throne can be the monarch of Dawn; it&#039;s also an incredibly important matter of legal principle. Dawn &#039;&#039;cannot&#039;&#039; have two heads of state... if the manticore claims the Rose Throne - if &#039;&#039;anyone except the Throne&#039;&#039; sits the Seat of the Sun - Dawn will have to leave the Empire.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not far from the outcome that the brutal would favour of course. To which the realists point out that Dawn currently fields four armies. Who exactly is going to pay the two hundred plus thrones a season to upkeep those armies when Dawn leaves the Empire? Are the wealthy citizens of [[Holberg]] going to be happy to carry on paying taxes to maintain the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]] as they do now? The Dawnish have four armies - the Druj have nine, ten, eleven? How glorious do Dawn imagine the war against the Druj will be if they are the only ones fighting it? The realists don&#039;t give a fig for the glory of the contest; they want this ridiculous charade ended as quickly and decisively as possible, before anyone else gets the reckless idea to try and copy the monster.&lt;br /&gt;
&lt;br /&gt;
===The Ambitious===&lt;br /&gt;
The ambitious are the houses who dream of Dawn having five armies, of conquering the Mallum and bringing it all under Dawnish rule. They look at the Fangs and dream of what could have been if the nation had had more sway in Imperial politics. The ambitious are delighted that the manticore has challenged for the crown, not because they want the monster to win; they share the view of the realists that that would be an unmitigated disaster. However, they desperately hope that the manticore will draw Emperor Vesna to take her rightful place on the tourney ground.&lt;br /&gt;
&lt;br /&gt;
Thus far, the young Throne is popular in Dawn. A martial monarch pushing back the Empire&#039;s enemies, delivering stirring speeches from the Throne. They may be forged from the hardest Varushkan steel, but they have been quenched in Dawnish glory. It is not simply that the Throne is well-liked that appeals; however, the ambitious see &#039;&#039;advantages&#039;&#039; for Dawn in Vesna claiming the crown because they imagine that tying the Varushkan Throne to the nation can only help it prosper in the cut-throat world of Imperial politics. The work done by Empress Lisabetta during her reign set up Holberg to become the greatest City in the world; why shouldn&#039;t Dawn benefit by having their monarch on the Throne? The ambitious are hoping that the Challenger in Waiting steps aside to let Emperor Vesna defeat the monster and rally all of Dawn behind her glorious banner.&lt;br /&gt;
&lt;br /&gt;
==The Tourney of the Hour==&lt;br /&gt;
&amp;lt;div  style=&amp;quot;float: right; margin-left: 10px; max-width: 500px; min-width: 350px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Black Knights&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;By Imperial law, only a Dawnish noble may take part in a Dawnish election decided by tourney. Anyone can win that title, but only nobles can take part in the election. If a yeofolk (or a non-Dawnish) were to take part, they would risk prosecution for subverting the agencies of state.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Of course, Dawn wouldn&#039;t be Dawn if things were &#039;&#039;that&#039;&#039; simple. There is a long tradition of Dawnish covering their heraldry with black cloth and their face with a helmet to take part in a tourney. The reasons are complex; they may be noble or yeofolks, but if they are suitably girded to conceal their identity, then everyone accepts that they are entitled to take part.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;A black knight&#039;s identity should never be revealed. As [[385YE_Autumn_Equinox_Synod_judgements#Judgement_87|the Dawnish Assembly has made clear]], anyone who deliberately reveals the identity of a black knight is undermining the glory of Dawn and invites the disdain of their fellow Dawnish.&amp;lt;/p&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Alyss Retainer has secured the Anvil arena for the purpose of hosting the battle between the Earl of the Groves and his supporters, and whoever opposes his claim to the throne of Dawn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Participants may fight for the manticore, Emperor Vesna, or for the throne to remain empty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The format will be a grand melee between each of the sides, the same format used for a grand tourney&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Only nobles may participate in the tourney, as is usual custom&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Challenger in Waiting has responsibility for encouraging nobles to stand for or against the challengers on the tourney field&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Many followers and opponents of the Manticore simply want a glorious fight - matching the challenger&#039;s numbers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The more practical option of defeating the monster with an overwhelming force will bring victory but not inspiration&#039;&#039;&#039;&lt;br /&gt;
Not too long after the conclusion of the Winter Solstice, the Hub in the empty Anvil field is visited by a yeofolk in dagged yellow wool. &#039;&#039;Alyss Retainer&#039;&#039;, looking more stressed than usual, if such a thing were possible, has a simple request: use of the Tourney Ground of Camock, the Anvil Arena, on behalf of her earl in order to challenge for the throne of Dawn.&lt;br /&gt;
&lt;br /&gt;
A challenge for the throne of Dawn sets in motion several necessary formalities. The first one is simple - who is going to stand in opposition? Of course, any noble can take the field to stand against a claimant; and [[Emperor Vesna]] has laid down her gauntlet to make a claim for the crown. No other party can stand at this time, but nobles could take the field to stand against both the manticore &#039;&#039;and&#039;&#039; Emperor Vesna. &lt;br /&gt;
&lt;br /&gt;
The manticore has no legal basis for their challenge whatsoever. The Dawnish are more than within their rights to refuse this challenge. But it is hard to see the troubadours singing songs about that in years to come. The expectation of most Dawnish citizens is that nobles will defeat the monster in glorious battle on the sands of the tourney ground, having taken the field against it.&lt;br /&gt;
&lt;br /&gt;
The manticore and much of Dawn expect this matter to be settled in the Arena at 20:30 on the Saturday, via grand tourney. Only nobles may enter such a battle, as is custom, though any others are invited to witness. Those standing against the manticore, will need to assemble to face the beast, whether to support the Throne or to oppose them both; what people demand is that this is settled in the most glorious way possible.&lt;br /&gt;
&lt;br /&gt;
===The Earl Arrives===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; max-width: 500px; min-width: 350px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Curse&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;p&amp;gt;Anyone who is struck by the Manticore&#039;s tail is affected by the CURSE call and is affected by a [[Roleplaying effects|roleplaying effect]] of burning pain in the area struck for ten seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;It is possible to overcome the roleplaying effect in the normal manner, such as by expending a [[Heroic skills|hero point]] or drawing on a [[Aura#Personal_Aura|source of spiritual strength]].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;If you are hit by [[Calls#CURSE|CURSE]], then see a ref for further details once the tourney is complete.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Earl of the Groves will arrive at 20:30 on the Saturday and head to the arena&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Earl of the Groves will fight personally, alongside a small number of his &amp;quot;vassals&amp;quot; and his supporters&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will be accompanied by around fifty Dawnish nobles of various houses, including the Earl Valerie Courcillon and her knights&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Their entourage will include yeofolk and attendants, but they cannot fight&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Manticore&#039;s tail is a weapon; anyone struck by it is affected by CURSE and suffers incredible burning pain for ten seconds&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;By Imperial law, only the manticore and its vassals (his puppeted creatures) can be legally slain&#039;&#039;&#039;&lt;br /&gt;
The procession of the Earl and his followers will end at the new arena at the heart of Anvil, at 20:30 on the Saturday. The band the Earl marches with is small but potent; around fifty warriors at most, of various houses and knightly orders who have thrown in their lot with him in this endeavour. Most notably, a host of knights in the purple colours of House Courcillon make the march, led by their Earl, &#039;&#039;Valerie Courcillon&#039;&#039;. A few yeofolk tag along also, to heal the inevitable wounds a tourney as great as this will bring, and to spread the story of what happens back to the four corners of Dawn once it&#039;s over. &lt;br /&gt;
&lt;br /&gt;
Of course, the Earl has a few tricks of his own up his proverbial sleeve. While he is a master of the magical arts, the efforts of Imperial heroes have stripped him of three of his four favours, ripping away some of the support of the eternals he has enjoyed in the past. He still retains a fraction of the power he once had, however, and he has extended this power to his so-called &amp;quot;vassals&amp;quot;, the puppeted bodies who are extensions of his will that accompany him to the Arena. Finally, though no Imperial in living memory has had to face it yet, there is the question of his sting. Those who have seen it in action relay that the scorpion tail can punch through metal armour, and those hit by it suffer terrible pain, and worse if left untreated.&lt;br /&gt;
&lt;br /&gt;
Rumours abound that some Imperial heroes have found a way to protect themselves, but this information would need to be sought out in Anvil.&lt;br /&gt;
&lt;br /&gt;
The magistrates are keen to point out that participating in this battle on the side of the manticore is not illegal by itself unless they do anything untoward in Anvil. The manticore and its vassals are outside [[Imperial law]], which considers the creature to be a monster, so it is fine to kill it. The manticore&#039;s supporters, however, are protected by Imperial law and must not be harmed beyond any wounds suffered in the tourney.&lt;br /&gt;
&lt;br /&gt;
===The Challenger Waits===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; max-width: 500px; min-width: 350px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Responsibilities of the Challenger in Waiting&amp;quot;&amp;gt;The Challenger in Waiting has a responsibility to measure the Virtue of the Throne, should they challenge for Monarch of Dawn, and to spread word of what they find. They are responsible for encouraging nobles to stand for or against the Throne on the tourney field.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;People expect the Challenger in Waiting to ensure there are at least two sides, roughly equal in number, so that there can be a glorious battle for the Crown of Dawn&#039;&#039;&#039;&lt;br /&gt;
The Challenger in Waiting is a curious title, spectacularly Dawnish in nature. The position has a legal responsibility to measure the Virtue of the Throne, should they challenge for Monarch of Dawn. In practice, the &#039;&#039;common view&#039;&#039; is that it is the responsibility of the Challenger in Waiting to ensure that whatever else happens, there is a glorious spectacle. According [[Dawn_monarchy#Imperial_History|to the histories]], when the grand tourney was organised for the [[Empress Richilde]] to challenge for the crown, not a single knight could be found to oppose her, so beloved was she by the people of Dawn. A glorious monarch deserves a glorious tourney - people expect the Challenger to do whatever is necessary to make that happen. &lt;br /&gt;
&lt;br /&gt;
At this point, there are a number of distinct possibilities. Ser Decimus could encourage nobles to allow the nobles who support Throne to take the field against the manticore. Such a tourney is bound to glorify everyone who takes part. If vastly more nobles wish to support the Throne than the manticore, the knight-errant might even find himself being expected to drum up black knights (a role sometimes filled by yeofolk in clear violation of the rules) to fight for the manticore. Everyone may want a share of the glory, but there won&#039;t be enough to round if someone doesn&#039;t ensure the beast can give the Throne a good showing, so that this battle can echo through the ages.&lt;br /&gt;
&lt;br /&gt;
The alternative is to find enough nobles to oppose all challengers. Normally that would be required since nobody in Dawn wants to see anyone claim the crown without a glorious tourney to make the occasion. But the manticore can easily play the role of the villain.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Empress Vesna scan file wiki size.png|align=left|caption=Emperor Vesna has staked her own claim.|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The sweet irony is that Ser Decimus himself cannot fight in the tourney. As far as the [[Dawn egregore|Knight of Roses]] is aware, he has not yet passed a test of mettle and so must only watch from the sidelines.&lt;br /&gt;
&lt;br /&gt;
===The Throne Commands===&lt;br /&gt;
* &#039;&#039;&#039;Emperor Vesna has issued a proclamation in response to the manticore&#039;s challenge&#039;&#039;&#039;&lt;br /&gt;
The crown of Dawn is the legal monarch of the nation. Ever since the nation joined the Empire, that has always been understood to mean that only the Throne can claim the crown, just as the First Empress did when the Empire was founded. The crown can remain empty, but if anyone else claims it, it would create a constitutional crisis because the nation would have two lieges. &lt;br /&gt;
&lt;br /&gt;
Dawnish citizens are eager to see [[Emperor Vesna]] respond to this challenge. They were chosen by the Senate to be the &#039;&#039;&amp;quot;thunder that strikes fear into the hearts of our enemies&amp;quot;&#039;&#039;. It is hard to imagine that a throne that swore to be ready with blade, bow and shield would turn aside from this glorious challenge. &lt;br /&gt;
&lt;br /&gt;
And so it proves. Barely days before the summit is to begin, word of the Throne&#039;s response jumps like lightning between the lips of every troubadour in Dawn.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
A wolf struts the streets of Dawn unchecked. &lt;br /&gt;
&lt;br /&gt;
A monster calls itself an Earl and now a King and dares to call me a pretender?&lt;br /&gt;
&lt;br /&gt;
You are a sovereign perhaps, but no Monarch. &lt;br /&gt;
&lt;br /&gt;
I am the Empress of the Hearth, Crowned in Thunder.&lt;br /&gt;
&lt;br /&gt;
I stood in the Barrens with the Hounds of Glory. I ventured through the Sentinel Gate to win the Barrens for Dawn. I have raised an army for Dawn and put steel in their hands.&lt;br /&gt;
&lt;br /&gt;
I was there with Ser Rhydian DeRondell, in the Badlands of the Summer realm. They overcame the Bandit King and won your favour.&lt;br /&gt;
&lt;br /&gt;
I heard the troubadours and stenza sing of Lord Clint Leohart, who stood against a hundred heralds of the Skittering Dark, and won your favour. &lt;br /&gt;
&lt;br /&gt;
I heard of the Virtuous bandits who stole into the City of Locks and claimed your favour and now flaunt it brazenly, in true Dawnish spirit.&lt;br /&gt;
&lt;br /&gt;
The bards sang to me of Lady Aletheia of the Twisted Rose, who gave her heart’s own love to thwart you, standing bloodied but unbowed. &lt;br /&gt;
&lt;br /&gt;
My citizens have bested you already. &lt;br /&gt;
&lt;br /&gt;
I have a Varushkan heart. But as their Empress, as their sister in Virtue, my heart beats for the people of Dawn. They are mine and I am theirs, as the moon belongs to the night sky. You seek to force Dawn away from its siblings, but you do not understand. We are strong because we are inextricable.&lt;br /&gt;
&lt;br /&gt;
It is not in spite of this Varushkan heart but because of it that I rise to meet you. I am a Warden. I have sworn an oath to fight back any monster that threatens the hearth of this Empire and you are no different.&lt;br /&gt;
&lt;br /&gt;
You should never have taken my reticence for apathy. For as long as I live I will never let a nation of this Empire suffer from my inaction. &lt;br /&gt;
&lt;br /&gt;
And so it is settled. I will meet you in the field. You will bend the knee as you did before and the matter will be done.&lt;br /&gt;
&lt;br /&gt;
To any noble glorious enough to take the torch of history in their hand, stand with me. You Virtuous few, my knights and witches, will win such glory that Dawnish across time and space will hold their heraldry cheap and think themselves accursed that they were not here. &lt;br /&gt;
&lt;br /&gt;
I plant my banner on the field at Anvil. I challenge for the Rose Throne. &lt;br /&gt;
&lt;br /&gt;
We are utterly united. We are inextricable.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The manticore prowls. The Throne commands. Dawn decides.&lt;br /&gt;
&lt;br /&gt;
==Victory and Defeat==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Dawn.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;If Dawnish nobles win a glorious victory against the manticore on the tourney grounds it will rally the Virtue of the Dawnish people to the cause&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If Dawn stomps the manticore with overwhelming numbers, the realists and the ambitious will nod approvingly and go back to their scheming&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If Emperor Vesna wins, they will become monarch of Dawn, and if the victory is glorious they could use their Imperial address to stoke the Pride of the nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the manticore wins, all eyes will fall on the Dawnish Assembly&#039;&#039;&#039;&lt;br /&gt;
The expectation of many of the manticore&#039;s opponents - be they simply against the manticore or supporters of Empress Vesna - is that the heroes of Dawn will gird for battle, face the manticore with equal numbers and win the most glorious battle in living memory. An opportunity to decide the throne of Dawn in a battle against an actual honest-to-goodness monster will outshine the tales of [[Dawn_monarchy#Imperial_History|Empress Richilde]]. If that happens, troubadours will carry news of the glorious triumph to every corner of the land. &lt;br /&gt;
&lt;br /&gt;
Such a victory will remind every Dawnish citizen, noble and yeofolk alike, that glory is the heart of Dawn - there will inevitably be an [[opportunity]] to take advantage of that rush of Pride in the months that follow. If the Throne wins, they could use the Imperial address to guide that opportunity; if the nobles who oppose both the Throne and the manticore win, then the Dawnish Assembly could use a statement of principle to give shape and form to the nation&#039;s desires.&lt;br /&gt;
&lt;br /&gt;
The unspoken hope of the realists is that the Dawnish nobles ensure that there is absolutely no possibility whatsoever of this farce going any further than it already has. They want [[Emperor Vesna]] to have enough nobles behind them that the outcome is never in doubt for even a moment. There is a time for glory, they say, and it&#039;s not when the fate of the entire nation hangs in the balance. If that happens, the realists and the ambitious will not approve and go back to their business. The matter will be over, but there will be no opportunity to benefit from a surge of national Pride.&lt;br /&gt;
&lt;br /&gt;
If the forces of the manticore are victorious, they will not immediately become the monarch of Dawn. Instead, [[Dawn_monarchy_update#The_Dawnish_Assembly|all eyes will turn to the National Assembly]]. The manticore&#039;s claim to be Dawnish has been roundly rejected, but victory on the tourney field &#039;&#039;could&#039;&#039; change that. If the greater majority of the National Assembly commands Dawn to bow to their new monarch then the nation will have a chance to follow them. It will provoke an unimaginable constitutional crisis that threatens Dawn&#039;s place in the Empire, but the words of the troubadours will ultimately sway the hearts and minds of the Dawnish people if backed by a mandate of the Assembly.&lt;br /&gt;
&lt;br /&gt;
If the manticore wins but its claim to the throne is rejected, then the creature will effectively become a pretender to the throne. Some Dawnish houses will rally to the beast&#039;s side - it did win the tourney after-all - but the majority will recognise that a monster can never be the monarch of Dawn. If the creature is allowed to leave Anvil victorious, but is rejected by the Assembly it will rally those houses that are now loyal to its claim, form a large army and try to take Dawn by force.&lt;br /&gt;
&lt;br /&gt;
==Volunteer Opportunity==&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity for players to volunteer to play one of the Manticore&#039;s yeofolk followers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These supporters will be mostly cheering on their side, healing and reacting on the edges of the battles&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These supporters will &#039;&#039;not&#039;&#039; be planning to be involved in the combat and should not bring weapons or armour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to volunteer for this opportunity if your character is Dawnish&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You will need to provide your own kit appropriate for Dawnish yeofolk, in any colour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a Combat Unlikely role and should not involve combat, but we cannot fully guarantee that you would not be hit depending on player action&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Volunteers will need to email {{plot}} with the subject line &amp;quot;E2 2026 Volunteer for Manticore Encounter&amp;quot; by 18:00 on Tuesday the 9th&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We anticipate there might well be significant popular opposition to the manticore&#039;s challenge to Dawn. The manticore will field every knight in Dawn that he can to fight for his cause, but it would be great to have more yeofolk cheering for the beast from the sidelines. If you want to help us bolster the ranks of lowly yeofolk cheering for the monster, then please email {{plot}} with your PID before 18:00 on Tuesday the 9th to volunteer. You&#039;ll need some soft kit that is passably Dawnish and to have read the introduction page about [[Dawn]] before you turn up, but you won&#039;t need any weapons or armour.&lt;br /&gt;
&lt;br /&gt;
==OOC Note==&lt;br /&gt;
* &#039;&#039;&#039;Please bear in mind that Emperor Vesna is a player character, and not a member of our NPC crew&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We are very grateful to the player of Emperor Vesna for their fantastic contribution to this wind of fortune. We have edited their in-character response to the manticore&#039;s challenge into this wind.&lt;br /&gt;
&lt;br /&gt;
It is important to remember that the Throne is always a player character; they are not a member of our NPC crew.&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Therunin&amp;diff=140033</id>
		<title>Therunin</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Therunin&amp;diff=140033"/>
		<updated>2026-06-08T07:39:51Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Holt of the Oak (Ruined) */&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 Sephal&#039;s 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 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;
===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 [[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 [[Known_exemplars#Gerallt_Brackensong|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>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Therunin&amp;diff=140028</id>
		<title>Therunin</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Therunin&amp;diff=140028"/>
		<updated>2026-06-08T00:28:19Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Regions */&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 Sephal&#039;s 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 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;
===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;
===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|caption=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 [[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 [[Known_exemplars#Gerallt_Brackensong|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>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_winds_of_war&amp;diff=140025</id>
		<title>388YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_winds_of_war&amp;diff=140025"/>
		<updated>2026-06-08T00:06:56Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Saturday */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Recent History]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Alone in the battle.jpg|align=left|caption=Sometimes, even in the tumult of battle, there are moments of silence.|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &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 War and the [[388YE_Spring_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Bay of Catazar]] || [[Deep blue sea]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mareave]] || [[Wide azure skies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mitwold]] || [[Where the slow river flows]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bregasland]] || [[Old blue banners dancing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Therunin]] || [[A bright cerulean flame]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sarangrave]] || [[Other monstrous geographies]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wide Carnivorous Skies==&lt;br /&gt;
Spring is the cruellest season, forcing life out of ground left barren by Winter frost. The inevitable wheel does not change, any more than war changes. Snow gives way to rain, and the rain falls on the wicked and the virtuous alike. It falls across the [[Bay of Catazar]], across the battlefields of [[Redoubt]] and onto the churning salt-expanse that is the bounded sea. The waves of the &#039;&#039;&#039;[[Deep blue sea]]&#039;&#039;&#039; murmur of [[navy|navies]] and rocky shores, and the machinations of the [[Grendel]].&lt;br /&gt;
&lt;br /&gt;
From the mountains of Redoubt, let the mind&#039;s eye wander with the wings of the gulls. South to the arid coast of [[Mareave]], now remarked and reshaped by the churning of the hungry sea. The sandy soil is thirsty, and there is neither blood nor rain enough in the world to quench that thirst it seems. The salt-winds blow from the sea and the storm rides on them. The horns blow, the drums beat, and armies clash beneath the &#039;&#039;&#039;[[Wide azure skies]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On the other side of the Empire, the [[Jotun]] press their claim to the farmlands of [[the Marches]]. The [[Mournwold]] has slipped through their grasp, but they have not abandoned their ambitions here. [[Mitwold]] has been invaded for the first time in centuries, the city of [[Mitwold#Meade|Meade]] conquered and looted. The call goes out to the oathsworn [[Drakes]] and their allies to drive the barbarians out, and battle rages &#039;&#039;&#039;[[Where the slow river flows]]&#039;&#039;&#039;. Across the border to the west, it is the Empire who are the invaders, striving to take back the Dour Fens of [[Bregasland]] from the Jotun who now occupy it. The war is fought over the only piece of dry land in the whole of the marshes, [[Bregasland#Gravenmarch|Gravenmarch]], and the old stone plateau that dominates its skyline. As the winds of the new year blow, they set the &#039;&#039;&#039;[[Old blue banners dancing]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
And then at last we come to the eastern border, to the lands where chaos reigns between the water and the peaks. To [[Therunin]], where the [[Pilgrim&#039;s Defiance]] marches against the [[vallorn]] of Tharunind. They know they will not win, but the effort must be made to slow the vallorn, to let it rage against them, to answer its abominable furore with virtue and faith. They fight the unspeakable from the darkest past, to secure a future for [[Navarr]], burning with &#039;&#039;&#039;[[A bright cerulean flame]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Finally let our eye drift further east, to what was once and still is [[the Mallum]]. To the marshes of the [[Sarangrave]], where the Empire advances on the last stronghold of the [[Druj]] in that benighted territory. The [[Sarangrave#Tower of the Skink|Tower of the Skink]] looms above the woods and wetlands, controlling the pass that leads to allied [[Axos]]. The eastern barbarians are beaten but not yet broken; their forces in Sarangrave are depleted but they still fight. As the Imperial armies move, the air is thick with uncertainty; if we have learned anything at all from the campaign to take the territory it is that there are &#039;&#039;&#039;[[Other monstrous geographies]]&#039;&#039;&#039; at play in the eastern marshes&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
Imperial prognosticators have identified four possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
===Battle opportunities===&lt;br /&gt;
Imperial prognosticators have identified five possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Territory&#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;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;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;Day&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;Learn More&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGray;&amp;quot;&amp;gt;&#039;&#039;&#039;CS Briefing&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hold back the vallorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Feverbank Trees&#039;&#039;, Nesustak Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday only&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{TBC}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sarangrave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hold back the vallorn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Mantifent&#039;s Bier&#039;&#039;, Bloodwater Marsh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Druj&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday only&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{TBC}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mareave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Freeze the Grendel advance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Ohwinn Scour&#039;&#039;, Clisearn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grendel&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{TBC}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Recover Meade&#039;s treasures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Meade Meadow&#039;&#039;, Meade March&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lasambrian Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{TBC}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Erect the Mere Stone&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;Drayham Mere&#039;&#039;, Grey Fens&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Jotun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Saturday or Sunday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;{{TBC}}&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[PDF Link]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field a force predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units in the Sarangrave, Skallahn, or Mareave battle opportunities, and should not include human combatants in those.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || 15 || 35 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Reikos, High Chalcis, Emergency Hospital || [[Medical Officer of the Pegasus Respite]] || [[A_bright_cerulean_flame#Opportunity:_Reikos_Influx|Assist the refugees]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hahnmark, Valasmark, The Fallen Tree || &#039;&#039;&#039;Morgan Drifting Bough&#039;&#039;&#039; || [[LINK|Recover the letter]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:35 || 4 || 40 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Hahnmark, Kronemark, Grieversonn Farmstead || &#039;&#039;&#039;Eevi of the Gadrai&#039;&#039;&#039; || [[LINK|Meet with Valdr Grieversonn]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Karov, Wieliczka, Maria&#039;s Descent || [[Temeschwar|Senator for Temeschwar]] || [[LINK|Retrieve the Rat Idol from the cultists of the Night Below]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Reinos, Bastasor, Beatriz&#039;s Field || [[Champion of Ambition]] || [[LINK|Claim the Lasambrian banner]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Drownbark Forest, Sarakov Point || [[Merchant-Boyar of the Stinking Market]] || [[LINK|Investigate wagon raiders acting strangely]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Madruga, Crucible, Egnar Range || [[Rod and Shield|Grandmaster of the Rod and Shield]] || [[LINK|Slay the dire astacids]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:45 || 10 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Turan Flats, Dahis Outskirts || [[Strategos|Strategos of Dawn]] || [[LINK|Rescue the sept members from the blinded ghosts]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Spiral, Apulian, Broken Lea || [[Oblivion Sentinel]] || [[LINK|Claim the wage of the Vorlach Adventurers]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:15 || 10 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Forest of Ulnak, Grimfen Mire, The Bound Glade || [[High Exorcist]] || [[LINK|Recover the Thule&#039;s material and clear the ghosts]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Feroz, Oranseri, Sisters&#039; Meadow || [[Corsair of Oran]] || [[LINK|Reclaim the Brazen Links]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:45 || 10 || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Thornfen, Stonesedge || [[Boyar&#039;s_Hasta|General of the Boyar&#039;s Hasta]] || [[LINK|Eliminate the blinded ghosts]]&lt;br /&gt;
|-&lt;br /&gt;
| 23:00 || 9 || 60 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Karsk, Branoc, Hall of the Bloodwise || Named persons || [[LINK|Meet with Taysa of the Black Feathers]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 10:00 on Saturday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 12:50 || 4 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Casinea, Syrene, Kaela&#039;s Regio || [[Virtue inquisitor|Inquisitor of Prosperity]] || [[LINK|Rescue &#039;&#039;Mendicant Garev&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Mitwold, Meade March, Maggie&#039;s Bulwark || [[Bailiff of Meade]] || [[LINK|Claim the cache]]&lt;br /&gt;
|-&lt;br /&gt;
| 14:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Hercynia, Deer&#039;s Folly, Greenmount || [[Vallornguard|Speaker of the Vallornguard]] || [[LINK|Destroy the ettercaps&#039; structure]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sermersuaq, Suaq Wastes, Desolate Stretch  || [[Banner-bearer of Atkonaroq]] || [[LINK|Kill &#039;&#039;Hallr Winterborn&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Reikos, Chalcis Mount, South Downs || [[Champion of Loyalty]] || [[LINK|Rescue the wounded Highborn]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Bregasland, The Rushes, Harry&#039;s Hole || [[Narwhal&#039;s Spear|General of the Narwhal&#039;s Spear]] || [[LINK|Kill the yegarra]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:35 || 4 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Astolat, Withy,  Igraine&#039;s Regio || [[Astolat|Senator for Astolat]] || [[LINK|Fix the regio]]&lt;br /&gt;
|-&lt;br /&gt;
| 15:45 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Brocéliande, Elerael, Longberth Trod || [[Knight of the Greenwood]] || [[LINK|Eliminate the hunting ettercaps]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Turan Flats, Kullflirn || [[Keeper of the Tower of the Fall]] || [[LINK|Destroy the miasma pillar and stymie Kull]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Ossium, Drownbark Forest, Nadezhda&#039;s Enclosure || [[Custodian of the Shchaslyvyy Spile]] || [[LINK|Kill the Kallad]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:35 || 12 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sarangrave, Thornfen,  Overgrown Pillar || [[Gardener of Pallas]] || [[LINK|Destroy the miasma pillar]]&lt;br /&gt;
|-&lt;br /&gt;
| 17:45 || TBC || 20 mins || [[Accessibility#Combat_Suitable_For_Cadets|Cadets]] || Volodmartz, Murupa, Forest of Blades || [[The Academy]] || [[LINK|Find and destroy the &amp;quot;bandit&amp;quot; vale]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:00 || TBC || 20 mins ||  [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarangrave, Kroll, Kreeflirn || [[Knight-protector|Knight-protector of Spring]] || [[LINK|Destroy the two miasma pillars]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:15 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Volodmartz, Livardz, Sunless Vale || [[Grieftender of the Forgotten]] || [[Sunrise_over_Livardz#The_Shadow_Ghosts|End the suffering of the Shadow Fellowship]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:20 || 12 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sarangrave, Bloodwater Marsh,  Toxic Pillar || [[Apothecaries Guild|Guild Leader of the Apothecaries Guild]] || [[LINK|Destroy the miasma pillar]]&lt;br /&gt;
|-&lt;br /&gt;
| 18:45 || TBC || 20 mins || [[Accessibility#Combat_Possible|Possible]] || Karsk, Crowslook, Skylost Clearing || [[Apothecaries Guild|Guild Leader of the Apothecaries Guild]] || [[LINK|Treat the Gregadze]]&lt;br /&gt;
|-&lt;br /&gt;
| 19:05 || 12 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Sarangrave, Thornfen, Haunted Pillar || [[High Exorcist]] || [[LINK|Destroy the miasma pillar]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:00 || 12 || 30 mins || [[Accessibility#Combat_Unlikely_or_Contained|Unlikely]] || Kallavesa, West Marsh, Gull&#039;s Isle Hall || &#039;&#039;&#039;Ingrid Talon-of-the-Mark&#039;&#039;&#039; || [[LINK|Engage in the hetjuveisla]]&lt;br /&gt;
|-&lt;br /&gt;
| 20:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Feroz, Afarjasse, Abril&#039;s Pasture || [[Dhomiro of Afar]] || [[LINK|Stop the Hand of Dumon]]&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Arbonne, Laufette, Solden Farm || [[Minister of Historical Research]] || [[LINK|Sort the situation out]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; |No bows or crossbows after this time&lt;br /&gt;
|-&lt;br /&gt;
| 21:30 || TBC || 20 mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || Sarvos, Uccelini, Bertolli&#039;s Glebe || [[Ambassador to the Iron Confederacy]] || [[LINK|Stop the Hand of Dumon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in [[Bregasland]], [[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Dawn military concerns#Army Orders|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Highborn armies enchanted with rituals or targeted by a boon that calls an eternal to send heralds to fight alongside the army will lose a thousand effective strength until the end of the Spring Equinox 389YE as a result of a [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|mandate]] enacted by Frater Pontius of Adoniram&#039;s Testament&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
&amp;lt;!-- turned off until third Navarr army completes* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cold_war&amp;diff=140017</id>
		<title>Cold war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Cold_war&amp;diff=140017"/>
		<updated>2026-06-07T21:36:46Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Usual Service */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Winter]][[Category:Recent History]][[Category:Foreign Nations]][[Category:Commonwealth]][[Category:Jarm]]&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;
&amp;lt;ic&amp;gt;&amp;quot;... and while doing that I want a list of every major Prince with an interest in the realm of Day on my desk before sunset.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But I thought it was the Commonwealth that did this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is certainly the official line. But I am not quite ready, in my heart, to accept the idea that the amateurs of the Commonwealth are capable of magic on this scale. In some ways, it would be more... comforting... to me if this was the result of some idiot thinking they could control this uncontrollable force, than that the Commonwealth were somehow behind it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because if they can, then it means our magical superiority is no longer assured?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re very sharp, aren&#039;t you? You should be careful with that - not the sharpness but the need to let other people know you are sharp. That can be very bad for someone&#039;s career, if you reveal it to the wrong person. But you are correct; and it is only a matter of time before some of the Magician-Princes start wondering the same thing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He sighed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Honestly, it might be better if it turns out it was the Imperial Conclave. At least they are &#039;&#039;magicians&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Do you think it might be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Not really. It would be too convenient. And if you mention the idea it might be to anyone, I will have you posted to the listening post in the Mosiężne Małpy and the rest of your career will be spent trying not to die of frostbite.&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I have a list of people I would like you to check into,&amp;quot; she said without looking at her aide. &amp;quot;Discreetly, of course.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He picked up the list, skimmed the names, raised an eyebrow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are some interesting names on this list,&amp;quot; he said in a neutral tone.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes. That&#039;s why I need you to be discreet. I want their movements accounted for, as best we can. Any sign that they recently came into possession of large amounts of mana, or have been communing with eternals. Or that they&#039;ve recently been in personal contact with any Imperial magicians. I trust your expertise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You think that one of them is responsible for Lantir?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t know, but I want to be &#039;&#039;sure&#039;&#039;. Because the alternative is that the Jarmish are capable of simply wiping out a city whenever they want, in a way we can neither predict nor really guard against. I would rather learn it was the decision of some hidden council I am not privy to than accept the fact that the Jarmish have possession of such a devastating weapon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And if one of them did?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Militärattache didn&#039;t reply, and the grim silence stretched on for several moments. Finally, she broke the silence.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have your orders.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He nodded and saluted, and left without another word, the folded list of names tucked safely inside his shirt.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Cohort of the Cold Sun.png|caption=Freeborn artist Doratea i Jovita i Riqueza&#039;s painting of the servants of Cold Sun attempts to capture their utterly implacable, inhuman nature.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{#ev:youtube|link={{{https://www.youtube.com/watch?v=oJtWmPliT_g}}}|300|right}}&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] have been at open war for some time now. This most recent conflict began over the tiny nation of Lantir, sandwiched between the two great powers. The magocratic Jarm-favouring nobility were displaced, apparently with the aid of the Commonwealth. Tensions escalated as the Principalities continued to back their allies, eventually erupting into armed conflict.&lt;br /&gt;
&lt;br /&gt;
Fighting has since spread along the wide border between the two, and inevitably dragged in a number of the neutral nations that serve as a buffer between the two perennial rivals. The Empire has been quietly supporting the Commonwealth, at least in principle. Both sides have claimed confidently to be winning the war, and that their victory was imminent. While the Commonwealth has a superior military strategy, the Jarmish wield the superior magical force, leaving the two sides reasonably matched. &lt;br /&gt;
&lt;br /&gt;
As of the end of the Autumn Equinox, however, the situation has changed dramatically in a way that few had predicted. &lt;br /&gt;
&lt;br /&gt;
==What We Know==&lt;br /&gt;
* &#039;&#039;&#039;A major incursion of Cold Sun has taken place in Lantir&lt;br /&gt;
* &#039;&#039;&#039;The small nation has effectively been destroyed by the &#039;&#039;scions&#039;&#039; of Oblivion&lt;br /&gt;
* &#039;&#039;&#039;The forces that have consumed Lantir turn their attention to the destruction of Jarm and the Commonwealth as they once attempted to destroy the Empire&lt;br /&gt;
&amp;quot;&#039;&#039;The Cold Sun has risen, and Lantir is condemned to history.&#039;&#039;&amp;quot; These were the words reportedly delivered by [[Leviathan]] to the &#039;&#039;Wings of the Skywise&#039;&#039; at the end of the Autumn Equinox. Both the Ambassador to the Commonwealth and the Ambassador to Jarm apparently [[Call Winged Messenger|sent missives]] to their opposite numbers, warning of the danger of Cold Sun, and offering Imperial assistance. Yet even before the letters were dispatched, it was already too late. Exact details are still thin on the ground, but it appears that as the Autumn Equinox drew to a close, the power of [[Cold Sun|Oblivion]] all but annihilated the capital city of Lantir. In the following days, [[regio]] across Lantir aligned with the [[Realms#Day realm|Realm of Sea and Sky]] tore open and armies of merciless &#039;&#039;[[Cold_Sun#Heralds|scions]]&#039;&#039; marched through.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=1080px-2023 Annual Eclipse.jpg|caption=&#039;&#039;Oblivion&#039;&#039; cannot be bargained with, cannot be reasoned with; It feels no pity, nor remorse, nor fear and it absolutely will not stop, ever, until everything is unmade.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Reports suggest that the Commonwealth army in Lantir was forced to retreat by the unexpected assault, sustaining serious casualties in the process. Their losses were exacerbated by orders to get as many Lantiri citizens to safety as possible. The Commonwealth generals immediately denounced the House of Princes, pointing to the tremendous loss of life caused in the first weeks of the incursion as proof that Jarm is a threat to every nation along the Sea of Steel. &lt;br /&gt;
&lt;br /&gt;
Within days, however, the House of Princes denounced the Commonwealth for &amp;quot;destroying what they could not conquer&amp;quot; and bringing into question their professed commitment to the &amp;quot;Common Good&amp;quot;. They accused their rivals of being prepared to see thousands of people slain by supernatural forces they can neither understand nor control. Stories of attacks against Jarmish targets quickly spread, reaching the Empire via merchants visiting the &amp;quot;free port&amp;quot; of [[My_passions_from_a_common_spring#Free_Ports_And_Free_People|Radosmo]]. They recount that the &#039;&#039;Rising Moon&#039;&#039;, one of the armies defending Jarmish interests in Lantir, has apparently collapsed under the assault of the &#039;&#039;scions&#039;&#039; while trying to secure a safe route out of Lantir for hundreds of terrified civilians. &lt;br /&gt;
&lt;br /&gt;
There are no Imperial observers on the ground, but if the stories bubbling out from Lantir in the wake of the Autumn Equinox are to be believed, it seems that Cold Sun&#039;s incursion into Lantir is an order of magnitude greater than that faced by the Empire. There are also tentative reports which, if taken at face value, suggest that the armies of [[Inhabitants of the realms#Heralds|heralds]] are displaying more strategic savvy than when they faced Imperial soldiers. They have learned from their defeat by Imperial soldiers and magicians. There are especially lurid tales that suggest they are making much more use of the powers of destruction drawn directly from the eternal itself. The terrible liquid light that leaves only devastation in its wake; the blazing eye of the sun that burns everything before it to ash; the howling winds that wither and desiccate everything in their path.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Cold Sun Art.jpg|caption=Cold Sun seeks to purify existence by removing all uncertainty, all change, all creatures, all hope.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Smoking Gun==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth have accused Jarm of unleashing Cold Sun and destroying Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The House of Princes has demanded that the Commonwealth admit they were responsible for unleashing Cold Sun and destroying Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Both nations seem to feel they are taking the brunt of the casualties caused by the scions&#039;&#039;&#039;&lt;br /&gt;
Both the Commonwealth and the Principalities of Jarm claim that the other side is responsible for the destruction of Lantir. When Cold Sun invaded the Empire, it came as a result of [[Shining like fire|powerful ritual magic]]. The incursion was exacerbated by the &#039;&#039;scions&#039;&#039; themselves, who made use of stolen [[ilium]] and [[mithril]] to bolster and anchor their power. &lt;br /&gt;
&lt;br /&gt;
None of the nations involved - not the Commonwealth, not Jarm, and certainly not Lantir - make use of the [[Declaration]] of [[Alignment]] employed by the [[Conclave]]; however, both have methods of their own to ensure such entities cannot run amok within their borders. Whatever was done in Lantir to breach these protections, ritual magic must have been employed, and on a large scale, to initiate the initial invasion. While this seems to point the finger at Jarm, the House of Princes categorically denies responsibility; they wanted to liberate Lantir from Commonwealth control, not destroy it. The Commonwealth lacks the sheer magical prowess wielded by their northern rivals, but it would be a mistake to assume there are no covens capable of working powerful magic, and they certainly have the organisational power to do so if they put their minds to it.&lt;br /&gt;
&lt;br /&gt;
In the Empire, the forces of Cold Sun were scattered and still managed to scar the land, to destroy towns and villages on a barely precedented scale, and to kill, maim, and displace a great many people. The situation in the east appears to be worse; full armies of &#039;&#039;scions&#039;&#039; are on the move. The threat is greater because both sides seem to have been slow to realise the scope of the situation. An attempt to convene a summit on neutral ground to discuss the incursion ended in shouted recriminations. It seems both sides assume &#039;&#039;they&#039;&#039; are taking the brunt of Cold Sun&#039;s aggression and that their rivals are exaggerating their claims around the threat for political reasons.&lt;br /&gt;
&lt;br /&gt;
That the Empire were the first people to encounter Cold Sun is common knowledge in the Known World. This has unfortunately raised questions among some suspicious factions in both the Great Nations of the [[The_seven_seas#Sea_of_Steel|Sea of Steel]]. One rumour has it that the Empire provided suspiciously large amounts of crystal mana to Commonwealth magicians just before Cold Sun&#039;s incursion. Another claims that an Imperial citizen shared vital intelligence with Jarmish magicians, leading to their creation of a ritual to unleash this devastating force and destroy Lantir.&lt;br /&gt;
&lt;br /&gt;
There are also people on both sides underestimating just how deadly the &#039;&#039;scions&#039;&#039; can be and how absolute their goals actually are. Even if they accept that Cold Sun attacks indiscriminately, these factions will still see an opportunity in the incursion. After all, if one side can hold Cold Sun back, and the other can&#039;t, then surely it will place them in a much stronger position once the &#039;&#039;scions&#039;&#039; are finally dealt with?&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Finn Pridetalker of [[Wintermark]]}}&lt;br /&gt;
==Commonwealth and Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is redirecting troops and resources to protect their border from the &#039;&#039;scions&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;As members of the Liberty Pact the Commonwealth delegate will want to talk about the Cold Sun situation during the coming meeting&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth ambassador has renewed a request for the Empire to send forces to help fight this most recent Jarmish threat&#039;&#039;&#039;&lt;br /&gt;
The Commonwealth response is to begin marshalling troops to face Cold Sun&#039;s forces directly with martial might - much as the Empire did. The need to continue to defend their borders against the Jarmish complicates matters even more, of course.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039; thanks &#039;&#039;&#039;Ambassador Finn Pridetalker&#039;&#039;&#039; for the advice they offered, and the warnings of what the &#039;&#039;scions&#039;&#039; would be capable of. That news has proved valuable in dealing with the creatures who have pressed over the border from Lantir into Commonwealth territory to destroy and pillage. The invaders are reportedly drawn to sources and stockpiles of [[mithril]] and [[ilium]]. Ludkhannah remains confident that the Commonwealth will face this new weapon of the House of Princes and prove its equal, just as they have every other underhanded magical attack launched over the decades by the rival nation.&lt;br /&gt;
&lt;br /&gt;
In the wake of the atrocity - the immense loss of life in Lantir - she requests that the Empire denounce Jarm and end any trade of any kind with that nation. More pressingly, however, she renews the request that Imperial mercenaries be encouraged to travel to the Commonwealth to help fight the incursion. After all, the Empire&#039;s soldiers are literally the most experienced in the world at fighting Cold Sun in the world.&lt;br /&gt;
{{Nation|nation=Jarm|status=Foreigner|port=[[Principalities_of_Jarm_ports#Kavor_(Northern_Principalities_of_Jarm)|Kavor]], [[Principalities_of_Jarm_ports#Vezak_(Southern_Principalities_of_Jarm)|Vezak]], and [[Principalities_of_Jarm_ports#Rigia_(Eastern_Principalities_of_Jarm)|Rigia]] (all closed)|ambassador=Damiàn i Martàn i Erigo of [[the Brass Coast]]}}&lt;br /&gt;
==Jarm and Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;Jarm has accepted the offer of aid presented by the Imperial Ambassador&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Principalities believe the incursion of Cold Sun is an attack from the Commonwealth or their allies&#039;&#039;&#039;&lt;br /&gt;
The Jarmish House of Princes is especially outraged by the appearance of Cold Sun forces in Lantir. As a nation that prides itself on its sorcerous prowess, being taken by surprise by a magical attack of this nature is especially offensive. There have been full-throated condemnations from the Magician-Princes against the &amp;quot;cowardly Commonwealth&amp;quot;, who, unable to defeat the might of Jarm with their armies, have undertaken to unleash a devastating and indiscriminate form of destruction instead. &lt;br /&gt;
&lt;br /&gt;
While they are doing so, Jarmish covens are feverishly working to find ways to contain the eternal or send its heralds back whence they came. They have reached out to a number of other eternals asking for aid - but the results have apparently been along the same lines as those the Empire received. Offers of support to fight the scions, but little to actually face the destructive power that the &#039;&#039;scions&#039;&#039; wield on behalf of &#039;&#039;Oblivion&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Lord Trescher is particularly impressed by the assurances of Ambassador &#039;&#039;Damiàn i Martàn i Erigo&#039;&#039; that &amp;quot;should Jarm wish for any assistance at all&amp;quot; they might receive it from the Empire. By asking for &amp;quot;leave to share strategic information the Empire has gathered on the Cold Sun and work on assistance that could be offered to Jarm against the Cold Sun from The Imperial Conclave&amp;quot; they have secured the attention of the House of Princes. In the past, the House has preened and boasted about its magical prowess, but Lord Anton is not a fool and neither are many of the luminaries of the ruling families. They seize on Damiàn&#039;s proposal and make it clear that they are prepared to accept advice and support from Imperial magicians in defeating the forces pouring out of Lantir.&lt;br /&gt;
==Imperial Aid==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could choose to become involved in the east to offer aid against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;They might offer aid to both sides, support one nation over the other, or stay out of the escalating situation&lt;br /&gt;
While there are a few suspicious glances in the direction of the Empire, nobody denies that they are the only people to have contained and ultimately triumphed over an incursion of Cold Sun. Imperial citizens have clear expertise that both the Commonwealth and Jarm could benefit from when it comes to dealing with the &#039;&#039;scions&#039;&#039; apparently flooding into Lantir. There are, however, some political stumbling blocks to offering significant aid to one or both of the eastern powers. For that matter, the Empire may not wish to focus so much of its attention so far from home.&lt;br /&gt;
&lt;br /&gt;
Both Jarm and the Commonwealth know the realities of the situation. In the end, if the Empire were to do nothing more than offer their condolences and wish the two rival nations good luck dealing with the incursion, it would likely be accepted as simple common sense. As long as no evidence emerged that the Empire was in any way involved in unleashing Cold Sun into Lantir, of course - but in that case its doubtful any amount of aid would mollify the injured parties.&lt;br /&gt;
&lt;br /&gt;
===Senate Aid===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; max-width: 50%; clear: left;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;From the Liberty Pact, Rights of Signatories&amp;quot;&amp;gt;&#039;&#039;&#039;8. Military Aid&#039;&#039;&#039;&amp;lt;br&amp;gt;Members of the Liberty Pact understand that the pact creates no obligation or expectation of military aid be rendered to a fellow signatory, no matter what conflict ensues. However no signatory to the pact will provide meaningful military assistance to any nation that finds itself at war with a signatory of the pact.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could call for Imperial captains to aid one or both sides&lt;br /&gt;
* &#039;&#039;&#039;The Liberty Pact proscribes offering any significant military aid to any nation at war with a signatory - such as Jarm&lt;br /&gt;
* &#039;&#039;&#039;The Jarmish have been very clear that military aid to the Commonwealth would be seen as a declaration of war&lt;br /&gt;
There are plenty of Imperial citizens with first-hand experience of fighting Cold Sun, either in person or alongside their [[military unit|own warriors]]. While the Imperial Senate has carefully avoided encouraging [[military unit|military units]] to travel to the [[The_seven_seas#Sea_of_Steel|Sea of Steel]] to get involved in the war between the Commonwealth and Jarm, helping in the fight against Cold Sun is clearly a different matter. On the other hand, sending mercenaries to the Commonwealth would be seen as military assistance by the Jarmish; offering any military support to Jarm, even to help deal with Cold Sun, could be treated as a breach of the Liberty Pact.&lt;br /&gt;
&lt;br /&gt;
The chief magistrates have confirmed that there is no &#039;&#039;legal&#039;&#039; impediment to the Senate supporting Imperial captains or mercenaries travelling to the east to help in the fight against Cold Sun. Clause 8 of the [[Voice_of_Liberty#Rights_of_Signatories|rights of Liberty Pact members]] forbids sending aid to any nation at war with a signatory pact member, but Clause 5 clearly puts the legal remedy for breaches of the rights in the hands of a meeting of the Pact&#039;s members, not in their individual states&#039; law. In plain speech, it&#039;s not illegal for the Empire to send military support to the Jarmish, but the Commonwealth could call for reparations, or even demand that they be thrown out of the Pact for doing so. It would be a delicate matter that will require careful handling.&lt;br /&gt;
&lt;br /&gt;
Under Imperial law, the &#039;&#039;scions&#039;&#039; serve an [[eternal]] that the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Therefore, the Senate could pass a [[Senate motion|motion]] instructing the Civil Service to help arrange transport and logistical support to Imperial citizens looking to fight Cold Sun in the east. This support would also ensure that Imperial warriors would specifically battle the &#039;&#039;scions&#039;&#039; rather than getting caught up in a war that (at least in legal terms) is taking place between two groups of foreigners.&lt;br /&gt;
&lt;br /&gt;
Depending on the wording, this would create one or two [[venture|ventures]] for Imperial military units; &#039;&#039;Help Jarm against Cold Sun&#039;&#039; and/or &#039;&#039;Help the Commonwealth against Cold Sun&#039;&#039;. Both of these would be [[Military_unit#Guarding|guarding]] actions, supported by enchantments such as [[Aspect of the Mountain]] or [[Peregrine and Ichimos]]. There would be rewards for those prepared to offer their aid, depending on which side the military unit was working with.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; max-width: 50%; clear: left;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Cold Sun and Roleplaying&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;If the Senate doesn&#039;t choose to offer specific support to one side or the other, anyone with a military unit is free to roleplay that they are helping fight Cold Sun by taking the [[Venture#Mercenary_Work|mercenary work]] or [[Venture#Seek Glory|seek glory]] ventures. They&#039;ll receive the normal rewards, and won&#039;t have any impact on the situation but there would be no legal consequences to a character choosing to go fight the &#039;&#039;scions&#039;&#039; of Oblivion in the east.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likewise, any player with any kind of personal resource can roleplay they are helping fight Cold Sun, and make up suitable stories, but unless they&#039;re doing so via one of the avenues presented here, their aid won&#039;t have any impact on the unfolding situation around Lantir or produce any additional rewards. That doesn&#039;t make the roleplaying decision any less important to the character, but individual action simply doesn&#039;t have the effectiveness of an organised, larger-scale response supported by one of the bodies of state.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The motion itself would be well received by those it spoke in support of. Any military aid at all against Cold Sun will be welcomed. If at least 5,000 strength comes to the aid of either side, they will make significant progress in dealing with Cold Sun. It won&#039;t be an instant result, but the civil service predicts this level of support will reduce loss of life and help keep Cold Sun corralled in Lantir rather than spill out into the nation. If both sides receive this level of support, it will help reduce the threat of the Cold Sun to everyone in the east. Regardless, the civil service suggests that with this kind of Imperial aid, it will take at least six months before the Jarmish and Commonwealth are in a position to drive Cold Sun out of Lantir. &lt;br /&gt;
&lt;br /&gt;
Regardless of how many Imperial soldiers travel to the Sea of Steel, if only one side receives aid, the other will be significantly weakened by the fight to deal with the invading scions over this time. Obviously, aiding one side or the other in the current climate risks creating diplomatic problems with one or both nations. The ambassadors may be able to mitigate such fallout, depending on how they present the Empire&#039;s assistance to their respective nations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Rewards&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
A standard military unit supporting the Commonwealth would receive a [[Trade_goods#Hero_Stone|hero stone]], some [[Trade_goods#Soldier&#039;s_Booze|soldier&#039;s booze]], a [[Trade_goods#Little_Iron_Fist|little iron fist]], and 30 rings. A similar military unit supporting Jarm would receive a pawn of [[vis]] (one of [[Vis#Prismatic Ink|Prismatic Ink]], [[Vis#Golden Apple|Golden Apple]], or [[Vis#Warm Ashes|Warm Ashes]]) and a pouch of magical [[Trade_goods#Jarmish_Spices|Jarmish spices]]. A military unit that is enchanted or [[military unit#upgrade|upgraded]] will receive proportionately more. &lt;br /&gt;
&lt;br /&gt;
The Senate could further incentivise aid by applying the [[Military_unit#Guerdon_Shares|Imperial Guerdon]] to one or both ventures if they wished, potentially as part of the same motion that created the ventures (provided it was applied equally to both ventures if they chose to support both nations).&lt;br /&gt;
&lt;br /&gt;
===Military Aid===&lt;br /&gt;
* &#039;&#039;&#039;The Military Council could offer aid in the east&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Generals of the armies that faced &#039;&#039;scions&#039;&#039; directly could send experts to help support one side or the other&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army would need to take defensive orders in Imperial territory to allow the general to dispatch soldiers to advise those fighting Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;Sending officers and veterans overseas to act as advisors puts the army at a significant disadvantage if it is engaged in battle&#039;&#039;&#039;&lt;br /&gt;
Regardless of what the Senate decides, the Military Council could also act here. As recounted in the &#039;&#039;&#039;[[Things that burn]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Eclipse]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Last rays of the sun]]&#039;&#039;&#039; Winds of War, several [[army|Imperial armies]] directly faced the threat of Cold Sun, and so have expertise that could prove invaluable to the Commonwealth and Jarm. Entire armies cannot cross the seas to engage the &#039;&#039;scions&#039;&#039; directly, but the [[general]] of an army could nonetheless choose to send officers and veteran soldiers to advise the nations. Doing so would significantly weaken their army, however, for as long as these soldiers were abroad.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Army&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;[[Burning Falcon]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;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;[[Gryphon&#039;s Pride]]&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;[[Granite Pillar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Valiant Pegasus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Highguard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Summer Storm]]&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;[[Autumn Hammers]]&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;[[Bounders]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Drakes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Strong Reeds]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Marches&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Black Thorns]]&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;[[Quiet Step]]&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;[[Northern Eagle]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Varushka&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Green Shield]]&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;tr&amp;gt;&amp;lt;td&amp;gt;[[Bloodcloaks]]&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;&amp;lt;/div&amp;gt;&lt;br /&gt;
All that is required to do this is for the general of one of the armies that fought Cold Sun to issue a [[Army orders#Army_orders#Defending|defending order]] in Imperial territory, and to explicitly instruct their officers to aid either Jarm or the Commonwealth (it&#039;s not feasible to split advisors from a single army between two nations while they remain openly antagonistic to each other). The generals involved would receive a short summary of the situation in the nation they chose to aid. &lt;br /&gt;
&lt;br /&gt;
While offering aid in this way, the army would have the usual opportunity to [[Army#Resupply|resupply]], but if it were engaged in a campaign, its strength would be halved due to the loss of much of its command structure. It would take only a season to share the army&#039;s wisdom with the chosen nation, and they would return by the next Solstice or Equinox, allowing the army to operate as normal after that.&lt;br /&gt;
&lt;br /&gt;
This expertise would be just as valuable as sending mercenaries; each army would effectively count as 1,000 force sent to help one side or the other. Unlike mercenaries and independent captains, however, sending officers with clear expertise to advise and support the forces of the Principalities and/or the Commonwealth would have a positive effect on the diplomatic attitudes of the nation aided. The more armies that offered support in this fashion, the greater the impact. The generals of either nation who receive this valuable aid will be indebted to the army in question - they will feel honour-bound to show their appreciation. What form this takes will depend on the army, the orders the General gives, and the nation they choose to assist.&lt;br /&gt;
&lt;br /&gt;
As with the Senate encouraging military captains to directly fight Cold Sun in the east, however, this could be construed as military aid to one side or the other. Again, there are no legal complications here - the general has the absolute right to give orders to the army they command - but it has the potential to create diplomatic difficulties if the Liberty Pact, or the Senate&#039;s relationship with the Principalities of Jarm, are brought into question.&lt;br /&gt;
&lt;br /&gt;
===Magical Aid===&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador to Jarm has already offered magical support to the Principalities&lt;br /&gt;
* &#039;&#039;&#039;The Conclave could send magicians to offer aid to either or both sides&lt;br /&gt;
The Ambassador to Jarm, &#039;&#039;&#039;Damiàn i Martàn i Erigo&#039;&#039;&#039;, apparently spoke eloquently in their communications to &#039;&#039;Lord-Magister Anton Trescher&#039;&#039; about the need to stand united against the threat of Cold Sun. The Jarmish have been quick to accept this offer and make it clear that they are ready to receive any assistance the Imperial Conclave is prepared to offer. The Commonwealth, likewise, has a good relationship with the magicians of the Empire and will enthusiastically accept any support they have to offer. Again, in theory, helping one side or the other might have diplomatic consequences but again, there is no legal impediment to doing so. Cold Sun is an enemy of the Empire, after all.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 175px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:OrderCelestialArch.jpg|link=Celestial Arch]]&lt;br /&gt;
[[File:OrderRodAndShield.jpg|link=Rod and Shield]]&lt;br /&gt;
[[File:OrderUnfetteredMind.jpg|link=Unfettered Mind]]&lt;br /&gt;
[[File:Chalice.jpg|link=Silver Chalice]]&lt;br /&gt;
[[File:OrderShutteredLantern.jpg|link=Shuttered Lantern]]&lt;br /&gt;
[[File:OrderGoldenPyramid.jpg|link=Golden Pyramid]]&lt;br /&gt;
[[File:OrderSevenfoldPath.jpg|link=Sevenfold Path]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
During the Winter Solstice, any [[grandmaster]] can use a suitably worded [[Concord|Declaration of Concord]] to [[Concord#Guiding_an_Order|guide their order]] and offer aid to the Commonwealth or to Jarm against Cold Sun. As with any other guidance of this nature, each order that does so will remove twenty mana crystals from the font to equip magicians and secure transport to the east. The Civil Service will offer its assistance with logistics, introductions to Jarmish or Commonwealth peers, and the like. Each order can only assist one nation effectively; trying to split an order&#039;s magicians between the two nations would complicate matters to the point that their assistance would be broadly neutralised.&lt;br /&gt;
&lt;br /&gt;
Each order that helps one side or the other would count as 750 strength towards helping contain Cold Sun in the coming season. This might represent war-witches and battle mages fighting the &#039;&#039;scions&#039;&#039; directly, or it might represent tactical or strategic aid, but it will help a given nation deal with the threat of the eternal stretching their destructive presence beyond the borders of Lantir. Each order will also have an additional effect tied to its individual manifesto.&lt;br /&gt;
* The [[Celestial Arch]] are diplomats first and foremost, and their assistance will maximise the benefits of any other Imperial assistance in either Jarm or the Commonwealth (whether from the Senate, Military Council, or other Conclave orders). They could also be given a secondary task depending on the wording of the declaration - to encourage the two warring nations to pool their efforts to deal with Cold Sun.&lt;br /&gt;
&lt;br /&gt;
* The [[Rod and Shield]] are the most martial order, and their aid will be military in nature. The presence of the Rod and Shield assisting a nation effectively counts as 1750 strength towards containing the &#039;&#039;scions&#039;&#039; in Lantir. As with the assistance of a general, the nation that receives this valuable aid will feel indebted to the Rod and Shield, and honour-bound to show their appreciation in a way that depends on the wording of the Declaration, and the nation they choose to assist. Fighting directly with magic and force-of-arms is risky however, any member of the order can email {{plot}} to confirm they have helped in Lantir. They will receive a magical lingering wound, but also be able to claim some of the spoils of war in the form of a pawn of vis, either taken from the &#039;&#039;scions&#039;&#039; or secured in thanks for aid.&lt;br /&gt;
&lt;br /&gt;
* The [[Unfettered Mind]] are most able to explain the unfamiliar magics the &#039;&#039;scions&#039;&#039; use as well as offer their general expertise in magical matters. The chance to observe the larger-scale incursion taking place in Lantir also presents a rare opportunity, giving some more insight into the magic of &#039;&#039;Oblivion&#039;&#039;, the [[Realms#Day|Day realm]], and its eternals. As a result, the Grandmaster will receive a ritual text containing a ritual either secured in Lantir or received as a gift from the nation they support.&lt;br /&gt;
&lt;br /&gt;
* The [[Silver Chalice]] are healers, with experience dealing with the destructive curses the &#039;&#039;scions&#039;&#039; unleash. Their presence will significantly reduce the loss of life among the remaining survivors in Lantir as they are evacuated, as well as to the soldiers of the nation they support. Their knowledge will have a lingering effect - there will be significantly lower loss of life for the nation they are able to help, as their knowledge of magical curses quickly spreads. As with the Rod and Shield, the nation they help will offer a token of their appreciation to the order. Unlike the other orders, however, the Silver Chalice can choose not to support either side and instead focus entirely on reducing loss of life. If the Declaration is worded to support this approach, many hundreds of lives will be saved, but the diplomatic and military benefits of the Order helping one side or the other will be lost (they&#039;ll provide no military strength, and neither Jarm nor the Commonwealth will provide any rewards).&lt;br /&gt;
&lt;br /&gt;
* The [[Shuttered Lantern]] address threats with discretion and are adept at evaluating threats and directing responses to them. They are also well-positioned to do some information gathering of their own. If the order is dispatched to help either Commonwealth or Jarm, their members will be able to investigate what led to the incursion in Lantir. A summary of their findings will be provided to the Grandmaster at the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
* The [[Golden Pyramid]] are first and foremost concerned with the prosperity of the Empire&#039;s magicians, but they are also experts at deploying magical resources effectively. They&#039;re also the only Conclave order with a Grand Lodge - albeit one that is in a [[Scarlet_sands#Gold_In_The_Dust|slightly precarious situation]]. If the Golden Pyramid are guided to support the Commonwealth or Jarm, they will do so with one eye on the future. As well as providing support, they will uncover an opportunity to secure closer trade ties for the Empire with the nation they aid, as well as an opportunity to acquire valuable support for their order. There is a downside, however, if the Golden Pyramid are involved, regardless of which nation they support, the costs for other orders to get involved in Lantir will be increased by five crystal mana each, simply because the &#039;Pyramid will insist that everyone involved is well paid for taking the dangerous trip east.&lt;br /&gt;
&lt;br /&gt;
* Finally, the [[Sevenfold Path]] will be seen as representing the [[Synod|Imperial Synod]]. Unlike the priests of that august body, however, there will be significantly less resistance to their involvement - they neither rely on the [[aura|auras]] the Commonwealth finds unpalatable, nor are they seen as foot soldiers of a hegemonizing faith by the Jarmish. Their involvement represents something of a &amp;quot;wild card&amp;quot;, however, with results dependent on the exact wording of their Declaration of Concord. The most likely outcome is that they are able to help modify attitudes to pilgrims of the Way among the nation they help. This won&#039;t neutralise Commonwealth suspicion of auras, or the Jarmish attitude that religion is a personal matter, but it will still have a positive effect.&lt;br /&gt;
&lt;br /&gt;
Any order that gets involved in the east, helping to fight against Cold Sun, will be tied up for six months. This will mean that it will not be possible to issue any further guidance to the order for that period. If the conflict with Cold Sun continues beyond that point, any order that went will gain new options to assist whichever side they are working with or else return home.&lt;br /&gt;
&lt;br /&gt;
===Civil Service Advice===&lt;br /&gt;
* &#039;&#039;&#039;The Civil Service offer some cautious guidance on the matter of Cold Sun&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=116_103_7872813_56749560_6.png|caption=Chief Magistrate &#039;&#039;Cosme i Zuhri i Guerra&#039;&#039; observes the situation with interest and is available to offer legal advice where needed.|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Given current information, neither great nation is in danger of being destroyed by Cold Sun at this time, but there&#039;s no coordinated response to Cold Sun because both nations are continuing to fight one another while also trying to deal with the forces of &#039;&#039;Oblivion&#039;&#039;. The Empire has seen first-hand the kind of destruction the &#039;&#039;scions&#039;&#039; are capable of when not contained or directly challenged, and both Commonwealth and Jarmish accounts suggest this is a much larger, much less spread-out incursion than that which the Empire faced. There has already been a major loss of life, and the death toll cannot help but mount every day the &#039;&#039;scions&#039;&#039; continue to try and &amp;quot;purify&amp;quot; the two grand nations.&lt;br /&gt;
&lt;br /&gt;
Neither nation is likely to collapse due to the incursion, but there is an opportunity here to greatly weaken one or both nations should the Empire wish to deal with the inevitable diplomatic fallout. The simplest course is to do nothing, to send thoughts and platitudes, and leave the two foreign nations to sort the matter out themselves.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no legal bar to supporting either or both sides, but the diplomatic consequences will be significant. However, as long as neither side believes the other is getting &amp;quot;more&amp;quot; support than they are, there&#039;s no chance either will cause trouble over the Liberty Pact or agreements with their nation. They&#039;ll be too grateful for the aid they are getting to cause trouble, &#039;&#039;provided they don&#039;t discover that the other side is getting more help than they are...&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Civil Service notes that while all aid will be gratefully received, the Commonwealth is likely to be slightly more impressed by Military Council engagement than the Jarmish, and the Principalities will be more impressed by aid from the Conclave than the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
===Limited Opportunities===&lt;br /&gt;
* &#039;&#039;&#039;All three sets of opportunities are only available during the Winter Solstice&lt;br /&gt;
The opportunities for the Senate, Military Council, and Conclave are only available during the Winter Solstice. The situation in Lantir and between Jarm and the Commonwealth is so volatile that it is not possible to predict what will happen in the coming months. It is possible there may be future opportunities to get involved in the matter of Cold Sun, but they will likely look very different to those presented here. The Winter Solstice represents an opportunity for the Empire to offer assistance while the incursion is at its most &amp;quot;handleable&amp;quot; and where their aid is likely to have the greatest impact.&lt;br /&gt;
&lt;br /&gt;
==Usual Service==&lt;br /&gt;
* &#039;&#039;&#039;More traditional diplomatic matters are dealt with in the &#039;&#039;TBC&#039;&#039; Wind of Fortune&lt;br /&gt;
The incursion of Cold Sun is occupying the attention of the Principalities and the Commonwealth, but even in times of war, normal diplomatic considerations must be borne in mind. The more usual business of negotiation, trade, and ideological clashes is discussed in the &#039;&#039;&#039;[[The price is great]]&#039;&#039;&#039; and &#039;&#039;&#039;[[When peace was far away]]&#039;&#039;&#039; Winds of Fortune.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Cold war]] - 387YE Winter wind of fortune &lt;br /&gt;
* [[Last rays of the sun]] - 386YE Summer Solstice wind of war about the third season of campaigns against the heralds of Cold Sun&lt;br /&gt;
* [[Eclipse]] - 386YE Spring Equinox wind of war about the second season of campaigns against the heralds of Cold Sun&lt;br /&gt;
* [[Things that burn]] - 385YE Winter Solstice wind of war about the first season of campaigns against the heralds of Cold Sun&lt;br /&gt;
* [[To the last syllable]] - 385YE Autumn Equinox wind of war detailing the initial invasion&lt;br /&gt;
* [[Ruin#Battle_and_Sorrow|Ruin]] - 385YE Summer Solstice wind of fortune with the first confirmed attacks by heralds of Cold Sun&lt;br /&gt;
* [[Three_and_three#Unknown|Three and three]] - 385YE Summer Solstice plenipotentiary response which set the timing for the parley with Cold Sun&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stones_in_the_wellspring&amp;diff=140001</id>
		<title>Stones in the wellspring</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Stones_in_the_wellspring&amp;diff=140001"/>
		<updated>2026-06-07T19:13:24Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Blasphemy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:388YE Spring]][[Category:Winds of Fortune]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;But the proscription says &#039;&#039;receiving&#039;&#039;.&amp;quot; The merrow Chief Magistrate&#039;s eyes, looming pools of black, did not blink. &amp;quot;Should we not assume that he picked that word deliberately?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murmurs broke across the table. &amp;quot;But are you suggesting that an Axou in the Empire but dedicated to... whatever could be immune to this proscription, where an Imperial citizen would not be?&amp;quot; The other Chief Magistrate&#039;s voice was firm. &amp;quot;That doesn&#039;t make sense to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, if they accepted the dedication outside of the Empire-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perhaps we send it back to them.&amp;quot; The dour Marcher stared off into the distance, following a thought like a bird flying to its nest. &amp;quot;Another administrative proscription - to check if they meant to include &#039;&#039;bearing&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Colleagues.&amp;quot; Leonardo wiped the sweat from their brow, desperately shuffling between several pieces of paper. &amp;quot;I&#039;m trying to keep notes - can I just - what would the situation be if an Imperial citizen had been dedicated &#039;&#039;three summits&#039;&#039; ago?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A grumbling voice broke through the silence. &amp;quot;There&#039;s no way we could treat them any differently. Citizens have to be equal under the law - it&#039;s unconstitutional otherwise.&amp;quot; Magistrate Abraham poked at his dinner, growing colder on the plate next to him.&lt;br /&gt;
&lt;br /&gt;
A scribbling of pen on paper. &amp;quot;Right. So are we saying the only constitutionally valid interpretation of the proscription is-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, the only constitutionally valid ruling we can make is that &#039;&#039;receiving&#039;&#039; means &#039;&#039;bearing&#039;&#039;.&amp;quot; Abraham picked up his fork. &amp;quot;And just like with a Senate motion, all we can do is implement the only constitutionally valid approach. This reminds me...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Leonardo glanced at their timepiece and grimaced. &amp;quot;Right, yes - colleagues, if we could turn to the other four proscriptions concerning blasphemy...&amp;quot;&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly General.png|caption=The General Assembly has made its first judgements on religious crime.|align=left|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Winter Solstice 387YE, the civil service [[Figure of eight|laid out their changes]] to how [[religious crime]]s would be defined and handled. Fifteen different judgements of [[proscription]] were raised for the scrutiny of the General Assembly - five raised administratively by the [[Tribune of the Synod]], and twice that number from [[Member of the Synod|members]] of the Synod. Furthermore, the General Assembly upheld a [[statement of principle]] raised by &#039;&#039;&#039;Wulfric&#039;&#039;&#039; and elevated by &#039;&#039;&#039;Lenarius Ankarien&#039;&#039;&#039;, calling in [[Ambition]]&#039;s name for a Symposium &#039;&#039;with the purpose of discussing proscriptions and ensuring we employ wisdom and vigilance in creating a solid foundation to build and spread virtue on&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
On this occasion, the Court have asked the civil service to publish parts of the minutes of their meeting alongside the guidance, in a much more verbose form than they would normally employ. This additional information is unlikely to be of interest outside of a small group of priests who are interested in the creation and application of religious law in the Empire. Nonetheless, the Court hopes that this guidance and access to the Court&#039;s thinking may prove invaluable to those priests who &#039;&#039;do&#039;&#039; take a professional interest in such matters.&lt;br /&gt;
&lt;br /&gt;
Citizens who are not interested in the innermost thoughts of a handful of ageing magistrates and their colleagues on the Constitutional Court might be better advised to skim or skip this briefing entirely.&lt;br /&gt;
&lt;br /&gt;
==The First Wave==&lt;br /&gt;
* &#039;&#039;&#039;It is the role of the Constitutional Court to scrutinise every law passed by the Imperial government to ensure that it is consistent with existing law and compatible with the Imperial Constitution&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Court have issued lengthy minutes and commentary following scrutiny in the hope that this will help inform future proscriptions by the Synod&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Scrutiny|Constitutional Court]] have carefully reviewed the wording of all twelve proscriptions upheld at the last summit, ensuring that none overstep the constitutional role of the Synod and identifying how they have defined each of the religious crimes in question. The aim of scrutiny is to identify the correct, constitutionally valid interpretation of a proscription so that the Court can issue appropriate guidance to magistrates and citizens on how the law should be understood, applied, and followed.&lt;br /&gt;
&lt;br /&gt;
A proscription could fail scrutiny for many reasons. It must be legally enforceable, based on the definition of the law on which it is based, and consistent with the principles of the [[Imperial Constitution]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legally Enforceable: &#039;&#039;&#039; It must be possible to legally enforce a proscription. For example, a judgement that proscribes the thoughts someone had would fail scrutiny since there is no magic that can read someone&#039;s thoughts; the proscription would never be legally enforceable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Based on Existing Law: &#039;&#039;&#039; Any proscription must explicitly state which religious law it is based on in a way that is consistent with a valid interpretation of that law. A proscription that didn&#039;t cite which religious law or cited two would fail scrutiny. A judgement which tried to proscribe the veneration of eternals as [[blasphemy]] would fail because such matters are best understood as [[idolatry]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compatible With the Constitution: &#039;&#039;&#039; All Imperial law must be compatible with the [[Imperial Constitution]]. A judgement that tried to take away citizens&#039; rights to freedom, dignity and prosperity would fail scrutiny. In particular, the Court are minded to pay close attention to the constitutional role of the Synod and the other houses of government, particularly the Conclave. A proscription that tried to dictate which rituals could or could not be cast would fail scrutiny since it is the role of the Conclave to ensure the fit and proper use of magic.&lt;br /&gt;
&lt;br /&gt;
===Abuse of Powers===&lt;br /&gt;
{{SOP|statement=The Synod proscribes the use of the ceremony of excommunication without authorisation by writ of the Synod as an abuse of powers.|when=Winter Solstice 387YE|by=Tribune|vote=1522-684}}&lt;br /&gt;
* &#039;&#039;&#039;It is an abuse of powers to apply an excommunication without a writ&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is &#039;&#039;not&#039;&#039; currently an abuse of powers to remove an excommunication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The only proscription defining [[Abuse of Powers|abuse of powers]] was raised administratively by the [[Tribune of the Synod]], and covered the ceremony of [[excommunication]] without a [[Writ of Excommunication|writ]].&lt;br /&gt;
&lt;br /&gt;
The wording of the proscription does not make any mention of removing an excommunication. Such an act requires a priest to employ the same skills required to excommunicate someone, but the Court have confirmed that it is not covered by this proscription. While that would be a legally valid interpretation of the wording, it doesn&#039;t accord with the plain sense interpretation. While the Synod might wish to enact that proscription, the Court do not wish to presume on that intent. &lt;br /&gt;
&lt;br /&gt;
If the Synod wish to proscribe the removal of excommunication without a writ, they could do so.&lt;br /&gt;
&lt;br /&gt;
===Blasphemy===&lt;br /&gt;
{{SOP|statement=The Synod proscribes as blasphemy the act of dedicating any person to a false virtue or of creating an aura of a false virtue.|when=Winter Solstice 387YE|by=Tribune|vote=2301-370 (Greater Majority)}}&lt;br /&gt;
{{SOP|statement=The Synod proscribes the receiving of a False Virtue Anointing or a False Virtue Dedication as BLASPHEMY|when=Winter Solstice 387YE|by=Brother Geoffrey Orchard|vote=1252-536}}&lt;br /&gt;
* &#039;&#039;&#039;It is blasphemy to create a dedication or aura of one of the false virtues&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is also blasphemy to bear a dedication or anointing of a false virtue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is also blasphemy to preach or promote the false virtues of vengeance, understanding, hatred or freedom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Synod upheld six different proscriptions relating to the crime of [[blasphemy]].&lt;br /&gt;
&lt;br /&gt;
The first two proscriptions focus on the use of religious ceremonies that draw on the power of [[Malign_spiritual_presences#False_Virtues|the false virtues]]. Together they define which acts that draw on a false virtue should be proscribed as blasphemy. The view of the court was that the administrative judgement is relatively clear - namely the act of [[dedication|dedicating]] someone to a false virtue or creating an aura of one of the false virtues, that is [[anointing]], [[hallow|hallowing]] or [[consecration]] is an act of blasphemy.&lt;br /&gt;
&lt;br /&gt;
The judgement raised by &#039;&#039;&#039;Brother Geoffrey Orchard&#039;&#039;&#039; raised spirited debate amongst the Constitutional Court. Initially, the use of the word &#039;&#039;receiving&#039;&#039; was taken to indicate the Synod&#039;s intent that it was only at the point of the ceremony being completed that a crime could be committed. However, this would create a situation where it was legal to be dedicated if it happened prior to the passing of the proscription, but illegal if it happened afterwards. &lt;br /&gt;
&lt;br /&gt;
If that was allowed to stand, the law would be forced to treat a citizen who was dedicated to Hate this season differently to a citizen who was dedicated to Hate last season. That was considered intolerable, since it would violate a founding principle of law that all citizens should be treated equally. In practical terms, it would also make the proscription exceptionally difficult to enforce since anyone who could make a convincing claim to have been dedicated before the proscription came into force would be able to evade prosecution.&lt;br /&gt;
&lt;br /&gt;
As a result, the Court settled on the view that the only constitutionally valid interpretation of Geoffrey Orchard&#039;s judgement was to proscribe anyone &#039;&#039;bearing&#039;&#039; a dedication or anointing to a false virtue. If it was the intention of the Synod to only proscribe receiving a false virtue, then they would need to take legal advice from members of the Constitutional Court on how that might be achieved.&lt;br /&gt;
&lt;br /&gt;
As a result, it is now an act of blasphemy to bear a dedication or anointing to a false virtue. This has significant implications for some foreigners visiting the Empire - particularly from [[Axos]], who are known to make use of all manner of virtues, false or otherwise- but also from [[Faraden]], who revere the false virtue of [[Malign_spiritual_presences#Vengeance|Vengeance]]. News of the proscription is likely to spread quickly, and those foreign nations will issue guidance to their citizens, which will mean fewer foreigners fall foul of the Empire&#039;s laws, but it is inevitable that an incident will arise at some point.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr 1fr; gap: 10px; margin-bottom: 1.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=We proscribe as blasphemy the preaching or promotion of the false virtue of vengeance|when=Winter Solstice 387YE|by=Alessi of the Basilisks of the Labyrinth|vote=804-46}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=We proscribe as blasphemy the preaching or promotion of the false virtue of understanding|when=Winter Solstice 387YE|by=Olyvar of Esther&#039;s Sanctum|vote=770-70}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=We proscribe as blasphemy the preaching or promotion of the false virtue of hatred|when=Winter Solstice 387YE|by=Silas of the Cenotaph|vote=842-46}}&lt;br /&gt;
&lt;br /&gt;
{{SOPInner|statement=We proscribe as blasphemy the preaching or promotion of the false virtue of freedom|when=Winter Solstice 387YE|by=Theodora|vote=790-70}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
A further four proscriptions were raised regarding individual false virtues. &#039;&#039;&#039;Alessi of the Basilisks of the Labyrinth&#039;&#039;&#039;, &#039;&#039;&#039;Olyvar of Esther&#039;s Sanctum&#039;&#039;&#039;, &#039;&#039;&#039;Silas of the Cenotaph&#039;&#039;&#039; and &#039;&#039;&#039;Theodora&#039;&#039;&#039; raised proscriptions relating to the preaching and promotion of [[Malign_spiritual_presences#Vengeance|Vengeance]], [[Malign_spiritual_presences#Peace|Understanding]], [[Malign_spiritual_presences#Hatred|Hatred]] and [[Malign_spiritual_presences#Anarchy|Freedom]] respectively.&lt;br /&gt;
&lt;br /&gt;
It is now an act of blasphemy to preach or promote any of these four false virtues. The Court has pored over the wording of these very similar proscriptions carefully, and has concluded that they do not go so far as to proscribe championing causes like the historic raids on barbarians that appeared to cause widespread spontaneous auras associated with Anarchy. Rather, &#039;&#039;preaching and promotion&#039;&#039; will be understood to mean &#039;&#039;only&#039;&#039; active encouragement to follow a false virtue, such as that performed most recently by the disciple of Sulemaine &#039;&#039;Severus of the Blinding Light&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It would be &#039;&#039;difficult&#039;&#039; for the Synod to proscribe any actions that simply &#039;&#039;lead&#039;&#039; to the creation of spontaneous auras of [[malign spiritual presences]], since it requires discerning judgement to determine whether a spontaneous aura is associated with a false virtue or not, since each one is unique. Magistrate Abraham felt that magistrates were capable of demonstrating such judgement, but the remainder of the court were hostile to that view. Absent a reliable test to tell whether a spontaneous aura was based in Virtue or drew on a malign presence, it would be impossible for magistrates to enforce such a proscription.&lt;br /&gt;
&lt;br /&gt;
===Desecration===&lt;br /&gt;
{{SOP|statement=The desecration or destruction of any relics associated with a paragon or exemplar, or the destruction of any memorial associated with them, is proscribed.|when=Winter Solstice 387YE|by=Tribune|vote=1744-290}}&lt;br /&gt;
* &#039;&#039;&#039;It is blasphemy to destroy any relics or memorials associated with paragons or exemplars&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This only applies if they bear a spontaneous aura&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The only proscription defining [[desecration]] was raised administratively by the Tribune, and covered the destruction of any relics or memorials associated with exemplars and paragons.&lt;br /&gt;
&lt;br /&gt;
It is now an act of desecration to destroy any relic or memorial associated with any of the recognised [[paragons and exemplars]]. However, due to the restrictive nature of the law of desecration, this only applies where it bears a &#039;&#039;spontaneous&#039;&#039; aura. This means that destruction of an [[Inspirational location|inspirational memorial]] hallowed with true liao would not be prosecuted as desecration, nor would destruction of a relic that bore no aura at all. &lt;br /&gt;
&lt;br /&gt;
The members of the Constitutional Court advise that the [[Senate]] could look to revise the crime of desecration, if it believed its remit should include destruction or removal of regular auras, or if it should include all historical items or locations associated with a paragon or exemplar.&lt;br /&gt;
&lt;br /&gt;
===Heresy===&lt;br /&gt;
* &#039;&#039;&#039;Excessionsism and Yaelianism have been proscribed as heresy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No other heterodox beliefs have been proscribed so far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two different proscriptions handled instances of [[Heresy]]. One, raised by the Tribune, dealt with the matter of [[Schisms_and_Heresies#The_Excessionist_Heresy|Excessionism]] - the other, raised by &#039;&#039;&#039;Corey Wayfarer&#039;&#039;&#039;, dealt with Yaelianism. The latter helpfully defined the key beliefs of [[Schisms_and_Heresies#The_Yaelian_Schism|the Yaelian Heresy]] - the Court notes that a well-worded proscription seeking to define anything as heresy will always clearly set out which beliefs are proscribed, unless it is one of the heresies already [[Schisms and Heresies|well-understood]] in the empire. Magistrate Abraham insisted that the Court records include a clear message of thanks to the Navarr priest for the clear and concise wording employed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr; gap: 10px; margin-bottom: 1.5em;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=The General Assembly proscribes the Excessionist Heresy - the claim that too much of a Virtue can be as bad as too little.|when=Winter Solstice 387YE|by=Tribune|vote=1532-580}}&lt;br /&gt;
{{SOPInner|statement=The General Assembly proscribes the Yaelian Heresy - the belief in the Land Without Tears and in Yael as a rebirth of the First Empress. These have shown to be false.&lt;br /&gt;
|when=Winter Solstice 387YE|by=Corey Wayfarer|vote=1880-110}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is now an act of heresy to preach Excessionism, the idea that too much Virtue can be as bad as too little - or Yaelianism, the idea that there is a &#039;&#039;Land without Tears&#039;&#039; and that Yael was a reincarnation of the [[First Empress]].&lt;br /&gt;
&lt;br /&gt;
The Synod has not yet addressed any other [[Schisms_and_Heresies|well-known]] heresies. Whilst some more institutionalist individuals have expressed dark concerns about the risk of heresy taking root somewhere in the Empire, others have lauded this as a [[Wisdom|wise]] move. The Synod faces myriad pressing issues to focus its attention on - historic heresies with no known active presence in the Empire do not number amongst them. The Court is careful to note that whilst the Synod could rule on any heresy at any time, there is no urgent need to address any others at present. The peoples of the Empire are aware of the [[Doctrines of the Faith]] - the Synod does not need to proscribe [[Schisms_and_Heresies#The_Humanist_Heresy|Humanism]] for the laity to remain faithful to the [[The_Doctrines_of_the_Faith#The_Doctrine_of_Reincarnation|Doctrine of Reincarnation]]. If a heresy were to develop and spread within the Empire, the Synod would have ample time to consider their position and rule accordingly.&lt;br /&gt;
&lt;br /&gt;
That is, except for the matter of the [[The_best_soil#Marcher_Orcs|Marcher orcs]], whose heterodox beliefs in reincarnation are directly at odds with the [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Howling_Abyss|Doctrine of the Howling Abyss]]. There is still time for the Synod to carefully contemplate its decision - but it will not be much longer before this paradox needs to be resolved, one way or the other.&lt;br /&gt;
&lt;br /&gt;
===Idolatry===&lt;br /&gt;
{{SOP|statement=Venerating an icon of an Eternal is Idolatry. Producing an Image of one is just Art. To make art exalts your pride. To venerate an eternal subsumes your will.|when=Winter Solstice 387YE|by=Felix Saltspire|vote=496-244}}&lt;br /&gt;
* &#039;&#039;&#039;It is idolatry to venerate icons or similar images of an eternal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Creation of icons or images of eternals is not idolatry&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is idolatry to enter into the service of an eternal or tulpa&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Kaela has indicated her displeasure at this decision&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where other religious crimes saw clear support for various proscriptions, [[idolatry]] proved to be a much more contentious topic. Five separate judgements of proscription attempted to define acts of idolatry, but only two were upheld.&lt;br /&gt;
&lt;br /&gt;
The Synod upheld a proscription raised by &#039;&#039;&#039;Felix Saltspire&#039;&#039;&#039; defining veneration of icons of [[eternal|eternals]] as [[idolatry]]. The Court is comfortable that this is clear and focused in scope and accepted the proscription without comment. It is now an act of idolatry to venerate an icon or other image of an eternal. There was some discussion of what acts would or would not constitute, but the view of the court was that the plain sense interpretation of the word is widely understood and could be legally enforced.&lt;br /&gt;
&lt;br /&gt;
Technically, the Synod have &#039;&#039;not&#039;&#039; proscribed the act of venerating an eternal in person, only the veneration of an icon of an eternal. It seems staggeringly unlikely that that was the Synod&#039;s intent, and the Court express the hope that the Synod will quickly remove the burden of interpreting that from the magistrates. &lt;br /&gt;
&lt;br /&gt;
Felix&#039;s judgement also makes it explicit that it is &#039;&#039;not&#039;&#039; idolatry to &#039;&#039;create&#039;&#039; an icon, or indeed any art at all. The Constitutional Court confirm that it is legally valid and practically useful to employ proscription in this matter. While it is a principle of law that nothing is illegal unless it is explicitly made so - the purpose of proscription is to provide much-needed clarity to the magistrates on how religious laws should be interpreted and applied. Hence it can be practically useful to clearly identify when something is &#039;&#039;not&#039;&#039; proscribed - and doing so provides a service to citizens and magistrates alike.&lt;br /&gt;
&lt;br /&gt;
It is also legally valid to do so; since the judgement of proscription can be used to reverse or remove a previous proscription, meaning something is no longer illegal, it is consistent with that approach that the judgement can be used to state that an act is not proscribed.&lt;br /&gt;
&lt;br /&gt;
In practical terms, the current arrangement with [[Tharim]] to hang his image in the Hall of Worlds does not, by itself, count as veneration - nor would other basic acts of respect and politeness. However, veneration of that image, would be prosecuted as idolatry.&lt;br /&gt;
{{SOP|statement=The Synod proscribes entering into the service of an eternal or tulpa, where the service subsumes the individual&#039;s free will. This is idolatry. This is different from bartering for limited boons in service to your virtue.|when=Winter Solstice 387YE|by=Eevi of the Gadrai|vote=1010-102}}&lt;br /&gt;
The Synod also passed &#039;&#039;&#039;Eevi of the Gadrai&#039;s&#039;&#039;&#039; proscription stating that entering into the service of an eternal or tulpa in such a way as to subsume one&#039;s free will was an act of idolatry. &lt;br /&gt;
&lt;br /&gt;
The Constitutional Court spent much time deliberating on what it might mean to &amp;quot;subsume&amp;quot; an individual&#039;s free will in the context of service to an eternal or tulpa. Abraham argued that this was outwith the remit and responsibility of the Court - that this is the precise role of the Synod in defining idolatry via proscription. The aged Magistrate made a persuasive argument - ultimately agreed to by the rest of the Court - that the only valid interpretation of Eevi&#039;s proscription is that service to an eternal or tulpa (beyond simply bartering or bargaining) is proscribed as idolatry.&lt;br /&gt;
&lt;br /&gt;
The clearest cases of such &#039;&#039;service&#039;&#039; are twofold. Firstly, eternals have occasionally offered to name an individual their representative to the Empire. [[Tharim]], for instance, has made it clear that &#039;&#039;&#039;Claudia Varkulova Remislav&#039;&#039;&#039; acts as the &#039;&#039;Hand of Tharim&#039;&#039;, sometimes termed the &#039;&#039;Keeper of Tharim&#039;s Throne&#039;&#039;. This is not an Imperial title like Archmage that acts as the Empire&#039;s representative to Tharim - but as Tharim&#039;s designated mouthpiece to the rest of the Empire. Similarly, [[Ylenwe]] has [[Grace_that_comes_with_healing#On_Wings_to_Perfection|recently announced]] that zie wishes to designate an individual &#039;&#039;Cultivator of Solace&#039;&#039;, who would be zir representative.&lt;br /&gt;
&lt;br /&gt;
This proscription prohibits these types of non-Imperial appointments - increasingly referred to as the &#039;&#039;Chosen&#039;&#039; of eternals. It is now an act of idolatry to accept any such position, and any who bear such a role already - such as &#039;&#039;&#039;Claudia&#039;&#039;&#039; - are advised to take prompt steps this summit to shed themselves of their responsibilities and forswear their status as Chosen - or face the consequences of Imperial law.&lt;br /&gt;
&lt;br /&gt;
Secondly, there are cases where citizens of the Empire have appeared to become heralds of eternals, by whatever means. The most notable example is that the [[Kaela|Lady of Oblivion]], will occasionally take certain willing individuals to join her &#039;&#039;Grim Legion&#039;&#039;. There is no question in the minds of the Constitutional Court that this represents service to Kaela, and therefore is now an act of idolatry. Whilst in most (if not all) cases it will be impractical to prosecute an individual who became a herald, the same cannot be said for any accomplices who aided them in doing so. This includes any [[Archmage]] who used their power of plenipotentiary to request any eternal that amounted to an individual entering their service as a herald.&lt;br /&gt;
&lt;br /&gt;
News of this proscription appears to have quickly reached the ears of &#039;&#039;Dark-Between-The-Stars&#039;&#039;. A dour and utterly implacable grim legionnaire emerges from the portal to the Hall of Worlds the morning before the start of the summit, and in cold words devoid of any emotion expresses that the &#039;&#039;Lady of the Grim Host&#039;&#039; is displeased to hear the Synod may have changed its ruling on the gift she offers those worthy individuals. &#039;&#039;Those unliving whom she spares the ignominy of death&#039;&#039;, says the legionnaire, &#039;&#039;are glad to receive her blessing. If the Synod no longer thinks so, my Lady-Captain will take that into careful consideration for the future.&#039;&#039; The consequences of her displeasure are not stated. The Constitutional Court note in no uncertain terms that it will never be acceptable to carve out a specific exception for Kaela or any individual eternal via proscription - either it is idolatry to enter into the service of an eternal, or it is not.&lt;br /&gt;
&lt;br /&gt;
Three further proscriptions for idolatry were proposed but not upheld by the General Assembly. The administrative proscription against the making of statues in the likeness of eternals was not upheld; neither was a call by &#039;&#039;&#039;Vaclav Mladenovich Kosti&#039;&#039;&#039; to proscribe the creation of commissions honouring [[Sadogua]]; nor the proscription raised by &#039;&#039;&#039;Syene&#039;&#039;&#039; proscribing the ceding of land to tulpas or eternals. These are thus not currently recognised as idolatrous acts. Magistrate Abraham notes that he would have moved to strike the proscription on commissions honouring the so-called &#039;&#039;Brother of Wizards&#039;&#039; as unconstitutional because it impinges on the legitimate authority of the Conclave. The Synod could proscribe commissions honouring any eternal - that would be within their remit - but which eternals the Empire should deal with is properly a matter for the Conclave only. The matter is moot, however, since the proscription was not upheld.&lt;br /&gt;
&lt;br /&gt;
{{SOP|statement=The Empire has changed in the last hundred years more than could possibly be imagined. We have orc citizens now... And thus we should shape our laws to reflect that. The Prosperity assembly suggests that the religious crime of idolatry be amended to include orc citizens of the Empire. Correcting the wording as follows: Subsuming a sapients&#039; will and destiny to any inhuman entity or force. This includes the worship, veneration or exaltation of any such being or power. Anything less than this in law is seen as an affront to the virtue of orcish citizens.|when=Winter Solstice 387YE|by=Task|vote={{GM}} 308-0}}&lt;br /&gt;
====A change in perspective====&lt;br /&gt;
* &#039;&#039;&#039;The Prosperity Assembly has called on the Senate to change the formal definition of idolatry&#039;&#039;&#039;&lt;br /&gt;
Finally, the Prosperity Assembly upheld a statement of principle by &#039;&#039;&#039;Task&#039;&#039;&#039; calling for a change in the religious crime of idolatry. Despite the emancipation of orc slaves across the Empire in the time of [[Emperor Ahraz]], the Imperial Orcs becoming the tenth nation of the Empire and the incorporation of new [[Doctrines of the Faith|doctrine]] relating to the orcish soul, idolatry continues to be formally defined as subsuming &#039;&#039;human&#039;&#039; will and destiny. The Prosperity Assembly calls for this to be changed to &#039;&#039;sapient&#039;&#039; will or destiny.&lt;br /&gt;
&lt;br /&gt;
The Senate could make this change  with a suitably worded [[Senate motion|motion]]. Doing so would not affect any existing proscriptions, but would cement the commonly-held idea that the Synod considers orcs and humans to equally risk spiritual peril through idolatry.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court notes that the current definition of idolatry also uses the term &#039;&#039;inhuman&#039;&#039;. If the Senate wishes to make changes to the formal definition of idolatry, it may also wish to address this term as well.&lt;br /&gt;
&lt;br /&gt;
Magistrate Abraham argued that this change is not legally necessary, because &amp;quot;any competent magistrate knows what is intended here&amp;quot;. His view is that the law should be &#039;&#039;interpreted&#039;&#039; from the context in which it was written but &#039;&#039;upheld&#039;&#039; in the context in which it is applied. When the law was written, the only beings recognised as citizens of the Empire were humans, so it was understood at the time the law was passed to apply to all citizens of the Empire. When the law is applied now, that same context includes orcs, and therefore the law correctly applies to orcs and humans equally. Abraham&#039;s colleagues described his jurisprudence as &amp;quot;novel&amp;quot;, &amp;quot;original&amp;quot; and &amp;quot;imaginative&amp;quot; - which should not be interpreted as compliments. They prefer to reiterate a polite request to the Imperial Senate to remedy this outstanding artefact of Imperial law at the point where there is time to do so.&lt;br /&gt;
&lt;br /&gt;
==Ripples in the Ocean==&lt;br /&gt;
* &#039;&#039;&#039;Only acts that have been proscribed can be prosecuted as religious crimes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If something hasn&#039;t been proscribed, it can&#039;t be prosecuted by the magistrates as a religious crime&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Constitutional Court has issued further guidance on the application of proscriptions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following further careful consideration, the Constitutional Court do not believe it is appropriate to ask the [[Tribune of the Synod]] to raise any further administrative proscriptions at this time. Each of the religious crimes has at least one act proscribed - and the Synod may continue raising its own judgements of proscription as it sees fit.&lt;br /&gt;
&lt;br /&gt;
In the interim, the Court is at pains to stress that &#039;&#039;only&#039;&#039; acts that have been proscribed can be prosecuted as a religious crime by the magistrates. If an act has not been proscribed, it cannot and will not be prosecuted unless it meets the definition of another, non-religious crime. The state of affairs is clear - the interpretation of religious crime is the constitutional responsibility of the Synod, and the Magistracy requires a clear mandate from the Synod to charge anyone with a religious crime.&lt;br /&gt;
&lt;br /&gt;
The Constitutional Court has, however, received a number of queries on potential proscriptions and has published some further guidance to help the Synod achieve its aims. Primarily, this is that proscriptions must be &#039;&#039;specific&#039;&#039;. It is not possible to simply restate the current definition of a religious crime as a proscription - such an act would add no further clarity to how religious laws should be applied. The Magistracy wish to avoid as far as possible being put in the unconstitutional position of having to take the Synod&#039;s role in interpreting religious crime. Instead, the Synod must strive to clearly define acts that fall &#039;&#039;within&#039;&#039; the aegis of each religious crime - and the magistrates can then apply those clear proscriptions to identify whether a religious crime has been committed.&lt;br /&gt;
&lt;br /&gt;
At the last summit, the Court instructed the Tribune to ensure voting on all judgements of proscription closed at 14:00 on Sunday. Moving forward, that will no longer be the case - it will be up to the raising priest to choose when voting will close, as normal. Where a proscription is upheld during the summit, it will still need to undergo scrutiny by the Constitutional Court before it goes into law. This may be possible during the summit - or it may need to wait until after the summit has concluded, depending on the complexity of the issue and the demands on the Court&#039;s time. This is no different to how the motions of the Senate or the declarations of the Conclave are treated - but proscriptions can have much broader impacts than many declarations, so it is likely that detailed scrutiny will be needed.&lt;br /&gt;
&lt;br /&gt;
The role of the magistrates is not simply to investigate and prosecute crimes - but also to encourage citizens to be law-abiding. If a proscription passes during a summit, the magistrates will focus on educating any who act in contravention of it, and encouraging them to align their actions with the expressed will of the Synod. Only wilful and deliberate refusal to do so after being appropriately notified - by a civil servant if needed - is likely be prosecuted &#039;&#039;at that summit&#039;&#039;. Again, this is consistent with the approach the magistrates would take where the Senate created new criminal law.&lt;br /&gt;
&lt;br /&gt;
In between summits, the outcomes of any upheld proscriptions will be clearly communicated across the Empire. That means from the summit after a proscription is passed, the magistrates will prosecute it as normal. Ignorance of the law is not a defence - citizens are expected to ensure that their actions are legal, or face the consequences.&lt;br /&gt;
&lt;br /&gt;
==A Convocation of Condemnation==&lt;br /&gt;
{{SOP|statement=I Wulfric, Ambition Priest, Marcher. With the support of both Assemblies and approval of the AO9. Call for a Symposium with the purpose of discussing proscriptions and ensuring we employ wisdom and vigilance in creating a Solid foundation to build and spread virtue on.|when=Winter Solstice 387YE|by=Wulfric|vote=1226-170}}&lt;br /&gt;
* &#039;&#039;&#039;The General Assembly has called for a symposium on the topic of proscriptions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, the Cardinal power of [[Cardinal#Elevation|Elevation]] was used for the first time at the Winter Solstice by &#039;&#039;&#039;Lenarius Ankarien&#039;&#039;&#039;, Cardinal of Ambition - allowing &#039;&#039;&#039;Wulfric&#039;&#039;&#039; of the Marches to raise a statement of principle for the scrutiny of the General Assembly. In it, Wulfric called for a symposium to discuss proscriptions, referring to a &#039;&#039;solid foundation to build and spread virtue on&#039;&#039;. Wulfric&#039;s judgement was upheld, and as the only such statement of principle in the General Assembly, has come to the attention of many across the Empire.&lt;br /&gt;
&lt;br /&gt;
This is not the first time in recent years that the Synod called for a symposium. The last time one was held at the Autumn Equinox 380YE, the so-named [[Symposium of Revelation]] produced two significant [[Change of doctrine|new doctrines]] - both cementing beliefs about the spiritual nature of orcs into the Way. This symposium has a narrower scope - but its outputs have the potential to be just as impactful in defining what the Synod considers to be right and wrong.&lt;br /&gt;
&lt;br /&gt;
Eight years ago, the civil service proposed a very traditional approach to the Symposium of Revelation, requiring the General Assembly to authorise it with a greater majority. Different individuals serve as [[Tribune of the Synod]] now, and &#039;&#039;Leonardo i Del&#039;Toro i Riqueza&#039;&#039; suggests that the General Assembly has &#039;&#039;already&#039;&#039; authorised a symposium to proceed - there is simply the matter of finalising the details.&lt;br /&gt;
&lt;br /&gt;
The civil service advises that supporting a symposium involves a huge demand on the time and resources of the civil service. As such, they cannot support more than one symposium within a twelve-month period. If the Synod were to call for a second symposium within a year, the civil service would timetable that meeting at the first available opportunity.&lt;br /&gt;
&lt;br /&gt;
===A New Symposium===&lt;br /&gt;
* &#039;&#039;&#039;The civil service has made arrangements for a symposium at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly of Nine could appoint a Symposiarch - otherwise authority will default to &#039;&#039;Wulfric of the Marches&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As no date was specified, the civil service will make preparations for a symposium to be held at the Summer Solstice 388YE, to give proceedings time to be planned. The Sodality Chamber will be reserved for the use of the symposium in four ninety-minute sessions:&lt;br /&gt;
&lt;br /&gt;
* Friday 21:00-22:30&lt;br /&gt;
* Saturday 13:30-15:00&lt;br /&gt;
* Saturday 19:30-21:00&lt;br /&gt;
* Sunday 10:30-12:00&lt;br /&gt;
&lt;br /&gt;
If the Synod wishes to proceed, then it will likely wish to decide on an agenda of discussions. The Assembly of Nine could use a statement of principle to name a &amp;quot;&#039;&#039;Symposiarch&#039;&#039;&amp;quot; with authority for deciding the agenda. If they do not do so, then authority will default to &#039;&#039;&#039;Wulfric&#039;&#039;&#039;, whose statement of principle calling for the symposium the General Assembly has already supported. Whoever has authority would ideally decide upon how the Sodality Chamber will be used for the symposium, perhaps dividing it into a series of shorter lectures, discussions or workshops, and potentially identifying other individuals to lead or manage these sessions. Whatever their decision, if they present the Tribune of the Synod with their finalised agenda by the end of the Spring summit, the civil service will publish it prominently in advance.&lt;br /&gt;
&lt;br /&gt;
The [[Tribune of the Synod]] is at pains to clarify that there is no requirement to wait for the symposium before raising further judgements of proscription. It represents a key opportunity for spirited debate - but does nothing to constrain the Synod from going about its business.&lt;br /&gt;
&lt;br /&gt;
===Invitations===&lt;br /&gt;
* &#039;&#039;&#039;The Synod could invite groups to attend the Symposium&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Foreigners are unlikely to attend&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Invited parties within the Empire might attend if they are convinced their views will be heard&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Symposiarch could request the presence of one or more members of the Constitutional Court at an agreed time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similar to last time, the Assemblies of the Synod could reach out to foreign nations to invite them to attend. There is nothing stopping them from doing so again - but it is unlikely that any would choose to send representatives. The matter of proscription and religious crime is very focused on the Empire itself and what it chooses to prohibit, rather than the more open topic of the previous symposium. Even the präster of [[Sumaah]] are unlikely to take interest, given the mutual agreement between Synods that their paths would diverge. Any invitation to any foreign nation will not result in any visitors unless a very strong case is made for their attendance.&lt;br /&gt;
&lt;br /&gt;
The Synod &#039;&#039;could&#039;&#039; choose to invite parties from within the Empire. Whilst it has taken a clear stance on Excessionism and Yaelianism, it has not yet taken a stance on other heresies - including the Marcher orcs who dispute the Doctrine of the Howling Abyss. Any Assembly could invite adherents of any well-known viewpoint - for example, the Marcher orcs, or Lucidians - to attend if they so wished. Groups such as these are only likely to send representation if they believe their voices will be listened to. In the case of the Marcher orcs, this would almost certainly require an invitation from the Marcher Assembly. It is very clear that no group will attend if their beliefs have already been proscribed - for example, no invitation to dedicants of Freedom is likely to be successful now that the Synod has clearly prohibited preaching that false virtue.&lt;br /&gt;
&lt;br /&gt;
If the Symposiarch feels the symposium would benefit from the presence of members of the Constitutional Court, either to advise or to question, then the Court would appreciate a clear indication of when their presence would be useful.&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139999</id>
		<title>Weaving tangled nets</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139999"/>
		<updated>2026-06-07T19:02:03Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Ill-fated boats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;You must understand,&amp;quot; said the Jarmish interpreter, &amp;quot;that whatever the political problems between the House and your Senate it is a matter of politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She pronounced &amp;quot;Senate&amp;quot; Sen-ah-tay but Guillermo did not see any reason to correct her. If he was any judge she spoke around five languages as well as fluent Imperial, and he did not feel in a position to criticise pronunciation until he could match that. Instead he made a noncommittal noise, motioning for her to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The intelligence gathering - the scouting - done by your Shuttered Lantern, it is top-notch. Some very nuanced use of Day and Night magic I am told, even a little of the Autumn. But it is well known that there are spies among their number and so....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She made a helpless gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you need to monitor them?&amp;quot; he asked, as if he didn&#039;t already know the answer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quite,&amp;quot; she said. &amp;quot;It is not an insult! Lord-Magister Trescher has been very clear about that. It is simply a precaution! I for one am grateful for every Imperial magician who has come to offer their magic in this time of tribulation. Especially in the light of the... politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He nodded sagely.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They have a little bit of a reputation problem at home, as well.&amp;quot; He spoke in a slight undertone as if confiding a secret. The guide smiled and nodded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can imagine! Poking their noses into other peoples&#039; business all the time. Spying is a fact of life, but here it is considered...&amp;quot; She cast around for the right phrase. &amp;quot;Impolite? A dirty necessity not something polite people do? You know what I am saying?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh of course, of course,&amp;quot; he said, smiling and nodding in return.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am glad to have been assigned to your party, if I may be forward,&amp;quot; she said, touching his arm. &amp;quot;The Celestial Arch are a very different matter - well spoken, insightful, polite and civil, and keen to offer their support in so many different ways. Very much our kind of wizard, if you follow me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guillermo nodded, smiling wide enough to show his teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are indeed. Very civil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And that&#039;&#039; he finished silently &#039;&#039;is what makes them the perfect cover for asking innocent questions about the flow of prismatic ink through the city of Rigia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By the time they reached the beautiful antique lodge where the Imperial visitors to the city were being quartered, Guillermo had already uncovered two promising sounding leads that would, hopefully, bear the kind of fruit that Grandmaster Tyburn would be interested in.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ibeno weaving.jpg|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth and Jarm remain at war&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cold Sun has destroyed the minor nation of Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;scions&#039;&#039; of the mad Day eternal threaten both larger nations&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] have been at open war for some time now, a conflict that erupted over control of the borderlands between their nations. Now, the tiny country of Lantir is no more - the [[Cold Sun]] has risen and the &#039;&#039;scions&#039;&#039; seek to [[Cold war|ravage the two eastern powers]] as they once attempted to do in the Empire. Imperial soldiers and magicians have offered aid to the two rivals in their efforts to contain the threat and destroy the armies of [[inhabitants of the realms#Heralds|heralds]] pouring into the ruined capital of Lantir. Yet even in this time of heightened conflict, the wheels of diplomacy continue to turn.&lt;br /&gt;
==Commonwealth==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth remains friendly to the Empire, and allied via the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is at war with the Principalities of Jarm&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Commonwealth is Finn Pridetalker of Wintermark&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Finn Pridetalker of [[Wintermark]]}}&lt;br /&gt;
The Commonwealth are one of the closest allies the Empire has among the great powers of the known world, thanks primarily to their shared membership of the [[Liberty Pact]]. Both nations are dedicated to extending their influence over the whole world, but for now their rivalry with the Empire remains amicable. Even if it the two great nations must eventually clash, nobody sees that happening any time soon. The Empire shared its mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the [[A beacon of smoke|fall of Siroc]].&lt;br /&gt;
&lt;br /&gt;
Their ambassador to the Empire is &#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039;, of Die Stahlhalle in the port-city of Volkavaar, a veteran soldier who reports to the generals who hold the reins of political power in their nation. An old campaigner, they generally speak plainly and as honestly as any politician can when dealing with their Imperial counterpart.&lt;br /&gt;
===Future Good?===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is questioning the value of the Liberty Pact in its current form&lt;br /&gt;
* &#039;&#039;&#039;Militärattache Schöningen has not challenged the Ambassador&#039;s claim that trade with Radomso is a cover for espionage&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth merchants are unhappy to hear of Imperial ships trading with the Jarmish satellite state&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is concerned about their citizens who remain trapped in the Lyceum&lt;br /&gt;
Following the [[My soul at liberty|meeting]] during the Winter Solstice, the Commonwealth as a whole are questioning the purpose of the Liberty Pact. As discussed in the &#039;&#039;&#039;[[Forging_links#Pact_of_Broken_Chains|Forging links]]&#039;&#039;&#039; wind of fortune there is a feeling that, having broken the international slave trade, it may have achieved its goals and that further &amp;quot;tinkering&amp;quot; with its manifesto risks destroying its legacy. Militärattache Schöningen does not mince words; the [[Forging_links#Moving_Forward|proposal from Sumaah]] is seen as having merit by many of the universities, and several of the generals. They want to know what the Empire makes of it, given the pact was broadly their idea in the first place. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Finn_P.png|caption=Ambassador Finn Pridetalker (Left) alongside Eska Crowspeaker, one of the signatories of the original Liberty Pact.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Militärattache Schöningen politely declines Ambassador Pridetalker&#039;s suggestion of a joint war college for the Liberty Pact. Both Empire and the Commonwealth have long history of successful mercenary work. The attacks on Chalonsio and Rachensgrab, and the Commonwealth soldiers who died in [[Madruga#Siroc_(Ruined)|Siroc]] seem to demonstrate that there is no real need for a college to coordinate such things.&lt;br /&gt;
&lt;br /&gt;
The aid the Empire has offered [[#Against Cold Sun|against Cold Sun]] has been well received, but there is still a thorn in the side of diplomatic relations with the Commonwealth. Militärattache Schöningen seems skeptical about the Ambassador&#039;s claims that trade with the port of Radomso is a front for Imperial espionage. Rather than challenge the assertion directly; her diplomatic response is to say that the Commonwealth looks forward with enthusiasm to finding out what information Imperial spies are able to uncover about their rivals to the north. For now, at least, it seems the Commonwealth does not intend to petition for the Empire to be ejected from the Liberty Pact for breaching the provision requiring an embargo on trade with Jarm.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the fact Imperial ships very clearly &#039;&#039;are&#039;&#039; trading with the [[My_passions_from_a_common_spring#Free_Ports_And_Free_People|tiny nation of Zemelslo]] has not gone unremarked in the wider Commonwealth. The little island nation is seen as being Jarm in all but name, and as such merchants and guilds who otherwise have welcomed Imperial ship captains enthusiastically are turning a little cold. There are questions about the Empire&#039;s decision to trade with the Principalities, and few are convinced by the polite fiction that it is not &#039;&#039;really&#039;&#039; Jarm they are trading with. As such, following the Spring Equinox, Imperial [[fleet|fleets]] trading with [[Foreign_ports#Volkavaar|Volkavaar]] and [[Foreign_ports#Leerdam|Leerdam]] will have a -1 penalty to their effective rank for purposes of the goods they can secure. This penalty will persist for at least as long as the Empire&#039;s merchants are trading with Radomso while simultaneously claiming to have embargoed trade with the Principalities. &lt;br /&gt;
&lt;br /&gt;
There is one other serious matter that Militärattache Schöningen wishes to discuss. As of the Winter Solstice it has been two years since the Commonwealth magicians [[Dean_of_the_Lyceum#The_Lyceum_Schloss|studying at the Lyceum]] were [[A_beacon_of_smoke#Objective:_Raise_the_Lyceum&#039;s_wards|trapped behind walls of mist]]. Occasional missives reach their families, and while the servants of &#039;&#039;[[Sadogua|der Zauber Vielfraß]]&#039;&#039; offer reassurances and can be prevailed upon to take &amp;quot;care packages&amp;quot; to imprisoned friends, but this is not enough. Nine months ago, the Ambassador [[Beat_of_your_drum#Lyceum|offered assurances]] that steps were being taken to deal with the situation, and yet no progress seems to have been made? The Commonwealth requests that the Empire explain to them what is being done to help release their citizens, and why it is taking so long?&lt;br /&gt;
&lt;br /&gt;
==Principalities of Jarm==&lt;br /&gt;
* &#039;&#039;&#039;The Empire remains at peace with the Principalities of Jarm, but trade with that nation is embargoed&lt;br /&gt;
* &#039;&#039;&#039;The Senate has approved trade with the tiny independent nation of Zemelslo that lies within the Jarmish sphere of influence&lt;br /&gt;
* &#039;&#039;&#039;Jarm is at war with Imperial allies in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;Jarm has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Principalities is Thaumiel of Steeplechase Toll, of Highguard&lt;br /&gt;
One of the six great powers, the [[Principalities of Jarm]] are not exactly friendly to the Empire. The &#039;&#039;magocracy&#039;&#039;, ruled by the House of Princes resents what it claims are repeated attempts by Imperial citizens to interfere with its interests. Via the [[Liberty Pact]], the Empire is allied with Jarm&#039;s enemies, the [[Commonwealth]], and open war now rages between the two great nations. They may not be at war with the Empire, but they know that Imperial citizens and the [[Conclave|Imperial Conclave]] in particular have provided significant assistance to their rivals. Communications tend to be brusque, bordering on the curt.&lt;br /&gt;
&lt;br /&gt;
The Jarmish ambassador to the Empire is &#039;&#039;Lord-Magister Anton Trescher of the Hidden Hook&#039;&#039;, who attends at the House of Princes. A canny and influential politician who has served the House of Princes for over forty years, he represents the Jarmish to the Empire and vice-versa. A potent master of Autumn magic, he is known for his sarcasm and dry wit, and for his commitment to the sovereignty of the Principalities he serves.&lt;br /&gt;
{{Nation|nation=Jarm|status=Foreigner|port=[[Principalities_of_Jarm_ports#Kavor_(Northern_Principalities_of_Jarm)|Kavor]], [[Principalities_of_Jarm_ports#Vezak_(Southern_Principalities_of_Jarm)|Vezak]], and [[Principalities_of_Jarm_ports#Rigia_(Eastern_Principalities_of_Jarm)|Rigia]] (all closed)|ambassador=Thaumiel of Steeplechase Toll of [[Highguard]]}}&lt;br /&gt;
===Diplomatic Niceties===&lt;br /&gt;
* &#039;&#039;&#039;Lord-Magister Trescher greets the new Ambassador&lt;br /&gt;
* &#039;&#039;&#039;Aid against Cold Sun is very welcome indeed&lt;br /&gt;
Lord-Magister Trescher&#039;s greeting to the new Imperial ambassador, Thaumiel of Steeplechase Toll, is a little perfunctory. Not rude, just short. It is clear that like many high-ranking Jarmish citizens, the Lord-Magister&#039;s focus is on [[Cold war|the disaster]] unfolding along their southern borders. There is some brief discussion of trade with the [[When_peace_was_far_away#Free_Port|&amp;quot;free&amp;quot; port of Radosmo]]; the House of Princes continue to be pleased with the way Imperial traders are behaving and are not planning to use their influence to encourage Zemelso to close its docks for the time being. For their part the Concillium of Zemelso [[When_peace_was_far_away#Weirwood_for_Free_People|remain interested]] in purchasing a significant amount of [[weirwood]]. There has, apparently, been little interest in their offer so far.&lt;br /&gt;
&lt;br /&gt;
A note of amusement, tinged with grudging respect, creeps in when Anton speaks of [[Asavean Archipelago|Asavean]] aid. As Ambassador Thaumiel might imagine, the Asaveans find themselves unable to offer significant aid against Cold Sun due to their engagements elsewhere. They Plenum has sent words of support, and reassured the House of Princes that they have instructed some of their magicians to research the problem and provide news of their findings. They have also suggested that Cold Sun itself might be related to the Imperial nation of Dawn, and perhaps the Jarmish might wish to interrogate the Empire on that matter. Thaumiel need not fear - there will be no issue with ensuring Imperial magicians are able to avoid Asaveans during their time in southern Jarm.&lt;br /&gt;
==Against the Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has offered aid to both Jarm and the Commonwealth to deal with Cold Sun&lt;br /&gt;
As detailed [[Cold war|last season]], a major incursion of the [[Cold Sun]] has erupted on the borderlands between Jarm and the Commonwealth. The tiny nation of Lantir, whose disposition had ultimately lead to the war currently raging between the two great powers, has apparently been destroyed. Following the Winter Solstice, the Princes of Jarm and generals of the Commonwealth both, separately, strove to contain the threat of the deadly &#039;&#039;scions&#039;&#039; emerging from the powerful [[regio]] torn open at the heart of Lantir&#039;s capital. Centuries of rivarly, and the ongoing war between the two nations, meant that they were unable to reach anything like a coordinated plan of response to the forces of Oblivion. Both sought the aid of the Empire - who after all are the only folk up until now who have any experience with Cold Sun.&lt;br /&gt;
&lt;br /&gt;
Six [[Conclave order|Conclave orders]] and one [[Imperial army|army]] offered their aid to the two great nations of the [[The_seven_seas#Sea_of_Steel|Sea of Steel]].&lt;br /&gt;
===Cold Sun and the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth welcomes the aid of the Granite Pillar, Rod and Shield, and Golden Pyramid&lt;br /&gt;
The Commonwealth as a whole is enthusiastic about the aid of the [[Granite Pillar]], and only slightly less excited about the participation of [[Golden Pyramid]] and the [[Rod and Shield]] magicians in the fight against Cold Sun. The altruistic mission of the [[Silver Chalice]] is also noted by the Commonwealth, who heartily approve of the decision to try and help the people suffering the attacks of Cold Sun. There are some questions as to whether focusing on the injured, rather than fighting to ensure Cold Sun is defeated as swiftly as possible, is the most &#039;&#039;effective&#039;&#039; way to bring the greatest good to the greatest number of people, but nobody faults the healers of the Silver Chalice for their commitment to saving lives.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We enact a strategic defence of Astolat and use this time to resupply. Re-form the ranks, tend the wounded, and set the Granite Pillar in order for the campaign to come. Discipline in Recovery is no less a virtue than discipline in battle. We send our Adjutant, Barachel of Adina&#039;s Charge, Adamah of the Cenotaph, and those officers and veterans that are able, to aid the Commonwealth as advisors against the Cold Sun. The Commonwealth is our ally in the Liberty Pact and that great document is more than just words on a page. When an ally calls, in loyalty we shall aid them! In this way we serve the Empire, so that when we march again, we do so having aided the common good, rather than merely watched the innocent bleed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is, predictably, some dissatisfaction that some of the Conclave Orders have gone to offer similar aid in Jarm, but Militärattache Schöningen indicates that most people are sensible enough to realise that allowing the Oblivion Sun to rampage across Jarm would result in tens of thousands of deaths of innocent people and leave the eternal with a foothold in the mortal realm that would make it that much harder to unseat. She is significantly more interested in Ambassador Pridetalker&#039;s claim that the [[Shuttered Lantern]] is &amp;quot;investigating the true cause of the incursion.&amp;quot; She requests in the strongest possible terms that as soon as the Shuttered Lantern findings are known they be shared first with her office, before anyone else learns of them. She trusts the Ambassador can see the sense in this.&lt;br /&gt;
====Granite Pillar====&lt;br /&gt;
* &#039;&#039;&#039;The aid of the Granite Pillar has helped the Commonwealth generals prepare their strategy against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The generals have made a gift and a pledge to provide the General of the Granite Pillar with a shipment of Soldier&#039;s Booze each season&lt;br /&gt;
The advice of &#039;&#039;&#039;Lofyn Bloodcloak&#039;&#039;&#039;, [[General]] and Imperial strategist during the Coldsun War, is appreciated. The Commonwealth had broadly settled on similar strategies, but the words of the general make them more confident in their own approach to the &#039;&#039;scions&#039;&#039;. In particular, the warning that the servants of Oblivion will target places of art and philosophy first allows for a quick reprioritisation of the Commonwealth&#039;s defensive strategies. The guidance on the observed capabilities of the armies that invaded the Empire - especially their peculiar abilities to travel and ravage the land - also proves helpful. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most useful of all, however, is the assistance offered by the [[Highguard|Highborn]] army, the Granite Pillar. A number of officers and veterans of the fight against the &#039;&#039;scions&#039;&#039; make the journey to the Commonwealth where they are greeted and immediately brought to share their knowledge with the generals of the armies engaged along the border. Exhausting hours of interrogation, spirited discussion, and moving little ivory figures around on maps of the borderlands between Commonwealth and Lantir lead to a consolidation of Imperial experience and Commonwealth military acumen. As significant as the pure strategic impact is, there is also discussion of wider philosophical and political matters after the gruelling military meetings. Arguments about the role of the Liberty Pact, the value of spiritual auras, the meaning of liberty and free will, the concept of the Greater Good.&lt;br /&gt;
&lt;br /&gt;
Die Stahlhalle - the office of Militärattache Schöningen - formally thanks the Military Council and the Empire for their aid. The actual generals, however, who have worked with the Granite Pillar soldiers in preparing their strategies make a less formal but perhaps more heartfelt gift. When the emissaries return from the Commonwealth to rejoin their army they bring with them a crate of Commonwealth &#039;&#039;[[Trade_goods#Soldier&#039;s_Booze|Soldatentrunk]]&#039;&#039;. This mildly alcoholic tonic is very popular with Commonwealth soldiers, acting as both a powerful healing potion and an antidote to many forms of venom. It is only the first instalment of the shipment; as long as the Empire and the Commonwealth remain friends, the General of the Granite Pillar will receive five bottles of Soldier&#039;s Booze each season, one from each of the five Commonwealth provinces closest to Lantir; a gift of recognition between fighting folk.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Sakari Nightscale, on behalf of the Rod and Shield&amp;quot;&amp;gt;Rod and Shield, to Arms! We lead the charge to Lantir, to the aid of the Commonwealth. The Cold Sun must be stopped&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Rod and Shield====&lt;br /&gt;
* &#039;&#039;&#039;The Rod and Shield have fought directly against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;zauberer&#039;&#039; of the Commonwealth show their gratitude with a gift of Hero Stones to the Order&lt;br /&gt;
The Rod and Shield have fought Cold Sun before. They are enthusiastically welcomed by the &#039;&#039;[[Commonwealth#Magic|zauberer]]&#039;&#039; of the Commonwealth, not only for their experience but also because so many of them are war-wizards and battlefield mages. Unlike some of the other orders, they are able to deploy their assistance on the front lines, directly fighting against the &#039;&#039;scions&#039;&#039; and sharing the benefits of past engagements with their counterparts. There is a general camaraderie among all the fighting magicians whether Imperial or Commonwealth. Fighting directly with magic and force-of-arms is risky of course. Many members of the order who answer the call suffer significant injuries, not all of which can be treated effectively by Commonwealth [[Surgical skills#Physick|physicks]]. There are repeated clashes between war-mages and scions, and while the individual fights are as often victories as not, it is clear to the veteran soldier-magicians that the Commonwealth is not winning against Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 200px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMRodandShield.jpg|caption=&#039;&#039;&#039;Sakari Nightscale&#039;&#039;&#039;, Grandmaster of the Rod and Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The zauberer of the Commonwealth are grateful to the Rod and Shield for fighting alongside them, risking their own lives to help fight the forces of Oblivion. Following the Spring Equinox, the Grandmaster of the Rod and Shield receives a casket holding five &#039;&#039;[[Trade_goods#Hero_Stone|Heldenstein]]&#039;&#039;. These &amp;quot;Hero Stones&amp;quot; are a rare form of [[vis]] that is used specifically to empower personal [[enchantment|enchantments]] of the kinds popular with Commonwealth battle-wizards. For the moment, the Rod and Shield remain committed in the Commonwealth, and the zaubrer will continue to send another gift of Hero Stones each season they remain engaged until Cold Sun is defeated. If the Rod and Shield stay in the Commonwealth - if their grandmaster does not [[Concord#Guiding_an_Order|guide the order]] to act elsewhere - until Cold Sun is driven off, this bequest will become a permanent gift to the order as part of their [[Rod and Shield#Conclave Vault|Vault]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Arsenio Sanguineo Rezia di Tassato, on behalf of the Golden Pyramid&amp;quot;&amp;gt; That the order of the Golden Pyramid should support the Commonwealth against the Cold Sun. With victory comes rebuilding and the opportunity for magicians and artisans to find longstanding relationships. Let us beat back the Cold Sun and look to the future.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Golden Pyramid====&lt;br /&gt;
* &#039;&#039;&#039;The Golden Pyramid have offered assistance in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;They have identified trade opportunities&lt;br /&gt;
* &#039;&#039;&#039;There is a chance to build an annexe to the Grand Lodge that will give the Grandmaster of the Rod and Shield a ministry to acquire zauberer tools&lt;br /&gt;
The [[Golden Pyramid]] are first and foremost concerned with the prosperity of the Empire&#039;s magicians, but they are also experts at deploying magical resources effectively. This expertise is surprisingly valuable in the Commonwealth; their magical resources are more limited than those of the Empire and while they are by no means ignorant of the best ways to use battlefield magic the generals can overlook less directly martial applications of some enchantments and [[magic items]]. The Pyramid offers their aid to the Commonwealth quartermasters and &#039;&#039;zauberer&#039;&#039; with one eye on the future. Their presence is not uncontroversial - the insistence of their members that &amp;quot;everyone involved is well paid for taking the dangerous trip east&amp;quot; raised the requirements in crystal mana for &#039;&#039;all&#039;&#039; the orders sent to the east at the Winter Solstice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 250px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; (centre) Grandmaster of the Golden Pyramid|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
They do, however, turn up opportunities to secure closer trade ties for the Empire with the Commonwealth, as well as an opportunity to acquire support for their own order. Imperial captains are familiar with Leerdam and Volkavaar, but they are by no means the only major ports the Commonwealth operates on the Sea of Steel. There are [[#Radomos|problems]] with Imperial trade in the east at the moment but the Golden Pyramid are confident they could be addressed with diplomacy. Regardless, they have identified an opportunity to secure a new trade port for Imperial captains that brings with it an opportunity for the Order itself.&lt;br /&gt;
&lt;br /&gt;
=====Murolosch=====&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can visit the port of Murolosch following the Spring Equinox&lt;br /&gt;
Some members of the Golden Pyramid have worked tirelessly to persuade their fellows in the Commonwealth of the value of more opportunities to trade with the Empire. They point to the ships bringing Imperial goods into Leerdam and Volkavaar, and the potential for bringing in more goods required for the war effort against Cold Sun if they had access to a port closer to the front line. Shortly before the Spring Equinox, Militärattache Ludkhannah sends news to Ambassador Pridetalker that a decision has been made to prepare dedicated berths on the docks of Murolosch for visiting Imperial traders. There is a great need for healing herbs, weapons and amour, and crystal mana and the merchants of the port will pay well for them.&lt;br /&gt;
&lt;br /&gt;
Murolosch lies in the shadow of the &#039;&#039;Unnachgiebig Mountains&#039;&#039;, a thriving port that transports [[mithril]] and [[Materials#Metals|magical metals]] down the coast to the rest of the Commonwealth. It is the closest city to the Jarmish border, and is known for its battle magicians as well as its talented smiths. Murolosch is also a trading hub for dealing with some of the independent borderland nations that lie between the two Great Powers. As such it provides plenty of opportunities for Imperial traders to acquire valuable goods.&lt;br /&gt;
&lt;br /&gt;
A standard fleet that trades with Murolosch will receive one [[Trade_goods#Hero_Stone|hero stone]], one [[Trade_goods#War_Amulet|war amulet]], a [[Trade goods#Law Stone|law stone]], and a flask of [[Trade goods#Wizards Beer|Wizards Beer]]. Unfortunately, like the merchants of Volkavaar and Leerdam, the merchants of Murolosch are not best pleased with news that Imperial traders are trading with Jarm in Zemelslo, and until that situation is resolved (either by ceasing trade, amending the Liberty Pact, or finding a diplomatic resolution) Imperial merchants have a -1 penalty to trade here despite all their good work elsewhere in the Commonwealth this season.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|title=Order of the Golden Pyramid|align=right|width=250}}&lt;br /&gt;
=====Schema=====&lt;br /&gt;
* &#039;&#039;&#039;The Grandmaster is invited to name eight Imperial artisans who can learn to make Commonwealth ritual foci&lt;br /&gt;
The smiths of Murolosch have made an offer to the Golden Pyramid for an almost unprecedented level of cooperation. In their smithies, they have a number of [[schema]] that they use to supply the zauberer of the Commonwealth, especially those who trained in the support of their armies. These are carefully secured secrets, with the &#039;&#039;Kriegschmide von Murolosch&#039;&#039; ensuring that only masters of the [[crafting skills#Artisan|artisan arts]] are trusted to create them. In thanks for the Golden Pyramid&#039;s aid in helping secure additional materials for their forges, and in applying their expertise in the transport of crystal mana and vis to supply the zauberer working in the city, they will allow some of the Empire&#039;s own master-warsmiths to visit Murolosch after the Spring Equinox and study the schema.&lt;br /&gt;
&lt;br /&gt;
The Grandmaster of the Golden Pyramid - currently &#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; but the title is up for re-election during the Spring Equinox - can choose up to eight artisans to gain the benefit of this study. Each will be able to master the creation of one of the &#039;&#039;War rings&#039;&#039; used by Commonwealth magicians. The &#039;&#039;Iron War Ring&#039;&#039; empowers Autumn rituals; the &#039;&#039;Golden War Ring&#039;&#039; empowers Summer rituals; the &#039;&#039;Bleachbone War Ring&#039;&#039; empowers Winter magic; the &#039;&#039;Sungold War Ring&#039;&#039; empowers Day rituals; the &#039;&#039;Oakamber War Ring&#039;&#039; empowers Spring rituals; and the &#039;&#039;Moongold War Ring&#039;&#039;, which is the least often created of the set, empowers Night rituals. In each case, they are [[:Category:Foci|foci]] that can be used to empower a ritual once each day with a 1 rank bonus, subject to the [[Magical_skills#Gaining_additional_ranks|normal rules for effective skill]]. What these artisans do with this lore is up to them. Each artisan is free to decide which of the ring schema to study.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the Golden Pyramid order is prepared to continue to offer their aid in the Commonwealth, in the fight against Cold Sun, the &#039;&#039;Kriegschmide&#039;&#039; are prepared to create a copy of one of the war rings and gift it to the Grandmaster. They&#039;ll do this as long as the order remains committed to the fight until Cold Sun is defeated, or until the start of the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; After the Spring Equinox, the Grandmaster of the Golden Pyramid can send a list of up to eight characters with the artisan skill to {{plot}}, before downtime closes. They&#039;ll need to include the name, CID, and the chosen ring that the character wants to learn. As long as that character has an empty item slot (such as through the puchase of an [[Crafting skills#Extra Item|Extra item]]) then they will gain the knowledge of how to make the appropriate ring. Each costs around 18 ingots and measures to create and takes one month, with the exact ingots varying by the ring chosen. They won&#039;t be able to make a ring this downtime, but each named character will be given a ribbon for the ring they learned in their pack as an &amp;quot;apprentice piece&amp;quot; created during the trip.&lt;br /&gt;
&lt;br /&gt;
===Cold Sun and the Princes===&lt;br /&gt;
* &#039;&#039;&#039;The Principalities of Jarm are glad to receive the support of the Celestial Arch, Sevenfold Path, and Shuttered Lantern&lt;br /&gt;
While Lord-Magister Anton may have been largely unmoved by the new Ambassador&#039;s appointment, they wax eloquent in their response to news that four of the Conclave orders are dispatching expert help to aid the nation of magician-princes in the fight against Cold Sun. Magicians from the [[Sevenfold Path]], [[Celestial Arch]], and [[Shuttered Lantern]] are all to be made welcome, with translators and a small cadre of support staff assigned to them from Lord-Magister Anton&#039;s own offices. A smaller group is assigned by Trescher to support the [[Silver Chalice]] in what was once Lantir, working uneasily alongside the Commonwealth aides. For all that Jarm can come across as overwhelmingly arrogant, it has rarely been more apparent that they still respect Imperial magicians, and the Conclave in particular.&lt;br /&gt;
&lt;br /&gt;
There are some factions of the House of Princes who are apparently a little disgruntled that the Empire is also supporting the Commonwealth, but Lord-Magister Anton says that wiser heads have prevailed and that those complaining about such matters are quickly silenced. More pragmatic magician-princes point out that it won&#039;t &#039;&#039;actually&#039;&#039; be good for Jarm if they defeat the Oblivion incursion, but the Commonwealth is transformed into a demesne for the destructive eternal. Replacing the &amp;quot;magically inept&amp;quot; enemy to the south with one that embodies devastating magic is a win only in the most short-sighted sense.&lt;br /&gt;
&lt;br /&gt;
It is clear that Anton is a little disappointed that the Ambassador urged the Senate &#039;&#039;not&#039;&#039; to allow Imperial soldiers to fight alongside the Jarmish against Cold Sun, but acknowledges the diplomatic risks. The Lord-Magister is nothing if not practical, and agrees that the potential for misunderstandings, accidents, or loud-but-ill-informed factions complaining about Imperial soldiers fighting alongside the Commonwealth would be inconvenient. There is also the implicit suggestion that Lord-Magister Anton values military aid significantly less than he does magical aid - and in that he is clearly not alone.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Xanthippe Of the Lighthouse-That-Was, on behalf of the Celestial Arch&amp;quot;&amp;gt;The Cold Sun cares not for policy nor polity - only death. We send the Celestial Arch to the Principalities of Jarm to foster harmony across civilisation against the Cold Sun, a common foe.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Celestial Arch====&lt;br /&gt;
* &#039;&#039;&#039;The Celestial Arch have persuaded Jarmish Magician-Princes of the need for detente with the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth must also be brought to the negotiation table&lt;br /&gt;
The Celestial Arch are warmly welcomed by Jarmish magicians facing the threat of Cold Sun. The political focus of the Conclave order is a reasonable fit for the Principalities, where magicians are very much in charge. While they are clearly able, offering direct support against the &#039;&#039;scions&#039;&#039;, the primary contribution of members of the order lies in smoothing the efforts of the other orders to work with the Jarmish. They also have a secondary goal - to encourage Jarm and the Commonwealth to put aside their open aggression to cooperate on dealing with the problem they are both facing. This goal must be pursued carefully - there is a real risk that the Jarmish will dig their heels in and refuse if they feel Imperial magicians are trying to manipulate them. The politics of the Magician-Princes are complicated - an intricate web of alliances and enmities that must be navigated slowly and cautiously - but it is clear as the Spring Equinox is approaching that their efforts are bearing fruit. The House of Princes is openly discussing the possibility of proposing a ceasefire, and a joint effort to deal with Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterCelestialArch.png|caption=&#039;&#039;&#039;Xanthippe of the Lighthouse-That-Was&#039;&#039;&#039;, Grandmaster of the Celestial Arch|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The problem they immediately encounter is that, given the ongoing rivalry between the two nations, Jarm will not be the first to propose a ceasefire or even a summit to discuss such a thing. The House of Princes will not appear &amp;quot;weak&amp;quot; before the Commonwealth. Worse, if the Jarmish did make the first move their is no guarantee the Commonwealth would accept it - they&#039;re more likely to assume a trap. The ideal situation is for the two nations to present the idea of a ceasefire to discuss Cold Sun at the same time. The Celestial Arch have laid the groundwork and nurtured the seeds in Jarm - now someone needs to do the same with the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
While the Celestial Arch remain committed to the fight against Cold Sun in Jarm, they can help keep Jarmish attention on the matter. If they are guided elsewhere by their Grandmaster, this will make the Jarmish much less likely to propose or accept a summit. As the magicians working with them see it, the Commonwealth must make their own suggestion of a ceasefire to the Jarmish, ideally at the same time Lord-Magister Anton Trescher makes his own approach on behalf of the House of Princes. This might be achieved through careful diplomacy by the Ambassadors involved, but there is also the possibility that an eternal such as [[Prospero]] could be prevailed on to use their influence in the Commonwealth to encourage such a thing. &lt;br /&gt;
&lt;br /&gt;
Provided this can be achieved, Jarm and the Commonwealth will come to the negotiation table. The Empire is unlikely to be invited to attend - the Jarmish see them (correctly perhaps) as allies of the Commonwealth and insufficiently neutral. The outcome would depend entirely on the two nations choosing to be constructive - something that would be made a lot more likely incidentally if their meeting took places under the auspices of an eternal such as Prospero who encourages cooperation or [[Lashonar]] who encourages communication - but that would be significantly harder to arrange.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Tyburn on behalf of the Shuttered Lantern&amp;quot;&amp;gt;The cause of Lantir&#039;s fall must be brought to light. The Cold Sun is a threat to all living things, it does not care about nations or allegiances. The Shuttered Lanterns asks Conclave to send their order to Jarm to uncover the truth.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Shuttered Lantern====&lt;br /&gt;
* &#039;&#039;&#039;The Shuttered Lantern have gathered information in Jarm&lt;br /&gt;
The Jarmish are well aware of the reputation of the Shuttered Lantern, but have no way of identifying which of the magicians visiting their nation belong to it. A few arrive openly, enough to draw the attention of their Jarmish peers from their colleagues. It is perhaps a measure of their respect for the order that those members are carefully monitored, albeit with a surfeit of civility. Their help is appreciated - they just  find that there is always a friendly and inquisitive Jarmish magician eager to answer their questions and serve as a guide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 300px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMShutteredLantern.jpg|caption=&#039;&#039;&#039;Tyburn Natkysset&#039;&#039;&#039; (changeling), Grandmaster of the Shuttered Lantern|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The rest of the Shuttered Lantern, are able to take advantage of the cover their colleagues provide to avoid scrutiny. During the fight against Cold Sun there are opportunities to slip away and engage in investigations on the battlefield, and in the Jarmish settlements near the front line. A few magicians even manage to subvert their &amp;quot;guards&amp;quot; and pump them for information. Over the course of several weeks, the adept information gatherers of the Shuttered Lantern begin to put together a picture of the incursion in Lantir, and the events of the days leading up to it, with the Jarmish largely none-the-wiser to the full extent of their operation.&lt;br /&gt;
&lt;br /&gt;
A summary of these findings will be presented to the Grandmaster of the Shuttered Lantern at the Spring Equinox. For the moment, members of the Order remain engaged in Jarm and will continue to support the fight against Cold Sun until they are directed elsewhere by the Conclave, or until the eternal&#039;s forces are driven out of the mortal realm. This costs no additional mana, and puts them in a position to potentially be able to enact a stratagem if the Grandmaster uses another [[guide the orders]] declaration to instruct them how to proceed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Albrecht von Holberg on behalf of the Sevenfold Path&amp;quot;&amp;gt;The Sevenfold Path of the Imperial Conclave shall travel to Jarm to combat the forces of Oblivion. We shall bear with us the legacy of the paragons and exemplars who have come before us and demonstrate to the magicians of Jarm the mettle of our souls, forged in virtue. As we display our virtue, let us also uplift the pride of the Jarmish people.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Sevenfold Path====&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path has made contact with the Jarmish Convocation of Virtue&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to cement ties with the Convocation in Jarm&lt;br /&gt;
The Sevenfold Path cannot help but be seen as representatives of the [[Synod|Imperial Synod]]. Fortunately, to many of the Jarmish, the fact they are magicians first and foremost helps to reduce skepticism and suspicion of their motives. The carefully chosen words of Albrecht von Holberg helps to reduce friction further. Rather than proselytising, the magicians of the Sevenfold Path demonstrate their faith by fighting hard, doing their best to appear as inspirations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s after one of the engagements with the &#039;&#039;scions&#039;&#039; that a trio of Jarmish magicians approach members of the Sevenfold Path and engage them in philosophical discussion about the virtues, the [[Doctrines of the Faith]], and the Imperial Synod. Only one of them speaks Imperial, but the others are making use of [[Autumn magic]] to give them the ability to speak with and understand their guests. It&#039;s also pretty obvious from the start that they know a lot more about the topics they have raised than most Jarmish, even if their understanding of the Synod is two hundred years or so out of date.&lt;br /&gt;
&lt;br /&gt;
Eventually they come clean - they are members of something they call the &#039;&#039;Convocation of Virtue&#039;&#039;. The Convocation is a loose, informal fellowship of scholars [[dedication|dedicated]] to the seven virtues. Some of them trace their roots back to the early days of the Empire, to [[Highguard|Highborn]] [[wayfarer|wayfarers]] and [[Urizen|Urizeni]] [[illuminate|illuminates]] who visited Jarm. Others have more recent origins - Sumaah missionaries from fifty years ago, a three-generations-old contact with Sarcophan pilgrims, personal conversations while visiting [[Necropolis#Crown&#039;s Quay|Crown&#039;s Quay]] or [[Sarvos]] on mercantile matters. They came to the Way in disparate ways, and members regularly disagree with each other, but they are drawn together by a fundamental belief in the power of the virtues, and the exaltation of the human spirit.&lt;br /&gt;
{{CaptionedImage|file=Elagabala Preaching.jpg|caption=&#039;&#039;&#039;Elagabala &#039;&#039;&#039;, Grandmaster of the Sevenfold Path|align=right|width=350}}&lt;br /&gt;
[[Principalities_of_Jarm#Religion|Faith in Jarm]] is seen as a personal matter, and organised religion is comparatively rare. There are however small congregations scattered across the Principalities who meet to discuss what it means to embody the virtues, and the nature of reincarnation and the Labyrinth. They are not merely scholars however; many among them do their best to live their lives by the tenets of the Seven, especially [[Pride]] and [[Ambition]]. This approach has lead to some achieving a small measure of success in Jarmish politics. From the discussion it becomes clear that this Convocation of the Seven is very much a &amp;quot;home-grown&amp;quot; version of the Way, but for the most part they are in agreement with the six &amp;quot;original&amp;quot; doctrines - [[The_Doctrines_of_the_Faith#The_Doctrine_of_Human_Destiny|Human Destiny]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Reincarnation|Reincarnation]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Seven|the Seven]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_The_Paragons|Paragons]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Creator|Creator]], and [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|Labyrinth]]. There has been a lot of discussion of the new doctrine of [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Enlightenment]], but while most of the Convocation have adopted it in place of the Doctrine of Human Destiny, others argue that it is not relevant to them because there are no orcs among their number. They&#039;re fascinated to hear the opinions of the Sevenfold Path priests on the matter.&lt;br /&gt;
&lt;br /&gt;
At the end of the discussion, there is some cautious talk of what the Sevenfold Path could do to support or aid them. The trio are fairly up front about the problem - they are Jarmish, not Imperial. They don&#039;t recognise the &amp;quot;authority&amp;quot; of the Imperial Synod - or the Sumaah Synod for that matter. They aren&#039;t interested in becoming spies or traitors to their people. They may not always approve of the way their nation is run - a higher-than-average proportion of the Convocation are abolitionists but it is by no means universal - but they are Proud to be citizens of the Principalities. They don&#039;t actively proselytise, preferring instead to recruit through good example and engaging curious folk forthrightly and honestly in debate and discussion. Any suggestion that they are &amp;quot;working for the Empire&amp;quot; will see many magician-princes take steps to shut down their meeting houses or even imprison their members. Freedom of religion is ingrained in Jarm, but only to the point where it does not cross over into politics. There are a few references to the failure of the [[Limitu Principality House of the Way]], and the problems it caused for them in its wake.&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|title=Order of the Sevenfold Path|align=right|width=240}}&lt;br /&gt;
What they need right now, more than anything else, is [[liao]]. There is no reliable alternative to the substance in Jarm. Attempts to cultivate vinum have met with limited success, and while tiny amounts are processed the procedure is expensive and time consuming. Previously they quietly bought liao from the Empire and Sumaah - from those congregations that sold their allocation on the open market - but the recent trade war between the two nations has made this impossible. &lt;br /&gt;
&lt;br /&gt;
If the Sevenfold Path wishes to support the Convocation of the Seven, they could do so by providing their members with a significant amount of liao, and by continuing to offer their good example in Jarm against Cold Sun. A dramatic gift of liao will provide major support to the priests of this informal network, and their congregations. Some of it will be used to create virtuous auras to help in the fight against Cold Sun but their impact will be relatively minor. What they will do though is help the Convocation to [[consecration|consecrate]] their meeting houses, [[dedication|dedicate]] more priests, and spread the inspirational touch of the Way to their fellow pilgrims. &lt;br /&gt;
&lt;br /&gt;
The [[Grandmaster]] would need to [[Grandmaster#Guiding_an_Order|guide the order]] to continue to fight in Jarm (with the usual costs). They would need to instruct their members to seek out the Convocation of Virtue and gift them with the liao they need to perform [[religious skills|ceremonies]]. The liao would need to be provided to the Herald of the Conclave after the Conclave session where the declaration guiding the aura was approved by the Conclave. At least 100 doses would be required to have a measurable effect. The outcome would be an [[opportunity]] for members of the Sevenfold Path to secure contact with the Convocation of Virtue, allowing them to offer further guidance and help promote the Way in Jarm. &lt;br /&gt;
{{CaptionedImage|file=Assembly_General.png|caption=The General Assembly|align=right}}&lt;br /&gt;
The civil service are quick to manage expectation. Religious freedom in Jarm means that faith is generally kept separate from politics. The Convocation are in no position to cause rebel uprisings, or dismantle the traditions of slavery, even if they were united in the belief these were goals they wanted to achieve. As with every interaction on this matter, they believe that change in Jarm can only come from within - but if these people are sincere about their beliefs then a grass roots organisation guided by virtue and the doctrines of the Way cannot help but make these changes a little more likely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The opportunity to guide the order in this way is only available at the Spring Equinox, after which the Convocation of Virtue members who have made contact with the Sevenfold Path will have turned to different areas in their fight against Cold Sun. If it is taken up, it will result in a wind of fortune at the Summer Solstice similar to those created around the various factions in Asavea, detailing more about the Convocation of Virtue and presenting at least one opportunity to further cement ties with them.&lt;br /&gt;
&lt;br /&gt;
==What Happens Next?==&lt;br /&gt;
* &#039;&#039;&#039;The Nation of Lantir is no more&lt;br /&gt;
* &#039;&#039;&#039;The Scions of Cold Sun have not been contained&lt;br /&gt;
* &#039;&#039;&#039;Armies of &#039;&#039;scions&#039;&#039; are pressing into Jarm, the Commonwealth, and the independent nations bordering Lantir&lt;br /&gt;
The tiny nation of Lantir, where this incursion of Cold Sun began, is no more. It&#039;s capital city is broken ruins, glowing with a baleful blue light that never dims. During the day it is hard to see but at night, its sickly radiance is visible for many miles. As the &#039;&#039;scions&#039;&#039; strike outwards, into the neighbouring nations, that malignant glow begins to take hold in other places. &lt;br /&gt;
&lt;br /&gt;
The Commonwealth and Jarm both fight to contain Cold Sun, but even with the assistance offered by the Empire their disparate efforts are not enough. Step by step, the &#039;&#039;scions&#039;&#039; push the forces trying to contain them back. They claim the entirety of what was once Lantir, and they now press outwards in all directions. The front line is now simply too large to be easily policed, with &#039;&#039;scions&#039;&#039; pressing into southern principalities of Jarm and northern provinces of the Commonwealth. Their attention is not solely on the two great powers - they also launch assaults into the independent countries lying to the east and west of Lantir. These borderlands served as a buffer zone between the two great powers, and the attacks of the scions add whole new levels of political complexity to the situation in the far east. Arguments erupt over moving troops from Jarm or the Commonwealth into these neutral areas; soldiers do their best to follow their orders but there are several diplomatic incidents. &lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;scions&#039;&#039; influence increases, the practicalities of fighting Cold Sun overwhelm diplomatic wrangling (and the presence of the Celestial Arch exerting subtle influence on their peers in Jarm helps speed this process along). Troops begin to move to protect the borderlands, but there is no trust between Jarm and the Commonwealth and on at least one tragic occasion observed by the Rod and Shield, their efforts are at odds with one another resulting in the loss of an entire riverport full of desperate refugees. Behind the raiding groups of &#039;&#039;scions&#039;&#039; come the armies. They move with purpose, but slowly, looking to overwhelm an entire region before moving on. They target places of culture and pride, but also regio and sources of [[mithril]] and [[ilium]]. Where they seize a regio aligned with the Day realm, they begin to construct gateways. Fortunately, the experience of the Empire comes in useful here and the local soldiers know to target these sites in preference to any others. So far, the scion raiders have been prevented from establishing a second incursion point meaning all the armies of Cold Sun originate from the capital of Lantir.&lt;br /&gt;
&lt;br /&gt;
As the Spring Equinox dawns, though, the effort to contain Cold Sun has clearly failed. The armies of the &#039;&#039;scions&#039;&#039; are spreading, and any hope of preventing a full-scale invasion of the forces of Oblivion has gone. Hundreds of thousands of lives are at risk, and the danger is growing daily.&lt;br /&gt;
&lt;br /&gt;
===Silver Chalice===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Fausta Ankarien, on behalf of the Silver Chalice&amp;quot;&amp;gt;The Silver Chalice offers aid to &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; those suffering as a result of the Cold Sun in Lantir with a focus on reducing loss of life to save lives.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The situation would have been even more dire if not for the efforts of the [[Silver Chalice]]. The magicians of this order are healers, and their experience dealing with the destructive curses the &#039;&#039;scions&#039;&#039; unleash is currently unparalleled anywhere in the world. They have committed their aid not to one side or the other - not to the Commonwealth or Jarm - but to the people of Lantir. At great personal risk they delve into the ruins left behind by Cold Sun to rescue and heal as many folk as possible. Many hundreds of lives are saved directly, and the treatments they use to deal with the curses of Cold Sun quickly spread through healing magicians and mundane doctors alike throughout the region. Even if they cease helping, the loss of life in engagements with Cold Sun will be less than it could have been, especially among those common folk who seek to flee rather than fight.&lt;br /&gt;
{{CaptionedImage|file=Fausta Ankarien.jpg|caption=&#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, Grandmaster of the Silver Chalice|align=right|width=300}}&lt;br /&gt;
Remaining clear of politics, focusing on the victims of the Cold Sun directly, has won little actual favour with either the House of Princes or the Commonwealth. It is not that their aid is not appreciated, simply that its altruistic nature does not lead to rewards or recognition. Among the battered populace of Lantir, most of them now in exile, however they are seen as angels of mercy, ministering to wounds both physical and mental. As the war against Cold Sun spreads, as the incursion expands, their aid is called on more and more by soldiers from both great nations, to offer succour to the suffering and to share their knowledge with rooms full of exhausted healers. Perhaps, in the long run, their efforts will prove more durable and more important than those of any other Imperial order. Once Cold Sun is vanquished, hundreds of people who might otherwise have died will remain to live out their lives and who knows what their presence will mean?&lt;br /&gt;
&lt;br /&gt;
====Ill-fated boats====&lt;br /&gt;
* &#039;&#039;&#039;Some strange misfortune seems to have befallen a portion of the Silver Chalice who travelled to Lantir to provide aid this past season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small number of the Order who are particularly under the weather are travelling to Anvil to seek treatment.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to meet members of the Order at the Tree of Names at 1730 on the Saturday on the Spring Equinox.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some members of the Silver Chalice returning from Lantir seem to be suffering a similar collection of symptoms. What began as a few cases of physical discomfort, have developed into a strange curse unfamiliar to the Order. It is difficult to separate rumour from fact, as suddenly every stubbed toe and bout of seasickness among the travelling mages has been met with suspicion and fear. And gossip about symptoms has spiralled out of control, including reports of vomiting ingots and weeping mana. Certainly, a number of those afflicted are quick to point fingers at the magicians of Jarm. Perhaps Imperial aid has ruffled the feathers of a Prince?&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;is&#039;&#039; known, is that some sickness, malady or indeed arcane curse does seem to afflict some of those who took the journey to Lantir.&lt;br /&gt;
&lt;br /&gt;
A handful of the Order are suffering particularly badly. Their journey home has been slowed down by their condition, and they hope to stop at Anvil for treatment before returning home. They wish to meet with members of the Order who might be able to help them, and expect to arrive at the Tree of Names in the Wintermark camp at 1730 on the Saturday of the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
There is a very tight window for any member of the Silver Chalice who undertook the journey to Lantir in downtime to opt into being one of those cursed. If you wish to do this, please email plot@profounddecisions.co.uk - the email must reach us before midnight on Monday 8th June.&lt;br /&gt;
&lt;br /&gt;
==Imperial Options==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Cohort of the Cold Sun.png|caption=Freeborn artist Doratea i Jovita i Riqueza&#039;s painting of the servants of Cold Sun attempts to capture their utterly implacable, inhuman nature.|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is no realistic way for the Empire to directly effect the war against Cold Sun now that the scions have broken containment&lt;br /&gt;
* &#039;&#039;&#039;An appraisal might determine ways to assist one side or the other, but would be time consuming&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; 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: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Fight Cold Sun&#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;Availability:&#039;&#039;&#039; Until the end of the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limitation:&#039;&#039;&#039; &lt;br /&gt;
* The chosen Prognosticator will be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Examines the possibility of Imperial assistance in the war against Cold Sun in the east&lt;br /&gt;
* The motion would need to select a single topic from the list below&lt;br /&gt;
* The chosen appraiser would be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Possible Appraisal Topics:&#039;&#039;&#039; &lt;br /&gt;
* Identify ways to help the Commonwealth fight Cold Sun&lt;br /&gt;
* Identify ways to help Jarm fight Cold Sun&lt;br /&gt;
* Identify ways for the Silver Chalice to help the people of the borderlands survive Cold Sun&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;
Right now, the orders dispatched to help against Cold Sun are still focused on doing so. Members will continue to help battle Cold Sun until the eternal&#039;s marshalled forces are defeated or their Grandmaster indicates they are needed elsewhere by [[Grandmaster#Guiding_an_Order|guiding the order]]. In some cases outlined above, there are opportunities to continue to develop their goals in the nations they are helping. &lt;br /&gt;
&lt;br /&gt;
It is now too late to try containing Cold Sun. Imperial aid, as a result, is significantly less valuable than it was at the early stage of the invasion. Even sending mercenaries to fight with one side or the other will make little impact on the situation. It falls now to the Jarmish and Commonwealth armies to systematically deal with the armies of scions before they can overwhelm the borderlands.&lt;br /&gt;
&lt;br /&gt;
The single biggest obstacle to the defeat of Cold Sun seems to be the Commonwealth and Jarm themselves. Their refusal to seriously discuss a ceasefire - the Pride that prevents them from wishing to appear &amp;quot;weak&amp;quot; to their rivals - prevents anything like a coordinated response. Together Jarm and the Commonwealth could overwhelm Cold Sun. Separately, they can only mitigate the damage - and then only be sacrificing the folk of the borderlands between them. If the Empire is to have any further role to play in the fight against Cold Sun, it will likely need to be diplomatic in nature.&lt;br /&gt;
&lt;br /&gt;
There is one other possibility; both the Commonwealth and Jarm have accepted the Empire&#039;s aid, and show no signs of wanting to refuse anything else they might offer. The civil service believe it would be possible to find other ways to assist either or both nations through the auspices of the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]]. The [[Senate]] could commission an [[appraisal]] of ways to help one or the other of the foreign nations; the chosen prognosticator would work with their counterparts in the other nation and try to find ways the Empire could continue to help. &lt;br /&gt;
&lt;br /&gt;
A single appraisal could &#039;&#039;not&#039;&#039; examine ways to support &#039;&#039;both&#039;&#039; sides - and as usual support to either one will cause diplomatic problems with the other. The only way to use the power of appraisal to help both sides would be to order two appraisals and send two prognosticators. The exception would be if the Empire were to focus its efforts on helping the people of the borderlands - the folk who are neither part of the Commonwealth or Jarm - and finding ways for them to survive the onslaught of the &#039;&#039;scions&#039;&#039;. This would provide little benefit to either side - but it would build on the work the Silver Chalice have done to further reduce the loss of life and leave the borderlands nations in a much better state than they will be if their powerful neighbours continue squabbling.&lt;br /&gt;
{{Commonwealth Links}}&lt;br /&gt;
{{Jarm Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139998</id>
		<title>Weaving tangled nets</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139998"/>
		<updated>2026-06-07T18:58:29Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Sevenfold Path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;You must understand,&amp;quot; said the Jarmish interpreter, &amp;quot;that whatever the political problems between the House and your Senate it is a matter of politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She pronounced &amp;quot;Senate&amp;quot; Sen-ah-tay but Guillermo did not see any reason to correct her. If he was any judge she spoke around five languages as well as fluent Imperial, and he did not feel in a position to criticise pronunciation until he could match that. Instead he made a noncommittal noise, motioning for her to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The intelligence gathering - the scouting - done by your Shuttered Lantern, it is top-notch. Some very nuanced use of Day and Night magic I am told, even a little of the Autumn. But it is well known that there are spies among their number and so....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She made a helpless gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you need to monitor them?&amp;quot; he asked, as if he didn&#039;t already know the answer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quite,&amp;quot; she said. &amp;quot;It is not an insult! Lord-Magister Trescher has been very clear about that. It is simply a precaution! I for one am grateful for every Imperial magician who has come to offer their magic in this time of tribulation. Especially in the light of the... politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He nodded sagely.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They have a little bit of a reputation problem at home, as well.&amp;quot; He spoke in a slight undertone as if confiding a secret. The guide smiled and nodded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can imagine! Poking their noses into other peoples&#039; business all the time. Spying is a fact of life, but here it is considered...&amp;quot; She cast around for the right phrase. &amp;quot;Impolite? A dirty necessity not something polite people do? You know what I am saying?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh of course, of course,&amp;quot; he said, smiling and nodding in return.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am glad to have been assigned to your party, if I may be forward,&amp;quot; she said, touching his arm. &amp;quot;The Celestial Arch are a very different matter - well spoken, insightful, polite and civil, and keen to offer their support in so many different ways. Very much our kind of wizard, if you follow me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guillermo nodded, smiling wide enough to show his teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are indeed. Very civil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And that&#039;&#039; he finished silently &#039;&#039;is what makes them the perfect cover for asking innocent questions about the flow of prismatic ink through the city of Rigia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By the time they reached the beautiful antique lodge where the Imperial visitors to the city were being quartered, Guillermo had already uncovered two promising sounding leads that would, hopefully, bear the kind of fruit that Grandmaster Tyburn would be interested in.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ibeno weaving.jpg|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth and Jarm remain at war&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cold Sun has destroyed the minor nation of Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;scions&#039;&#039; of the mad Day eternal threaten both larger nations&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] have been at open war for some time now, a conflict that erupted over control of the borderlands between their nations. Now, the tiny country of Lantir is no more - the [[Cold Sun]] has risen and the &#039;&#039;scions&#039;&#039; seek to [[Cold war|ravage the two eastern powers]] as they once attempted to do in the Empire. Imperial soldiers and magicians have offered aid to the two rivals in their efforts to contain the threat and destroy the armies of [[inhabitants of the realms#Heralds|heralds]] pouring into the ruined capital of Lantir. Yet even in this time of heightened conflict, the wheels of diplomacy continue to turn.&lt;br /&gt;
==Commonwealth==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth remains friendly to the Empire, and allied via the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is at war with the Principalities of Jarm&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Commonwealth is Finn Pridetalker of Wintermark&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Finn Pridetalker of [[Wintermark]]}}&lt;br /&gt;
The Commonwealth are one of the closest allies the Empire has among the great powers of the known world, thanks primarily to their shared membership of the [[Liberty Pact]]. Both nations are dedicated to extending their influence over the whole world, but for now their rivalry with the Empire remains amicable. Even if it the two great nations must eventually clash, nobody sees that happening any time soon. The Empire shared its mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the [[A beacon of smoke|fall of Siroc]].&lt;br /&gt;
&lt;br /&gt;
Their ambassador to the Empire is &#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039;, of Die Stahlhalle in the port-city of Volkavaar, a veteran soldier who reports to the generals who hold the reins of political power in their nation. An old campaigner, they generally speak plainly and as honestly as any politician can when dealing with their Imperial counterpart.&lt;br /&gt;
===Future Good?===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is questioning the value of the Liberty Pact in its current form&lt;br /&gt;
* &#039;&#039;&#039;Militärattache Schöningen has not challenged the Ambassador&#039;s claim that trade with Radomso is a cover for espionage&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth merchants are unhappy to hear of Imperial ships trading with the Jarmish satellite state&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is concerned about their citizens who remain trapped in the Lyceum&lt;br /&gt;
Following the [[My soul at liberty|meeting]] during the Winter Solstice, the Commonwealth as a whole are questioning the purpose of the Liberty Pact. As discussed in the &#039;&#039;&#039;[[Forging_links#Pact_of_Broken_Chains|Forging links]]&#039;&#039;&#039; wind of fortune there is a feeling that, having broken the international slave trade, it may have achieved its goals and that further &amp;quot;tinkering&amp;quot; with its manifesto risks destroying its legacy. Militärattache Schöningen does not mince words; the [[Forging_links#Moving_Forward|proposal from Sumaah]] is seen as having merit by many of the universities, and several of the generals. They want to know what the Empire makes of it, given the pact was broadly their idea in the first place. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Finn_P.png|caption=Ambassador Finn Pridetalker (Left) alongside Eska Crowspeaker, one of the signatories of the original Liberty Pact.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Militärattache Schöningen politely declines Ambassador Pridetalker&#039;s suggestion of a joint war college for the Liberty Pact. Both Empire and the Commonwealth have long history of successful mercenary work. The attacks on Chalonsio and Rachensgrab, and the Commonwealth soldiers who died in [[Madruga#Siroc_(Ruined)|Siroc]] seem to demonstrate that there is no real need for a college to coordinate such things.&lt;br /&gt;
&lt;br /&gt;
The aid the Empire has offered [[#Against Cold Sun|against Cold Sun]] has been well received, but there is still a thorn in the side of diplomatic relations with the Commonwealth. Militärattache Schöningen seems skeptical about the Ambassador&#039;s claims that trade with the port of Radomso is a front for Imperial espionage. Rather than challenge the assertion directly; her diplomatic response is to say that the Commonwealth looks forward with enthusiasm to finding out what information Imperial spies are able to uncover about their rivals to the north. For now, at least, it seems the Commonwealth does not intend to petition for the Empire to be ejected from the Liberty Pact for breaching the provision requiring an embargo on trade with Jarm.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the fact Imperial ships very clearly &#039;&#039;are&#039;&#039; trading with the [[My_passions_from_a_common_spring#Free_Ports_And_Free_People|tiny nation of Zemelslo]] has not gone unremarked in the wider Commonwealth. The little island nation is seen as being Jarm in all but name, and as such merchants and guilds who otherwise have welcomed Imperial ship captains enthusiastically are turning a little cold. There are questions about the Empire&#039;s decision to trade with the Principalities, and few are convinced by the polite fiction that it is not &#039;&#039;really&#039;&#039; Jarm they are trading with. As such, following the Spring Equinox, Imperial [[fleet|fleets]] trading with [[Foreign_ports#Volkavaar|Volkavaar]] and [[Foreign_ports#Leerdam|Leerdam]] will have a -1 penalty to their effective rank for purposes of the goods they can secure. This penalty will persist for at least as long as the Empire&#039;s merchants are trading with Radomso while simultaneously claiming to have embargoed trade with the Principalities. &lt;br /&gt;
&lt;br /&gt;
There is one other serious matter that Militärattache Schöningen wishes to discuss. As of the Winter Solstice it has been two years since the Commonwealth magicians [[Dean_of_the_Lyceum#The_Lyceum_Schloss|studying at the Lyceum]] were [[A_beacon_of_smoke#Objective:_Raise_the_Lyceum&#039;s_wards|trapped behind walls of mist]]. Occasional missives reach their families, and while the servants of &#039;&#039;[[Sadogua|der Zauber Vielfraß]]&#039;&#039; offer reassurances and can be prevailed upon to take &amp;quot;care packages&amp;quot; to imprisoned friends, but this is not enough. Nine months ago, the Ambassador [[Beat_of_your_drum#Lyceum|offered assurances]] that steps were being taken to deal with the situation, and yet no progress seems to have been made? The Commonwealth requests that the Empire explain to them what is being done to help release their citizens, and why it is taking so long?&lt;br /&gt;
&lt;br /&gt;
==Principalities of Jarm==&lt;br /&gt;
* &#039;&#039;&#039;The Empire remains at peace with the Principalities of Jarm, but trade with that nation is embargoed&lt;br /&gt;
* &#039;&#039;&#039;The Senate has approved trade with the tiny independent nation of Zemelslo that lies within the Jarmish sphere of influence&lt;br /&gt;
* &#039;&#039;&#039;Jarm is at war with Imperial allies in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;Jarm has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Principalities is Thaumiel of Steeplechase Toll, of Highguard&lt;br /&gt;
One of the six great powers, the [[Principalities of Jarm]] are not exactly friendly to the Empire. The &#039;&#039;magocracy&#039;&#039;, ruled by the House of Princes resents what it claims are repeated attempts by Imperial citizens to interfere with its interests. Via the [[Liberty Pact]], the Empire is allied with Jarm&#039;s enemies, the [[Commonwealth]], and open war now rages between the two great nations. They may not be at war with the Empire, but they know that Imperial citizens and the [[Conclave|Imperial Conclave]] in particular have provided significant assistance to their rivals. Communications tend to be brusque, bordering on the curt.&lt;br /&gt;
&lt;br /&gt;
The Jarmish ambassador to the Empire is &#039;&#039;Lord-Magister Anton Trescher of the Hidden Hook&#039;&#039;, who attends at the House of Princes. A canny and influential politician who has served the House of Princes for over forty years, he represents the Jarmish to the Empire and vice-versa. A potent master of Autumn magic, he is known for his sarcasm and dry wit, and for his commitment to the sovereignty of the Principalities he serves.&lt;br /&gt;
{{Nation|nation=Jarm|status=Foreigner|port=[[Principalities_of_Jarm_ports#Kavor_(Northern_Principalities_of_Jarm)|Kavor]], [[Principalities_of_Jarm_ports#Vezak_(Southern_Principalities_of_Jarm)|Vezak]], and [[Principalities_of_Jarm_ports#Rigia_(Eastern_Principalities_of_Jarm)|Rigia]] (all closed)|ambassador=Thaumiel of Steeplechase Toll of [[Highguard]]}}&lt;br /&gt;
===Diplomatic Niceties===&lt;br /&gt;
* &#039;&#039;&#039;Lord-Magister Trescher greets the new Ambassador&lt;br /&gt;
* &#039;&#039;&#039;Aid against Cold Sun is very welcome indeed&lt;br /&gt;
Lord-Magister Trescher&#039;s greeting to the new Imperial ambassador, Thaumiel of Steeplechase Toll, is a little perfunctory. Not rude, just short. It is clear that like many high-ranking Jarmish citizens, the Lord-Magister&#039;s focus is on [[Cold war|the disaster]] unfolding along their southern borders. There is some brief discussion of trade with the [[When_peace_was_far_away#Free_Port|&amp;quot;free&amp;quot; port of Radosmo]]; the House of Princes continue to be pleased with the way Imperial traders are behaving and are not planning to use their influence to encourage Zemelso to close its docks for the time being. For their part the Concillium of Zemelso [[When_peace_was_far_away#Weirwood_for_Free_People|remain interested]] in purchasing a significant amount of [[weirwood]]. There has, apparently, been little interest in their offer so far.&lt;br /&gt;
&lt;br /&gt;
A note of amusement, tinged with grudging respect, creeps in when Anton speaks of [[Asavean Archipelago|Asavean]] aid. As Ambassador Thaumiel might imagine, the Asaveans find themselves unable to offer significant aid against Cold Sun due to their engagements elsewhere. They Plenum has sent words of support, and reassured the House of Princes that they have instructed some of their magicians to research the problem and provide news of their findings. They have also suggested that Cold Sun itself might be related to the Imperial nation of Dawn, and perhaps the Jarmish might wish to interrogate the Empire on that matter. Thaumiel need not fear - there will be no issue with ensuring Imperial magicians are able to avoid Asaveans during their time in southern Jarm.&lt;br /&gt;
==Against the Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has offered aid to both Jarm and the Commonwealth to deal with Cold Sun&lt;br /&gt;
As detailed [[Cold war|last season]], a major incursion of the [[Cold Sun]] has erupted on the borderlands between Jarm and the Commonwealth. The tiny nation of Lantir, whose disposition had ultimately lead to the war currently raging between the two great powers, has apparently been destroyed. Following the Winter Solstice, the Princes of Jarm and generals of the Commonwealth both, separately, strove to contain the threat of the deadly &#039;&#039;scions&#039;&#039; emerging from the powerful [[regio]] torn open at the heart of Lantir&#039;s capital. Centuries of rivarly, and the ongoing war between the two nations, meant that they were unable to reach anything like a coordinated plan of response to the forces of Oblivion. Both sought the aid of the Empire - who after all are the only folk up until now who have any experience with Cold Sun.&lt;br /&gt;
&lt;br /&gt;
Six [[Conclave order|Conclave orders]] and one [[Imperial army|army]] offered their aid to the two great nations of the [[The_seven_seas#Sea_of_Steel|Sea of Steel]].&lt;br /&gt;
===Cold Sun and the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth welcomes the aid of the Granite Pillar, Rod and Shield, and Golden Pyramid&lt;br /&gt;
The Commonwealth as a whole is enthusiastic about the aid of the [[Granite Pillar]], and only slightly less excited about the participation of [[Golden Pyramid]] and the [[Rod and Shield]] magicians in the fight against Cold Sun. The altruistic mission of the [[Silver Chalice]] is also noted by the Commonwealth, who heartily approve of the decision to try and help the people suffering the attacks of Cold Sun. There are some questions as to whether focusing on the injured, rather than fighting to ensure Cold Sun is defeated as swiftly as possible, is the most &#039;&#039;effective&#039;&#039; way to bring the greatest good to the greatest number of people, but nobody faults the healers of the Silver Chalice for their commitment to saving lives.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We enact a strategic defence of Astolat and use this time to resupply. Re-form the ranks, tend the wounded, and set the Granite Pillar in order for the campaign to come. Discipline in Recovery is no less a virtue than discipline in battle. We send our Adjutant, Barachel of Adina&#039;s Charge, Adamah of the Cenotaph, and those officers and veterans that are able, to aid the Commonwealth as advisors against the Cold Sun. The Commonwealth is our ally in the Liberty Pact and that great document is more than just words on a page. When an ally calls, in loyalty we shall aid them! In this way we serve the Empire, so that when we march again, we do so having aided the common good, rather than merely watched the innocent bleed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is, predictably, some dissatisfaction that some of the Conclave Orders have gone to offer similar aid in Jarm, but Militärattache Schöningen indicates that most people are sensible enough to realise that allowing the Oblivion Sun to rampage across Jarm would result in tens of thousands of deaths of innocent people and leave the eternal with a foothold in the mortal realm that would make it that much harder to unseat. She is significantly more interested in Ambassador Pridetalker&#039;s claim that the [[Shuttered Lantern]] is &amp;quot;investigating the true cause of the incursion.&amp;quot; She requests in the strongest possible terms that as soon as the Shuttered Lantern findings are known they be shared first with her office, before anyone else learns of them. She trusts the Ambassador can see the sense in this.&lt;br /&gt;
====Granite Pillar====&lt;br /&gt;
* &#039;&#039;&#039;The aid of the Granite Pillar has helped the Commonwealth generals prepare their strategy against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The generals have made a gift and a pledge to provide the General of the Granite Pillar with a shipment of Soldier&#039;s Booze each season&lt;br /&gt;
The advice of &#039;&#039;&#039;Lofyn Bloodcloak&#039;&#039;&#039;, [[General]] and Imperial strategist during the Coldsun War, is appreciated. The Commonwealth had broadly settled on similar strategies, but the words of the general make them more confident in their own approach to the &#039;&#039;scions&#039;&#039;. In particular, the warning that the servants of Oblivion will target places of art and philosophy first allows for a quick reprioritisation of the Commonwealth&#039;s defensive strategies. The guidance on the observed capabilities of the armies that invaded the Empire - especially their peculiar abilities to travel and ravage the land - also proves helpful. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most useful of all, however, is the assistance offered by the [[Highguard|Highborn]] army, the Granite Pillar. A number of officers and veterans of the fight against the &#039;&#039;scions&#039;&#039; make the journey to the Commonwealth where they are greeted and immediately brought to share their knowledge with the generals of the armies engaged along the border. Exhausting hours of interrogation, spirited discussion, and moving little ivory figures around on maps of the borderlands between Commonwealth and Lantir lead to a consolidation of Imperial experience and Commonwealth military acumen. As significant as the pure strategic impact is, there is also discussion of wider philosophical and political matters after the gruelling military meetings. Arguments about the role of the Liberty Pact, the value of spiritual auras, the meaning of liberty and free will, the concept of the Greater Good.&lt;br /&gt;
&lt;br /&gt;
Die Stahlhalle - the office of Militärattache Schöningen - formally thanks the Military Council and the Empire for their aid. The actual generals, however, who have worked with the Granite Pillar soldiers in preparing their strategies make a less formal but perhaps more heartfelt gift. When the emissaries return from the Commonwealth to rejoin their army they bring with them a crate of Commonwealth &#039;&#039;[[Trade_goods#Soldier&#039;s_Booze|Soldatentrunk]]&#039;&#039;. This mildly alcoholic tonic is very popular with Commonwealth soldiers, acting as both a powerful healing potion and an antidote to many forms of venom. It is only the first instalment of the shipment; as long as the Empire and the Commonwealth remain friends, the General of the Granite Pillar will receive five bottles of Soldier&#039;s Booze each season, one from each of the five Commonwealth provinces closest to Lantir; a gift of recognition between fighting folk.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Sakari Nightscale, on behalf of the Rod and Shield&amp;quot;&amp;gt;Rod and Shield, to Arms! We lead the charge to Lantir, to the aid of the Commonwealth. The Cold Sun must be stopped&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Rod and Shield====&lt;br /&gt;
* &#039;&#039;&#039;The Rod and Shield have fought directly against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;zauberer&#039;&#039; of the Commonwealth show their gratitude with a gift of Hero Stones to the Order&lt;br /&gt;
The Rod and Shield have fought Cold Sun before. They are enthusiastically welcomed by the &#039;&#039;[[Commonwealth#Magic|zauberer]]&#039;&#039; of the Commonwealth, not only for their experience but also because so many of them are war-wizards and battlefield mages. Unlike some of the other orders, they are able to deploy their assistance on the front lines, directly fighting against the &#039;&#039;scions&#039;&#039; and sharing the benefits of past engagements with their counterparts. There is a general camaraderie among all the fighting magicians whether Imperial or Commonwealth. Fighting directly with magic and force-of-arms is risky of course. Many members of the order who answer the call suffer significant injuries, not all of which can be treated effectively by Commonwealth [[Surgical skills#Physick|physicks]]. There are repeated clashes between war-mages and scions, and while the individual fights are as often victories as not, it is clear to the veteran soldier-magicians that the Commonwealth is not winning against Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 200px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMRodandShield.jpg|caption=&#039;&#039;&#039;Sakari Nightscale&#039;&#039;&#039;, Grandmaster of the Rod and Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The zauberer of the Commonwealth are grateful to the Rod and Shield for fighting alongside them, risking their own lives to help fight the forces of Oblivion. Following the Spring Equinox, the Grandmaster of the Rod and Shield receives a casket holding five &#039;&#039;[[Trade_goods#Hero_Stone|Heldenstein]]&#039;&#039;. These &amp;quot;Hero Stones&amp;quot; are a rare form of [[vis]] that is used specifically to empower personal [[enchantment|enchantments]] of the kinds popular with Commonwealth battle-wizards. For the moment, the Rod and Shield remain committed in the Commonwealth, and the zaubrer will continue to send another gift of Hero Stones each season they remain engaged until Cold Sun is defeated. If the Rod and Shield stay in the Commonwealth - if their grandmaster does not [[Concord#Guiding_an_Order|guide the order]] to act elsewhere - until Cold Sun is driven off, this bequest will become a permanent gift to the order as part of their [[Rod and Shield#Conclave Vault|Vault]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Arsenio Sanguineo Rezia di Tassato, on behalf of the Golden Pyramid&amp;quot;&amp;gt; That the order of the Golden Pyramid should support the Commonwealth against the Cold Sun. With victory comes rebuilding and the opportunity for magicians and artisans to find longstanding relationships. Let us beat back the Cold Sun and look to the future.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Golden Pyramid====&lt;br /&gt;
* &#039;&#039;&#039;The Golden Pyramid have offered assistance in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;They have identified trade opportunities&lt;br /&gt;
* &#039;&#039;&#039;There is a chance to build an annexe to the Grand Lodge that will give the Grandmaster of the Rod and Shield a ministry to acquire zauberer tools&lt;br /&gt;
The [[Golden Pyramid]] are first and foremost concerned with the prosperity of the Empire&#039;s magicians, but they are also experts at deploying magical resources effectively. This expertise is surprisingly valuable in the Commonwealth; their magical resources are more limited than those of the Empire and while they are by no means ignorant of the best ways to use battlefield magic the generals can overlook less directly martial applications of some enchantments and [[magic items]]. The Pyramid offers their aid to the Commonwealth quartermasters and &#039;&#039;zauberer&#039;&#039; with one eye on the future. Their presence is not uncontroversial - the insistence of their members that &amp;quot;everyone involved is well paid for taking the dangerous trip east&amp;quot; raised the requirements in crystal mana for &#039;&#039;all&#039;&#039; the orders sent to the east at the Winter Solstice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 250px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; (centre) Grandmaster of the Golden Pyramid|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
They do, however, turn up opportunities to secure closer trade ties for the Empire with the Commonwealth, as well as an opportunity to acquire support for their own order. Imperial captains are familiar with Leerdam and Volkavaar, but they are by no means the only major ports the Commonwealth operates on the Sea of Steel. There are [[#Radomos|problems]] with Imperial trade in the east at the moment but the Golden Pyramid are confident they could be addressed with diplomacy. Regardless, they have identified an opportunity to secure a new trade port for Imperial captains that brings with it an opportunity for the Order itself.&lt;br /&gt;
&lt;br /&gt;
=====Murolosch=====&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can visit the port of Murolosch following the Spring Equinox&lt;br /&gt;
Some members of the Golden Pyramid have worked tirelessly to persuade their fellows in the Commonwealth of the value of more opportunities to trade with the Empire. They point to the ships bringing Imperial goods into Leerdam and Volkavaar, and the potential for bringing in more goods required for the war effort against Cold Sun if they had access to a port closer to the front line. Shortly before the Spring Equinox, Militärattache Ludkhannah sends news to Ambassador Pridetalker that a decision has been made to prepare dedicated berths on the docks of Murolosch for visiting Imperial traders. There is a great need for healing herbs, weapons and amour, and crystal mana and the merchants of the port will pay well for them.&lt;br /&gt;
&lt;br /&gt;
Murolosch lies in the shadow of the &#039;&#039;Unnachgiebig Mountains&#039;&#039;, a thriving port that transports [[mithril]] and [[Materials#Metals|magical metals]] down the coast to the rest of the Commonwealth. It is the closest city to the Jarmish border, and is known for its battle magicians as well as its talented smiths. Murolosch is also a trading hub for dealing with some of the independent borderland nations that lie between the two Great Powers. As such it provides plenty of opportunities for Imperial traders to acquire valuable goods.&lt;br /&gt;
&lt;br /&gt;
A standard fleet that trades with Murolosch will receive one [[Trade_goods#Hero_Stone|hero stone]], one [[Trade_goods#War_Amulet|war amulet]], a [[Trade goods#Law Stone|law stone]], and a flask of [[Trade goods#Wizards Beer|Wizards Beer]]. Unfortunately, like the merchants of Volkavaar and Leerdam, the merchants of Murolosch are not best pleased with news that Imperial traders are trading with Jarm in Zemelslo, and until that situation is resolved (either by ceasing trade, amending the Liberty Pact, or finding a diplomatic resolution) Imperial merchants have a -1 penalty to trade here despite all their good work elsewhere in the Commonwealth this season.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|title=Order of the Golden Pyramid|align=right|width=250}}&lt;br /&gt;
=====Schema=====&lt;br /&gt;
* &#039;&#039;&#039;The Grandmaster is invited to name eight Imperial artisans who can learn to make Commonwealth ritual foci&lt;br /&gt;
The smiths of Murolosch have made an offer to the Golden Pyramid for an almost unprecedented level of cooperation. In their smithies, they have a number of [[schema]] that they use to supply the zauberer of the Commonwealth, especially those who trained in the support of their armies. These are carefully secured secrets, with the &#039;&#039;Kriegschmide von Murolosch&#039;&#039; ensuring that only masters of the [[crafting skills#Artisan|artisan arts]] are trusted to create them. In thanks for the Golden Pyramid&#039;s aid in helping secure additional materials for their forges, and in applying their expertise in the transport of crystal mana and vis to supply the zauberer working in the city, they will allow some of the Empire&#039;s own master-warsmiths to visit Murolosch after the Spring Equinox and study the schema.&lt;br /&gt;
&lt;br /&gt;
The Grandmaster of the Golden Pyramid - currently &#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; but the title is up for re-election during the Spring Equinox - can choose up to eight artisans to gain the benefit of this study. Each will be able to master the creation of one of the &#039;&#039;War rings&#039;&#039; used by Commonwealth magicians. The &#039;&#039;Iron War Ring&#039;&#039; empowers Autumn rituals; the &#039;&#039;Golden War Ring&#039;&#039; empowers Summer rituals; the &#039;&#039;Bleachbone War Ring&#039;&#039; empowers Winter magic; the &#039;&#039;Sungold War Ring&#039;&#039; empowers Day rituals; the &#039;&#039;Oakamber War Ring&#039;&#039; empowers Spring rituals; and the &#039;&#039;Moongold War Ring&#039;&#039;, which is the least often created of the set, empowers Night rituals. In each case, they are [[:Category:Foci|foci]] that can be used to empower a ritual once each day with a 1 rank bonus, subject to the [[Magical_skills#Gaining_additional_ranks|normal rules for effective skill]]. What these artisans do with this lore is up to them. Each artisan is free to decide which of the ring schema to study.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the Golden Pyramid order is prepared to continue to offer their aid in the Commonwealth, in the fight against Cold Sun, the &#039;&#039;Kriegschmide&#039;&#039; are prepared to create a copy of one of the war rings and gift it to the Grandmaster. They&#039;ll do this as long as the order remains committed to the fight until Cold Sun is defeated, or until the start of the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; After the Spring Equinox, the Grandmaster of the Golden Pyramid can send a list of up to eight characters with the artisan skill to {{plot}}, before downtime closes. They&#039;ll need to include the name, CID, and the chosen ring that the character wants to learn. As long as that character has an empty item slot (such as through the puchase of an [[Crafting skills#Extra Item|Extra item]]) then they will gain the knowledge of how to make the appropriate ring. Each costs around 18 ingots and measures to create and takes one month, with the exact ingots varying by the ring chosen. They won&#039;t be able to make a ring this downtime, but each named character will be given a ribbon for the ring they learned in their pack as an &amp;quot;apprentice piece&amp;quot; created during the trip.&lt;br /&gt;
&lt;br /&gt;
===Cold Sun and the Princes===&lt;br /&gt;
* &#039;&#039;&#039;The Principalities of Jarm are glad to receive the support of the Celestial Arch, Sevenfold Path, and Shuttered Lantern&lt;br /&gt;
While Lord-Magister Anton may have been largely unmoved by the new Ambassador&#039;s appointment, they wax eloquent in their response to news that four of the Conclave orders are dispatching expert help to aid the nation of magician-princes in the fight against Cold Sun. Magicians from the [[Sevenfold Path]], [[Celestial Arch]], and [[Shuttered Lantern]] are all to be made welcome, with translators and a small cadre of support staff assigned to them from Lord-Magister Anton&#039;s own offices. A smaller group is assigned by Trescher to support the [[Silver Chalice]] in what was once Lantir, working uneasily alongside the Commonwealth aides. For all that Jarm can come across as overwhelmingly arrogant, it has rarely been more apparent that they still respect Imperial magicians, and the Conclave in particular.&lt;br /&gt;
&lt;br /&gt;
There are some factions of the House of Princes who are apparently a little disgruntled that the Empire is also supporting the Commonwealth, but Lord-Magister Anton says that wiser heads have prevailed and that those complaining about such matters are quickly silenced. More pragmatic magician-princes point out that it won&#039;t &#039;&#039;actually&#039;&#039; be good for Jarm if they defeat the Oblivion incursion, but the Commonwealth is transformed into a demesne for the destructive eternal. Replacing the &amp;quot;magically inept&amp;quot; enemy to the south with one that embodies devastating magic is a win only in the most short-sighted sense.&lt;br /&gt;
&lt;br /&gt;
It is clear that Anton is a little disappointed that the Ambassador urged the Senate &#039;&#039;not&#039;&#039; to allow Imperial soldiers to fight alongside the Jarmish against Cold Sun, but acknowledges the diplomatic risks. The Lord-Magister is nothing if not practical, and agrees that the potential for misunderstandings, accidents, or loud-but-ill-informed factions complaining about Imperial soldiers fighting alongside the Commonwealth would be inconvenient. There is also the implicit suggestion that Lord-Magister Anton values military aid significantly less than he does magical aid - and in that he is clearly not alone.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Xanthippe Of the Lighthouse-That-Was, on behalf of the Celestial Arch&amp;quot;&amp;gt;The Cold Sun cares not for policy nor polity - only death. We send the Celestial Arch to the Principalities of Jarm to foster harmony across civilisation against the Cold Sun, a common foe.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Celestial Arch====&lt;br /&gt;
* &#039;&#039;&#039;The Celestial Arch have persuaded Jarmish Magician-Princes of the need for detente with the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth must also be brought to the negotiation table&lt;br /&gt;
The Celestial Arch are warmly welcomed by Jarmish magicians facing the threat of Cold Sun. The political focus of the Conclave order is a reasonable fit for the Principalities, where magicians are very much in charge. While they are clearly able, offering direct support against the &#039;&#039;scions&#039;&#039;, the primary contribution of members of the order lies in smoothing the efforts of the other orders to work with the Jarmish. They also have a secondary goal - to encourage Jarm and the Commonwealth to put aside their open aggression to cooperate on dealing with the problem they are both facing. This goal must be pursued carefully - there is a real risk that the Jarmish will dig their heels in and refuse if they feel Imperial magicians are trying to manipulate them. The politics of the Magician-Princes are complicated - an intricate web of alliances and enmities that must be navigated slowly and cautiously - but it is clear as the Spring Equinox is approaching that their efforts are bearing fruit. The House of Princes is openly discussing the possibility of proposing a ceasefire, and a joint effort to deal with Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterCelestialArch.png|caption=&#039;&#039;&#039;Xanthippe of the Lighthouse-That-Was&#039;&#039;&#039;, Grandmaster of the Celestial Arch|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The problem they immediately encounter is that, given the ongoing rivalry between the two nations, Jarm will not be the first to propose a ceasefire or even a summit to discuss such a thing. The House of Princes will not appear &amp;quot;weak&amp;quot; before the Commonwealth. Worse, if the Jarmish did make the first move their is no guarantee the Commonwealth would accept it - they&#039;re more likely to assume a trap. The ideal situation is for the two nations to present the idea of a ceasefire to discuss Cold Sun at the same time. The Celestial Arch have laid the groundwork and nurtured the seeds in Jarm - now someone needs to do the same with the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
While the Celestial Arch remain committed to the fight against Cold Sun in Jarm, they can help keep Jarmish attention on the matter. If they are guided elsewhere by their Grandmaster, this will make the Jarmish much less likely to propose or accept a summit. As the magicians working with them see it, the Commonwealth must make their own suggestion of a ceasefire to the Jarmish, ideally at the same time Lord-Magister Anton Trescher makes his own approach on behalf of the House of Princes. This might be achieved through careful diplomacy by the Ambassadors involved, but there is also the possibility that an eternal such as [[Prospero]] could be prevailed on to use their influence in the Commonwealth to encourage such a thing. &lt;br /&gt;
&lt;br /&gt;
Provided this can be achieved, Jarm and the Commonwealth will come to the negotiation table. The Empire is unlikely to be invited to attend - the Jarmish see them (correctly perhaps) as allies of the Commonwealth and insufficiently neutral. The outcome would depend entirely on the two nations choosing to be constructive - something that would be made a lot more likely incidentally if their meeting took places under the auspices of an eternal such as Prospero who encourages cooperation or [[Lashonar]] who encourages communication - but that would be significantly harder to arrange.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Tyburn on behalf of the Shuttered Lantern&amp;quot;&amp;gt;The cause of Lantir&#039;s fall must be brought to light. The Cold Sun is a threat to all living things, it does not care about nations or allegiances. The Shuttered Lanterns asks Conclave to send their order to Jarm to uncover the truth.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Shuttered Lantern====&lt;br /&gt;
* &#039;&#039;&#039;The Shuttered Lantern have gathered information in Jarm&lt;br /&gt;
The Jarmish are well aware of the reputation of the Shuttered Lantern, but have no way of identifying which of the magicians visiting their nation belong to it. A few arrive openly, enough to draw the attention of their Jarmish peers from their colleagues. It is perhaps a measure of their respect for the order that those members are carefully monitored, albeit with a surfeit of civility. Their help is appreciated - they just  find that there is always a friendly and inquisitive Jarmish magician eager to answer their questions and serve as a guide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 300px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMShutteredLantern.jpg|caption=&#039;&#039;&#039;Tyburn Natkysset&#039;&#039;&#039; (changeling), Grandmaster of the Shuttered Lantern|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The rest of the Shuttered Lantern, are able to take advantage of the cover their colleagues provide to avoid scrutiny. During the fight against Cold Sun there are opportunities to slip away and engage in investigations on the battlefield, and in the Jarmish settlements near the front line. A few magicians even manage to subvert their &amp;quot;guards&amp;quot; and pump them for information. Over the course of several weeks, the adept information gatherers of the Shuttered Lantern begin to put together a picture of the incursion in Lantir, and the events of the days leading up to it, with the Jarmish largely none-the-wiser to the full extent of their operation.&lt;br /&gt;
&lt;br /&gt;
A summary of these findings will be presented to the Grandmaster of the Shuttered Lantern at the Spring Equinox. For the moment, members of the Order remain engaged in Jarm and will continue to support the fight against Cold Sun until they are directed elsewhere by the Conclave, or until the eternal&#039;s forces are driven out of the mortal realm. This costs no additional mana, and puts them in a position to potentially be able to enact a stratagem if the Grandmaster uses another [[guide the orders]] declaration to instruct them how to proceed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Albrecht von Holberg on behalf of the Sevenfold Path&amp;quot;&amp;gt;The Sevenfold Path of the Imperial Conclave shall travel to Jarm to combat the forces of Oblivion. We shall bear with us the legacy of the paragons and exemplars who have come before us and demonstrate to the magicians of Jarm the mettle of our souls, forged in virtue. As we display our virtue, let us also uplift the pride of the Jarmish people.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Sevenfold Path====&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path has made contact with the Jarmish Convocation of Virtue&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to cement ties with the Convocation in Jarm&lt;br /&gt;
The Sevenfold Path cannot help but be seen as representatives of the [[Synod|Imperial Synod]]. Fortunately, to many of the Jarmish, the fact they are magicians first and foremost helps to reduce skepticism and suspicion of their motives. The carefully chosen words of Albrecht von Holberg helps to reduce friction further. Rather than proselytising, the magicians of the Sevenfold Path demonstrate their faith by fighting hard, doing their best to appear as inspirations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s after one of the engagements with the &#039;&#039;scions&#039;&#039; that a trio of Jarmish magicians approach members of the Sevenfold Path and engage them in philosophical discussion about the virtues, the [[Doctrines of the Faith]], and the Imperial Synod. Only one of them speaks Imperial, but the others are making use of [[Autumn magic]] to give them the ability to speak with and understand their guests. It&#039;s also pretty obvious from the start that they know a lot more about the topics they have raised than most Jarmish, even if their understanding of the Synod is two hundred years or so out of date.&lt;br /&gt;
&lt;br /&gt;
Eventually they come clean - they are members of something they call the &#039;&#039;Convocation of Virtue&#039;&#039;. The Convocation is a loose, informal fellowship of scholars [[dedication|dedicated]] to the seven virtues. Some of them trace their roots back to the early days of the Empire, to [[Highguard|Highborn]] [[wayfarer|wayfarers]] and [[Urizen|Urizeni]] [[illuminate|illuminates]] who visited Jarm. Others have more recent origins - Sumaah missionaries from fifty years ago, a three-generations-old contact with Sarcophan pilgrims, personal conversations while visiting [[Necropolis#Crown&#039;s Quay|Crown&#039;s Quay]] or [[Sarvos]] on mercantile matters. They came to the Way in disparate ways, and members regularly disagree with each other, but they are drawn together by a fundamental belief in the power of the virtues, and the exaltation of the human spirit.&lt;br /&gt;
{{CaptionedImage|file=Elagabala Preaching.jpg|caption=&#039;&#039;&#039;Elagabala &#039;&#039;&#039;, Grandmaster of the Sevenfold Path|align=right|width=350}}&lt;br /&gt;
[[Principalities_of_Jarm#Religion|Faith in Jarm]] is seen as a personal matter, and organised religion is comparatively rare. There are however small congregations scattered across the Principalities who meet to discuss what it means to embody the virtues, and the nature of reincarnation and the Labyrinth. They are not merely scholars however; many among them do their best to live their lives by the tenets of the Seven, especially [[Pride]] and [[Ambition]]. This approach has lead to some achieving a small measure of success in Jarmish politics. From the discussion it becomes clear that this Convocation of the Seven is very much a &amp;quot;home-grown&amp;quot; version of the Way, but for the most part they are in agreement with the six &amp;quot;original&amp;quot; doctrines - [[The_Doctrines_of_the_Faith#The_Doctrine_of_Human_Destiny|Human Destiny]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Reincarnation|Reincarnation]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Seven|the Seven]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_The_Paragons|Paragons]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Creator|Creator]], and [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|Labyrinth]]. There has been a lot of discussion of the new doctrine of [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Enlightenment]], but while most of the Convocation have adopted it in place of the Doctrine of Human Destiny, others argue that it is not relevant to them because there are no orcs among their number. They&#039;re fascinated to hear the opinions of the Sevenfold Path priests on the matter.&lt;br /&gt;
&lt;br /&gt;
At the end of the discussion, there is some cautious talk of what the Sevenfold Path could do to support or aid them. The trio are fairly up front about the problem - they are Jarmish, not Imperial. They don&#039;t recognise the &amp;quot;authority&amp;quot; of the Imperial Synod - or the Sumaah Synod for that matter. They aren&#039;t interested in becoming spies or traitors to their people. They may not always approve of the way their nation is run - a higher-than-average proportion of the Convocation are abolitionists but it is by no means universal - but they are Proud to be citizens of the Principalities. They don&#039;t actively proselytise, preferring instead to recruit through good example and engaging curious folk forthrightly and honestly in debate and discussion. Any suggestion that they are &amp;quot;working for the Empire&amp;quot; will see many magician-princes take steps to shut down their meeting houses or even imprison their members. Freedom of religion is ingrained in Jarm, but only to the point where it does not cross over into politics. There are a few references to the failure of the [[Limitu Principality House of the Way]], and the problems it caused for them in its wake.&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|title=Order of the Sevenfold Path|align=right|width=240}}&lt;br /&gt;
What they need right now, more than anything else, is [[liao]]. There is no reliable alternative to the substance in Jarm. Attempts to cultivate vinum have met with limited success, and while tiny amounts are processed the procedure is expensive and time consuming. Previously they quietly bought liao from the Empire and Sumaah - from those congregations that sold their allocation on the open market - but the recent trade war between the two nations has made this impossible. &lt;br /&gt;
&lt;br /&gt;
If the Sevenfold Path wishes to support the Convocation of the Seven, they could do so by providing their members with a significant amount of liao, and by continuing to offer their good example in Jarm against Cold Sun. A dramatic gift of liao will provide major support to the priests of this informal network, and their congregations. Some of it will be used to create virtuous auras to help in the fight against Cold Sun but their impact will be relatively minor. What they will do though is help the Convocation to [[consecration|consecrate]] their meeting houses, [[dedication|dedicate]] more priests, and spread the inspirational touch of the Way to their fellow pilgrims. &lt;br /&gt;
&lt;br /&gt;
The [[Grandmaster]] would need to [[Grandmaster#Guiding_an_Order|guide the order]] to continue to fight in Jarm (with the usual costs). They would need to instruct their members to seek out the Convocation of Virtue and gift them with the liao they need to perform [[religious skills|ceremonies]]. The liao would need to be provided to the Herald of the Conclave after the Conclave session where the declaration guiding the aura was approved by the Conclave. At least 100 doses would be required to have a measurable effect. The outcome would be an [[opportunity]] for members of the Sevenfold Path to secure contact with the Convocation of Virtue, allowing them to offer further guidance and help promote the Way in Jarm. &lt;br /&gt;
{{CaptionedImage|file=Assembly_General.png|caption=The General Assembly|align=right}}&lt;br /&gt;
The civil service are quick to manage expectation. Religious freedom in Jarm means that faith is generally kept separate from politics. The Convocation are in no position to cause rebel uprisings, or dismantle the traditions of slavery, even if they were united in the belief these were goals they wanted to achieve. As with every interaction on this matter, they believe that change in Jarm can only come from within - but if these people are sincere about their beliefs then a grass roots organisation guided by virtue and the doctrines of the Way cannot help but make these changes a little more likely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The opportunity to guide the order in this way is only available at the Spring Equinox, after which the Convocation of Virtue members who have made contact with the Sevenfold Path will have turned to different areas in their fight against Cold Sun. If it is taken up, it will result in a wind of fortune at the Summer Solstice similar to those created around the various factions in Asavea, detailing more about the Convocation of Virtue and presenting at least one opportunity to further cement ties with them.&lt;br /&gt;
&lt;br /&gt;
==What Happens Next?==&lt;br /&gt;
* &#039;&#039;&#039;The Nation of Lantir is no more&lt;br /&gt;
* &#039;&#039;&#039;The Scions of Cold Sun have not been contained&lt;br /&gt;
* &#039;&#039;&#039;Armies of &#039;&#039;scions&#039;&#039; are pressing into Jarm, the Commonwealth, and the independent nations bordering Lantir&lt;br /&gt;
The tiny nation of Lantir, where this incursion of Cold Sun began, is no more. It&#039;s capital city is broken ruins, glowing with a baleful blue light that never dims. During the day it is hard to see but at night, its sickly radiance is visible for many miles. As the &#039;&#039;scions&#039;&#039; strike outwards, into the neighbouring nations, that malignant glow begins to take hold in other places. &lt;br /&gt;
&lt;br /&gt;
The Commonwealth and Jarm both fight to contain Cold Sun, but even with the assistance offered by the Empire their disparate efforts are not enough. Step by step, the &#039;&#039;scions&#039;&#039; push the forces trying to contain them back. They claim the entirety of what was once Lantir, and they now press outwards in all directions. The front line is now simply too large to be easily policed, with &#039;&#039;scions&#039;&#039; pressing into southern principalities of Jarm and northern provinces of the Commonwealth. Their attention is not solely on the two great powers - they also launch assaults into the independent countries lying to the east and west of Lantir. These borderlands served as a buffer zone between the two great powers, and the attacks of the scions add whole new levels of political complexity to the situation in the far east. Arguments erupt over moving troops from Jarm or the Commonwealth into these neutral areas; soldiers do their best to follow their orders but there are several diplomatic incidents. &lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;scions&#039;&#039; influence increases, the practicalities of fighting Cold Sun overwhelm diplomatic wrangling (and the presence of the Celestial Arch exerting subtle influence on their peers in Jarm helps speed this process along). Troops begin to move to protect the borderlands, but there is no trust between Jarm and the Commonwealth and on at least one tragic occasion observed by the Rod and Shield, their efforts are at odds with one another resulting in the loss of an entire riverport full of desperate refugees. Behind the raiding groups of &#039;&#039;scions&#039;&#039; come the armies. They move with purpose, but slowly, looking to overwhelm an entire region before moving on. They target places of culture and pride, but also regio and sources of [[mithril]] and [[ilium]]. Where they seize a regio aligned with the Day realm, they begin to construct gateways. Fortunately, the experience of the Empire comes in useful here and the local soldiers know to target these sites in preference to any others. So far, the scion raiders have been prevented from establishing a second incursion point meaning all the armies of Cold Sun originate from the capital of Lantir.&lt;br /&gt;
&lt;br /&gt;
As the Spring Equinox dawns, though, the effort to contain Cold Sun has clearly failed. The armies of the &#039;&#039;scions&#039;&#039; are spreading, and any hope of preventing a full-scale invasion of the forces of Oblivion has gone. Hundreds of thousands of lives are at risk, and the danger is growing daily.&lt;br /&gt;
&lt;br /&gt;
===Silver Chalice===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Fausta Ankarien, on behalf of the Silver Chalice&amp;quot;&amp;gt;The Silver Chalice offers aid to &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; those suffering as a result of the Cold Sun in Lantir with a focus on reducing loss of life to save lives.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The situation would have been even more dire if not for the efforts of the [[Silver Chalice]]. The magicians of this order are healers, and their experience dealing with the destructive curses the &#039;&#039;scions&#039;&#039; unleash is currently unparalleled anywhere in the world. They have committed their aid not to one side or the other - not to the Commonwealth or Jarm - but to the people of Lantir. At great personal risk they delve into the ruins left behind by Cold Sun to rescue and heal as many folk as possible. Many hundreds of lives are saved directly, and the treatments they use to deal with the curses of Cold Sun quickly spread through healing magicians and mundane doctors alike throughout the region. Even if they cease helping, the loss of life in engagements with Cold Sun will be less than it could have been, especially among those common folk who seek to flee rather than fight.&lt;br /&gt;
{{CaptionedImage|file=Fausta Ankarien.jpg|caption=&#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, Grandmaster of the Silver Chalice|align=right|width=300}}&lt;br /&gt;
Remaining clear of politics, focusing on the victims of the Cold Sun directly, has won little actual favour with either the House of Princes or the Commonwealth. It is not that their aid is not appreciated, simply that its altruistic nature does not lead to rewards or recognition. Among the battered populace of Lantir, most of them now in exile, however they are seen as angels of mercy, ministering to wounds both physical and mental. As the war against Cold Sun spreads, as the incursion expands, their aid is called on more and more by soldiers from both great nations, to offer succour to the suffering and to share their knowledge with rooms full of exhausted healers. Perhaps, in the long run, their efforts will prove more durable and more important than those of any other Imperial order. Once Cold Sun is vanquished, hundreds of people who might otherwise have died will remain to live out their lives and who knows what their presence will mean?&lt;br /&gt;
&lt;br /&gt;
====Ill-fated boats====&lt;br /&gt;
* &#039;&#039;&#039;Some strange misfortune seems to have befallen a portion of the Silver Chalice who travelled to Lantir to provide aid this past season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small number of the Order who are particularly under the weather are travelling to Anvil to seek treatment.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to meet members of the Order at the Tree of Names at 1730 on the Saturday on the Spring Equinox.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some members of the Silver Chalice returning from Lantir seem to be suffering a similar collection of symptoms. What began as a few cases of physical discomfort, have developed into a strange curse unfamiliar to the Order. It is difficult to separate rumour from fact, as suddenly every stubbed toe and bout of seasickness among the travelling mages has been met with suspicion and fear. And gossip about symptoms has spiralled out of control, including reports of vomiting ingots and weeping mana. Certainly, a number of those afflicted are quick to point fingers at the magicians of Jarm. Perhaps Imperial aid has ruffled the feathers of a Prince?&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;is&#039;&#039; known, is that some sickness, malady or indeed arcane curse does seem to afflict some of those who took the journey to Lantir.&lt;br /&gt;
&lt;br /&gt;
A handful of the Order are suffering particularly badly. Their journey home has been slowed down by their condition, and they hope to stop at Anvil for treatment before returning home. They wish to meet with members of the Order who might be able to help them, and expect to arrive at the Tree of Names in the Wintermark camp at 1730 on the Saturday of the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
There is a very tight window for any member of the Silver Chalice who undertook the journey to Lantir in downtime to opt into being one of those cursed. If you wish to do this, please email plot@profounddecisions.co.uk - the email must reach us before midnight on Monday 8th June. .&lt;br /&gt;
&lt;br /&gt;
==Imperial Options==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Cohort of the Cold Sun.png|caption=Freeborn artist Doratea i Jovita i Riqueza&#039;s painting of the servants of Cold Sun attempts to capture their utterly implacable, inhuman nature.|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is no realistic way for the Empire to directly effect the war against Cold Sun now that the scions have broken containment&lt;br /&gt;
* &#039;&#039;&#039;An appraisal might determine ways to assist one side or the other, but would be time consuming&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; 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: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Fight Cold Sun&#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;Availability:&#039;&#039;&#039; Until the end of the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limitation:&#039;&#039;&#039; &lt;br /&gt;
* The chosen Prognosticator will be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Examines the possibility of Imperial assistance in the war against Cold Sun in the east&lt;br /&gt;
* The motion would need to select a single topic from the list below&lt;br /&gt;
* The chosen appraiser would be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Possible Appraisal Topics:&#039;&#039;&#039; &lt;br /&gt;
* Identify ways to help the Commonwealth fight Cold Sun&lt;br /&gt;
* Identify ways to help Jarm fight Cold Sun&lt;br /&gt;
* Identify ways for the Silver Chalice to help the people of the borderlands survive Cold Sun&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;
Right now, the orders dispatched to help against Cold Sun are still focused on doing so. Members will continue to help battle Cold Sun until the eternal&#039;s marshalled forces are defeated or their Grandmaster indicates they are needed elsewhere by [[Grandmaster#Guiding_an_Order|guiding the order]]. In some cases outlined above, there are opportunities to continue to develop their goals in the nations they are helping. &lt;br /&gt;
&lt;br /&gt;
It is now too late to try containing Cold Sun. Imperial aid, as a result, is significantly less valuable than it was at the early stage of the invasion. Even sending mercenaries to fight with one side or the other will make little impact on the situation. It falls now to the Jarmish and Commonwealth armies to systematically deal with the armies of scions before they can overwhelm the borderlands.&lt;br /&gt;
&lt;br /&gt;
The single biggest obstacle to the defeat of Cold Sun seems to be the Commonwealth and Jarm themselves. Their refusal to seriously discuss a ceasefire - the Pride that prevents them from wishing to appear &amp;quot;weak&amp;quot; to their rivals - prevents anything like a coordinated response. Together Jarm and the Commonwealth could overwhelm Cold Sun. Separately, they can only mitigate the damage - and then only be sacrificing the folk of the borderlands between them. If the Empire is to have any further role to play in the fight against Cold Sun, it will likely need to be diplomatic in nature.&lt;br /&gt;
&lt;br /&gt;
There is one other possibility; both the Commonwealth and Jarm have accepted the Empire&#039;s aid, and show no signs of wanting to refuse anything else they might offer. The civil service believe it would be possible to find other ways to assist either or both nations through the auspices of the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]]. The [[Senate]] could commission an [[appraisal]] of ways to help one or the other of the foreign nations; the chosen prognosticator would work with their counterparts in the other nation and try to find ways the Empire could continue to help. &lt;br /&gt;
&lt;br /&gt;
A single appraisal could &#039;&#039;not&#039;&#039; examine ways to support &#039;&#039;both&#039;&#039; sides - and as usual support to either one will cause diplomatic problems with the other. The only way to use the power of appraisal to help both sides would be to order two appraisals and send two prognosticators. The exception would be if the Empire were to focus its efforts on helping the people of the borderlands - the folk who are neither part of the Commonwealth or Jarm - and finding ways for them to survive the onslaught of the &#039;&#039;scions&#039;&#039;. This would provide little benefit to either side - but it would build on the work the Silver Chalice have done to further reduce the loss of life and leave the borderlands nations in a much better state than they will be if their powerful neighbours continue squabbling.&lt;br /&gt;
{{Commonwealth Links}}&lt;br /&gt;
{{Jarm Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139997</id>
		<title>Weaving tangled nets</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139997"/>
		<updated>2026-06-07T18:55:57Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Sevenfold Path */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;You must understand,&amp;quot; said the Jarmish interpreter, &amp;quot;that whatever the political problems between the House and your Senate it is a matter of politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She pronounced &amp;quot;Senate&amp;quot; Sen-ah-tay but Guillermo did not see any reason to correct her. If he was any judge she spoke around five languages as well as fluent Imperial, and he did not feel in a position to criticise pronunciation until he could match that. Instead he made a noncommittal noise, motioning for her to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The intelligence gathering - the scouting - done by your Shuttered Lantern, it is top-notch. Some very nuanced use of Day and Night magic I am told, even a little of the Autumn. But it is well known that there are spies among their number and so....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She made a helpless gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you need to monitor them?&amp;quot; he asked, as if he didn&#039;t already know the answer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quite,&amp;quot; she said. &amp;quot;It is not an insult! Lord-Magister Trescher has been very clear about that. It is simply a precaution! I for one am grateful for every Imperial magician who has come to offer their magic in this time of tribulation. Especially in the light of the... politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He nodded sagely.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They have a little bit of a reputation problem at home, as well.&amp;quot; He spoke in a slight undertone as if confiding a secret. The guide smiled and nodded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can imagine! Poking their noses into other peoples&#039; business all the time. Spying is a fact of life, but here it is considered...&amp;quot; She cast around for the right phrase. &amp;quot;Impolite? A dirty necessity not something polite people do? You know what I am saying?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh of course, of course,&amp;quot; he said, smiling and nodding in return.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am glad to have been assigned to your party, if I may be forward,&amp;quot; she said, touching his arm. &amp;quot;The Celestial Arch are a very different matter - well spoken, insightful, polite and civil, and keen to offer their support in so many different ways. Very much our kind of wizard, if you follow me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guillermo nodded, smiling wide enough to show his teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are indeed. Very civil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And that&#039;&#039; he finished silently &#039;&#039;is what makes them the perfect cover for asking innocent questions about the flow of prismatic ink through the city of Rigia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By the time they reached the beautiful antique lodge where the Imperial visitors to the city were being quartered, Guillermo had already uncovered two promising sounding leads that would, hopefully, bear the kind of fruit that Grandmaster Tyburn would be interested in.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ibeno weaving.jpg|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth and Jarm remain at war&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cold Sun has destroyed the minor nation of Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;scions&#039;&#039; of the mad Day eternal threaten both larger nations&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] have been at open war for some time now, a conflict that erupted over control of the borderlands between their nations. Now, the tiny country of Lantir is no more - the [[Cold Sun]] has risen and the &#039;&#039;scions&#039;&#039; seek to [[Cold war|ravage the two eastern powers]] as they once attempted to do in the Empire. Imperial soldiers and magicians have offered aid to the two rivals in their efforts to contain the threat and destroy the armies of [[inhabitants of the realms#Heralds|heralds]] pouring into the ruined capital of Lantir. Yet even in this time of heightened conflict, the wheels of diplomacy continue to turn.&lt;br /&gt;
==Commonwealth==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth remains friendly to the Empire, and allied via the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is at war with the Principalities of Jarm&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Commonwealth is Finn Pridetalker of Wintermark&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Finn Pridetalker of [[Wintermark]]}}&lt;br /&gt;
The Commonwealth are one of the closest allies the Empire has among the great powers of the known world, thanks primarily to their shared membership of the [[Liberty Pact]]. Both nations are dedicated to extending their influence over the whole world, but for now their rivalry with the Empire remains amicable. Even if it the two great nations must eventually clash, nobody sees that happening any time soon. The Empire shared its mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the [[A beacon of smoke|fall of Siroc]].&lt;br /&gt;
&lt;br /&gt;
Their ambassador to the Empire is &#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039;, of Die Stahlhalle in the port-city of Volkavaar, a veteran soldier who reports to the generals who hold the reins of political power in their nation. An old campaigner, they generally speak plainly and as honestly as any politician can when dealing with their Imperial counterpart.&lt;br /&gt;
===Future Good?===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is questioning the value of the Liberty Pact in its current form&lt;br /&gt;
* &#039;&#039;&#039;Militärattache Schöningen has not challenged the Ambassador&#039;s claim that trade with Radomso is a cover for espionage&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth merchants are unhappy to hear of Imperial ships trading with the Jarmish satellite state&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is concerned about their citizens who remain trapped in the Lyceum&lt;br /&gt;
Following the [[My soul at liberty|meeting]] during the Winter Solstice, the Commonwealth as a whole are questioning the purpose of the Liberty Pact. As discussed in the &#039;&#039;&#039;[[Forging_links#Pact_of_Broken_Chains|Forging links]]&#039;&#039;&#039; wind of fortune there is a feeling that, having broken the international slave trade, it may have achieved its goals and that further &amp;quot;tinkering&amp;quot; with its manifesto risks destroying its legacy. Militärattache Schöningen does not mince words; the [[Forging_links#Moving_Forward|proposal from Sumaah]] is seen as having merit by many of the universities, and several of the generals. They want to know what the Empire makes of it, given the pact was broadly their idea in the first place. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Finn_P.png|caption=Ambassador Finn Pridetalker (Left) alongside Eska Crowspeaker, one of the signatories of the original Liberty Pact.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Militärattache Schöningen politely declines Ambassador Pridetalker&#039;s suggestion of a joint war college for the Liberty Pact. Both Empire and the Commonwealth have long history of successful mercenary work. The attacks on Chalonsio and Rachensgrab, and the Commonwealth soldiers who died in [[Madruga#Siroc_(Ruined)|Siroc]] seem to demonstrate that there is no real need for a college to coordinate such things.&lt;br /&gt;
&lt;br /&gt;
The aid the Empire has offered [[#Against Cold Sun|against Cold Sun]] has been well received, but there is still a thorn in the side of diplomatic relations with the Commonwealth. Militärattache Schöningen seems skeptical about the Ambassador&#039;s claims that trade with the port of Radomso is a front for Imperial espionage. Rather than challenge the assertion directly; her diplomatic response is to say that the Commonwealth looks forward with enthusiasm to finding out what information Imperial spies are able to uncover about their rivals to the north. For now, at least, it seems the Commonwealth does not intend to petition for the Empire to be ejected from the Liberty Pact for breaching the provision requiring an embargo on trade with Jarm.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the fact Imperial ships very clearly &#039;&#039;are&#039;&#039; trading with the [[My_passions_from_a_common_spring#Free_Ports_And_Free_People|tiny nation of Zemelslo]] has not gone unremarked in the wider Commonwealth. The little island nation is seen as being Jarm in all but name, and as such merchants and guilds who otherwise have welcomed Imperial ship captains enthusiastically are turning a little cold. There are questions about the Empire&#039;s decision to trade with the Principalities, and few are convinced by the polite fiction that it is not &#039;&#039;really&#039;&#039; Jarm they are trading with. As such, following the Spring Equinox, Imperial [[fleet|fleets]] trading with [[Foreign_ports#Volkavaar|Volkavaar]] and [[Foreign_ports#Leerdam|Leerdam]] will have a -1 penalty to their effective rank for purposes of the goods they can secure. This penalty will persist for at least as long as the Empire&#039;s merchants are trading with Radomso while simultaneously claiming to have embargoed trade with the Principalities. &lt;br /&gt;
&lt;br /&gt;
There is one other serious matter that Militärattache Schöningen wishes to discuss. As of the Winter Solstice it has been two years since the Commonwealth magicians [[Dean_of_the_Lyceum#The_Lyceum_Schloss|studying at the Lyceum]] were [[A_beacon_of_smoke#Objective:_Raise_the_Lyceum&#039;s_wards|trapped behind walls of mist]]. Occasional missives reach their families, and while the servants of &#039;&#039;[[Sadogua|der Zauber Vielfraß]]&#039;&#039; offer reassurances and can be prevailed upon to take &amp;quot;care packages&amp;quot; to imprisoned friends, but this is not enough. Nine months ago, the Ambassador [[Beat_of_your_drum#Lyceum|offered assurances]] that steps were being taken to deal with the situation, and yet no progress seems to have been made? The Commonwealth requests that the Empire explain to them what is being done to help release their citizens, and why it is taking so long?&lt;br /&gt;
&lt;br /&gt;
==Principalities of Jarm==&lt;br /&gt;
* &#039;&#039;&#039;The Empire remains at peace with the Principalities of Jarm, but trade with that nation is embargoed&lt;br /&gt;
* &#039;&#039;&#039;The Senate has approved trade with the tiny independent nation of Zemelslo that lies within the Jarmish sphere of influence&lt;br /&gt;
* &#039;&#039;&#039;Jarm is at war with Imperial allies in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;Jarm has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Principalities is Thaumiel of Steeplechase Toll, of Highguard&lt;br /&gt;
One of the six great powers, the [[Principalities of Jarm]] are not exactly friendly to the Empire. The &#039;&#039;magocracy&#039;&#039;, ruled by the House of Princes resents what it claims are repeated attempts by Imperial citizens to interfere with its interests. Via the [[Liberty Pact]], the Empire is allied with Jarm&#039;s enemies, the [[Commonwealth]], and open war now rages between the two great nations. They may not be at war with the Empire, but they know that Imperial citizens and the [[Conclave|Imperial Conclave]] in particular have provided significant assistance to their rivals. Communications tend to be brusque, bordering on the curt.&lt;br /&gt;
&lt;br /&gt;
The Jarmish ambassador to the Empire is &#039;&#039;Lord-Magister Anton Trescher of the Hidden Hook&#039;&#039;, who attends at the House of Princes. A canny and influential politician who has served the House of Princes for over forty years, he represents the Jarmish to the Empire and vice-versa. A potent master of Autumn magic, he is known for his sarcasm and dry wit, and for his commitment to the sovereignty of the Principalities he serves.&lt;br /&gt;
{{Nation|nation=Jarm|status=Foreigner|port=[[Principalities_of_Jarm_ports#Kavor_(Northern_Principalities_of_Jarm)|Kavor]], [[Principalities_of_Jarm_ports#Vezak_(Southern_Principalities_of_Jarm)|Vezak]], and [[Principalities_of_Jarm_ports#Rigia_(Eastern_Principalities_of_Jarm)|Rigia]] (all closed)|ambassador=Thaumiel of Steeplechase Toll of [[Highguard]]}}&lt;br /&gt;
===Diplomatic Niceties===&lt;br /&gt;
* &#039;&#039;&#039;Lord-Magister Trescher greets the new Ambassador&lt;br /&gt;
* &#039;&#039;&#039;Aid against Cold Sun is very welcome indeed&lt;br /&gt;
Lord-Magister Trescher&#039;s greeting to the new Imperial ambassador, Thaumiel of Steeplechase Toll, is a little perfunctory. Not rude, just short. It is clear that like many high-ranking Jarmish citizens, the Lord-Magister&#039;s focus is on [[Cold war|the disaster]] unfolding along their southern borders. There is some brief discussion of trade with the [[When_peace_was_far_away#Free_Port|&amp;quot;free&amp;quot; port of Radosmo]]; the House of Princes continue to be pleased with the way Imperial traders are behaving and are not planning to use their influence to encourage Zemelso to close its docks for the time being. For their part the Concillium of Zemelso [[When_peace_was_far_away#Weirwood_for_Free_People|remain interested]] in purchasing a significant amount of [[weirwood]]. There has, apparently, been little interest in their offer so far.&lt;br /&gt;
&lt;br /&gt;
A note of amusement, tinged with grudging respect, creeps in when Anton speaks of [[Asavean Archipelago|Asavean]] aid. As Ambassador Thaumiel might imagine, the Asaveans find themselves unable to offer significant aid against Cold Sun due to their engagements elsewhere. They Plenum has sent words of support, and reassured the House of Princes that they have instructed some of their magicians to research the problem and provide news of their findings. They have also suggested that Cold Sun itself might be related to the Imperial nation of Dawn, and perhaps the Jarmish might wish to interrogate the Empire on that matter. Thaumiel need not fear - there will be no issue with ensuring Imperial magicians are able to avoid Asaveans during their time in southern Jarm.&lt;br /&gt;
==Against the Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has offered aid to both Jarm and the Commonwealth to deal with Cold Sun&lt;br /&gt;
As detailed [[Cold war|last season]], a major incursion of the [[Cold Sun]] has erupted on the borderlands between Jarm and the Commonwealth. The tiny nation of Lantir, whose disposition had ultimately lead to the war currently raging between the two great powers, has apparently been destroyed. Following the Winter Solstice, the Princes of Jarm and generals of the Commonwealth both, separately, strove to contain the threat of the deadly &#039;&#039;scions&#039;&#039; emerging from the powerful [[regio]] torn open at the heart of Lantir&#039;s capital. Centuries of rivarly, and the ongoing war between the two nations, meant that they were unable to reach anything like a coordinated plan of response to the forces of Oblivion. Both sought the aid of the Empire - who after all are the only folk up until now who have any experience with Cold Sun.&lt;br /&gt;
&lt;br /&gt;
Six [[Conclave order|Conclave orders]] and one [[Imperial army|army]] offered their aid to the two great nations of the [[The_seven_seas#Sea_of_Steel|Sea of Steel]].&lt;br /&gt;
===Cold Sun and the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth welcomes the aid of the Granite Pillar, Rod and Shield, and Golden Pyramid&lt;br /&gt;
The Commonwealth as a whole is enthusiastic about the aid of the [[Granite Pillar]], and only slightly less excited about the participation of [[Golden Pyramid]] and the [[Rod and Shield]] magicians in the fight against Cold Sun. The altruistic mission of the [[Silver Chalice]] is also noted by the Commonwealth, who heartily approve of the decision to try and help the people suffering the attacks of Cold Sun. There are some questions as to whether focusing on the injured, rather than fighting to ensure Cold Sun is defeated as swiftly as possible, is the most &#039;&#039;effective&#039;&#039; way to bring the greatest good to the greatest number of people, but nobody faults the healers of the Silver Chalice for their commitment to saving lives.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We enact a strategic defence of Astolat and use this time to resupply. Re-form the ranks, tend the wounded, and set the Granite Pillar in order for the campaign to come. Discipline in Recovery is no less a virtue than discipline in battle. We send our Adjutant, Barachel of Adina&#039;s Charge, Adamah of the Cenotaph, and those officers and veterans that are able, to aid the Commonwealth as advisors against the Cold Sun. The Commonwealth is our ally in the Liberty Pact and that great document is more than just words on a page. When an ally calls, in loyalty we shall aid them! In this way we serve the Empire, so that when we march again, we do so having aided the common good, rather than merely watched the innocent bleed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is, predictably, some dissatisfaction that some of the Conclave Orders have gone to offer similar aid in Jarm, but Militärattache Schöningen indicates that most people are sensible enough to realise that allowing the Oblivion Sun to rampage across Jarm would result in tens of thousands of deaths of innocent people and leave the eternal with a foothold in the mortal realm that would make it that much harder to unseat. She is significantly more interested in Ambassador Pridetalker&#039;s claim that the [[Shuttered Lantern]] is &amp;quot;investigating the true cause of the incursion.&amp;quot; She requests in the strongest possible terms that as soon as the Shuttered Lantern findings are known they be shared first with her office, before anyone else learns of them. She trusts the Ambassador can see the sense in this.&lt;br /&gt;
====Granite Pillar====&lt;br /&gt;
* &#039;&#039;&#039;The aid of the Granite Pillar has helped the Commonwealth generals prepare their strategy against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The generals have made a gift and a pledge to provide the General of the Granite Pillar with a shipment of Soldier&#039;s Booze each season&lt;br /&gt;
The advice of &#039;&#039;&#039;Lofyn Bloodcloak&#039;&#039;&#039;, [[General]] and Imperial strategist during the Coldsun War, is appreciated. The Commonwealth had broadly settled on similar strategies, but the words of the general make them more confident in their own approach to the &#039;&#039;scions&#039;&#039;. In particular, the warning that the servants of Oblivion will target places of art and philosophy first allows for a quick reprioritisation of the Commonwealth&#039;s defensive strategies. The guidance on the observed capabilities of the armies that invaded the Empire - especially their peculiar abilities to travel and ravage the land - also proves helpful. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most useful of all, however, is the assistance offered by the [[Highguard|Highborn]] army, the Granite Pillar. A number of officers and veterans of the fight against the &#039;&#039;scions&#039;&#039; make the journey to the Commonwealth where they are greeted and immediately brought to share their knowledge with the generals of the armies engaged along the border. Exhausting hours of interrogation, spirited discussion, and moving little ivory figures around on maps of the borderlands between Commonwealth and Lantir lead to a consolidation of Imperial experience and Commonwealth military acumen. As significant as the pure strategic impact is, there is also discussion of wider philosophical and political matters after the gruelling military meetings. Arguments about the role of the Liberty Pact, the value of spiritual auras, the meaning of liberty and free will, the concept of the Greater Good.&lt;br /&gt;
&lt;br /&gt;
Die Stahlhalle - the office of Militärattache Schöningen - formally thanks the Military Council and the Empire for their aid. The actual generals, however, who have worked with the Granite Pillar soldiers in preparing their strategies make a less formal but perhaps more heartfelt gift. When the emissaries return from the Commonwealth to rejoin their army they bring with them a crate of Commonwealth &#039;&#039;[[Trade_goods#Soldier&#039;s_Booze|Soldatentrunk]]&#039;&#039;. This mildly alcoholic tonic is very popular with Commonwealth soldiers, acting as both a powerful healing potion and an antidote to many forms of venom. It is only the first instalment of the shipment; as long as the Empire and the Commonwealth remain friends, the General of the Granite Pillar will receive five bottles of Soldier&#039;s Booze each season, one from each of the five Commonwealth provinces closest to Lantir; a gift of recognition between fighting folk.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Sakari Nightscale, on behalf of the Rod and Shield&amp;quot;&amp;gt;Rod and Shield, to Arms! We lead the charge to Lantir, to the aid of the Commonwealth. The Cold Sun must be stopped&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Rod and Shield====&lt;br /&gt;
* &#039;&#039;&#039;The Rod and Shield have fought directly against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;zauberer&#039;&#039; of the Commonwealth show their gratitude with a gift of Hero Stones to the Order&lt;br /&gt;
The Rod and Shield have fought Cold Sun before. They are enthusiastically welcomed by the &#039;&#039;[[Commonwealth#Magic|zauberer]]&#039;&#039; of the Commonwealth, not only for their experience but also because so many of them are war-wizards and battlefield mages. Unlike some of the other orders, they are able to deploy their assistance on the front lines, directly fighting against the &#039;&#039;scions&#039;&#039; and sharing the benefits of past engagements with their counterparts. There is a general camaraderie among all the fighting magicians whether Imperial or Commonwealth. Fighting directly with magic and force-of-arms is risky of course. Many members of the order who answer the call suffer significant injuries, not all of which can be treated effectively by Commonwealth [[Surgical skills#Physick|physicks]]. There are repeated clashes between war-mages and scions, and while the individual fights are as often victories as not, it is clear to the veteran soldier-magicians that the Commonwealth is not winning against Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 200px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMRodandShield.jpg|caption=&#039;&#039;&#039;Sakari Nightscale&#039;&#039;&#039;, Grandmaster of the Rod and Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The zauberer of the Commonwealth are grateful to the Rod and Shield for fighting alongside them, risking their own lives to help fight the forces of Oblivion. Following the Spring Equinox, the Grandmaster of the Rod and Shield receives a casket holding five &#039;&#039;[[Trade_goods#Hero_Stone|Heldenstein]]&#039;&#039;. These &amp;quot;Hero Stones&amp;quot; are a rare form of [[vis]] that is used specifically to empower personal [[enchantment|enchantments]] of the kinds popular with Commonwealth battle-wizards. For the moment, the Rod and Shield remain committed in the Commonwealth, and the zaubrer will continue to send another gift of Hero Stones each season they remain engaged until Cold Sun is defeated. If the Rod and Shield stay in the Commonwealth - if their grandmaster does not [[Concord#Guiding_an_Order|guide the order]] to act elsewhere - until Cold Sun is driven off, this bequest will become a permanent gift to the order as part of their [[Rod and Shield#Conclave Vault|Vault]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Arsenio Sanguineo Rezia di Tassato, on behalf of the Golden Pyramid&amp;quot;&amp;gt; That the order of the Golden Pyramid should support the Commonwealth against the Cold Sun. With victory comes rebuilding and the opportunity for magicians and artisans to find longstanding relationships. Let us beat back the Cold Sun and look to the future.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Golden Pyramid====&lt;br /&gt;
* &#039;&#039;&#039;The Golden Pyramid have offered assistance in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;They have identified trade opportunities&lt;br /&gt;
* &#039;&#039;&#039;There is a chance to build an annexe to the Grand Lodge that will give the Grandmaster of the Rod and Shield a ministry to acquire zauberer tools&lt;br /&gt;
The [[Golden Pyramid]] are first and foremost concerned with the prosperity of the Empire&#039;s magicians, but they are also experts at deploying magical resources effectively. This expertise is surprisingly valuable in the Commonwealth; their magical resources are more limited than those of the Empire and while they are by no means ignorant of the best ways to use battlefield magic the generals can overlook less directly martial applications of some enchantments and [[magic items]]. The Pyramid offers their aid to the Commonwealth quartermasters and &#039;&#039;zauberer&#039;&#039; with one eye on the future. Their presence is not uncontroversial - the insistence of their members that &amp;quot;everyone involved is well paid for taking the dangerous trip east&amp;quot; raised the requirements in crystal mana for &#039;&#039;all&#039;&#039; the orders sent to the east at the Winter Solstice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 250px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; (centre) Grandmaster of the Golden Pyramid|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
They do, however, turn up opportunities to secure closer trade ties for the Empire with the Commonwealth, as well as an opportunity to acquire support for their own order. Imperial captains are familiar with Leerdam and Volkavaar, but they are by no means the only major ports the Commonwealth operates on the Sea of Steel. There are [[#Radomos|problems]] with Imperial trade in the east at the moment but the Golden Pyramid are confident they could be addressed with diplomacy. Regardless, they have identified an opportunity to secure a new trade port for Imperial captains that brings with it an opportunity for the Order itself.&lt;br /&gt;
&lt;br /&gt;
=====Murolosch=====&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can visit the port of Murolosch following the Spring Equinox&lt;br /&gt;
Some members of the Golden Pyramid have worked tirelessly to persuade their fellows in the Commonwealth of the value of more opportunities to trade with the Empire. They point to the ships bringing Imperial goods into Leerdam and Volkavaar, and the potential for bringing in more goods required for the war effort against Cold Sun if they had access to a port closer to the front line. Shortly before the Spring Equinox, Militärattache Ludkhannah sends news to Ambassador Pridetalker that a decision has been made to prepare dedicated berths on the docks of Murolosch for visiting Imperial traders. There is a great need for healing herbs, weapons and amour, and crystal mana and the merchants of the port will pay well for them.&lt;br /&gt;
&lt;br /&gt;
Murolosch lies in the shadow of the &#039;&#039;Unnachgiebig Mountains&#039;&#039;, a thriving port that transports [[mithril]] and [[Materials#Metals|magical metals]] down the coast to the rest of the Commonwealth. It is the closest city to the Jarmish border, and is known for its battle magicians as well as its talented smiths. Murolosch is also a trading hub for dealing with some of the independent borderland nations that lie between the two Great Powers. As such it provides plenty of opportunities for Imperial traders to acquire valuable goods.&lt;br /&gt;
&lt;br /&gt;
A standard fleet that trades with Murolosch will receive one [[Trade_goods#Hero_Stone|hero stone]], one [[Trade_goods#War_Amulet|war amulet]], a [[Trade goods#Law Stone|law stone]], and a flask of [[Trade goods#Wizards Beer|Wizards Beer]]. Unfortunately, like the merchants of Volkavaar and Leerdam, the merchants of Murolosch are not best pleased with news that Imperial traders are trading with Jarm in Zemelslo, and until that situation is resolved (either by ceasing trade, amending the Liberty Pact, or finding a diplomatic resolution) Imperial merchants have a -1 penalty to trade here despite all their good work elsewhere in the Commonwealth this season.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|title=Order of the Golden Pyramid|align=right|width=250}}&lt;br /&gt;
=====Schema=====&lt;br /&gt;
* &#039;&#039;&#039;The Grandmaster is invited to name eight Imperial artisans who can learn to make Commonwealth ritual foci&lt;br /&gt;
The smiths of Murolosch have made an offer to the Golden Pyramid for an almost unprecedented level of cooperation. In their smithies, they have a number of [[schema]] that they use to supply the zauberer of the Commonwealth, especially those who trained in the support of their armies. These are carefully secured secrets, with the &#039;&#039;Kriegschmide von Murolosch&#039;&#039; ensuring that only masters of the [[crafting skills#Artisan|artisan arts]] are trusted to create them. In thanks for the Golden Pyramid&#039;s aid in helping secure additional materials for their forges, and in applying their expertise in the transport of crystal mana and vis to supply the zauberer working in the city, they will allow some of the Empire&#039;s own master-warsmiths to visit Murolosch after the Spring Equinox and study the schema.&lt;br /&gt;
&lt;br /&gt;
The Grandmaster of the Golden Pyramid - currently &#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; but the title is up for re-election during the Spring Equinox - can choose up to eight artisans to gain the benefit of this study. Each will be able to master the creation of one of the &#039;&#039;War rings&#039;&#039; used by Commonwealth magicians. The &#039;&#039;Iron War Ring&#039;&#039; empowers Autumn rituals; the &#039;&#039;Golden War Ring&#039;&#039; empowers Summer rituals; the &#039;&#039;Bleachbone War Ring&#039;&#039; empowers Winter magic; the &#039;&#039;Sungold War Ring&#039;&#039; empowers Day rituals; the &#039;&#039;Oakamber War Ring&#039;&#039; empowers Spring rituals; and the &#039;&#039;Moongold War Ring&#039;&#039;, which is the least often created of the set, empowers Night rituals. In each case, they are [[:Category:Foci|foci]] that can be used to empower a ritual once each day with a 1 rank bonus, subject to the [[Magical_skills#Gaining_additional_ranks|normal rules for effective skill]]. What these artisans do with this lore is up to them. Each artisan is free to decide which of the ring schema to study.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the Golden Pyramid order is prepared to continue to offer their aid in the Commonwealth, in the fight against Cold Sun, the &#039;&#039;Kriegschmide&#039;&#039; are prepared to create a copy of one of the war rings and gift it to the Grandmaster. They&#039;ll do this as long as the order remains committed to the fight until Cold Sun is defeated, or until the start of the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; After the Spring Equinox, the Grandmaster of the Golden Pyramid can send a list of up to eight characters with the artisan skill to {{plot}}, before downtime closes. They&#039;ll need to include the name, CID, and the chosen ring that the character wants to learn. As long as that character has an empty item slot (such as through the puchase of an [[Crafting skills#Extra Item|Extra item]]) then they will gain the knowledge of how to make the appropriate ring. Each costs around 18 ingots and measures to create and takes one month, with the exact ingots varying by the ring chosen. They won&#039;t be able to make a ring this downtime, but each named character will be given a ribbon for the ring they learned in their pack as an &amp;quot;apprentice piece&amp;quot; created during the trip.&lt;br /&gt;
&lt;br /&gt;
===Cold Sun and the Princes===&lt;br /&gt;
* &#039;&#039;&#039;The Principalities of Jarm are glad to receive the support of the Celestial Arch, Sevenfold Path, and Shuttered Lantern&lt;br /&gt;
While Lord-Magister Anton may have been largely unmoved by the new Ambassador&#039;s appointment, they wax eloquent in their response to news that four of the Conclave orders are dispatching expert help to aid the nation of magician-princes in the fight against Cold Sun. Magicians from the [[Sevenfold Path]], [[Celestial Arch]], and [[Shuttered Lantern]] are all to be made welcome, with translators and a small cadre of support staff assigned to them from Lord-Magister Anton&#039;s own offices. A smaller group is assigned by Trescher to support the [[Silver Chalice]] in what was once Lantir, working uneasily alongside the Commonwealth aides. For all that Jarm can come across as overwhelmingly arrogant, it has rarely been more apparent that they still respect Imperial magicians, and the Conclave in particular.&lt;br /&gt;
&lt;br /&gt;
There are some factions of the House of Princes who are apparently a little disgruntled that the Empire is also supporting the Commonwealth, but Lord-Magister Anton says that wiser heads have prevailed and that those complaining about such matters are quickly silenced. More pragmatic magician-princes point out that it won&#039;t &#039;&#039;actually&#039;&#039; be good for Jarm if they defeat the Oblivion incursion, but the Commonwealth is transformed into a demesne for the destructive eternal. Replacing the &amp;quot;magically inept&amp;quot; enemy to the south with one that embodies devastating magic is a win only in the most short-sighted sense.&lt;br /&gt;
&lt;br /&gt;
It is clear that Anton is a little disappointed that the Ambassador urged the Senate &#039;&#039;not&#039;&#039; to allow Imperial soldiers to fight alongside the Jarmish against Cold Sun, but acknowledges the diplomatic risks. The Lord-Magister is nothing if not practical, and agrees that the potential for misunderstandings, accidents, or loud-but-ill-informed factions complaining about Imperial soldiers fighting alongside the Commonwealth would be inconvenient. There is also the implicit suggestion that Lord-Magister Anton values military aid significantly less than he does magical aid - and in that he is clearly not alone.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Xanthippe Of the Lighthouse-That-Was, on behalf of the Celestial Arch&amp;quot;&amp;gt;The Cold Sun cares not for policy nor polity - only death. We send the Celestial Arch to the Principalities of Jarm to foster harmony across civilisation against the Cold Sun, a common foe.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Celestial Arch====&lt;br /&gt;
* &#039;&#039;&#039;The Celestial Arch have persuaded Jarmish Magician-Princes of the need for detente with the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth must also be brought to the negotiation table&lt;br /&gt;
The Celestial Arch are warmly welcomed by Jarmish magicians facing the threat of Cold Sun. The political focus of the Conclave order is a reasonable fit for the Principalities, where magicians are very much in charge. While they are clearly able, offering direct support against the &#039;&#039;scions&#039;&#039;, the primary contribution of members of the order lies in smoothing the efforts of the other orders to work with the Jarmish. They also have a secondary goal - to encourage Jarm and the Commonwealth to put aside their open aggression to cooperate on dealing with the problem they are both facing. This goal must be pursued carefully - there is a real risk that the Jarmish will dig their heels in and refuse if they feel Imperial magicians are trying to manipulate them. The politics of the Magician-Princes are complicated - an intricate web of alliances and enmities that must be navigated slowly and cautiously - but it is clear as the Spring Equinox is approaching that their efforts are bearing fruit. The House of Princes is openly discussing the possibility of proposing a ceasefire, and a joint effort to deal with Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterCelestialArch.png|caption=&#039;&#039;&#039;Xanthippe of the Lighthouse-That-Was&#039;&#039;&#039;, Grandmaster of the Celestial Arch|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The problem they immediately encounter is that, given the ongoing rivalry between the two nations, Jarm will not be the first to propose a ceasefire or even a summit to discuss such a thing. The House of Princes will not appear &amp;quot;weak&amp;quot; before the Commonwealth. Worse, if the Jarmish did make the first move their is no guarantee the Commonwealth would accept it - they&#039;re more likely to assume a trap. The ideal situation is for the two nations to present the idea of a ceasefire to discuss Cold Sun at the same time. The Celestial Arch have laid the groundwork and nurtured the seeds in Jarm - now someone needs to do the same with the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
While the Celestial Arch remain committed to the fight against Cold Sun in Jarm, they can help keep Jarmish attention on the matter. If they are guided elsewhere by their Grandmaster, this will make the Jarmish much less likely to propose or accept a summit. As the magicians working with them see it, the Commonwealth must make their own suggestion of a ceasefire to the Jarmish, ideally at the same time Lord-Magister Anton Trescher makes his own approach on behalf of the House of Princes. This might be achieved through careful diplomacy by the Ambassadors involved, but there is also the possibility that an eternal such as [[Prospero]] could be prevailed on to use their influence in the Commonwealth to encourage such a thing. &lt;br /&gt;
&lt;br /&gt;
Provided this can be achieved, Jarm and the Commonwealth will come to the negotiation table. The Empire is unlikely to be invited to attend - the Jarmish see them (correctly perhaps) as allies of the Commonwealth and insufficiently neutral. The outcome would depend entirely on the two nations choosing to be constructive - something that would be made a lot more likely incidentally if their meeting took places under the auspices of an eternal such as Prospero who encourages cooperation or [[Lashonar]] who encourages communication - but that would be significantly harder to arrange.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Tyburn on behalf of the Shuttered Lantern&amp;quot;&amp;gt;The cause of Lantir&#039;s fall must be brought to light. The Cold Sun is a threat to all living things, it does not care about nations or allegiances. The Shuttered Lanterns asks Conclave to send their order to Jarm to uncover the truth.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Shuttered Lantern====&lt;br /&gt;
* &#039;&#039;&#039;The Shuttered Lantern have gathered information in Jarm&lt;br /&gt;
The Jarmish are well aware of the reputation of the Shuttered Lantern, but have no way of identifying which of the magicians visiting their nation belong to it. A few arrive openly, enough to draw the attention of their Jarmish peers from their colleagues. It is perhaps a measure of their respect for the order that those members are carefully monitored, albeit with a surfeit of civility. Their help is appreciated - they just  find that there is always a friendly and inquisitive Jarmish magician eager to answer their questions and serve as a guide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 300px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMShutteredLantern.jpg|caption=&#039;&#039;&#039;Tyburn Natkysset&#039;&#039;&#039; (changeling), Grandmaster of the Shuttered Lantern|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The rest of the Shuttered Lantern, are able to take advantage of the cover their colleagues provide to avoid scrutiny. During the fight against Cold Sun there are opportunities to slip away and engage in investigations on the battlefield, and in the Jarmish settlements near the front line. A few magicians even manage to subvert their &amp;quot;guards&amp;quot; and pump them for information. Over the course of several weeks, the adept information gatherers of the Shuttered Lantern begin to put together a picture of the incursion in Lantir, and the events of the days leading up to it, with the Jarmish largely none-the-wiser to the full extent of their operation.&lt;br /&gt;
&lt;br /&gt;
A summary of these findings will be presented to the Grandmaster of the Shuttered Lantern at the Spring Equinox. For the moment, members of the Order remain engaged in Jarm and will continue to support the fight against Cold Sun until they are directed elsewhere by the Conclave, or until the eternal&#039;s forces are driven out of the mortal realm. This costs no additional mana, and puts them in a position to potentially be able to enact a stratagem if the Grandmaster uses another [[guide the orders]] declaration to instruct them how to proceed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Albrecht von Holberg on behalf of the Sevenfold Path&amp;quot;&amp;gt;The Sevenfold Path of the Imperial Conclave shall travel to Jarm to combat the forces of Oblivion. We shall bear with us the legacy of the paragons and exemplars who have come before us and demonstrate to the magicians of Jarm the mettle of our souls, forged in virtue. As we display our virtue, let us also uplift the pride of the Jarmish people.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Sevenfold Path====&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path has made contact with the Jarmish Convocation of Virtue&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to cement ties with the Convocation in Jarm&lt;br /&gt;
The Sevenfold Path cannot help but be seen as representatives of the [[Synod|Imperial Synod]]. Fortunately, to many of the Jarmish, the fact they are magicians first and foremost helps to reduce skepticism and suspicion of their motives. The carefully chosen words of Albrecht von Holberg helps to reduce friction further. Rather than proselytising, the magicians of the Sevenfold Path demonstrate their faith by fighting hard, doing their best to appear as inspirations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s after one of the engagements with the &#039;&#039;scions&#039;&#039; that a trio of Jarmish magicians approach members of the Sevenfold Path and engage them in philosophical discussion about the virtues, the [[Doctrines of the Faith]], and the Imperial Synod. Only one of them speaks Imperial, but the others are making use of [[Autumn magic]] to give them the ability to speak with and understand their guests. It&#039;s also pretty obvious from the start that they know a lot more about the topics they have raised than most Jarmish, even if their understanding of the Synod is two hundred years or so out of date.&lt;br /&gt;
&lt;br /&gt;
Eventually they come clean - they are members of something they call the &#039;&#039;Convocation of Virtue&#039;&#039;. The Convocation is a loose, informal fellowship of scholars [[dedication|dedicated]] to the seven virtues. Some of them trace their roots back to the early days of the Empire, to [[Highguard|Highborn]] [[wayfarer|wayfarers]] and [[Urizen|Urizeni]] [[illuminate|illuminates]] who visited Jarm. Others have more recent origins - Sumaah missionaries from fifty years ago, a three-generations-old contact with Sarcophan pilgrims, personal conversations while visiting [[Necropolis#Crown&#039;s Quay|Crown&#039;s Quay]] or [[Sarvos]] on mercantile matters. They came to the Way in disparate ways, and members regularly disagree with each other, but they are drawn together by a fundamental belief in the power of the virtues, and the exaltation of the human spirit.&lt;br /&gt;
{{CaptionedImage|file=Elagabala Preaching.jpg|caption=&#039;&#039;&#039;Elagabala &#039;&#039;&#039;, Grandmaster of the Sevenfold Path|align=right|width=350}}&lt;br /&gt;
[[Principalities_of_Jarm#Religion|Faith in Jarm]] is seen as a personal matter, and organised religion is comparatively rare. There are however small congregations scattered across the Principalities who meet to discuss what it means to embody the virtues, and the nature of reincarnation and the Labyrinth. They are not merely scholars however; many among them do their best to live their lives by the tenets of the Seven, especially [[Pride]] and [[Ambition]]. This approach has lead to some achieving a small measure of success in Jarmish politics. From the discussion it becomes clear that this Convocation of the Seven is very much a &amp;quot;home-grown&amp;quot; version of the Way, but for the most part they are in agreement with the six &amp;quot;original&amp;quot; doctrines - [[The_Doctrines_of_the_Faith#The_Doctrine_of_Human_Destiny|Human Destiny]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Reincarnation|Reincarnation]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Seven|the Seven]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_The_Paragons|Paragons]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Creator|Creator]], and [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|Labyrinth]]. There has been a lot of discussion of the new doctrine of [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Enlightenment]], but while most of the Convocation have adopted it in place of the Doctrine of Human Destiny, others argue that it is not relevant to them because there are no orcs among their number. They&#039;re fascinated to hear the opinions of the Sevenfold Path priests on the matter.&lt;br /&gt;
&lt;br /&gt;
At the end of the discussion, there is some cautious talk of what the Sevenfold Path could do to support or aid them. The trio are fairly up front about the problem - they are Jarmish, not Imperial. They don&#039;t recognise the &amp;quot;authority&amp;quot; of the Imperial Synod - or the Sumaah Synod for that matter. They aren&#039;t interested in becoming spies or traitors to their people. They may not always approve of the way their nation is run - a higher-than-average proportion of the Convocation are abolitionists but it is by no means universal - but they are Proud to be citizens of the Principalities. They don&#039;t actively proselytise, preferring instead to recruit through good example and engaging curious folk forthrightly and honestly in debate and discussion. Any suggestion that they are &amp;quot;working for the Empire&amp;quot; will see many magician-princes take steps to shut down their meeting houses or even imprison their members. Freedom of religion is ingrained in Jarm, but only to the point where it does not cross over into politics. There are a few references to the failure of the [[Limitu Principality House of the Way]], and the problems it caused for them in its wake.&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|title=Order of the Sevenfold Path|align=right|width=240}}&lt;br /&gt;
What they need right now, more than anything else, is [[liao]]. There is no reliable alternative to the substance in Jarm. Attempts to cultivate vinum have met with limited success, and while tiny amounts are processed the procedure is expensive and time consuming. Previously they quietly bought liao from the Empire and Sumaah - from those congregations that sold their allocation on the open market - but the recent trade war between the two nations has made this impossible. &lt;br /&gt;
&lt;br /&gt;
If the Sevenfold Path wishes to support the Convocation of the Seven, they could do so by providing their members with a significant amount of liao, and by continuing to offer their good example in Jarm against Cold Sun. A dramatic gift of liao will provide major support to the priests of this informal network, and their congregations. Some of it will be used to create virtuous auras to help in the fight against Cold Sun but their impact will be relatively minor. What they will do though is help the Convocation to [[consecration|consecrate]] their meeting houses, [[dedication|dedicate]] more priest, and spread the inspirational touch of the Way to their fellow pilgrims. &lt;br /&gt;
&lt;br /&gt;
The [[Grandmaster]] would need to [[Grandmaster#Guiding_an_Order|guide the order]] to continue to fight in Jarm (with the usual costs). They would need to instruct their members to seek out the Convocation of Virtue and gift them with the liao they need to perform [[religious skills|ceremonies]]. The liao would need to be provided to the Herald of the Conclave after the Conclave session where the declaration guiding the aura was approved by the Conclave. At least 100 doses would be required to have a measurable effect. The outcome would be an [[opportunity]] for members of the Sevenfold Path to secure contact with the Convocation of Virtue, allowing them to offer further guidance and help promote the Way in Jarm. &lt;br /&gt;
{{CaptionedImage|file=Assembly_General.png|caption=The General Assembly|align=right}}&lt;br /&gt;
The civil service are quick to manage expectation. Religious freedom in Jarm means that faith is generally kept separate from politics. The Convocation are in no position to cause rebel uprisings, or dismantle the traditions of slavery, even if they were united in the belief these were goals they wanted to achieve. As with every interaction on this matter, they believe that change in Jarm can only come from within - but if these people are sincere about their beliefs then a grass roots organisation guided by virtue and the doctrines of the Way cannot help but make these changes a little more likely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The opportunity to guide the order in this way is only available at the Spring Equinox, after which the Convocation of Virtue members who have made contact with the Sevenfold Path will have turned to different areas in their fight against Cold Sun. If it is taken up, it will result in a wind of fortune at the Summer Solstice similar to those created around the various factions in Asavea, detailing more about the Convocation of Virtue and presenting at least one opportunity to further cement ties with them.&lt;br /&gt;
&lt;br /&gt;
==What Happens Next?==&lt;br /&gt;
* &#039;&#039;&#039;The Nation of Lantir is no more&lt;br /&gt;
* &#039;&#039;&#039;The Scions of Cold Sun have not been contained&lt;br /&gt;
* &#039;&#039;&#039;Armies of &#039;&#039;scions&#039;&#039; are pressing into Jarm, the Commonwealth, and the independent nations bordering Lantir&lt;br /&gt;
The tiny nation of Lantir, where this incursion of Cold Sun began, is no more. It&#039;s capital city is broken ruins, glowing with a baleful blue light that never dims. During the day it is hard to see but at night, its sickly radiance is visible for many miles. As the &#039;&#039;scions&#039;&#039; strike outwards, into the neighbouring nations, that malignant glow begins to take hold in other places. &lt;br /&gt;
&lt;br /&gt;
The Commonwealth and Jarm both fight to contain Cold Sun, but even with the assistance offered by the Empire their disparate efforts are not enough. Step by step, the &#039;&#039;scions&#039;&#039; push the forces trying to contain them back. They claim the entirety of what was once Lantir, and they now press outwards in all directions. The front line is now simply too large to be easily policed, with &#039;&#039;scions&#039;&#039; pressing into southern principalities of Jarm and northern provinces of the Commonwealth. Their attention is not solely on the two great powers - they also launch assaults into the independent countries lying to the east and west of Lantir. These borderlands served as a buffer zone between the two great powers, and the attacks of the scions add whole new levels of political complexity to the situation in the far east. Arguments erupt over moving troops from Jarm or the Commonwealth into these neutral areas; soldiers do their best to follow their orders but there are several diplomatic incidents. &lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;scions&#039;&#039; influence increases, the practicalities of fighting Cold Sun overwhelm diplomatic wrangling (and the presence of the Celestial Arch exerting subtle influence on their peers in Jarm helps speed this process along). Troops begin to move to protect the borderlands, but there is no trust between Jarm and the Commonwealth and on at least one tragic occasion observed by the Rod and Shield, their efforts are at odds with one another resulting in the loss of an entire riverport full of desperate refugees. Behind the raiding groups of &#039;&#039;scions&#039;&#039; come the armies. They move with purpose, but slowly, looking to overwhelm an entire region before moving on. They target places of culture and pride, but also regio and sources of [[mithril]] and [[ilium]]. Where they seize a regio aligned with the Day realm, they begin to construct gateways. Fortunately, the experience of the Empire comes in useful here and the local soldiers know to target these sites in preference to any others. So far, the scion raiders have been prevented from establishing a second incursion point meaning all the armies of Cold Sun originate from the capital of Lantir.&lt;br /&gt;
&lt;br /&gt;
As the Spring Equinox dawns, though, the effort to contain Cold Sun has clearly failed. The armies of the &#039;&#039;scions&#039;&#039; are spreading, and any hope of preventing a full-scale invasion of the forces of Oblivion has gone. Hundreds of thousands of lives are at risk, and the danger is growing daily.&lt;br /&gt;
&lt;br /&gt;
===Silver Chalice===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Fausta Ankarien, on behalf of the Silver Chalice&amp;quot;&amp;gt;The Silver Chalice offers aid to &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; those suffering as a result of the Cold Sun in Lantir with a focus on reducing loss of life to save lives.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The situation would have been even more dire if not for the efforts of the [[Silver Chalice]]. The magicians of this order are healers, and their experience dealing with the destructive curses the &#039;&#039;scions&#039;&#039; unleash is currently unparalleled anywhere in the world. They have committed their aid not to one side or the other - not to the Commonwealth or Jarm - but to the people of Lantir. At great personal risk they delve into the ruins left behind by Cold Sun to rescue and heal as many folk as possible. Many hundreds of lives are saved directly, and the treatments they use to deal with the curses of Cold Sun quickly spread through healing magicians and mundane doctors alike throughout the region. Even if they cease helping, the loss of life in engagements with Cold Sun will be less than it could have been, especially among those common folk who seek to flee rather than fight.&lt;br /&gt;
{{CaptionedImage|file=Fausta Ankarien.jpg|caption=&#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, Grandmaster of the Silver Chalice|align=right|width=300}}&lt;br /&gt;
Remaining clear of politics, focusing on the victims of the Cold Sun directly, has won little actual favour with either the House of Princes or the Commonwealth. It is not that their aid is not appreciated, simply that its altruistic nature does not lead to rewards or recognition. Among the battered populace of Lantir, most of them now in exile, however they are seen as angels of mercy, ministering to wounds both physical and mental. As the war against Cold Sun spreads, as the incursion expands, their aid is called on more and more by soldiers from both great nations, to offer succour to the suffering and to share their knowledge with rooms full of exhausted healers. Perhaps, in the long run, their efforts will prove more durable and more important than those of any other Imperial order. Once Cold Sun is vanquished, hundreds of people who might otherwise have died will remain to live out their lives and who knows what their presence will mean?&lt;br /&gt;
&lt;br /&gt;
====Ill-fated boats====&lt;br /&gt;
* &#039;&#039;&#039;Some strange misfortune seems to have befallen a portion of the Silver Chalice who travelled to Lantir to provide aid this past season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small number of the Order who are particularly under the weather are travelling to Anvil to seek treatment.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to meet members of the Order at the Tree of Names at 1730 on the Saturday on the Spring Equinox.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some members of the Silver Chalice returning from Lantir seem to be suffering a similar collection of symptoms. What began as a few cases of physical discomfort, have developed into a strange curse unfamiliar to the Order. It is difficult to separate rumour from fact, as suddenly every stubbed toe and bout of seasickness among the travelling mages has been met with suspicion and fear. And gossip about symptoms has spiralled out of control, including reports of vomiting ingots and weeping mana. Certainly, a number of those afflicted are quick to point fingers at the magicians of Jarm. Perhaps Imperial aid has ruffled the feathers of a Prince?&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;is&#039;&#039; known, is that some sickness, malady or indeed arcane curse does seem to afflict some of those who took the journey to Lantir.&lt;br /&gt;
&lt;br /&gt;
A handful of the Order are suffering particularly badly. Their journey home has been slowed down by their condition, and they hope to stop at Anvil for treatment before returning home. They wish to meet with members of the Order who might be able to help them, and expect to arrive at the Tree of Names in the Wintermark camp at 1730 on the Saturday of the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
There is a very tight window for any member of the Silver Chalice who undertook the journey to Lantir in downtime to opt into being one of those cursed. If you wish to do this, please email plot@profounddecisions.co.uk - the email must reach us before midnight on Monday 8th June. .&lt;br /&gt;
&lt;br /&gt;
==Imperial Options==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Cohort of the Cold Sun.png|caption=Freeborn artist Doratea i Jovita i Riqueza&#039;s painting of the servants of Cold Sun attempts to capture their utterly implacable, inhuman nature.|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is no realistic way for the Empire to directly effect the war against Cold Sun now that the scions have broken containment&lt;br /&gt;
* &#039;&#039;&#039;An appraisal might determine ways to assist one side or the other, but would be time consuming&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; 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: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Fight Cold Sun&#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;Availability:&#039;&#039;&#039; Until the end of the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limitation:&#039;&#039;&#039; &lt;br /&gt;
* The chosen Prognosticator will be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Examines the possibility of Imperial assistance in the war against Cold Sun in the east&lt;br /&gt;
* The motion would need to select a single topic from the list below&lt;br /&gt;
* The chosen appraiser would be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Possible Appraisal Topics:&#039;&#039;&#039; &lt;br /&gt;
* Identify ways to help the Commonwealth fight Cold Sun&lt;br /&gt;
* Identify ways to help Jarm fight Cold Sun&lt;br /&gt;
* Identify ways for the Silver Chalice to help the people of the borderlands survive Cold Sun&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;
Right now, the orders dispatched to help against Cold Sun are still focused on doing so. Members will continue to help battle Cold Sun until the eternal&#039;s marshalled forces are defeated or their Grandmaster indicates they are needed elsewhere by [[Grandmaster#Guiding_an_Order|guiding the order]]. In some cases outlined above, there are opportunities to continue to develop their goals in the nations they are helping. &lt;br /&gt;
&lt;br /&gt;
It is now too late to try containing Cold Sun. Imperial aid, as a result, is significantly less valuable than it was at the early stage of the invasion. Even sending mercenaries to fight with one side or the other will make little impact on the situation. It falls now to the Jarmish and Commonwealth armies to systematically deal with the armies of scions before they can overwhelm the borderlands.&lt;br /&gt;
&lt;br /&gt;
The single biggest obstacle to the defeat of Cold Sun seems to be the Commonwealth and Jarm themselves. Their refusal to seriously discuss a ceasefire - the Pride that prevents them from wishing to appear &amp;quot;weak&amp;quot; to their rivals - prevents anything like a coordinated response. Together Jarm and the Commonwealth could overwhelm Cold Sun. Separately, they can only mitigate the damage - and then only be sacrificing the folk of the borderlands between them. If the Empire is to have any further role to play in the fight against Cold Sun, it will likely need to be diplomatic in nature.&lt;br /&gt;
&lt;br /&gt;
There is one other possibility; both the Commonwealth and Jarm have accepted the Empire&#039;s aid, and show no signs of wanting to refuse anything else they might offer. The civil service believe it would be possible to find other ways to assist either or both nations through the auspices of the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]]. The [[Senate]] could commission an [[appraisal]] of ways to help one or the other of the foreign nations; the chosen prognosticator would work with their counterparts in the other nation and try to find ways the Empire could continue to help. &lt;br /&gt;
&lt;br /&gt;
A single appraisal could &#039;&#039;not&#039;&#039; examine ways to support &#039;&#039;both&#039;&#039; sides - and as usual support to either one will cause diplomatic problems with the other. The only way to use the power of appraisal to help both sides would be to order two appraisals and send two prognosticators. The exception would be if the Empire were to focus its efforts on helping the people of the borderlands - the folk who are neither part of the Commonwealth or Jarm - and finding ways for them to survive the onslaught of the &#039;&#039;scions&#039;&#039;. This would provide little benefit to either side - but it would build on the work the Silver Chalice have done to further reduce the loss of life and leave the borderlands nations in a much better state than they will be if their powerful neighbours continue squabbling.&lt;br /&gt;
{{Commonwealth Links}}&lt;br /&gt;
{{Jarm Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_goods&amp;diff=139995</id>
		<title>Trade goods</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_goods&amp;diff=139995"/>
		<updated>2026-06-07T18:52:25Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Law Stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
There are a number of exotic merchandise available to [[fleet|ship captains]] that [[Fleet#Trading|trade]] with [[Foreign ports]] during [[Downtime]], or engage in [[voyage|voyages]] of discovery. Likewise, a [[military unit|military captain]] might come into possession of unfamiliar goods due to actions such as [[Military_unit#Raiding|raiding]]. Most of these goods are not entirely familiar to Imperial citizens - they are found only on foreign shores - and acquiring them can be a challenge. As such this list is neither exhaustive nor entirely detailed; it intentionally does not contain the full information about the trade goods described.&lt;br /&gt;
==Axos==&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can trade directly with the Towers of Kantor and Chambers of Issyk&lt;br /&gt;
The small nation of [[Axos]] is very close to the Empire, and Imperial traders regularly make the journey to the [[Foreign_ports#Towers_of_Kantor|Towers of Kantor]] and newly opened [[Foreign_ports#Chambers of Issyk|Chambers of Issyk]]. They specialise in odd consumables, and items related to the practice of the &#039;&#039;necromantia&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|caption=The &#039;&#039;Axou helios&#039;&#039; is an ancient symbol of the Axou people, adopted by the recent &#039;&#039;Nikitis Axou&#039;&#039; populist movement.|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Axou Luxuries===&lt;br /&gt;
* &#039;&#039;&#039;Represents money&lt;br /&gt;
These are items that represent money to a ship captain. They include cunningly woven shrouds, death masks of bone and wood, subtly unsettling icons and statuettes, tomes of blasphemous and heretical philosophy, dark coloured wine, and occasionally disturbingly carved wands, staffs, or wands of dark hardwood harvested in the [[vallorn]] woods of &#039;&#039;Visokuma&#039;&#039;. Characters are encouraged to create peculiar examples of Axou art as souvenirs for use on the field.&lt;br /&gt;
===Blackened Key===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
Apparently popular with students of the &#039;&#039;necromantia&#039;&#039;, this dark liquid allows any [[Magical skills#Magician|magician]] to [[Voice for the dead|speak with the dead]] for a short time as if they knew that particular spell, without depleting their reserves of mana. It also provides the imbiber with a sense of mortality that some find dreadful, while others reportedly find helps to sharpen their awareness of their place in Creation. There are reports that those who use this substance regularly find it easier to perceive ghosts and similar departed spirits.&lt;br /&gt;
&lt;br /&gt;
===Bonedust===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] dust&lt;br /&gt;
A mildly poisonous material that is apparently literally made from ground human bones, along with several other substances native to Axos. It is reportedly used by Axou priests without access to [[liao]] when they perform [[Religious skills|spiritual ceremonies]]. There is some evidence that it is poisonous, and may make anyone not familiar with its use very ill. It is also known to provide peculiar, dreamy visions of death and the dead. Indeed in 384YE the [[Imperial Censor]] [[384YE_Winter_Solstice_Conclave_sessions#Interdiction:_Potion_of_Bone_Dust|discussed]] [[interdiction|interdicting]] the material (although the [[Conclave]] ultimately chose not to do so). There is known to be a more powerful version of bone dust that has properties similar to [[liao#True Liao|True Liao]] but use of this very rare substance is invariably fatal. It is not often used in Axos, especially given their [[Axos religion|attitudes to death]], and generally not available for purchase.&lt;br /&gt;
===Lamia===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] salve&lt;br /&gt;
A magical salve favoured by Axou [[Magical_skills#Battle_Mage|battle-magicians]] and practitioners of [[Winter magic]]. It reportedly acts a little like [[vis]], but with a narrower application. It provides power to rituals of [[Winter magic]] that involve [[Winter magic#Survival|personal survival]], although it is also known to have some odd effects on those who use it. There are disturbing anecdotal accounts of those who make extensive use of lamia becoming unnaturally inured to murder and violence.  &lt;br /&gt;
===Masks of the Citadels===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Magical_Items|Ribboned Item]] &lt;br /&gt;
The newly established Grand Council of Axos has determined to make some of the rarer goods produced in Axos available to visiting Imperial captains. The Masks of the Citadel are apparently [[:Category:Foci|magical foci]] that empower certain ritual magics favoured by the descendants of the sorcerer-kings. Such masks differ from those popular in places like [[Sarvos]] in that they are usually full-face masks, often made of porcelain or fired clay, and decoration is usually sparse and symbolic. Each of the six citadels apparently has a trademark mask that is used extensively by magicians that claim a connection to one of the founders of the nation.&lt;br /&gt;
===Sable===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
This black ink-like liquid provides the user with freedom from any feelings of guilt and shame they might experience. It is apparently quite popular in some parts of Axos with politicians, generals, and those haunted by dark deeds they performed. The drug is very similar to that known as [[Trade goods#Stoneheart Syrup|Stoneheart Syrup]] in the [[Sarcophan Delves]], although its not clear if one nation is simply buying it from the other and selling it on or it is an example of convergent development. It is also sometimes known as &#039;&#039;Kraken&#039;s Ink&#039;&#039;, although that name has fallen out of favour now that there is &#039;&#039;actual&#039;&#039; kraken&#039;s ink being brought into the Empire by hunters on the [[Sea of Snow]].&lt;br /&gt;
===Serenity===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] powder&lt;br /&gt;
A prestigious drug that causes sensations of absolute calm and tranquillity when consumed. It is apparently much favoured as a recreational substance by wealthy Axou who appreciate the ability to put aside the worries of their day and relax despite all the challenges of existing in such a dog-eat-dog society as the citadels of Axos.&lt;br /&gt;
===Tomb Dust===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] dust&lt;br /&gt;
As a nation dominated by [[magical skills#magician|magicians]], Axos produces a large amount of crystal mana. Sometimes there is sufficient surplus that it is available to purchase, but increasingly Axou merchants are dealing in &#039;&#039;tomb dust&#039;&#039;. This is a consumable that takes the form of dust or sometimes resin that is either snorted or burned in a flame and the smoke inhaled. It allows the user to tap into their personal reserves of strength to power their magic in a manner familiar to [[apothecary|apothecaries]] who make a study of ritual [[potion|potions]]. There are several varieties of tomb dust depending where it is gathered and how it is prepared, affecting what kinds of rituals with which it can be used, but they all apparently bear a touch of &#039;&#039;necromantia&#039;&#039; about them. Indeed some Axou magicians speak not of using their personal mana, but of offering it to the ghosts of the dead who consume it and then provide their own supernatural assistance to the ritual being performed - an unlikely story but one that is hard to prove one way or another.&lt;br /&gt;
&lt;br /&gt;
===Tombstone===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] powder&lt;br /&gt;
Also known as &#039;&#039;Tarfos&#039;&#039;, this is a powder that when consumed insulates one from the emotion of fear. It is very popular with Axou soldiers, pit fighters, criminals, and a small number of very dangerous ritual magicians. Repeated use of Tarfos apparently increases the threat of death - not because it is particularly venomous but because an absence of fear can lead to users failing to run away from obviously fatal situations.&lt;br /&gt;
===Unwound Coil===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] paste&lt;br /&gt;
Most of this medicinal compound is produced in the [[Axos#Tunnels of Kaban|Tunnels of Kaban]] from a variety of local fungus mixed with ground bonemeal. The oily substance has a distinct burnt smell, and is often used by Axou [[Surgical skills#Physick|physicks]] as an analgesic. Like [[#Bonedust|Bonedust]] the Unwound Coil has recently been [[384YE_Autumn_Equinox_Conclave_sessions#Interdiction:_Unwound_Coil|discussed in Conclave]], although the outcome was inconclusive. Used correctly, the paste causes fear and anxiety to melt away, leaving the user with a sense of profound calm; there is some evidence however that this state also interferes with the ability of a user to employ [[Religious skills|spiritual ceremonies]].&lt;br /&gt;
&lt;br /&gt;
==Commonwealth==&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can trade directly with the ports of Volkavaar and Leerdam&lt;br /&gt;
* &#039;&#039;&#039;Following the Spring Equinox 388YE, the port of Murolosch also became available to Imperial captains&lt;br /&gt;
The great power of the [[Commonwealth]] lies across the [[The_seven_seas#Sea_of_Steel|Sea of Steel]] to the west of the Empire. It shares a continent with the [[Principalities of Jarm]] who are its constant rivals. Commonwealth ports offer wholesome consumables, and various goods that offer assistance to soldiers and warriors.&lt;br /&gt;
===Bloodclay===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] salve &lt;br /&gt;
Known to Commonwealth healers and military folk as &#039;&#039;Blutlehm&#039;&#039; this is a deep red clay-like substance found alongside [[weltsilver]] veins across the Commonwealth. It has been harvested for centuries as a useful medicinal tool in its own right, but quickly loses potence when exposed to air and sunlight. Fifty years ago a wife-and-husband team, Maria and Petrus Heiling, found a way to use [[ambergelt]] to preserve its useful life-giving properties. &amp;quot;&#039;&#039;Bloodclay&#039;&#039;&amp;quot; was the result, a thick earthy salve that even the most inept use can apply to prevent death. This consumable closes bleeding wounds and will bring anyone who is still alive back from the brink of death. It has proved very popular indeed with Commonwealth soldiers.&lt;br /&gt;
===Draught of Clear Headedness===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
Known in the Gesamemanspreche as &#039;&#039;Getränk der Klarheit&#039;&#039;, which translates very roughly as &amp;quot;&#039;&#039;Draught of Clear Headedness&#039;&#039;&amp;quot;, this is a [[Potion#Tonics|tonic]] made with carefully refined [[bladeroot]] and [[marrowort]], infused with water drawn from deep limestone wells, and the pressed juice of a rare mountain flower. The recipe for Klarheit is a carefully guarded secret among alpine communities around Volkavaar dedicated to the Commonwealth state religion, but it puts some Imperial [[apothecary]] in mind of the [[Tisanes of the Labyrinth]]. It specifically enhances the ability of someone familiar with [[religious skills|liao ceremonies]] to banish unwanted [[aura|auras]], drive away malign spirits, end hauntings, and even (it is whispered) sever spiritually awakened folk from the ability to create auras. It also has a more mundane use - it helps clear the mind and allow one to focus despite distractions or confusion. &lt;br /&gt;
===Hero Stone===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] stone &lt;br /&gt;
The western provinces of the Commonwealth are rich in [[white granite]] and [[weltsilver]], but also some minerals unknown in the Empire. &#039;&#039;Heldenstein&#039;&#039; - &amp;quot;&#039;&#039;hero stone&#039;&#039;&amp;quot; - is a smooth golden stone that possesses magical properties. Shaped and polished, the best examples have the ability to empower certain kinds of ritual magic. It is in demand among Commonwealth magicians, but there is enough of a surplus to make it available to foreign traders. It functions a little like the &#039;&#039;[[vis]]&#039;&#039; all magicians are familiar with but rather than helping to perform rituals of a certain realm it provides magical energy to any [[Summer magic]] ritual that [[enchantment|enchants]] an individual with greater [[Summer magic#Prowess|prowess]] or strength.&lt;br /&gt;
===Law Stone===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] stone &lt;br /&gt;
Among the other minerals unknown in the Empire is &#039;&#039;Gesetzstein&#039;&#039; or &amp;quot;Law Stone&amp;quot; in Imperial. It is a rough greenish stone shot through with bands of copper or iron, and it possesses similar magical properties to &#039;&#039;[[#Hero Stone|Heldenstein]]&#039;&#039;. In its raw form, the mineral is quite volatile, degrading into an unpleasantly alkaline substance when exposed to water. Commonwealth stonesmiths know how to shape and treat the stone to unlock its magical properties. It is a little rarer than Hero Stone, because there is less demand for it, meaning there is a surplus available to Imperial traders visiting used to create Murolosch. It functions like vis, but only for purposes of creating personal enchantments with [[Autumn magic]]. While there are a number of such spells that empower soldiers, it is primarily used by &#039;&#039;Kriegszauberer&#039;&#039; - battlefield magicians - to bolster their already formidable spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
===Little Iron Fist===&lt;br /&gt;
The &amp;quot;&#039;&#039;Little Iron Fist&#039;&#039;&amp;quot; or &#039;&#039;Eisenfaust&#039;&#039; a talisman constructed in the form of a ring of iron or, in some cases, an entire iron gauntlet crusted with [[tempest jade]]. It is of particular use to a [[Magical skills#Battle Mage|battle mage]]. As long as the [[Magic_items#Bonded_Items|attuned wearer]] already knows how to cast the [[repel]] spell they can do so an additional time each day without depleting their reserves of personal mana. There are apparently two other, increasingly potent, versions of this talisman made by Commonwealth artisans, but they are not available for sale on the open market.&lt;br /&gt;
===Soldier&#039;s Booze===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
This mildly alcoholic tonic is very popular with Commonwealth soldiers who can afford it, and many carry a draught of &#039;&#039;Soldatentrunk&#039;&#039;in a metal flask inscribed with images of their home town or city. It is by all accounts created to a very old recipe, its local name a somewhat quaint term that roughly translates as &amp;quot;&#039;&#039;Soldier&#039;s Booze&#039;&#039;&amp;quot;. The herbs used to brew it are steeped in alcoholic spirits, and it is apparently possible to determine where in the Commonwealth a sample of this tonic comes from by taste alone. Drunk and savoured, this liquid acts as a powerful healing potion that also alleviates the effects of [[venom]]. While the Commonwealth have never really encountered the [[Druj]], some soldiers who have visited the Empire joke that they could drive the [[orc|orcs]] of [[the Mallum]] away by breathing on them after drinking enough Soldatentrunk.&lt;br /&gt;
===War Amulets===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Magical_Items|Ribboned Item]]&lt;br /&gt;
&#039;&#039;Kriegsamulett&#039;&#039; are metal medallions, usually fashioned of some alloy of [[orichalcum]], with [[dragonbone]] insets and generally depicting something that is a source of pride to the people of an area - a banner design, a motto, a local hero, an animal with a particular affinity for a place. They are another item popular among soldiers; a [[Magic_items#Talismans|talisman]] that allows them to draw on reserves of strength on the battlefield. According to Imperial [[Crafting skills#Artisan|artisans]] who have had the opportunity to examine them, they are [[magic items]] that allow someone who already knows how to deliver a [[Heroic_skills#Cleaving_Strike|cleaving strike]], [[Heroic_skills#Mighty Strikedown|mighty strikedown]], or [[Heroic_skills#Mortal_Blow|mortal blow]] to do so more often.&lt;br /&gt;
===Soul Honey===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] salve&lt;br /&gt;
Known as &#039;&#039;Seelenhonig&#039;&#039;, this is a pale preparation with a sticky base made from a certain kind of honey cultivated in the eastern Commonwealth. The salve it produces looks a little like white butter, but it has a distinctive smell described as &amp;quot;summery&amp;quot;. Smeared on the cheeks under the eyes, across the brow, and on the backs of the wrists, &amp;quot;&#039;&#039;Soul Honey&#039;&#039;&amp;quot; helps strengthen the will of the one who uses it. In some ways it is similar to the effect of auras created by [[anointing]] (anathema to a nation that is deeply suspicious of auras in general), but rather than filling one with a virtuous impulse it is described as giving a profound sense of &#039;&#039;who one is&#039;&#039;.&lt;br /&gt;
===Spice Paste===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] spices&lt;br /&gt;
The Commonwealth is proud of its cuisine and proud of &#039;&#039;Würzpaste&#039;&#039;. Imperial traders call it &amp;quot;&#039;&#039;Spice Paste&#039;&#039;&amp;quot; but the merchants of Volkavaar say that the name fails to capture the specific resonance of wholesome magic it has for their people. It is a combination of herbs, salt, carefully shaved [[marrowort]] root, and (if local legend is to believed) a dash of honey from the &#039;&#039;Wald der Widersprüche&#039;&#039; (the &amp;quot;Forest of Contradictions&amp;quot;, a Commonwealth term for the [[Realm#Spring|Primal Forest]]). This preparation is usually sold in small pouches. Mixed with a warm meal - usually a bowl of stew or soup - it unlocks wholesome magical properties. An individual who eats a bowl of food sprinkled with a whole pouch of Würzpaste finds their zest for life greatly increased, providing them with both greater [[Combat skills#Endurance|endurance]] and [[Combat skills#Fortitude|fortitude]] for a time.&lt;br /&gt;
===Wizards&#039; Beer===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
This frothy light beer is not actually brewed in the Commonwealth - or at least not in any great quantity. It is primarily imported from some of the borderland nations that lie between the Commonwealth and Jarm, via the trade hub at Murolosch. It has a particularly spicy aftertaste that can surprise anyone encountering it for the first time, and the brewing process is believed to involve casks of magical wood from the [[Realms#Night|Wondrous Forests of the Night]] and a rare breed of mushroom that  cannot tolerate any kind of light and must be grown and harvested in complete darkness. The resulting brew, as well as being tasty, empowers magicians performing personal enchantments, regardless of realm, especially if the ritual involves weaving magic around multiple people.&lt;br /&gt;
&lt;br /&gt;
==Principalities of Jarm==&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains cannot currently trade with any Jarmish port&lt;br /&gt;
The [[Principalities of Jarm]] are a powerful nation dominated by the magician-princes and their families. Their sprawling nation lies across the [[The_seven_seas#Sea_of_Steel|Sea of Steel]] to the west of the Empire and sharesa  continent with its eternal rival, the [[Commonwealth]]. Jarmish trade goods usually focus on items of value to magicians and battle mages.&lt;br /&gt;
===Star Jewels===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Magical_Items|Ribboned Item]]&lt;br /&gt;
Magicians rule in Jarm, more so than in any other nation of the known world. Their [[Crafting skills#Artisan|artisans]] are well versed in making useful talismans for use by spellcasters and ritual magicians. One common example are the star jewels - [[magic items|enchanted]] foci keyed to the [[astronomancy|constellations]]. These talismans are used by skilled Jarmish magicians to [[spellcasting|wield incantations]] more frequently, often on the battlefield. As with many magical items the strength of the individual star jewel varies depending on how expensive the materials used to create them are but even the weakest would allow a magician to cast - or in some cases swift cast - a specific spell at least two additional times each day. Even in Jarm the secrets of their manufacture are closely guarded by a handful of families foremost amongst whom are the Kobarid, who in the past have [[Civil_tongue#Jarmish_Jewels|attempted to open trade links]] with the Empire - unsuccessfully. It is also a mystery what &amp;quot;keyed to the constellations&amp;quot; means. Is this a simple matter of the items being designed with specific constellations in mind, or is there a direct connection with the power they provide and the arts of [[astronomancy]]?&lt;br /&gt;
&lt;br /&gt;
===Jarmish Spices===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] spices&lt;br /&gt;
Jarm is known for its complex and expensive spices, many of which have avowedly supernatural effects on those who consume them. Unlike a traditional [[potion]], the Jarmish spices are not simply drunk but rather they are mixed with food or in some cases beverages, and consumed in that manner. A pouch of Jarmish spice flavours a single serving of food or drink, and bestows its effects on whoever eats that portion. It is apparently common for a Jarmish [[Bands#Covens|coven]] to share a meal before any significant ritual, each magician flavouring their plate or bowl with a suitable spice. Anecdotal evidence suggests that some spices have been cultivated in such a way that they are potentially harmful when consumed by anyone who is not a magician, but a close examination of these claims has yet to be made.&lt;br /&gt;
==Sumaah Republic==&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can trade with the port of Zemeh&lt;br /&gt;
The  [[Sumaah Republic]] lies far away to the west of the Empire, on the shores of the [[The_seven_seas#Sea_of_Salt|Sea of Salt]]. It is locked in ongoing conflict with the [[Asavean Archipelago]]. Sumaah ports often - but not exclusively - offer consumables of use to priests of the Way.&lt;br /&gt;
===Oilybrag===&lt;br /&gt;
&#039;&#039;Frygtede øglebryg&#039;&#039; is a unique preparation popular with the Frieøyer that roughly translates as &amp;quot;Basilisk Brew&amp;quot;. This healing elixir is particularly potent when used by those [[dedication|dedicated]] to the Virtues. Its recipe is a closely guarded secret of the Frieøyer, who make great use of it when fighting on board ships. It also sees extensive use by the Sumaah armies. The name of this sweet, dark, mildly alcoholic beverage is something of a mouthful for Imperial citizens, however, who have taken to referring to it as &amp;quot;Oilybrag&amp;quot; to the amusement of the Sumaah they battle alongside.&lt;br /&gt;
===Sevensalve===&lt;br /&gt;
Sevensalve (or Sjusalva, as the präster of Sumaah call it) is a slightly gritty, pale purple-pink cream blended from a combination of [[liao]] and the petals of a jungle orchid. It can be used by anyone who is [[dedication|dedicated]] to a spiritual principle and versed in the ceremonies of [[Anointing]], [[Hallow]], or [[Consecration]] to create particularly [[Aura#Strong_Auras|strong aura]] that resists removal. Recent advances in the cultivation of the particular orchid used have made the carefully brewed consumable more readily available in Sumaah and the Houses of Prosperity and Vigilance has recently approved its sale to Imperial traders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Foreign Nation Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139993</id>
		<title>Weaving tangled nets</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139993"/>
		<updated>2026-06-07T18:50:31Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Golden Pyramid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;You must understand,&amp;quot; said the Jarmish interpreter, &amp;quot;that whatever the political problems between the House and your Senate it is a matter of politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She pronounced &amp;quot;Senate&amp;quot; Sen-ah-tay but Guillermo did not see any reason to correct her. If he was any judge she spoke around five languages as well as fluent Imperial, and he did not feel in a position to criticise pronunciation until he could match that. Instead he made a noncommittal noise, motioning for her to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The intelligence gathering - the scouting - done by your Shuttered Lantern, it is top-notch. Some very nuanced use of Day and Night magic I am told, even a little of the Autumn. But it is well known that there are spies among their number and so....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She made a helpless gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you need to monitor them?&amp;quot; he asked, as if he didn&#039;t already know the answer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quite,&amp;quot; she said. &amp;quot;It is not an insult! Lord-Magister Trescher has been very clear about that. It is simply a precaution! I for one am grateful for every Imperial magician who has come to offer their magic in this time of tribulation. Especially in the light of the... politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He nodded sagely.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They have a little bit of a reputation problem at home, as well.&amp;quot; He spoke in a slight undertone as if confiding a secret. The guide smiled and nodded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can imagine! Poking their noses into other peoples&#039; business all the time. Spying is a fact of life, but here it is considered...&amp;quot; She cast around for the right phrase. &amp;quot;Impolite? A dirty necessity not something polite people do? You know what I am saying?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh of course, of course,&amp;quot; he said, smiling and nodding in return.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am glad to have been assigned to your party, if I may be forward,&amp;quot; she said, touching his arm. &amp;quot;The Celestial Arch are a very different matter - well spoken, insightful, polite and civil, and keen to offer their support in so many different ways. Very much our kind of wizard, if you follow me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guillermo nodded, smiling wide enough to show his teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are indeed. Very civil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And that&#039;&#039; he finished silently &#039;&#039;is what makes them the perfect cover for asking innocent questions about the flow of prismatic ink through the city of Rigia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By the time they reached the beautiful antique lodge where the Imperial visitors to the city were being quartered, Guillermo had already uncovered two promising sounding leads that would, hopefully, bear the kind of fruit that Grandmaster Tyburn would be interested in.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ibeno weaving.jpg|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth and Jarm remain at war&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cold Sun has destroyed the minor nation of Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;scions&#039;&#039; of the mad Day eternal threaten both larger nations&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] have been at open war for some time now, a conflict that erupted over control of the borderlands between their nations. Now, the tiny country of Lantir is no more - the [[Cold Sun]] has risen and the &#039;&#039;scions&#039;&#039; seek to [[Cold war|ravage the two eastern powers]] as they once attempted to do in the Empire. Imperial soldiers and magicians have offered aid to the two rivals in their efforts to contain the threat and destroy the armies of [[inhabitants of the realms#Heralds|heralds]] pouring into the ruined capital of Lantir. Yet even in this time of heightened conflict, the wheels of diplomacy continue to turn.&lt;br /&gt;
==Commonwealth==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth remains friendly to the Empire, and allied via the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is at war with the Principalities of Jarm&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Commonwealth is Finn Pridetalker of Wintermark&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Finn Pridetalker of [[Wintermark]]}}&lt;br /&gt;
The Commonwealth are one of the closest allies the Empire has among the great powers of the known world, thanks primarily to their shared membership of the [[Liberty Pact]]. Both nations are dedicated to extending their influence over the whole world, but for now their rivalry with the Empire remains amicable. Even if it the two great nations must eventually clash, nobody sees that happening any time soon. The Empire shared its mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the [[A beacon of smoke|fall of Siroc]].&lt;br /&gt;
&lt;br /&gt;
Their ambassador to the Empire is &#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039;, of Die Stahlhalle in the port-city of Volkavaar, a veteran soldier who reports to the generals who hold the reins of political power in their nation. An old campaigner, they generally speak plainly and as honestly as any politician can when dealing with their Imperial counterpart.&lt;br /&gt;
===Future Good?===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is questioning the value of the Liberty Pact in its current form&lt;br /&gt;
* &#039;&#039;&#039;Militärattache Schöningen has not challenged the Ambassador&#039;s claim that trade with Radomso is a cover for espionage&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth merchants are unhappy to hear of Imperial ships trading with the Jarmish satellite state&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is concerned about their citizens who remain trapped in the Lyceum&lt;br /&gt;
Following the [[My soul at liberty|meeting]] during the Winter Solstice, the Commonwealth as a whole are questioning the purpose of the Liberty Pact. As discussed in the &#039;&#039;&#039;[[Forging_links#Pact_of_Broken_Chains|Forging links]]&#039;&#039;&#039; wind of fortune there is a feeling that, having broken the international slave trade, it may have achieved its goals and that further &amp;quot;tinkering&amp;quot; with its manifesto risks destroying its legacy. Militärattache Schöningen does not mince words; the [[Forging_links#Moving_Forward|proposal from Sumaah]] is seen as having merit by many of the universities, and several of the generals. They want to know what the Empire makes of it, given the pact was broadly their idea in the first place. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Finn_P.png|caption=Ambassador Finn Pridetalker (Left) alongside Eska Crowspeaker, one of the signatories of the original Liberty Pact.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Militärattache Schöningen politely declines Ambassador Pridetalker&#039;s suggestion of a joint war college for the Liberty Pact. Both Empire and the Commonwealth have long history of successful mercenary work. The attacks on Chalonsio and Rachensgrab, and the Commonwealth soldiers who died in [[Madruga#Siroc_(Ruined)|Siroc]] seem to demonstrate that there is no real need for a college to coordinate such things.&lt;br /&gt;
&lt;br /&gt;
The aid the Empire has offered [[#Against Cold Sun|against Cold Sun]] has been well received, but there is still a thorn in the side of diplomatic relations with the Commonwealth. Militärattache Schöningen seems skeptical about the Ambassador&#039;s claims that trade with the port of Radomso is a front for Imperial espionage. Rather than challenge the assertion directly; her diplomatic response is to say that the Commonwealth looks forward with enthusiasm to finding out what information Imperial spies are able to uncover about their rivals to the north. For now, at least, it seems the Commonwealth does not intend to petition for the Empire to be ejected from the Liberty Pact for breaching the provision requiring an embargo on trade with Jarm.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the fact Imperial ships very clearly &#039;&#039;are&#039;&#039; trading with the [[My_passions_from_a_common_spring#Free_Ports_And_Free_People|tiny nation of Zemelslo]] has not gone unremarked in the wider Commonwealth. The little island nation is seen as being Jarm in all but name, and as such merchants and guilds who otherwise have welcomed Imperial ship captains enthusiastically are turning a little cold. There are questions about the Empire&#039;s decision to trade with the Principalities, and few are convinced by the polite fiction that it is not &#039;&#039;really&#039;&#039; Jarm they are trading with. As such, following the Spring Equinox, Imperial [[fleet|fleets]] trading with [[Foreign_ports#Volkavaar|Volkavaar]] and [[Foreign_ports#Leerdam|Leerdam]] will have a -1 penalty to their effective rank for purposes of the goods they can secure. This penalty will persist for at least as long as the Empire&#039;s merchants are trading with Radomso while simultaneously claiming to have embargoed trade with the Principalities. &lt;br /&gt;
&lt;br /&gt;
There is one other serious matter that Militärattache Schöningen wishes to discuss. As of the Winter Solstice it has been two years since the Commonwealth magicians [[Dean_of_the_Lyceum#The_Lyceum_Schloss|studying at the Lyceum]] were [[A_beacon_of_smoke#Objective:_Raise_the_Lyceum&#039;s_wards|trapped behind walls of mist]]. Occasional missives reach their families, and while the servants of &#039;&#039;[[Sadogua|der Zauber Vielfraß]]&#039;&#039; offer reassurances and can be prevailed upon to take &amp;quot;care packages&amp;quot; to imprisoned friends, but this is not enough. Nine months ago, the Ambassador [[Beat_of_your_drum#Lyceum|offered assurances]] that steps were being taken to deal with the situation, and yet no progress seems to have been made? The Commonwealth requests that the Empire explain to them what is being done to help release their citizens, and why it is taking so long?&lt;br /&gt;
&lt;br /&gt;
==Principalities of Jarm==&lt;br /&gt;
* &#039;&#039;&#039;The Empire remains at peace with the Principalities of Jarm, but trade with that nation is embargoed&lt;br /&gt;
* &#039;&#039;&#039;The Senate has approved trade with the tiny independent nation of Zemelslo that lies within the Jarmish sphere of influence&lt;br /&gt;
* &#039;&#039;&#039;Jarm is at war with Imperial allies in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;Jarm has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Principalities is Thaumiel of Steeplechase Toll, of Highguard&lt;br /&gt;
One of the six great powers, the [[Principalities of Jarm]] are not exactly friendly to the Empire. The &#039;&#039;magocracy&#039;&#039;, ruled by the House of Princes resents what it claims are repeated attempts by Imperial citizens to interfere with its interests. Via the [[Liberty Pact]], the Empire is allied with Jarm&#039;s enemies, the [[Commonwealth]], and open war now rages between the two great nations. They may not be at war with the Empire, but they know that Imperial citizens and the [[Conclave|Imperial Conclave]] in particular have provided significant assistance to their rivals. Communications tend to be brusque, bordering on the curt.&lt;br /&gt;
&lt;br /&gt;
The Jarmish ambassador to the Empire is &#039;&#039;Lord-Magister Anton Trescher of the Hidden Hook&#039;&#039;, who attends at the House of Princes. A canny and influential politician who has served the House of Princes for over forty years, he represents the Jarmish to the Empire and vice-versa. A potent master of Autumn magic, he is known for his sarcasm and dry wit, and for his commitment to the sovereignty of the Principalities he serves.&lt;br /&gt;
{{Nation|nation=Jarm|status=Foreigner|port=[[Principalities_of_Jarm_ports#Kavor_(Northern_Principalities_of_Jarm)|Kavor]], [[Principalities_of_Jarm_ports#Vezak_(Southern_Principalities_of_Jarm)|Vezak]], and [[Principalities_of_Jarm_ports#Rigia_(Eastern_Principalities_of_Jarm)|Rigia]] (all closed)|ambassador=Thaumiel of Steeplechase Toll of [[Highguard]]}}&lt;br /&gt;
===Diplomatic Niceties===&lt;br /&gt;
* &#039;&#039;&#039;Lord-Magister Trescher greets the new Ambassador&lt;br /&gt;
* &#039;&#039;&#039;Aid against Cold Sun is very welcome indeed&lt;br /&gt;
Lord-Magister Trescher&#039;s greeting to the new Imperial ambassador, Thaumiel of Steeplechase Toll, is a little perfunctory. Not rude, just short. It is clear that like many high-ranking Jarmish citizens, the Lord-Magister&#039;s focus is on [[Cold war|the disaster]] unfolding along their southern borders. There is some brief discussion of trade with the [[When_peace_was_far_away#Free_Port|&amp;quot;free&amp;quot; port of Radosmo]]; the House of Princes continue to be pleased with the way Imperial traders are behaving and are not planning to use their influence to encourage Zemelso to close its docks for the time being. For their part the Concillium of Zemelso [[When_peace_was_far_away#Weirwood_for_Free_People|remain interested]] in purchasing a significant amount of [[weirwood]]. There has, apparently, been little interest in their offer so far.&lt;br /&gt;
&lt;br /&gt;
A note of amusement, tinged with grudging respect, creeps in when Anton speaks of [[Asavean Archipelago|Asavean]] aid. As Ambassador Thaumiel might imagine, the Asaveans find themselves unable to offer significant aid against Cold Sun due to their engagements elsewhere. They Plenum has sent words of support, and reassured the House of Princes that they have instructed some of their magicians to research the problem and provide news of their findings. They have also suggested that Cold Sun itself might be related to the Imperial nation of Dawn, and perhaps the Jarmish might wish to interrogate the Empire on that matter. Thaumiel need not fear - there will be no issue with ensuring Imperial magicians are able to avoid Asaveans during their time in southern Jarm.&lt;br /&gt;
==Against the Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has offered aid to both Jarm and the Commonwealth to deal with Cold Sun&lt;br /&gt;
As detailed [[Cold war|last season]], a major incursion of the [[Cold Sun]] has erupted on the borderlands between Jarm and the Commonwealth. The tiny nation of Lantir, whose disposition had ultimately lead to the war currently raging between the two great powers, has apparently been destroyed. Following the Winter Solstice, the Princes of Jarm and generals of the Commonwealth both, separately, strove to contain the threat of the deadly &#039;&#039;scions&#039;&#039; emerging from the powerful [[regio]] torn open at the heart of Lantir&#039;s capital. Centuries of rivarly, and the ongoing war between the two nations, meant that they were unable to reach anything like a coordinated plan of response to the forces of Oblivion. Both sought the aid of the Empire - who after all are the only folk up until now who have any experience with Cold Sun.&lt;br /&gt;
&lt;br /&gt;
Six [[Conclave order|Conclave orders]] and one [[Imperial army|army]] offered their aid to the two great nations of the [[The_seven_seas#Sea_of_Steel|Sea of Steel]].&lt;br /&gt;
===Cold Sun and the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth welcomes the aid of the Granite Pillar, Rod and Shield, and Golden Pyramid&lt;br /&gt;
The Commonwealth as a whole is enthusiastic about the aid of the [[Granite Pillar]], and only slightly less excited about the participation of [[Golden Pyramid]] and the [[Rod and Shield]] magicians in the fight against Cold Sun. The altruistic mission of the [[Silver Chalice]] is also noted by the Commonwealth, who heartily approve of the decision to try and help the people suffering the attacks of Cold Sun. There are some questions as to whether focusing on the injured, rather than fighting to ensure Cold Sun is defeated as swiftly as possible, is the most &#039;&#039;effective&#039;&#039; way to bring the greatest good to the greatest number of people, but nobody faults the healers of the Silver Chalice for their commitment to saving lives.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We enact a strategic defence of Astolat and use this time to resupply. Re-form the ranks, tend the wounded, and set the Granite Pillar in order for the campaign to come. Discipline in Recovery is no less a virtue than discipline in battle. We send our Adjutant, Barachel of Adina&#039;s Charge, Adamah of the Cenotaph, and those officers and veterans that are able, to aid the Commonwealth as advisors against the Cold Sun. The Commonwealth is our ally in the Liberty Pact and that great document is more than just words on a page. When an ally calls, in loyalty we shall aid them! In this way we serve the Empire, so that when we march again, we do so having aided the common good, rather than merely watched the innocent bleed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is, predictably, some dissatisfaction that some of the Conclave Orders have gone to offer similar aid in Jarm, but Militärattache Schöningen indicates that most people are sensible enough to realise that allowing the Oblivion Sun to rampage across Jarm would result in tens of thousands of deaths of innocent people and leave the eternal with a foothold in the mortal realm that would make it that much harder to unseat. She is significantly more interested in Ambassador Pridetalker&#039;s claim that the [[Shuttered Lantern]] is &amp;quot;investigating the true cause of the incursion.&amp;quot; She requests in the strongest possible terms that as soon as the Shuttered Lantern findings are known they be shared first with her office, before anyone else learns of them. She trusts the Ambassador can see the sense in this.&lt;br /&gt;
====Granite Pillar====&lt;br /&gt;
* &#039;&#039;&#039;The aid of the Granite Pillar has helped the Commonwealth generals prepare their strategy against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The generals have made a gift and a pledge to provide the General of the Granite Pillar with a shipment of Soldier&#039;s Booze each season&lt;br /&gt;
The advice of &#039;&#039;&#039;Lofyn Bloodcloak&#039;&#039;&#039;, [[General]] and Imperial strategist during the Coldsun War, is appreciated. The Commonwealth had broadly settled on similar strategies, but the words of the general make them more confident in their own approach to the &#039;&#039;scions&#039;&#039;. In particular, the warning that the servants of Oblivion will target places of art and philosophy first allows for a quick reprioritisation of the Commonwealth&#039;s defensive strategies. The guidance on the observed capabilities of the armies that invaded the Empire - especially their peculiar abilities to travel and ravage the land - also proves helpful. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most useful of all, however, is the assistance offered by the [[Highguard|Highborn]] army, the Granite Pillar. A number of officers and veterans of the fight against the &#039;&#039;scions&#039;&#039; make the journey to the Commonwealth where they are greeted and immediately brought to share their knowledge with the generals of the armies engaged along the border. Exhausting hours of interrogation, spirited discussion, and moving little ivory figures around on maps of the borderlands between Commonwealth and Lantir lead to a consolidation of Imperial experience and Commonwealth military acumen. As significant as the pure strategic impact is, there is also discussion of wider philosophical and political matters after the gruelling military meetings. Arguments about the role of the Liberty Pact, the value of spiritual auras, the meaning of liberty and free will, the concept of the Greater Good.&lt;br /&gt;
&lt;br /&gt;
Die Stahlhalle - the office of Militärattache Schöningen - formally thanks the Military Council and the Empire for their aid. The actual generals, however, who have worked with the Granite Pillar soldiers in preparing their strategies make a less formal but perhaps more heartfelt gift. When the emissaries return from the Commonwealth to rejoin their army they bring with them a crate of Commonwealth &#039;&#039;[[Trade_goods#Soldier&#039;s_Booze|Soldatentrunk]]&#039;&#039;. This mildly alcoholic tonic is very popular with Commonwealth soldiers, acting as both a powerful healing potion and an antidote to many forms of venom. It is only the first instalment of the shipment; as long as the Empire and the Commonwealth remain friends, the General of the Granite Pillar will receive five bottles of Soldier&#039;s Booze each season, one from each of the five Commonwealth provinces closest to Lantir; a gift of recognition between fighting folk.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Sakari Nightscale, on behalf of the Rod and Shield&amp;quot;&amp;gt;Rod and Shield, to Arms! We lead the charge to Lantir, to the aid of the Commonwealth. The Cold Sun must be stopped&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Rod and Shield====&lt;br /&gt;
* &#039;&#039;&#039;The Rod and Shield have fought directly against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;zauberer&#039;&#039; of the Commonwealth show their gratitude with a gift of Hero Stones to the Order&lt;br /&gt;
The Rod and Shield have fought Cold Sun before. They are enthusiastically welcomed by the &#039;&#039;[[Commonwealth#Magic|zauberer]]&#039;&#039; of the Commonwealth, not only for their experience but also because so many of them are war-wizards and battlefield mages. Unlike some of the other orders, they are able to deploy their assistance on the front lines, directly fighting against the &#039;&#039;scions&#039;&#039; and sharing the benefits of past engagements with their counterparts. There is a general camaraderie among all the fighting magicians whether Imperial or Commonwealth. Fighting directly with magic and force-of-arms is risky of course. Many members of the order who answer the call suffer significant injuries, not all of which can be treated effectively by Commonwealth [[Surgical skills#Physick|physicks]]. There are repeated clashes between war-mages and scions, and while the individual fights are as often victories as not, it is clear to the veteran soldier-magicians that the Commonwealth is not winning against Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 200px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMRodandShield.jpg|caption=&#039;&#039;&#039;Sakari Nightscale&#039;&#039;&#039;, Grandmaster of the Rod and Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The zauberer of the Commonwealth are grateful to the Rod and Shield for fighting alongside them, risking their own lives to help fight the forces of Oblivion. Following the Spring Equinox, the Grandmaster of the Rod and Shield receives a casket holding five &#039;&#039;[[Trade_goods#Hero_Stone|Heldenstein]]&#039;&#039;. These &amp;quot;Hero Stones&amp;quot; are a rare form of [[vis]] that is used specifically to empower personal [[enchantment|enchantments]] of the kinds popular with Commonwealth battle-wizards. For the moment, the Rod and Shield remain committed in the Commonwealth, and the zaubrer will continue to send another gift of Hero Stones each season they remain engaged until Cold Sun is defeated. If the Rod and Shield stay in the Commonwealth - if their grandmaster does not [[Concord#Guiding_an_Order|guide the order]] to act elsewhere - until Cold Sun is driven off, this bequest will become a permanent gift to the order as part of their [[Rod and Shield#Conclave Vault|Vault]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Arsenio Sanguineo Rezia di Tassato, on behalf of the Golden Pyramid&amp;quot;&amp;gt; That the order of the Golden Pyramid should support the Commonwealth against the Cold Sun. With victory comes rebuilding and the opportunity for magicians and artisans to find longstanding relationships. Let us beat back the Cold Sun and look to the future.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Golden Pyramid====&lt;br /&gt;
* &#039;&#039;&#039;The Golden Pyramid have offered assistance in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;They have identified trade opportunities&lt;br /&gt;
* &#039;&#039;&#039;There is a chance to build an annexe to the Grand Lodge that will give the Grandmaster of the Rod and Shield a ministry to acquire zauberer tools&lt;br /&gt;
The [[Golden Pyramid]] are first and foremost concerned with the prosperity of the Empire&#039;s magicians, but they are also experts at deploying magical resources effectively. This expertise is surprisingly valuable in the Commonwealth; their magical resources are more limited than those of the Empire and while they are by no means ignorant of the best ways to use battlefield magic the generals can overlook less directly martial applications of some enchantments and [[magic items]]. The Pyramid offers their aid to the Commonwealth quartermasters and &#039;&#039;zauberer&#039;&#039; with one eye on the future. Their presence is not uncontroversial - the insistence of their members that &amp;quot;everyone involved is well paid for taking the dangerous trip east&amp;quot; raised the requirements in crystal mana for &#039;&#039;all&#039;&#039; the orders sent to the east at the Winter Solstice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 250px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; (centre) Grandmaster of the Golden Pyramid|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
They do, however, turn up opportunities to secure closer trade ties for the Empire with the Commonwealth, as well as an opportunity to acquire support for their own order. Imperial captains are familiar with Leerdam and Volkavaar, but they are by no means the only major ports the Commonwealth operates on the Sea of Steel. There are [[#Radomos|problems]] with Imperial trade in the east at the moment but the Golden Pyramid are confident they could be addressed with diplomacy. Regardless, they have identified an opportunity to secure a new trade port for Imperial captains that brings with it an opportunity for the Order itself.&lt;br /&gt;
&lt;br /&gt;
=====Murolosch=====&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can visit the port of Murolosch following the Spring Equinox&lt;br /&gt;
Some members of the Golden Pyramid have worked tirelessly to persuade their fellows in the Commonwealth of the value of more opportunities to trade with the Empire. They point to the ships bringing Imperial goods into Leerdam and Volkavaar, and the potential for bringing in more goods required for the war effort against Cold Sun if they had access to a port closer to the front line. Shortly before the Spring Equinox, Militärattache Ludkhannah sends news to Ambassador Pridetalker that a decision has been made to prepare dedicated berths on the docks of Murolosch for visiting Imperial traders. There is a great need for healing herbs, weapons and amour, and crystal mana and the merchants of the port will pay well for them.&lt;br /&gt;
&lt;br /&gt;
Murolosch lies in the shadow of the &#039;&#039;Unnachgiebig Mountains&#039;&#039;, a thriving port that transports [[mithril]] and [[Materials#Metals|magical metals]] down the coast to the rest of the Commonwealth. It is the closest city to the Jarmish border, and is known for its battle magicians as well as its talented smiths. Murolosch is also a trading hub for dealing with some of the independent borderland nations that lie between the two Great Powers. As such it provides plenty of opportunities for Imperial traders to acquire valuable goods.&lt;br /&gt;
&lt;br /&gt;
A standard fleet that trades with Murolosch will receive one [[Trade_goods#Hero_Stone|hero stone]], one [[Trade_goods#War_Amulet|war amulet]], a [[Trade goods#Law Stone|law stone]], and a flask of [[Trade goods#Wizards Beer|Wizards Beer]]. Unfortunately, like the merchants of Volkavaar and Leerdam, the merchants of Murolosch are not best pleased with news that Imperial traders are trading with Jarm in Zemelslo, and until that situation is resolved (either by ceasing trade, amending the Liberty Pact, or finding a diplomatic resolution) Imperial merchants have a -1 penalty to trade here despite all their good work elsewhere in the Commonwealth this season.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|title=Order of the Golden Pyramid|align=right|width=250}}&lt;br /&gt;
=====Schema=====&lt;br /&gt;
* &#039;&#039;&#039;The Grandmaster is invited to name eight Imperial artisans who can learn to make Commonwealth ritual foci&lt;br /&gt;
The smiths of Murolosch have made an offer to the Golden Pyramid for an almost unprecedented level of cooperation. In their smithies, they have a number of [[schema]] that they use to supply the zauberer of the Commonwealth, especially those who trained in the support of their armies. These are carefully secured secrets, with the &#039;&#039;Kriegschmide von Murolosch&#039;&#039; ensuring that only masters of the [[crafting skills#Artisan|artisan arts]] are trusted to create them. In thanks for the Golden Pyramid&#039;s aid in helping secure additional materials for their forges, and in applying their expertise in the transport of crystal mana and vis to supply the zauberer working in the city, they will allow some of the Empire&#039;s own master-warsmiths to visit Murolosch after the Spring Equinox and study the schema.&lt;br /&gt;
&lt;br /&gt;
The Grandmaster of the Golden Pyramid - currently &#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; but the title is up for re-election during the Spring Equinox - can choose up to eight artisans to gain the benefit of this study. Each will be able to master the creation of one of the &#039;&#039;War rings&#039;&#039; used by Commonwealth magicians. The &#039;&#039;Iron War Ring&#039;&#039; empowers Autumn rituals; the &#039;&#039;Golden War Ring&#039;&#039; empowers Summer rituals; the &#039;&#039;Bleachbone War Ring&#039;&#039; empowers Winter magic; the &#039;&#039;Sungold War Ring&#039;&#039; empowers Day rituals; the &#039;&#039;Oakamber War Ring&#039;&#039; empowers Spring rituals; and the &#039;&#039;Moongold War Ring&#039;&#039;, which is the least often created of the set, empowers Night rituals. In each case, they are [[:Category:Foci|foci]] that can be used to empower a ritual once each day with a 1 rank bonus, subject to the [[Magical_skills#Gaining_additional_ranks|normal rules for effective skill]]. What these artisans do with this lore is up to them. Each artisan is free to decide which of the ring schema to study.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the Golden Pyramid order is prepared to continue to offer their aid in the Commonwealth, in the fight against Cold Sun, the &#039;&#039;Kriegschmide&#039;&#039; are prepared to create a copy of one of the war rings and gift it to the Grandmaster. They&#039;ll do this as long as the order remains committed to the fight until Cold Sun is defeated, or until the start of the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; After the Spring Equinox, the Grandmaster of the Golden Pyramid can send a list of up to eight characters with the artisan skill to {{plot}}, before downtime closes. They&#039;ll need to include the name, CID, and the chosen ring that the character wants to learn. As long as that character has an empty item slot (such as through the puchase of an [[Crafting skills#Extra Item|Extra item]]) then they will gain the knowledge of how to make the appropriate ring. Each costs around 18 ingots and measures to create and takes one month, with the exact ingots varying by the ring chosen. They won&#039;t be able to make a ring this downtime, but each named character will be given a ribbon for the ring they learned in their pack as an &amp;quot;apprentice piece&amp;quot; created during the trip.&lt;br /&gt;
&lt;br /&gt;
===Cold Sun and the Princes===&lt;br /&gt;
* &#039;&#039;&#039;The Principalities of Jarm are glad to receive the support of the Celestial Arch, Sevenfold Path, and Shuttered Lantern&lt;br /&gt;
While Lord-Magister Anton may have been largely unmoved by the new Ambassador&#039;s appointment, they wax eloquent in their response to news that four of the Conclave orders are dispatching expert help to aid the nation of magician-princes in the fight against Cold Sun. Magicians from the [[Sevenfold Path]], [[Celestial Arch]], and [[Shuttered Lantern]] are all to be made welcome, with translators and a small cadre of support staff assigned to them from Lord-Magister Anton&#039;s own offices. A smaller group is assigned by Trescher to support the [[Silver Chalice]] in what was once Lantir, working uneasily alongside the Commonwealth aides. For all that Jarm can come across as overwhelmingly arrogant, it has rarely been more apparent that they still respect Imperial magicians, and the Conclave in particular.&lt;br /&gt;
&lt;br /&gt;
There are some factions of the House of Princes who are apparently a little disgruntled that the Empire is also supporting the Commonwealth, but Lord-Magister Anton says that wiser heads have prevailed and that those complaining about such matters are quickly silenced. More pragmatic magician-princes point out that it won&#039;t &#039;&#039;actually&#039;&#039; be good for Jarm if they defeat the Oblivion incursion, but the Commonwealth is transformed into a demesne for the destructive eternal. Replacing the &amp;quot;magically inept&amp;quot; enemy to the south with one that embodies devastating magic is a win only in the most short-sighted sense.&lt;br /&gt;
&lt;br /&gt;
It is clear that Anton is a little disappointed that the Ambassador urged the Senate &#039;&#039;not&#039;&#039; to allow Imperial soldiers to fight alongside the Jarmish against Cold Sun, but acknowledges the diplomatic risks. The Lord-Magister is nothing if not practical, and agrees that the potential for misunderstandings, accidents, or loud-but-ill-informed factions complaining about Imperial soldiers fighting alongside the Commonwealth would be inconvenient. There is also the implicit suggestion that Lord-Magister Anton values military aid significantly less than he does magical aid - and in that he is clearly not alone.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Xanthippe Of the Lighthouse-That-Was, on behalf of the Celestial Arch&amp;quot;&amp;gt;The Cold Sun cares not for policy nor polity - only death. We send the Celestial Arch to the Principalities of Jarm to foster harmony across civilisation against the Cold Sun, a common foe.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Celestial Arch====&lt;br /&gt;
* &#039;&#039;&#039;The Celestial Arch have persuaded Jarmish Magician-Princes of the need for detente with the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth must also be brought to the negotiation table&lt;br /&gt;
The Celestial Arch are warmly welcomed by Jarmish magicians facing the threat of Cold Sun. The political focus of the Conclave order is a reasonable fit for the Principalities, where magicians are very much in charge. While they are clearly able, offering direct support against the &#039;&#039;scions&#039;&#039;, the primary contribution of members of the order lies in smoothing the efforts of the other orders to work with the Jarmish. They also have a secondary goal - to encourage Jarm and the Commonwealth to put aside their open aggression to cooperate on dealing with the problem they are both facing. This goal must be pursued carefully - there is a real risk that the Jarmish will dig their heels in and refuse if they feel Imperial magicians are trying to manipulate them. The politics of the Magician-Princes are complicated - an intricate web of alliances and enmities that must be navigated slowly and cautiously - but it is clear as the Spring Equinox is approaching that their efforts are bearing fruit. The House of Princes is openly discussing the possibility of proposing a ceasefire, and a joint effort to deal with Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterCelestialArch.png|caption=&#039;&#039;&#039;Xanthippe of the Lighthouse-That-Was&#039;&#039;&#039;, Grandmaster of the Celestial Arch|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The problem they immediately encounter is that, given the ongoing rivalry between the two nations, Jarm will not be the first to propose a ceasefire or even a summit to discuss such a thing. The House of Princes will not appear &amp;quot;weak&amp;quot; before the Commonwealth. Worse, if the Jarmish did make the first move their is no guarantee the Commonwealth would accept it - they&#039;re more likely to assume a trap. The ideal situation is for the two nations to present the idea of a ceasefire to discuss Cold Sun at the same time. The Celestial Arch have laid the groundwork and nurtured the seeds in Jarm - now someone needs to do the same with the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
While the Celestial Arch remain committed to the fight against Cold Sun in Jarm, they can help keep Jarmish attention on the matter. If they are guided elsewhere by their Grandmaster, this will make the Jarmish much less likely to propose or accept a summit. As the magicians working with them see it, the Commonwealth must make their own suggestion of a ceasefire to the Jarmish, ideally at the same time Lord-Magister Anton Trescher makes his own approach on behalf of the House of Princes. This might be achieved through careful diplomacy by the Ambassadors involved, but there is also the possibility that an eternal such as [[Prospero]] could be prevailed on to use their influence in the Commonwealth to encourage such a thing. &lt;br /&gt;
&lt;br /&gt;
Provided this can be achieved, Jarm and the Commonwealth will come to the negotiation table. The Empire is unlikely to be invited to attend - the Jarmish see them (correctly perhaps) as allies of the Commonwealth and insufficiently neutral. The outcome would depend entirely on the two nations choosing to be constructive - something that would be made a lot more likely incidentally if their meeting took places under the auspices of an eternal such as Prospero who encourages cooperation or [[Lashonar]] who encourages communication - but that would be significantly harder to arrange.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Tyburn on behalf of the Shuttered Lantern&amp;quot;&amp;gt;The cause of Lantir&#039;s fall must be brought to light. The Cold Sun is a threat to all living things, it does not care about nations or allegiances. The Shuttered Lanterns asks Conclave to send their order to Jarm to uncover the truth.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Shuttered Lantern====&lt;br /&gt;
* &#039;&#039;&#039;The Shuttered Lantern have gathered information in Jarm&lt;br /&gt;
The Jarmish are well aware of the reputation of the Shuttered Lantern, but have no way of identifying which of the magicians visiting their nation belong to it. A few arrive openly, enough to draw the attention of their Jarmish peers from their colleagues. It is perhaps a measure of their respect for the order that those members are carefully monitored, albeit with a surfeit of civility. Their help is appreciated - they just  find that there is always a friendly and inquisitive Jarmish magician eager to answer their questions and serve as a guide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 300px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMShutteredLantern.jpg|caption=&#039;&#039;&#039;Tyburn Natkysset&#039;&#039;&#039; (changeling), Grandmaster of the Shuttered Lantern|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The rest of the Shuttered Lantern, are able to take advantage of the cover their colleagues provide to avoid scrutiny. During the fight against Cold Sun there are opportunities to slip away and engage in investigations on the battlefield, and in the Jarmish settlements near the front line. A few magicians even manage to subvert their &amp;quot;guards&amp;quot; and pump them for information. Over the course of several weeks, the adept information gatherers of the Shuttered Lantern begin to put together a picture of the incursion in Lantir, and the events of the days leading up to it, with the Jarmish largely none-the-wiser to the full extent of their operation.&lt;br /&gt;
&lt;br /&gt;
A summary of these findings will be presented to the Grandmaster of the Shuttered Lantern at the Spring Equinox. For the moment, members of the Order remain engaged in Jarm and will continue to support the fight against Cold Sun until they are directed elsewhere by the Conclave, or until the eternal&#039;s forces are driven out of the mortal realm. This costs no additional mana, and puts them in a position to potentially be able to enact a stratagem if the Grandmaster uses another [[guide the orders]] declaration to instruct them how to proceed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Albrecht von Holberg on behalf of the Sevenfold Path&amp;quot;&amp;gt;The Sevenfold Path of the Imperial Conclave shall travel to Jarm to combat the forces of Oblivion. We shall bear with us the legacy of the paragons and exemplars who have come before us and demonstrate to the magicians of Jarm the mettle of our souls, forged in virtue. As we display our virtue, let us also uplift the pride of the Jarmish people.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Sevenfold Path====&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path has made contact with the Jarmish Convocation of Virtue&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to cement ties with the Convocation in Jarm&lt;br /&gt;
The Sevenfold Path cannot help but be seen as representatives of the [[Synod|Imperial Synod]]. Fortunately, to many of the Jarmish, the fact they are magicians first and foremost helps to reduce skepticism and suspicion of their motives. The carefully chosen words of Albrecht von Holberg helps to reduce friction further. Rather than proselytising, the magicians of the Sevenfold Path demonstrate their faith by fighting hard, doing their best to appear as inspirations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s after one of the engagements with the &#039;&#039;scions&#039;&#039; that a trio of Jarmish magicians approach members of the Sevenfold Path and engage them in philosophical discussion about the virtues, the [[Doctrines of the Faith]], and the Imperial Synod. Only one of them speaks Imperial, but the others are making use of [[Autumn magic]] to give them the ability to speak with and understand their guests. It&#039;s also pretty obvious from the start that they know a lot more about the topics they have raised than most Jarmish, even if their understanding of the Synod is two hundred years or so out of date.&lt;br /&gt;
&lt;br /&gt;
Eventually they come clean - they are members of something they call the &#039;&#039;Convocation of Virtue&#039;&#039;. The Convocation is a loose, informal fellowship of scholars [[dedication|dedicated]] to the seven virtues. Some of them trace their roots back to the early days of the Empire, to [[Highguard|Highborn]] [[wayfarer|wayfarers]] and [[Urizen|Urizeni]] [[illuminate|illuminates]] who visited Jarm. Others have more recent origins - Sumaah missionaries from fifty years ago, a three-generations-old contact with Sarcophan pilgrims, personal conversations while visiting [[Necropolis#Crown&#039;s Quay|Crown&#039;s Quay]] or [[Sarvos]] on mercantile matters. They came to the Way in disparate ways, and members regularly disagree with each other, but they are drawn together by a fundamental belief in the power of the virtues, and the exaltation of the human spirit.&lt;br /&gt;
{{CaptionedImage|file=Elagabala Preaching.jpg|caption=&#039;&#039;&#039;Elagabala &#039;&#039;&#039;, Grandmaster of the Sevenfold Path|align=right|width=350}}&lt;br /&gt;
[[Principalities_of_Jarm#Religion|Faith in Jarm]] is seen as a personal matter, and organised religion is comparatively rare. There are however small congregations scattered across the Principalities who meet to discuss what it means to embody the virtues, and the nature of reincarnation and the Labyrinth. They are not merely scholars however; many among them do their best to live their lives by the tenets of the Seven, especially [[Pride]] and [[Ambition]]. This approach has lead to some achieving a small measure of success in Jarmish politics. From the discussion it becomes clear that this Convocation of the Seven is very much a &amp;quot;home-grown&amp;quot; version of the Way, but for the most part they are in agreement with the six &amp;quot;original&amp;quot; doctrines - [[The_Doctrines_of_the_Faith#The_Doctrine_of_Human_Destiny|Human Destiny]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Reincarnation|Reincarnation]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Seven|the Seven]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_The_Paragons|Paragons]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Creator|Creator]], and [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|Labyrinth]]. There has been a lot of discussion of the new doctrine of [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Enlightenment]], but while most of the Convocation have adopted it in place of the Doctrine of Human Destiny, others argue that it is not relevant to them because there are no orcs among their number. They&#039;re fascinated to hear the opinions of the Sevenfold Path priests on the matter.&lt;br /&gt;
&lt;br /&gt;
At the end of the discussion, there is some cautious talk of what the Sevenfold Path could do to support or aid them. The trio are fairly up front about the problem - they are Jarmish, not Imperial. They don&#039;t recognise the &amp;quot;authority&amp;quot; of the Imperial Synod - or the Sumaah Synod for that matter. They aren&#039;t interested in becoming spies or traitors to their people. They may not always approve of the way their nation is run - a higher-than-average proportion of the Convocation are abolitionists but it is by no means universal - but they are Proud to be citizens of the Principalities. They don&#039;t actively proselytise, preferring instead to recruit through good example and engaging curious folk forthrightly and honestly in debate and discussion. Any suggestion that they are &amp;quot;working for the Empire&amp;quot; will see many magician-princes take steps to shut down their meeting houses or even imprison their members. Freedom of religion is ingrained in Jarm, but only to the point where it does not cross over into politics. There are a few references to the failure of the [[Limitu Principality House of the Way]], and the problems it caused for them in its wake.&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|title=Order of the Sevenfold Path|align=right|width=240}}&lt;br /&gt;
What they need right now, more than anything else, is [[liao]]. There is no reliable alternative to the substance in Jarm. Attempts to cultivate vinum have met with limited success, and while tiny amounts are processed the procedure is expensive and time consuming. Previously they quietly bought liao from the Empire and Sumaah - from those congregations that sold their allocation on the open market - but the recent trade war between the two nations has made this impossible. &lt;br /&gt;
&lt;br /&gt;
If the Sevenfold Path wishes to support the Convocation of the Seven, they could do so by providing their members with a significant amount of liao, and by continuing to offer their good example in Jarm against Cold Sun. A dramatic gift of liao will provide major support to the priests of this informal network, and their congregations. Some of it will be used to create virtuous auras to help in the fight against Cold Sun but their impact will be relatively minor. What they will do though is help the Convocation to [[consecration|consecrate]] their meeting houses, [[dedication|dedicate]] more priest, and spread the inspirational touch of the Way to their fellow pilgrims. &lt;br /&gt;
&lt;br /&gt;
The [[Grandmaster]] would need to [[Grandmaster#Guiding_an_Order|guide the order]] to continue to fight in Jarm (with the usual costs). They would need to instruct their members to seek out the Convocation of Virtue and gift them with the liao they need to perform [[religious skills|ceremonies]]. The liao would need to be provided to the Herald of the Conclave after the Conclave session where the declaration guiding the aura was approved by the Conclave. At least 100 doses would be required to have a measurable effect. The outcome would be an [[opportunity]] for members of the Sevenfold Path to secure contact with the Convocation of Virtue, allowing them to offer further guidance and help promote the Way in Jarm. &lt;br /&gt;
{{CaptionedImage|file=Assembly_General.png|caption=The General Assembly|align=right}}&lt;br /&gt;
The civil service are quick to manage expectation. Religious freedom in Jarm means that faith is generally kept separate from politics. The Convocation are in no position to cause rebel uprisings, or dismantle the traditions of slavery, even if they were united in the belief these were goals they wanted to achieve. As with every interaction on this matter, they believe that change in Jarm can only come from within - but if these people are sincere about their beliefs then a grass roots organisation guided by virtue and the doctrines of the Way cannot help but make these changes a little more likely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The opportunity to guide the order in this way is only available at the Spring Equinox, after which the Covocation of Virtue members who have made contact with the Sevenfold Path will have turned to different areas in their fight against Cold Sun. If it is taken up, it will result in a wind of fortune at the Summer Solstice similar to those created around the various factions in Asavea, detailing more about the Convocation of Virtue and presenting at least one opportunity to further cement ties with them.&lt;br /&gt;
&lt;br /&gt;
==What Happens Next?==&lt;br /&gt;
* &#039;&#039;&#039;The Nation of Lantir is no more&lt;br /&gt;
* &#039;&#039;&#039;The Scions of Cold Sun have not been contained&lt;br /&gt;
* &#039;&#039;&#039;Armies of &#039;&#039;scions&#039;&#039; are pressing into Jarm, the Commonwealth, and the independent nations bordering Lantir&lt;br /&gt;
The tiny nation of Lantir, where this incursion of Cold Sun began, is no more. It&#039;s capital city is broken ruins, glowing with a baleful blue light that never dims. During the day it is hard to see but at night, its sickly radiance is visible for many miles. As the &#039;&#039;scions&#039;&#039; strike outwards, into the neighbouring nations, that malignant glow begins to take hold in other places. &lt;br /&gt;
&lt;br /&gt;
The Commonwealth and Jarm both fight to contain Cold Sun, but even with the assistance offered by the Empire their disparate efforts are not enough. Step by step, the &#039;&#039;scions&#039;&#039; push the forces trying to contain them back. They claim the entirety of what was once Lantir, and they now press outwards in all directions. The front line is now simply too large to be easily policed, with &#039;&#039;scions&#039;&#039; pressing into southern principalities of Jarm and northern provinces of the Commonwealth. Their attention is not solely on the two great powers - they also launch assaults into the independent countries lying to the east and west of Lantir. These borderlands served as a buffer zone between the two great powers, and the attacks of the scions add whole new levels of political complexity to the situation in the far east. Arguments erupt over moving troops from Jarm or the Commonwealth into these neutral areas; soldiers do their best to follow their orders but there are several diplomatic incidents. &lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;scions&#039;&#039; influence increases, the practicalities of fighting Cold Sun overwhelm diplomatic wrangling (and the presence of the Celestial Arch exerting subtle influence on their peers in Jarm helps speed this process along). Troops begin to move to protect the borderlands, but there is no trust between Jarm and the Commonwealth and on at least one tragic occasion observed by the Rod and Shield, their efforts are at odds with one another resulting in the loss of an entire riverport full of desperate refugees. Behind the raiding groups of &#039;&#039;scions&#039;&#039; come the armies. They move with purpose, but slowly, looking to overwhelm an entire region before moving on. They target places of culture and pride, but also regio and sources of [[mithril]] and [[ilium]]. Where they seize a regio aligned with the Day realm, they begin to construct gateways. Fortunately, the experience of the Empire comes in useful here and the local soldiers know to target these sites in preference to any others. So far, the scion raiders have been prevented from establishing a second incursion point meaning all the armies of Cold Sun originate from the capital of Lantir.&lt;br /&gt;
&lt;br /&gt;
As the Spring Equinox dawns, though, the effort to contain Cold Sun has clearly failed. The armies of the &#039;&#039;scions&#039;&#039; are spreading, and any hope of preventing a full-scale invasion of the forces of Oblivion has gone. Hundreds of thousands of lives are at risk, and the danger is growing daily.&lt;br /&gt;
&lt;br /&gt;
===Silver Chalice===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Fausta Ankarien, on behalf of the Silver Chalice&amp;quot;&amp;gt;The Silver Chalice offers aid to &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; those suffering as a result of the Cold Sun in Lantir with a focus on reducing loss of life to save lives.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The situation would have been even more dire if not for the efforts of the [[Silver Chalice]]. The magicians of this order are healers, and their experience dealing with the destructive curses the &#039;&#039;scions&#039;&#039; unleash is currently unparalleled anywhere in the world. They have committed their aid not to one side or the other - not to the Commonwealth or Jarm - but to the people of Lantir. At great personal risk they delve into the ruins left behind by Cold Sun to rescue and heal as many folk as possible. Many hundreds of lives are saved directly, and the treatments they use to deal with the curses of Cold Sun quickly spread through healing magicians and mundane doctors alike throughout the region. Even if they cease helping, the loss of life in engagements with Cold Sun will be less than it could have been, especially among those common folk who seek to flee rather than fight.&lt;br /&gt;
{{CaptionedImage|file=Fausta Ankarien.jpg|caption=&#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, Grandmaster of the Silver Chalice|align=right|width=300}}&lt;br /&gt;
Remaining clear of politics, focusing on the victims of the Cold Sun directly, has won little actual favour with either the House of Princes or the Commonwealth. It is not that their aid is not appreciated, simply that its altruistic nature does not lead to rewards or recognition. Among the battered populace of Lantir, most of them now in exile, however they are seen as angels of mercy, ministering to wounds both physical and mental. As the war against Cold Sun spreads, as the incursion expands, their aid is called on more and more by soldiers from both great nations, to offer succour to the suffering and to share their knowledge with rooms full of exhausted healers. Perhaps, in the long run, their efforts will prove more durable and more important than those of any other Imperial order. Once Cold Sun is vanquished, hundreds of people who might otherwise have died will remain to live out their lives and who knows what their presence will mean?&lt;br /&gt;
&lt;br /&gt;
====Ill-fated boats====&lt;br /&gt;
* &#039;&#039;&#039;Some strange misfortune seems to have befallen a portion of the Silver Chalice who travelled to Lantir to provide aid this past season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small number of the Order who are particularly under the weather are travelling to Anvil to seek treatment.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to meet members of the Order at the Tree of Names at 1730 on the Saturday on the Spring Equinox.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some members of the Silver Chalice returning from Lantir seem to be suffering a similar collection of symptoms. What began as a few cases of physical discomfort, have developed into a strange curse unfamiliar to the Order. It is difficult to separate rumour from fact, as suddenly every stubbed toe and bout of seasickness among the travelling mages has been met with suspicion and fear. And gossip about symptoms has spiralled out of control, including reports of vomiting ingots and weeping mana. Certainly, a number of those afflicted are quick to point fingers at the magicians of Jarm. Perhaps Imperial aid has ruffled the feathers of a Prince?&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;is&#039;&#039; known, is that some sickness, malady or indeed arcane curse does seem to afflict some of those who took the journey to Lantir.&lt;br /&gt;
&lt;br /&gt;
A handful of the Order are suffering particularly badly. Their journey home has been slowed down by their condition, and they hope to stop at Anvil for treatment before returning home. They wish to meet with members of the Order who might be able to help them, and expect to arrive at the Tree of Names in the Wintermark camp at 1730 on the Saturday of the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
There is a very tight window for any member of the Silver Chalice who undertook the journey to Lantir in downtime to opt into being one of those cursed. If you wish to do this, please email plot@profounddecisions.co.uk - the email must reach us before midnight on Monday 8th June. .&lt;br /&gt;
&lt;br /&gt;
==Imperial Options==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Cohort of the Cold Sun.png|caption=Freeborn artist Doratea i Jovita i Riqueza&#039;s painting of the servants of Cold Sun attempts to capture their utterly implacable, inhuman nature.|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is no realistic way for the Empire to directly effect the war against Cold Sun now that the scions have broken containment&lt;br /&gt;
* &#039;&#039;&#039;An appraisal might determine ways to assist one side or the other, but would be time consuming&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; 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: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Fight Cold Sun&#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;Availability:&#039;&#039;&#039; Until the end of the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limitation:&#039;&#039;&#039; &lt;br /&gt;
* The chosen Prognosticator will be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Examines the possibility of Imperial assistance in the war against Cold Sun in the east&lt;br /&gt;
* The motion would need to select a single topic from the list below&lt;br /&gt;
* The chosen appraiser would be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Possible Appraisal Topics:&#039;&#039;&#039; &lt;br /&gt;
* Identify ways to help the Commonwealth fight Cold Sun&lt;br /&gt;
* Identify ways to help Jarm fight Cold Sun&lt;br /&gt;
* Identify ways for the Silver Chalice to help the people of the borderlands survive Cold Sun&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;
Right now, the orders dispatched to help against Cold Sun are still focused on doing so. Members will continue to help battle Cold Sun until the eternal&#039;s marshalled forces are defeated or their Grandmaster indicates they are needed elsewhere by [[Grandmaster#Guiding_an_Order|guiding the order]]. In some cases outlined above, there are opportunities to continue to develop their goals in the nations they are helping. &lt;br /&gt;
&lt;br /&gt;
It is now too late to try containing Cold Sun. Imperial aid, as a result, is significantly less valuable than it was at the early stage of the invasion. Even sending mercenaries to fight with one side or the other will make little impact on the situation. It falls now to the Jarmish and Commonwealth armies to systematically deal with the armies of scions before they can overwhelm the borderlands.&lt;br /&gt;
&lt;br /&gt;
The single biggest obstacle to the defeat of Cold Sun seems to be the Commonwealth and Jarm themselves. Their refusal to seriously discuss a ceasefire - the Pride that prevents them from wishing to appear &amp;quot;weak&amp;quot; to their rivals - prevents anything like a coordinated response. Together Jarm and the Commonwealth could overwhelm Cold Sun. Separately, they can only mitigate the damage - and then only be sacrificing the folk of the borderlands between them. If the Empire is to have any further role to play in the fight against Cold Sun, it will likely need to be diplomatic in nature.&lt;br /&gt;
&lt;br /&gt;
There is one other possibility; both the Commonwealth and Jarm have accepted the Empire&#039;s aid, and show no signs of wanting to refuse anything else they might offer. The civil service believe it would be possible to find other ways to assist either or both nations through the auspices of the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]]. The [[Senate]] could commission an [[appraisal]] of ways to help one or the other of the foreign nations; the chosen prognosticator would work with their counterparts in the other nation and try to find ways the Empire could continue to help. &lt;br /&gt;
&lt;br /&gt;
A single appraisal could &#039;&#039;not&#039;&#039; examine ways to support &#039;&#039;both&#039;&#039; sides - and as usual support to either one will cause diplomatic problems with the other. The only way to use the power of appraisal to help both sides would be to order two appraisals and send two prognosticators. The exception would be if the Empire were to focus its efforts on helping the people of the borderlands - the folk who are neither part of the Commonwealth or Jarm - and finding ways for them to survive the onslaught of the &#039;&#039;scions&#039;&#039;. This would provide little benefit to either side - but it would build on the work the Silver Chalice have done to further reduce the loss of life and leave the borderlands nations in a much better state than they will be if their powerful neighbours continue squabbling.&lt;br /&gt;
{{Commonwealth Links}}&lt;br /&gt;
{{Jarm Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139987</id>
		<title>Weaving tangled nets</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Weaving_tangled_nets&amp;diff=139987"/>
		<updated>2026-06-07T18:41:42Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Future Good? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;You must understand,&amp;quot; said the Jarmish interpreter, &amp;quot;that whatever the political problems between the House and your Senate it is a matter of politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She pronounced &amp;quot;Senate&amp;quot; Sen-ah-tay but Guillermo did not see any reason to correct her. If he was any judge she spoke around five languages as well as fluent Imperial, and he did not feel in a position to criticise pronunciation until he could match that. Instead he made a noncommittal noise, motioning for her to continue.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The intelligence gathering - the scouting - done by your Shuttered Lantern, it is top-notch. Some very nuanced use of Day and Night magic I am told, even a little of the Autumn. But it is well known that there are spies among their number and so....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She made a helpless gesture.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So you need to monitor them?&amp;quot; he asked, as if he didn&#039;t already know the answer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quite,&amp;quot; she said. &amp;quot;It is not an insult! Lord-Magister Trescher has been very clear about that. It is simply a precaution! I for one am grateful for every Imperial magician who has come to offer their magic in this time of tribulation. Especially in the light of the... politics.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He nodded sagely.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They have a little bit of a reputation problem at home, as well.&amp;quot; He spoke in a slight undertone as if confiding a secret. The guide smiled and nodded.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can imagine! Poking their noses into other peoples&#039; business all the time. Spying is a fact of life, but here it is considered...&amp;quot; She cast around for the right phrase. &amp;quot;Impolite? A dirty necessity not something polite people do? You know what I am saying?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh of course, of course,&amp;quot; he said, smiling and nodding in return.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am glad to have been assigned to your party, if I may be forward,&amp;quot; she said, touching his arm. &amp;quot;The Celestial Arch are a very different matter - well spoken, insightful, polite and civil, and keen to offer their support in so many different ways. Very much our kind of wizard, if you follow me?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Guillermo nodded, smiling wide enough to show his teeth.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are indeed. Very civil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And that&#039;&#039; he finished silently &#039;&#039;is what makes them the perfect cover for asking innocent questions about the flow of prismatic ink through the city of Rigia&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
By the time they reached the beautiful antique lodge where the Imperial visitors to the city were being quartered, Guillermo had already uncovered two promising sounding leads that would, hopefully, bear the kind of fruit that Grandmaster Tyburn would be interested in.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Ibeno weaving.jpg|align=left|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth and Jarm remain at war&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cold Sun has destroyed the minor nation of Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;scions&#039;&#039; of the mad Day eternal threaten both larger nations&#039;&#039;&#039;&lt;br /&gt;
The [[Commonwealth]] and the [[Principalities of Jarm]] have been at open war for some time now, a conflict that erupted over control of the borderlands between their nations. Now, the tiny country of Lantir is no more - the [[Cold Sun]] has risen and the &#039;&#039;scions&#039;&#039; seek to [[Cold war|ravage the two eastern powers]] as they once attempted to do in the Empire. Imperial soldiers and magicians have offered aid to the two rivals in their efforts to contain the threat and destroy the armies of [[inhabitants of the realms#Heralds|heralds]] pouring into the ruined capital of Lantir. Yet even in this time of heightened conflict, the wheels of diplomacy continue to turn.&lt;br /&gt;
==Commonwealth==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth remains friendly to the Empire, and allied via the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is at war with the Principalities of Jarm&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Commonwealth is Finn Pridetalker of Wintermark&lt;br /&gt;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Finn Pridetalker of [[Wintermark]]}}&lt;br /&gt;
The Commonwealth are one of the closest allies the Empire has among the great powers of the known world, thanks primarily to their shared membership of the [[Liberty Pact]]. Both nations are dedicated to extending their influence over the whole world, but for now their rivalry with the Empire remains amicable. Even if it the two great nations must eventually clash, nobody sees that happening any time soon. The Empire shared its mastery of magic with the magicians of the Commonwealth, and Commonwealth soldiers fought and died alongside the Freeborn in the [[A beacon of smoke|fall of Siroc]].&lt;br /&gt;
&lt;br /&gt;
Their ambassador to the Empire is &#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039;, of Die Stahlhalle in the port-city of Volkavaar, a veteran soldier who reports to the generals who hold the reins of political power in their nation. An old campaigner, they generally speak plainly and as honestly as any politician can when dealing with their Imperial counterpart.&lt;br /&gt;
===Future Good?===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is questioning the value of the Liberty Pact in its current form&lt;br /&gt;
* &#039;&#039;&#039;Militärattache Schöningen has not challenged the Ambassador&#039;s claim that trade with Radomso is a cover for espionage&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth merchants are unhappy to hear of Imperial ships trading with the Jarmish satellite state&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is concerned about their citizens who remain trapped in the Lyceum&lt;br /&gt;
Following the [[My soul at liberty|meeting]] during the Winter Solstice, the Commonwealth as a whole are questioning the purpose of the Liberty Pact. As discussed in the &#039;&#039;&#039;[[Forging_links#Pact_of_Broken_Chains|Forging links]]&#039;&#039;&#039; wind of fortune there is a feeling that, having broken the international slave trade, it may have achieved its goals and that further &amp;quot;tinkering&amp;quot; with its manifesto risks destroying its legacy. Militärattache Schöningen does not mince words; the [[Forging_links#Moving_Forward|proposal from Sumaah]] is seen as having merit by many of the universities, and several of the generals. They want to know what the Empire makes of it, given the pact was broadly their idea in the first place. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Finn_P.png|caption=Ambassador Finn Pridetalker (Left) alongside Eska Crowspeaker, one of the signatories of the original Liberty Pact.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Militärattache Schöningen politely declines Ambassador Pridetalker&#039;s suggestion of a joint war college for the Liberty Pact. Both Empire and the Commonwealth have long history of successful mercenary work. The attacks on Chalonsio and Rachensgrab, and the Commonwealth soldiers who died in [[Madruga#Siroc_(Ruined)|Siroc]] seem to demonstrate that there is no real need for a college to coordinate such things.&lt;br /&gt;
&lt;br /&gt;
The aid the Empire has offered [[#Against Cold Sun|against Cold Sun]] has been well received, but there is still a thorn in the side of diplomatic relations with the Commonwealth. Militärattache Schöningen seems skeptical about the Ambassador&#039;s claims that trade with the port of Radomso is a front for Imperial espionage. Rather than challenge the assertion directly; her diplomatic response is to say that the Commonwealth looks forward with enthusiasm to finding out what information Imperial spies are able to uncover about their rivals to the north. For now, at least, it seems the Commonwealth does not intend to petition for the Empire to be ejected from the Liberty Pact for breaching the provision requiring an embargo on trade with Jarm.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the fact Imperial ships very clearly &#039;&#039;are&#039;&#039; trading with the [[My_passions_from_a_common_spring#Free_Ports_And_Free_People|tiny nation of Zemelslo]] has not gone unremarked in the wider Commonwealth. The little island nation is seen as being Jarm in all but name, and as such merchants and guilds who otherwise have welcomed Imperial ship captains enthusiastically are turning a little cold. There are questions about the Empire&#039;s decision to trade with the Principalities, and few are convinced by the polite fiction that it is not &#039;&#039;really&#039;&#039; Jarm they are trading with. As such, following the Spring Equinox, Imperial [[fleet|fleets]] trading with [[Foreign_ports#Volkavaar|Volkavaar]] and [[Foreign_ports#Leerdam|Leerdam]] will have a -1 penalty to their effective rank for purposes of the goods they can secure. This penalty will persist for at least as long as the Empire&#039;s merchants are trading with Radomso while simultaneously claiming to have embargoed trade with the Principalities. &lt;br /&gt;
&lt;br /&gt;
There is one other serious matter that Militärattache Schöningen wishes to discuss. As of the Winter Solstice it has been two years since the Commonwealth magicians [[Dean_of_the_Lyceum#The_Lyceum_Schloss|studying at the Lyceum]] were [[A_beacon_of_smoke#Objective:_Raise_the_Lyceum&#039;s_wards|trapped behind walls of mist]]. Occasional missives reach their families, and while the servants of &#039;&#039;[[Sadogua|der Zauber Vielfraß]]&#039;&#039; offer reassurances and can be prevailed upon to take &amp;quot;care packages&amp;quot; to imprisoned friends, but this is not enough. Nine months ago, the Ambassador [[Beat_of_your_drum#Lyceum|offered assurances]] that steps were being taken to deal with the situation, and yet no progress seems to have been made? The Commonwealth requests that the Empire explain to them what is being done to help release their citizens, and why it is taking so long?&lt;br /&gt;
&lt;br /&gt;
==Principalities of Jarm==&lt;br /&gt;
* &#039;&#039;&#039;The Empire remains at peace with the Principalities of Jarm, but trade with that nation is embargoed&lt;br /&gt;
* &#039;&#039;&#039;The Senate has approved trade with the tiny independent nation of Zemelslo that lies within the Jarmish sphere of influence&lt;br /&gt;
* &#039;&#039;&#039;Jarm is at war with Imperial allies in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;Jarm has recently encountered the threat of Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The Imperial ambassador to the Principalities is Thaumiel of Steeplechase Toll, of Highguard&lt;br /&gt;
One of the six great powers, the [[Principalities of Jarm]] are not exactly friendly to the Empire. The &#039;&#039;magocracy&#039;&#039;, ruled by the House of Princes resents what it claims are repeated attempts by Imperial citizens to interfere with its interests. Via the [[Liberty Pact]], the Empire is allied with Jarm&#039;s enemies, the [[Commonwealth]], and open war now rages between the two great nations. They may not be at war with the Empire, but they know that Imperial citizens and the [[Conclave|Imperial Conclave]] in particular have provided significant assistance to their rivals. Communications tend to be brusque, bordering on the curt.&lt;br /&gt;
&lt;br /&gt;
The Jarmish ambassador to the Empire is &#039;&#039;Lord-Magister Anton Trescher of the Hidden Hook&#039;&#039;, who attends at the House of Princes. A canny and influential politician who has served the House of Princes for over forty years, he represents the Jarmish to the Empire and vice-versa. A potent master of Autumn magic, he is known for his sarcasm and dry wit, and for his commitment to the sovereignty of the Principalities he serves.&lt;br /&gt;
{{Nation|nation=Jarm|status=Foreigner|port=[[Principalities_of_Jarm_ports#Kavor_(Northern_Principalities_of_Jarm)|Kavor]], [[Principalities_of_Jarm_ports#Vezak_(Southern_Principalities_of_Jarm)|Vezak]], and [[Principalities_of_Jarm_ports#Rigia_(Eastern_Principalities_of_Jarm)|Rigia]] (all closed)|ambassador=Thaumiel of Steeplechase Toll of [[Highguard]]}}&lt;br /&gt;
===Diplomatic Niceties===&lt;br /&gt;
* &#039;&#039;&#039;Lord-Magister Trescher greets the new Ambassador&lt;br /&gt;
* &#039;&#039;&#039;Aid against Cold Sun is very welcome indeed&lt;br /&gt;
Lord-Magister Trescher&#039;s greeting to the new Imperial ambassador, Thaumiel of Steeplechase Toll, is a little perfunctory. Not rude, just short. It is clear that like many high-ranking Jarmish citizens, the Lord-Magister&#039;s focus is on [[Cold war|the disaster]] unfolding along their southern borders. There is some brief discussion of trade with the [[When_peace_was_far_away#Free_Port|&amp;quot;free&amp;quot; port of Radosmo]]; the House of Princes continue to be pleased with the way Imperial traders are behaving and are not planning to use their influence to encourage Zemelso to close its docks for the time being. For their part the Concillium of Zemelso [[When_peace_was_far_away#Weirwood_for_Free_People|remain interested]] in purchasing a significant amount of [[weirwood]]. There has, apparently, been little interest in their offer so far.&lt;br /&gt;
&lt;br /&gt;
A note of amusement, tinged with grudging respect, creeps in when Anton speaks of [[Asavean Archipelago|Asavean]] aid. As Ambassador Thaumiel might imagine, the Asaveans find themselves unable to offer significant aid against Cold Sun due to their engagements elsewhere. They Plenum has sent words of support, and reassured the House of Princes that they have instructed some of their magicians to research the problem and provide news of their findings. They have also suggested that Cold Sun itself might be related to the Imperial nation of Dawn, and perhaps the Jarmish might wish to interrogate the Empire on that matter. Thaumiel need not fear - there will be no issue with ensuring Imperial magicians are able to avoid Asaveans during their time in southern Jarm.&lt;br /&gt;
==Against the Cold Sun==&lt;br /&gt;
* &#039;&#039;&#039;The Empire has offered aid to both Jarm and the Commonwealth to deal with Cold Sun&lt;br /&gt;
As detailed [[Cold war|last season]], a major incursion of the [[Cold Sun]] has erupted on the borderlands between Jarm and the Commonwealth. The tiny nation of Lantir, whose disposition had ultimately lead to the war currently raging between the two great powers, has apparently been destroyed. Following the Winter Solstice, the Princes of Jarm and generals of the Commonwealth both, separately, strove to contain the threat of the deadly &#039;&#039;scions&#039;&#039; emerging from the powerful [[regio]] torn open at the heart of Lantir&#039;s capital. Centuries of rivarly, and the ongoing war between the two nations, meant that they were unable to reach anything like a coordinated plan of response to the forces of Oblivion. Both sought the aid of the Empire - who after all are the only folk up until now who have any experience with Cold Sun.&lt;br /&gt;
&lt;br /&gt;
Six [[Conclave order|Conclave orders]] and one [[Imperial army|army]] offered their aid to the two great nations of the [[The_seven_seas#Sea_of_Steel|Sea of Steel]].&lt;br /&gt;
===Cold Sun and the Commonwealth===&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth welcomes the aid of the Granite Pillar, Rod and Shield, and Golden Pyramid&lt;br /&gt;
The Commonwealth as a whole is enthusiastic about the aid of the [[Granite Pillar]], and only slightly less excited about the participation of [[Golden Pyramid]] and the [[Rod and Shield]] magicians in the fight against Cold Sun. The altruistic mission of the [[Silver Chalice]] is also noted by the Commonwealth, who heartily approve of the decision to try and help the people suffering the attacks of Cold Sun. There are some questions as to whether focusing on the injured, rather than fighting to ensure Cold Sun is defeated as swiftly as possible, is the most &#039;&#039;effective&#039;&#039; way to bring the greatest good to the greatest number of people, but nobody faults the healers of the Silver Chalice for their commitment to saving lives.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Sychar of Ebon&#039;s Hall, General of the Granite Pillar&amp;quot;&amp;gt;We enact a strategic defence of Astolat and use this time to resupply. Re-form the ranks, tend the wounded, and set the Granite Pillar in order for the campaign to come. Discipline in Recovery is no less a virtue than discipline in battle. We send our Adjutant, Barachel of Adina&#039;s Charge, Adamah of the Cenotaph, and those officers and veterans that are able, to aid the Commonwealth as advisors against the Cold Sun. The Commonwealth is our ally in the Liberty Pact and that great document is more than just words on a page. When an ally calls, in loyalty we shall aid them! In this way we serve the Empire, so that when we march again, we do so having aided the common good, rather than merely watched the innocent bleed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is, predictably, some dissatisfaction that some of the Conclave Orders have gone to offer similar aid in Jarm, but Militärattache Schöningen indicates that most people are sensible enough to realise that allowing the Oblivion Sun to rampage across Jarm would result in tens of thousands of deaths of innocent people and leave the eternal with a foothold in the mortal realm that would make it that much harder to unseat. She is significantly more interested in Ambassador Pridetalker&#039;s claim that the [[Shuttered Lantern]] is &amp;quot;investigating the true cause of the incursion.&amp;quot; She requests in the strongest possible terms that as soon as the Shuttered Lantern findings are known they be shared first with her office, before anyone else learns of them. She trusts the Ambassador can see the sense in this.&lt;br /&gt;
====Granite Pillar====&lt;br /&gt;
* &#039;&#039;&#039;The aid of the Granite Pillar has helped the Commonwealth generals prepare their strategy against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The generals have made a gift and a pledge to provide the General of the Granite Pillar with a shipment of Soldier&#039;s Booze each season&lt;br /&gt;
The advice of &#039;&#039;&#039;Lofyn Bloodcloak&#039;&#039;&#039;, [[General]] and Imperial strategist during the Coldsun War, is appreciated. The Commonwealth had broadly settled on similar strategies, but the words of the general make them more confident in their own approach to the &#039;&#039;scions&#039;&#039;. In particular, the warning that the servants of Oblivion will target places of art and philosophy first allows for a quick reprioritisation of the Commonwealth&#039;s defensive strategies. The guidance on the observed capabilities of the armies that invaded the Empire - especially their peculiar abilities to travel and ravage the land - also proves helpful. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Sychar of Ebon&#039;s Hall.jpg|caption=&#039;&#039;&#039;Sychar  of Ebon&#039;s Hall&#039;&#039;&#039;, General of the Granite Pillar|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Most useful of all, however, is the assistance offered by the [[Highguard|Highborn]] army, the Granite Pillar. A number of officers and veterans of the fight against the &#039;&#039;scions&#039;&#039; make the journey to the Commonwealth where they are greeted and immediately brought to share their knowledge with the generals of the armies engaged along the border. Exhausting hours of interrogation, spirited discussion, and moving little ivory figures around on maps of the borderlands between Commonwealth and Lantir lead to a consolidation of Imperial experience and Commonwealth military acumen. As significant as the pure strategic impact is, there is also discussion of wider philosophical and political matters after the gruelling military meetings. Arguments about the role of the Liberty Pact, the value of spiritual auras, the meaning of liberty and free will, the concept of the Greater Good.&lt;br /&gt;
&lt;br /&gt;
Die Stahlhalle - the office of Militärattache Schöningen - formally thanks the Military Council and the Empire for their aid. The actual generals, however, who have worked with the Granite Pillar soldiers in preparing their strategies make a less formal but perhaps more heartfelt gift. When the emissaries return from the Commonwealth to rejoin their army they bring with them a crate of Commonwealth &#039;&#039;[[Trade_goods#Soldier&#039;s_Booze|Soldatentrunk]]&#039;&#039;. This mildly alcoholic tonic is very popular with Commonwealth soldiers, acting as both a powerful healing potion and an antidote to many forms of venom. It is only the first instalment of the shipment; as long as the Empire and the Commonwealth remain friends, the General of the Granite Pillar will receive five bottles of Soldier&#039;s Booze each season, one from each of the five Commonwealth provinces closest to Lantir; a gift of recognition between fighting folk.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Sakari Nightscale, on behalf of the Rod and Shield&amp;quot;&amp;gt;Rod and Shield, to Arms! We lead the charge to Lantir, to the aid of the Commonwealth. The Cold Sun must be stopped&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Rod and Shield====&lt;br /&gt;
* &#039;&#039;&#039;The Rod and Shield have fought directly against Cold Sun&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;zauberer&#039;&#039; of the Commonwealth show their gratitude with a gift of Hero Stones to the Order&lt;br /&gt;
The Rod and Shield have fought Cold Sun before. They are enthusiastically welcomed by the &#039;&#039;[[Commonwealth#Magic|zauberer]]&#039;&#039; of the Commonwealth, not only for their experience but also because so many of them are war-wizards and battlefield mages. Unlike some of the other orders, they are able to deploy their assistance on the front lines, directly fighting against the &#039;&#039;scions&#039;&#039; and sharing the benefits of past engagements with their counterparts. There is a general camaraderie among all the fighting magicians whether Imperial or Commonwealth. Fighting directly with magic and force-of-arms is risky of course. Many members of the order who answer the call suffer significant injuries, not all of which can be treated effectively by Commonwealth [[Surgical skills#Physick|physicks]]. There are repeated clashes between war-mages and scions, and while the individual fights are as often victories as not, it is clear to the veteran soldier-magicians that the Commonwealth is not winning against Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 200px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMRodandShield.jpg|caption=&#039;&#039;&#039;Sakari Nightscale&#039;&#039;&#039;, Grandmaster of the Rod and Shield|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The zauberer of the Commonwealth are grateful to the Rod and Shield for fighting alongside them, risking their own lives to help fight the forces of Oblivion. Following the Spring Equinox, the Grandmaster of the Rod and Shield receives a casket holding five &#039;&#039;[[Trade_goods#Hero_Stone|Heldenstein]]&#039;&#039;. These &amp;quot;Hero Stones&amp;quot; are a rare form of [[vis]] that is used specifically to empower personal [[enchantment|enchantments]] of the kinds popular with Commonwealth battle-wizards. For the moment, the Rod and Shield remain committed in the Commonwealth, and the zaubrer will continue to send another gift of Hero Stones each season they remain engaged until Cold Sun is defeated. If the Rod and Shield stay in the Commonwealth - if their grandmaster does not [[Concord#Guiding_an_Order|guide the order]] to act elsewhere - until Cold Sun is driven off, this bequest will become a permanent gift to the order as part of their [[Rod and Shield#Conclave Vault|Vault]]. &lt;br /&gt;
&lt;br /&gt;
=====Participation=====&lt;br /&gt;
Any member of the Rod and Shield has a small window to email plot@profounddecisions.co.uk to confirm they have helped in Lantir. The email must reach us before midnight on Monday 8th June. They will receive a magical lingering wound, but also be able to claim some of the spoils of war in the form of a pawn of vis, either taken from the scions or secured in thanks for aid. It is important to note that these magical lingering wounds are those that cannot easily be treated by physicks, and that they may prove fatal if left to run their course.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Arsenio Sanguineo Rezia di Tassato, on behalf of the Golden Pyramid&amp;quot;&amp;gt; That the order of the Golden Pyramid should support the Commonwealth against the Cold Sun. With victory comes rebuilding and the opportunity for magicians and artisans to find longstanding relationships. Let us beat back the Cold Sun and look to the future.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Golden Pyramid====&lt;br /&gt;
* &#039;&#039;&#039;The Golden Pyramid have offered assistance in the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;They have identified trade opportunities&lt;br /&gt;
* &#039;&#039;&#039;There is a chance to build an annexe to the Grand Lodge that will give the Grandmaster of the Rod and Shield a ministry to acquire zaubrerer tools&lt;br /&gt;
The [[Golden Pyramid]] are first and foremost concerned with the prosperity of the Empire&#039;s magicians, but they are also experts at deploying magical resources effectively. This expertise is surprisingly valuable in the Commonwealth; their magical resources are more limited than those of the Empire and while they are by no means ignorant of the best ways to use battlefield magic the generals can overlook less directly martial applications of some enchantments and [[magic items]]. The Pyramid offers their aid to the Commonwealth quartermasters and &#039;&#039;zauberer&#039;&#039; with one eye on the future. Their presence is not uncontroversial - the insistance of their members that &amp;quot;everyone involved is well paid for taking the dangerous trip east&amp;quot; raised the requirements in crystal mana for &#039;&#039;all&#039;&#039; the orders sent to the east at the Winter Solstice.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 250px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterGoldenPyramid.jpg|caption=&#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; (centre) Grandmaster of the Golden Pyramid|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
They do, however, turn up opportunities to secure closer trade ties for the Empire with the Commonwealth, as well as an opportunity to acquire support for their own order. Imperial captains are familiar with Leerdam and Volkavaar, but they are by no means the only major ports the Commonwealth operates on the Sea of Steel. There are [[#Radomos|problems]] with Imperial trade in the east at the moment but the Golden Pyramid are confident they could be addressed with diplomacy. Regardless, they have identified an opportunity to secure a new trade port for Imperial captains that brings with it an opportunity for the Order itself.&lt;br /&gt;
&lt;br /&gt;
=====Murolosch=====&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can visit the port of Murolosch following the Spring Equinox&lt;br /&gt;
Some members of the Golden Pyramid have worked tirelessly to persuade their fellows in the Commonwealth of the value of more opportunities to trade with the Empire. They point to the ships bringing Imperial goods into Leerdam and Volkavaar, and the potential for bringing in more goods required for the war effort against Cold Sun if they had access to a port closer to the front line. Shortly before the Spring Equinox, Militärattache Ludkhannah sends news to Ambassador Pridetalker that a decision has been made to prepare dedicated berths on the docks of Murolosch for visiting Imperial traders. There is a great need for healing herbs, weapons and amour, and crystal mana and the merchants of the port will pay well for them.&lt;br /&gt;
&lt;br /&gt;
Murolosch lies in the shadow of the &#039;&#039;Unnachgiebig Mountains&#039;&#039;, a thriving port that transports [[mithril]] and [[Materials#Metals|magical metals]] down the coast to the rest of the Commonwealth. It is the closest city to the Jarmish border, and is known for its battle magicians as well as its talented smiths. Murolosch is also a trading hub for dealing with some of the independent borderland nations that lie between the two Great Powers. As such it provides plenty of opportunities for Imperial traders to acquire valuable goods.&lt;br /&gt;
&lt;br /&gt;
A standard fleet that trades with Murolosch will receive one [[Trade_goods#Hero_Stone|hero stone]], one [[Trade_goods#War_Amulet|war amulet]], a [[Trade goods#Law Stone|law stone]], and a flask of [[Trade goods#Wizards Beer|Wizards Beer]]. Unfortunately, like the merchants of Volkavaar and Leerdam, the merchants of Murolosch are not best pleased with news that Imperial traders are trading with Jarm in Zemelslo, and until that situation is resolved (either by ceasing trade, amending the Liberty Pact, or finding a diplomatic resolution) Imperial merchants have a -1 penalty to trade here despite all their good work elsewhere in the Commonwealth this season.&lt;br /&gt;
{{CaptionedImage|file=OrderGoldenPyramid.jpg|title=Order of the Golden Pyramid|align=right|width=250}}&lt;br /&gt;
=====Schema=====&lt;br /&gt;
* &#039;&#039;&#039;The Grandmaster is invited to name eight Imperial artisans who can learn to make Commonwealth ritual foci&lt;br /&gt;
The smiths of Murolosch have made an offer to the Golden Pyramid for an almost unprecedented level of cooperation. In their smithies, they have a number of [[schema]] that they use to supply the zauberer of the Commonwealth, especially those who trained in the support of their armies. These are carefully secured secrets, with the &#039;&#039;Kriegschmide von Murolosch&#039;&#039; ensuring that only masters of the [[crafting skills#Artisan|artisan arts]] are trusted to create them. In thanks for the Golden Pyramid&#039;s aid in helping secure additional materials for their forges, and in applying their expertise in the transport of crystal mana and vis to supply the zauberer working in the city, they will allow some of the Empire&#039;s own master-warsmiths to visit Murolosch after the Spring Equinox and study the schema.&lt;br /&gt;
&lt;br /&gt;
The Grandmaster of the Golden Pyramid - currently &#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039; but the title is up for re-election during the Spring Equinox - can choose up to eight artisans to gain the benefit of this study. Each will be able to master the creation of one of the &#039;&#039;War rings&#039;&#039; used by Commonwealth magicians. The &#039;&#039;Iron War Ring&#039;&#039; empowers Autumn rituals; the &#039;&#039;Golden War Ring&#039;&#039; empowers Summer rituals; the &#039;&#039;Bleachbone War Ring&#039;&#039; empowers Winter magic; the &#039;&#039;Sungold War Ring&#039;&#039; empowers Day rituals; the &#039;&#039;Oakamber War Ring&#039;&#039; empowers Spring rituals; and the &#039;&#039;Moongold War Ring&#039;&#039;, which is the least often created of the set, empowers Night rituals. In each case, they are [[:Category:Foci|foci]] that can be used to empower a ritual once each day with a 1 rank bonus, subject to the [[Magical_skills#Gaining_additional_ranks|normal rules for effective skill]]. What these artisans do with this lore is up to them. Each artisan is free to decide which of the ring schema to study.&lt;br /&gt;
&lt;br /&gt;
Furthermore, if the Golden Pyramid order is prepared to continue to offer their aid in the Commonwealth, in the fight against Cold Sun, the &#039;&#039;Kriegschmide&#039;&#039; are prepared to create a copy of one of the war rings and gift it to the Grandmaster. They&#039;ll do this as long as the order remains committed to the fight until Cold Sun is defeated, or until the start of the Winter Solstice 388YE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; After the Spring Equinox, the Grandmaster of the Golden Pyramid can send a list of up to eight characters with the artisan skill to {{plot}}, before downtime closes. They&#039;ll need to include the name, CID, and the chosen ring that the character wants to learn. As long as that character has an empty item slot (such as through the puchase of an [[Crafting skills#Extra Item|Extra item]]) then they will gain the knowledge of how to make the appropriate ring. Each costs around 18 ingots and measures to create and takes one month, with the exact ingots varying by the ring chosen. They won&#039;t be able to make a ring this downtime, but each named character will be given a ribbon for the ring they learned in their pack as an &amp;quot;apprentice piece&amp;quot; created during the trip.&lt;br /&gt;
===Cold Sun and the Princes===&lt;br /&gt;
* &#039;&#039;&#039;The Principalities of Jarm are glad to receive the support of the Celestial Arch, Sevenfold Path, and Shuttered Lantern&lt;br /&gt;
While Lord-Magister Anton may have been largely unmoved by the new Ambassador&#039;s appointment, they wax eloquent in their response to news that four of the Conclave orders are dispatching expert help to aid the nation of magician-princes in the fight against Cold Sun. Magicians from the [[Sevenfold Path]], [[Celestial Arch]], and [[Shuttered Lantern]] are all to be made welcome, with translators and a small cadre of support staff assigned to them from Lord-Magister Anton&#039;s own offices. A smaller group is assigned by Trescher to support the [[Silver Chalice]] in what was once Lantir, working uneasily alongside the Commonwealth aides. For all that Jarm can come across as overwhelmingly arrogant, it has rarely been more apparent that they still respect Imperial magicians, and the Conclave in particular.&lt;br /&gt;
&lt;br /&gt;
There are some factions of the House of Princes who are apparently a little disgruntled that the Empire is also supporting the Commonwealth, but Lord-Magister Anton says that wiser heads have prevailed and that those complaining about such matters are quickly silenced. More pragmatic magician-princes point out that it won&#039;t &#039;&#039;actually&#039;&#039; be good for Jarm if they defeat the Oblivion incursion, but the Commonwealth is transformed into a demesne for the destructive eternal. Replacing the &amp;quot;magically inept&amp;quot; enemy to the south with one that embodies devastating magic is a win only in the most short-sighted sense.&lt;br /&gt;
&lt;br /&gt;
It is clear that Anton is a little disappointed that the Ambassador urged the Senate &#039;&#039;not&#039;&#039; to allow Imperial soldiers to fight alongside the Jarmish against Cold Sun, but acknowledges the diplomatic risks. The Lord-Magister is nothing if not practical, and agrees that the potential for misunderstandings, accidents, or loud-but-ill-informed factions complaining about Imperial soldiers fighting alongside the Commonwealth would be inconvenient. There is also the implicit suggestion that Lord-Magister Anton values military aid significantly less than he does magical aid - and in that he is clearly not alone.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 550px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Xanthippe Of the Lighthouse-That-Was, on behalf of the Celestial Arch&amp;quot;&amp;gt;The Cold Sun cares not for policy nor polity - only death. We send the Celestial Arch to the Principalities of Jarm to foster harmony across civilisation against the Cold Sun, a common foe.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Celestial Arch====&lt;br /&gt;
* &#039;&#039;&#039;The Celestial Arch have persuaded Jarmish Magician-Princes of the need for detente with the Commonwealth&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth must also be brought to the negotiation table&lt;br /&gt;
The Celestial Arch are warmly welcomed by Jarmish magicians facing the threat of Cold Sun. The political focus of the Conclave order is a reasonable fit for the Principalities, where magicians are very much in charge. While they are clearly able, offering direct support against the &#039;&#039;scions&#039;&#039;, the primary contribution of members of the order lies in smoothing the efforts of the other orders to work with the Jarmish. They also have a secondary goal - to encourage Jarm and the Commonwealth to put aside their open aggression to cooperate on dealing with the problem they are both facing. This goal must be pursued carefully - there is a real risk that the Jarmish will dig their heels in and refuse if they feel Imperial magicians are trying to manipulate them. The politics of the Magician-Princes are complicated - an intricate web of alliances and enmities that must be navigated slowly and cautiously - but it is clear as the Spring Equinox is approaching that their efforts are bearing fruit. The House of Princes is openly discussing the possibility of proposing a ceasefire, and a joint effort to deal with Cold Sun.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; clear: right; max-width: 300px;&amp;quot;&amp;gt;{{CaptionedImage|file=GrandmasterCelestialArch.png|caption=&#039;&#039;&#039;Xanthippe of the Lighthouse-That-Was&#039;&#039;&#039;, Grandmaster of the Celestial Arch|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The problem they immediately encounter is that, given the ongoing rivalry between the two nations, Jarm will not be the first to propose a ceasefire or even a summit to discuss such a thing. The House of Princes will not appear &amp;quot;weak&amp;quot; before the Commonwealth. Worse, if the Jarmish did make the first move their is no guarantee the Commonwealth would accept it - they&#039;re more likely to assume a trap. The ideal situation is for the two nations to present the idea of a ceasefire to discuss Cold Sun at the same time. The Celestial Arch have laid the groundwork and nurtured the seeds in Jarm - now someone needs to do the same with the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
While the Celestial Arch remain committed to the fight against Cold Sun in Jarm, they can help keep Jarmish attention on the matter. If they are guided elsewhere by their Grandmaster, this will make the Jarmish much less likely to propose or accept a summit. As the magicians working with them see it, the Commonwealth must make their own suggestion of a ceasefire to the Jarmish, ideally at the same time Lord-Magister Anton Trescher makes his own approach on behalf of the House of Princes. This might be achieved through careful diplomacy by the Ambassadors involved, but there is also the possibility that an eternal such as [[Prospero]] could be prevailed on to use their influence in the Commonwealth to encourage such a thing. &lt;br /&gt;
&lt;br /&gt;
Provided this can be achieved, Jarm and the Commonwealth will come to the negotiation table. The Empire is unlikely to be invited to attend - the Jarmish see them (correctly perhaps) as allies of the Commonwealth and insufficiently neutral. The outcome would depend entirely on the two nations choosing to be constructive - something that would be made a lot more likely incidentally if their meeting took places under the auspices of an eternal such as Prospero who encourages cooperation or [[Lashonar]] who encourages communication - but that would be significantly harder to arrange.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Tyburn on behalf of the Shuttered Lantern&amp;quot;&amp;gt;The cause of Lantir&#039;s fall must be brought to light. The Cold Sun is a threat to all living things, it does not care about nations or allegiances. The Shuttered Lanterns asks Conclave to send their order to Jarm to uncover the truth.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Shuttered Lantern====&lt;br /&gt;
* &#039;&#039;&#039;The Shuttered Lantern have gathered information in Jarm&lt;br /&gt;
The Jarmish are well aware of the reputation of the Shuttered Lantern, but have no way of identifying which of the magicians visiting their nation belong to it. A few arrive openly, enough to draw the attention of their Jarmish peers from their colleagues. It is perhaps a measure of their respect for the order that those members are carefully monitored, albeit with a surfeit of civility. Their help is appreciated - they just  find that there is always a friendly and inquisitive Jarmish magician eager to answer their questions and serve as a guide.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 300px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;{{CaptionedImage|file=GMShutteredLantern.jpg|caption=&#039;&#039;&#039;Tyburn Natkysset&#039;&#039;&#039; (changeling), Grandmaster of the Shuttered Lantern|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The rest of the Shuttered Lantern, are able to take advantage of the cover their colleagues provide to avoid scrutiny. During the fight against Cold Sun there are opportunities to slip away and engage in investigations on the battlefield, and in the Jarmish settlements near the front line. A few magicians even manage to subvert their &amp;quot;guards&amp;quot; and pump them for information. Over the course of several weeks, the adept information gatherers of the Shuttered Lantern begin to put together a picture of the incursion in Lantir, and the events of the days leading up to it, with the Jarmish largely none-the-wiser to the full extent of their operation.&lt;br /&gt;
&lt;br /&gt;
A summary of these findings will be presented to the Grandmaster of the Shuttered Lantern at the Spring Equinox. For the moment, members of the Order remain engaged in Jarm and will continue to support the fight against Cold Sun until they are directed elsewhere by the Conclave, or until the eternal&#039;s forces are driven out of the mortal realm. This costs no additional mana, and puts them in a position to potentially be able to enact a stratagem if the Grandmaster uses another [[guide the orders]] declaration to instruct them how to proceed.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Albrecht von Holberg on behalf of the Sevenfold Path&amp;quot;&amp;gt;The Sevenfold Path of the Imperial Conclave shall travel to Jarm to combat the forces of Oblivion. We shall bear with us the legacy of the paragons and exemplars who have come before us and demonstrate to the magicians of Jarm the mettle of our souls, forged in virtue. As we display our virtue, let us also uplift the pride of the Jarmish people.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====Sevenfold Path====&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path has made contact with the Jarmish Convocation of Virtue&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to cement ties with the Convocation in Jarm&lt;br /&gt;
The Sevenfold Path cannot help but be seen as representatives of the [[Synod|Imperial Synod]]. Fortunately, to many of the Jarmish, the fact they are magicians first and foremost helps to reduce skepticism and suspicion of their motives. The carefully chosen words of Albrecht von Holberg helps to reduce friction further. Rather than proselytising, the magicians of the Sevenfold Path demonstrate their faith by fighting hard, doing their best to appear as inspirations.&lt;br /&gt;
&lt;br /&gt;
It&#039;s after one of the engagements with the &#039;&#039;scions&#039;&#039; that a trio of Jarmish magicians approach members of the Sevenfold Path and engage them in philosophical discussion about the virtues, the [[Doctrines of the Faith]], and the Imperial Synod. Only one of them speaks Imperial, but the others are making use of [[Autumn magic]] to give them the ability to speak with and understand their guests. It&#039;s also pretty obvious from the start that they know a lot more about the topics they have raised than most Jarmish, even if their understanding of the Synod is two hundred years or so out of date.&lt;br /&gt;
{{CaptionedImage|file=Elagabala Preaching.jpg|caption=&#039;&#039;&#039;Elagabala &#039;&#039;&#039;, Grandmaster of the Sevenfold Path|align=right|width=450}}&lt;br /&gt;
Eventually they come clean - they are members of something they call the &#039;&#039;Convocation of Virtue&#039;&#039;. The Convocation is a loose, informal fellowship of scholars [[dedication|dedicated]] to the seven virtues. Some of them trace their roots back to the early days of the Empire, to [[Highguard|Highborn]] [[wayfarer|wayfarers]] and [[Urizen|Urizeni]] [[illuminate|illuminates]] who visited Jarm. Others have more recent origins - Sumaah missionaries from fifty years ago, a three-generations-old contact with Sarcophan pilgrims, personal conversations while visiting [[Necropolis#Crown&#039;s Quay|Crown&#039;s Quay]] or [[Sarvos]] on mercantile matters. They came to the Way in disparate ways, and members regularly disagree with each other, but they are drawn together by a fundamental belief in the power of the virtues, and the exaltation of the human spirit.&lt;br /&gt;
&lt;br /&gt;
[[Principalities_of_Jarm#Religion|Faith in Jarm]] is seen as a personal matter, and organised religion is comparatively rare. There are however small congregations scattered across the Principalities who meet to discuss what it means to embody the virtues, and the nature of reincarnation and the Labyrinth. They are not merely scholars however; many among them do their best to live their lives by the tenets of the Seven, especially [[Pride]] and [[Ambition]]. This approach has lead to some achieving a small measure of success in Jarmish politics. From the discussion it becomes clear that this Convocation of the Seven is very much a &amp;quot;home-grown&amp;quot; version of the Way, but for the most part they are in agreement with the six &amp;quot;original&amp;quot; doctrines - [[The_Doctrines_of_the_Faith#The_Doctrine_of_Human_Destiny|Human Destiny]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Reincarnation|Reincarnation]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_Seven|the Seven]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_The_Paragons|Paragons]], [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Creator|Creator]], and [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Labyrinth|Labyrinth]]. There has been a lot of discussion of the new doctrine of [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Enlightenment]], but while most of the Convocation have adopted it in place of the Doctrine of Human Destiny, others argue that it is not relevant to them because there are no orcs among their number. They&#039;re fascinated to hear the opinions of the Sevenfold Path priests on the matter.&lt;br /&gt;
{{CaptionedImage|file=OrderSevenfoldPath.jpg|title=Order of the Sevenfold Path|align=right|width=240}}&lt;br /&gt;
At the end of the discussion, there is some cautious talk of what the Sevenfold Path could do to support or aid them. The trio are fairly up front about the problem - they are Jarmish, not Imperial. They don&#039;t recognise the &amp;quot;authority&amp;quot; of the Imperial Synod - or the Sumaah Synod for that matter. They aren&#039;t interested in becoming spies or traitors to their people. They may not always approve of the way their nation is run - a higher-than-average proportion of the Convocation are abolitionists but it is by no means universal - but they are Proud to be citizens of the Principalities. They don&#039;t actively proselytise, preferring instead to recruit through good example and engaging curious folk forthrightly and honestly in debate and discussion. Any suggestion that they are &amp;quot;working for the Empire&amp;quot; will see many magician-princes take steps to shut down their meeting houses or even imprison their members. Freedom of religion is ingrained in Jarm, but only to the point where it does not cross over into politics. There are a few references to the failure of the [[Limitu Principality House of the Way]], and the problems it caused for them in its wake.&lt;br /&gt;
&lt;br /&gt;
What they need right now, more than anything else, is [[liao]]. There is no reliable alternative to the substance in Jarm. Attempts to cultivate vinum have met with limited success, and while tiny amounts are processed the procedure is expensive and time consuming. Previously they quietly bought liao from the Empire and Sumaah - from those congregations that sold their allocation on the open market - but the recent trade war between the two nations has made this impossible. &lt;br /&gt;
&lt;br /&gt;
If the Sevenfold Path wishes to support the Convocation of the Seven, they could do so by providing their members with a significant amount of liao, and by continuing to offer their good example in Jarm against Cold Sun. A dramatic gift of liao will provide major support to the priests of this informal network, and their congregations. Some of it will be used to create virtuous auras to help in the fight against Cold Sun but their impact will be relatively minor. What they will do though is help the Convocation to [[consecration|consecrate]] their meeting houses, [[dedication|dedicate]] more priest, and spread the inspirational touch of the Way to their fellow pilgrims. &lt;br /&gt;
&lt;br /&gt;
The [[Grandmaster]] would need to [[Grandmaster#Guiding_an_Order|guide the order]] to continue to fight in Jarm (with the usual costs). They would need to instruct their members to seek out the Convocation of Virtue and gift them with the liao they need to perform [[religious skills|ceremonies]]. The liao would need to be provided to the Herald of the Conclave after the Conclave session where the declaration guiding the aura was approved by the Conclave. At least 100 doses would be required to have a measurable effect. The outcome would be an [[opportunity]] for members of the Sevenfold Path to secure contact with the Convocation of Virtue, allowing them to offer further guidance and help promote the Way in Jarm. &lt;br /&gt;
{{CaptionedImage|file=Assembly_General.png|caption=The General Assembly|align=right}}&lt;br /&gt;
The civil service are quick to manage expectation. Religious freedom in Jarm means that faith is generally kept separate from politics. The Convocation are in no position to cause rebel uprisings, or dismantle the traditions of slavery, even if they were united in the belief these were goals they wanted to achieve. As with every interaction on this matter, they believe that change in Jarm can only come from within - but if these people are sincere about their beliefs then a grass roots organisation guided by virtue and the doctrines of the Way cannot help but make these changes a little more likely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The opportunity to guide the order in this way is only available at the Spring Equinox, after which the Covocation of Virtue members who have made contact with the Sevenfold Path will have turned to different areas in their fight against Cold Sun. If it is taken up, it will result in a wind of fortune at the Summer Solstice similar to those created around the various factions in Asavea, detailing more about the Convocation of Virtue and presenting at least one opportunity to further cement ties with them.&lt;br /&gt;
&lt;br /&gt;
==What Happens Next?==&lt;br /&gt;
* &#039;&#039;&#039;The Nation of Lantir is no more&lt;br /&gt;
* &#039;&#039;&#039;The Scions of Cold Sun have not been contained&lt;br /&gt;
* &#039;&#039;&#039;Armies of &#039;&#039;scions&#039;&#039; are pressing into Jarm, the Commonwealth, and the independent nations bordering Lantir&lt;br /&gt;
The tiny nation of Lantir, where this incursion of Cold Sun began, is no more. It&#039;s capital city is broken ruins, glowing with a baleful blue light that never dims. During the day it is hard to see but at night, its sickly radiance is visible for many miles. As the &#039;&#039;scions&#039;&#039; strike outwards, into the neighbouring nations, that malignant glow begins to take hold in other places. &lt;br /&gt;
&lt;br /&gt;
The Commonwealth and Jarm both fight to contain Cold Sun, but even with the assistance offered by the Empire their disparate efforts are not enough. Step by step, the &#039;&#039;scions&#039;&#039; push the forces trying to contain them back. They claim the entirety of what was once Lantir, and they now press outwards in all directions. The front line is now simply too large to be easily policed, with &#039;&#039;scions&#039;&#039; pressing into southern principalities of Jarm and northern provinces of the Commonwealth. Their attention is not solely on the two great powers - they also launch assaults into the independent countries lying to the east and west of Lantir. These borderlands served as a buffer zone between the two great powers, and the attacks of the scions add whole new levels of political complexity to the situation in the far east. Arguments erupt over moving troops from Jarm or the Commonwealth into these neutral areas; soldiers do their best to follow their orders but there are several diplomatic incidents. &lt;br /&gt;
&lt;br /&gt;
As the &#039;&#039;scions&#039;&#039; influence increases, the practicalities of fighting Cold Sun overwhelm diplomatic wrangling (and the presence of the Celestial Arch exerting subtle influence on their peers in Jarm helps speed this process along). Troops begin to move to protect the borderlands, but there is no trust between Jarm and the Commonwealth and on at least one tragic occasion observed by the Rod and Shield, their efforts are at odds with one another resulting in the loss of an entire riverport full of desperate refugees. Behind the raiding groups of &#039;&#039;scions&#039;&#039; come the armies. They move with purpose, but slowly, looking to overwhelm an entire region before moving on. They target places of culture and pride, but also regio and sources of [[mithril]] and [[ilium]]. Where they seize a regio aligned with the Day realm, they begin to construct gateways. Fortunately, the experience of the Empire comes in useful here and the local soldiers know to target these sites in preference to any others. So far, the scion raiders have been prevented from establishing a second incursion point meaning all the armies of Cold Sun originate from the capital of Lantir.&lt;br /&gt;
&lt;br /&gt;
As the Spring Equinox dawns, though, the effort to contain Cold Sun has clearly failed. The armies of the &#039;&#039;scions&#039;&#039; are spreading, and any hope of preventing a full-scale invasion of the forces of Oblivion has gone. Hundreds of thousands of lives are at risk, and the danger is growing daily.&lt;br /&gt;
&lt;br /&gt;
===Silver Chalice===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; max-width: 550px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Declaration of Concord, Grandmaster Fausta Ankarien, on behalf of the Silver Chalice&amp;quot;&amp;gt;The Silver Chalice offers aid to &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; those suffering as a result of the Cold Sun in Lantir with a focus on reducing loss of life to save lives.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The situation would have been even more dire if not for the efforts of the [[Silver Chalice]]. The magicians of this order are healers, and their experience dealing with the destructive curses the &#039;&#039;scions&#039;&#039; unleash is currently unparalleled anywhere in the world. They have committed their aid not to one side or the other - not to the Commonwealth or Jarm - but to the people of Lantir. At great personal risk they delve into the ruins left behind by Cold Sun to rescue and heal as many folk as possible. Many hundreds of lives are saved directly, and the treatments they use to deal with the curses of Cold Sun quickly spread through healing magicians and mundane doctors alike throughout the region. Even if they cease helping, the loss of life in engagements with Cold Sun will be less than it could have been, especially among those common folk who seek to flee rather than fight.&lt;br /&gt;
{{CaptionedImage|file=Fausta Ankarien.jpg|caption=&#039;&#039;&#039;Fausta Ankarien&#039;&#039;&#039;, Grandmaster of the Silver Chalice|align=right|width=300}}&lt;br /&gt;
Remaining clear of politics, focusing on the victims of the Cold Sun directly, has won little actual favour with either the House of Princes or the Commonwealth. It is not that their aid is not appreciated, simply that its altruistic nature does not lead to rewards or recognition. Among the battered populace of Lantir, most of them now in exile, however they are seen as angels of mercy, ministering to wounds both physical and mental. As the war against Cold Sun spreads, as the incursion expands, their aid is called on more and more by soldiers from both great nations, to offer succour to the suffering and to share their knowledge with rooms full of exhausted healers. Perhaps, in the long run, their efforts will prove more durable and more important than those of any other Imperial order. Once Cold Sun is vanquished, hundreds of people who might otherwise have died will remain to live out their lives and who knows what their presence will mean?&lt;br /&gt;
&lt;br /&gt;
====Ill-fated boats====&lt;br /&gt;
* &#039;&#039;&#039;Some strange misfortune seems to have befallen a portion of the Silver Chalice who travelled to Lantir to provide aid this past season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A small number of the Order who are particularly under the weather are travelling to Anvil to seek treatment.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to meet members of the Order at the Tree of Names at 1730 on the Saturday on the Spring Equinox.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some members of the Silver Chalice returning from Lantir seem to be suffering a similar collection of symptoms. What began as a few cases of physical discomfort, have developed into a strange curse unfamiliar to the Order. It is difficult to separate rumour from fact, as suddenly every stubbed toe and bout of seasickness among the travelling mages has been met with suspicion and fear. And gossip about symptoms has spiralled out of control, including reports of vomiting ingots and weeping mana. Certainly, a number of those afflicted are quick to point fingers at the magicians of Jarm. Perhaps Imperial aid has ruffled the feathers of a Prince?&lt;br /&gt;
&lt;br /&gt;
What &#039;&#039;is&#039;&#039; known, is that some sickness, malady or indeed arcane curse does seem to afflict some of those who took the journey to Lantir.&lt;br /&gt;
&lt;br /&gt;
A handful of the Order are suffering particularly badly. Their journey home has been slowed down by their condition, and they hope to stop at Anvil for treatment before returning home. They wish to meet with members of the Order who might be able to help them, and expect to arrive at the Tree of Names in the Wintermark camp at 1730 on the Saturday of the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
There is a very tight window for any member of the Silver Chalice who undertook the journey to Lantir in downtime to opt into being one of those cursed. If you wish to do this, please email plot@profounddecisions.co.uk - the email must reach us before midnight on Monday 8th June. .&lt;br /&gt;
&lt;br /&gt;
==Imperial Options==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Cohort of the Cold Sun.png|caption=Freeborn artist Doratea i Jovita i Riqueza&#039;s painting of the servants of Cold Sun attempts to capture their utterly implacable, inhuman nature.|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;There is no realistic way for the Empire to directly effect the war against Cold Sun now that the scions have broken containment&lt;br /&gt;
* &#039;&#039;&#039;An appraisal might determine ways to assist one side or the other, but would be time consuming&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; 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: #C994FF;&amp;quot;&amp;gt;&#039;&#039;&#039;Fight Cold Sun&#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;Availability:&#039;&#039;&#039; Until the end of the Spring Equinox 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limitation:&#039;&#039;&#039; &lt;br /&gt;
* The chosen Prognosticator will be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Examines the possibility of Imperial assistance in the war against Cold Sun in the east&lt;br /&gt;
* The motion would need to select a single topic from the list below&lt;br /&gt;
* The chosen appraiser would be unavailable for at least six months&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Possible Appraisal Topics:&#039;&#039;&#039; &lt;br /&gt;
* Identify ways to help the Commonwealth fight Cold Sun&lt;br /&gt;
* Identify ways to help Jarm fight Cold Sun&lt;br /&gt;
* Identify ways for the Silver Chalice to help the people of the borderlands survive Cold Sun&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;
Right now, the orders dispatched to help against Cold Sun are still focused on doing so. Members will continue to help battle Cold Sun until the eternal&#039;s marshalled forces are defeated or their Grandmaster indicates they are needed elsewhere by [[Grandmaster#Guiding_an_Order|guiding the order]]. In some cases outlined above, there are opportunities to continue to develop their goals in the nations they are helping. &lt;br /&gt;
&lt;br /&gt;
It is now too late to try containing Cold Sun. Imperial aid, as a result, is significantly less valuable than it was at the early stage of the invasion. Even sending mercenaries to fight with one side or the other will make little impact on the situation. It falls now to the Jarmish and Commonwealth armies to systematically deal with the armies of scions before they can overwhelm the borderlands.&lt;br /&gt;
&lt;br /&gt;
The single biggest obstacle to the defeat of Cold Sun seems to be the Commonwealth and Jarm themselves. Their refusal to seriously discuss a ceasefire - the Pride that prevents them from wishing to appear &amp;quot;weak&amp;quot; to their rivals - prevents anything like a coordinated response. Together Jarm and the Commonwealth could overwhelm Cold Sun. Separately, they can only mitigate the damage - and then only be sacrificing the folk of the borderlands between them. If the Empire is to have any further role to play in the fight against Cold Sun, it will likely need to be diplomatic in nature.&lt;br /&gt;
&lt;br /&gt;
There is one other possibility; both the Commonwealth and Jarm have accepted the Empire&#039;s aid, and show no signs of wanting to refuse anything else they might offer. The civil service believe it would be possible to find other ways to assist either or both nations through the auspices of the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]]. The [[Senate]] could commission an [[appraisal]] of ways to help one or the other of the foreign nations; the chosen prognosticator would work with their counterparts in the other nation and try to find ways the Empire could continue to help. &lt;br /&gt;
&lt;br /&gt;
A single appraisal could &#039;&#039;not&#039;&#039; examine ways to support &#039;&#039;both&#039;&#039; sides - and as usual support to either one will cause diplomatic problems with the other. The only way to use the power of appraisal to help both sides would be to order two appraisals and send two prognosticators. The exception would be if the Empire were to focus its efforts on helping the people of the borderlands - the folk who are neither part of the Commonwealth or Jarm - and finding ways for them to survive the onslaught of the &#039;&#039;scions&#039;&#039;. This would provide little benefit to either side - but it would build on the work the Silver Chalice have done to further reduce the loss of life and leave the borderlands nations in a much better state than they will be if their powerful neighbours continue squabbling.&lt;br /&gt;
{{Commonwealth Links}}&lt;br /&gt;
{{Jarm Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wildest_dreams&amp;diff=139966</id>
		<title>Wildest dreams</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wildest_dreams&amp;diff=139966"/>
		<updated>2026-06-07T14:13:51Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* The New Town */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;John raised the lantern up above his head trying to work out what the source of the noise was. What he saw in the wan light made him wish he hadn&#039;t.&lt;br /&gt;
&lt;br /&gt;
The moans were coming from a young woman, surely not more than twenty years old at most. She was dressed in a friar&#039;s robes or what was left of them. Her garments were slashed open at the stomach, as if they&#039;d be torn apart by a thresher&#039;s scythe.&lt;br /&gt;
&lt;br /&gt;
She was swaying back and forth, like she was drunk, or about to faint, her face white as a sheet and her eyes wide and wild like those of a mad dog. She had a woodcutters axe in one hand, waving it back and forth like it was a poppet she was using to ward something off. Her other arm was clutching her torn garments to her belly, trying to hold something in.&lt;br /&gt;
&lt;br /&gt;
John felt a trace of sick in his mouth as he stared at the grisly sight. People have told him not to come here, he should have bloody listened. &lt;br /&gt;
&lt;br /&gt;
The woman locked eyes with him as if seeing him for the first time even though he was the only one here. He tried to say something, but his mouth was so dry nothing would come out. For a split second he thought the apparition would speak, but at that moment the wind blew fierce and whipped his lantern back and forth like a terrier with a rat in its mouth. When the light returned the woman was gone.&lt;br /&gt;
&lt;br /&gt;
John looked around but there was no sign of her anywhere. Just the looming houses. On either side of the street, a row of empty black tombstones stared back at him impassively.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fuck this,&amp;quot; he hissed and started to back away. Green iron there may be, but he was gonna need a different plan to get it.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=The Prosperous Bunny.jpg|align=left|caption=Nothing lasts forever, but this is getting good now!|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=KlnxHvZPGCM}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
As Empress Lisabetta [[United_in_law|noted]] three years ago &amp;lt;em&amp;gt;&amp;quot;The town of Sarcombe in Southmoor has a long history as a centre of rich commerce.&amp;quot;&amp;lt;/em&amp;gt; Located in [[Mournwold#Southmoor|Southmoor]], a rich mining region in the south of [[Mournwold]], since [[Charter Sarcombe market town|receiving their charter]] the prosperity of the town and the [[Mournwold]] as a whole has gone from strength to strength.&lt;br /&gt;
&lt;br /&gt;
The boom benefits everyone, farmers can be assured of getting the best possible prices for livestock and grain that are sold in Sarcombe, while merchants who buy here can pick and choose from the best victuals produced in the Mournwold, or find hungry markets for the fine goods produced by the cities of the League or imported from far-off lands.&lt;br /&gt;
&lt;br /&gt;
Thus, Sarcombe&#039;s good fortune is a rising tide that lifts all ships. People are beginning to speak of Sarcombe as a rival for Meade and the Mournwold as the equal in prosperity and importance to Mitwold. Perhaps the time has come to realise some of that potential? There may be Jotun in Liathaven again, but for many there&#039;s a quiet certainty in the Sarcombe that they will not have as easy a time conquering the Mournwold a second time. Not with [[Mournwold#Farstrider.27s_Watch|Farstrider&#039;s Watch]] and [[Mournwold#Landskeeper.27s_Bulwark|Landskeeper&#039;s Bulwark]] waiting for them.&lt;br /&gt;
&lt;br /&gt;
==The Black Canal==&lt;br /&gt;
* &#039;&#039;&#039;Funds have been donated to begin building a canal between Meade and Sarcombe&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Work cannot begin in earnest until supplies of white granite and weirwood are found&#039;&#039;&#039;&lt;br /&gt;
Money has been flooded in from far and wide to support one of the most ambitious projects ever undertaken in the Marches - the construction of the [[Construct Black Canal|Black Canal]]. A number of Imperial citizens have [[Construct_Black_Canal|donated money in support of the project]], and not all of them are Marchers. There&#039;s also been support from the orcs of the Mournwold. Despite [[At_the_dog_and_eel_show#The_Orcs_of_Mournwold|recent strangeness]], some of them are clearly fascinated by the scale of the project, and the more prosperous have thrown their full support behind it. They&#039;ve donated money and food, and there are also young orcs turning up to labour alongside the human workers to do the actual work of digging the canal out.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right; border: 1pt solid black; margin: 5px; padding: 10px 5px;&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Sarcombe Town Charter&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div  class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Sarcombe Town Charter&amp;quot;&amp;gt;&lt;br /&gt;
On this day in 381YE, The Throne awards the Status of a Charter Town to Sarcombe, a Marcher Town in the Mourn.&lt;br /&gt;
&lt;br /&gt;
This Charter grants the Town of Sarcombe to the right to become a Market Town, recognised as such across the Empire.&lt;br /&gt;
&lt;br /&gt;
This Charter requires the Citizens of Sarcombe to form a Town Council, made up from Aldermen of the Town who will act to make decisions on behalf of the town. The Council shall hold an annual election to select a Mayoress who will supervise the Council and ensure Fair Debate.&lt;br /&gt;
&lt;br /&gt;
The Elected Mayoress of Sarcombe shall speak on behalf of the Council and Citizens of Sarcombe and shall ensure the Senator for the Mourn is informed of important matters pertinent to the Town. In turn the Senator for the Mourn agrees to give fair hearing to the Mayoress of Sarcombe.  &lt;br /&gt;
&lt;br /&gt;
The Town Council shall be responsible for the Town Budget. Allocating funds to the benefit of the Citizens of Sarcombe. The Council shall further be responsible for appointing a Town Clerk who will oversee the Accounts and Works commissioned by the Council. Reporting regularly to the Imperial Civil Service. &lt;br /&gt;
&lt;br /&gt;
This Charter entitles the Citizens of Sarcombe Town to hold a Monthly Market. Any and all traders who wish to pay the levee are encouraged to attend. The Levee will go be collected by the Town Clerk on behalf of the Council and Citizens of Sarcombe. &lt;br /&gt;
&lt;br /&gt;
The Charter recognises the expertise of many Sarcombe Citizens in the field of Mining. It entitles the Town of Sarcombe to create a permanent Trading Post for Mined Goods, with a reasonable fee charged for the use of this Trading Post that shall be collected by the Town Clerk on behalf of the Council and Citizens of Sarcombe. &lt;br /&gt;
&lt;br /&gt;
This Charter encourages Imperial Citizens to consider other Opportunities within Sarcombe Market Town, to increase their Prosperity and that of the Town. &lt;br /&gt;
&lt;br /&gt;
The Charter requires the Citizens of Sarcombe to create an outpost of the Imperial Militia, providing support to the Militia as they go about their duties on behalf of the Empire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Their presence has raised a few eyebrows in southern Mitwold and Upwold, especially given the situation in Bregasland. Yet even the most traditional Marcher can&#039;t deny that not only do they work hard but they also know how to relax. Humans and orcs both encounter new [[proverbs]], and new ways of swearing at a recalcitrant ditch. There&#039;s nothing like sharing punishing physical labour while up to your waist in mud and freezing water to break down barriers between people, apparently. Once the work starts in earnest, it should do wonders to cement relations between the two groups.&lt;br /&gt;
&lt;br /&gt;
However thus far, no real construction has been possible, due to the shortage of materials. The canal needs a lot of [[white granite]] and [[weirwood]], and apart from a little preliminary work, there is little that can be done without them. Sadly therefore, no significant progress has yet been made in linking Meade and Sarcombe but there is certainly a will is there if the materials can be found.&lt;br /&gt;
&lt;br /&gt;
==The New Town==&lt;br /&gt;
* &#039;&#039;&#039;Any ministry commissioned in Sarcombe before the end of the Autumn Equinox 385YE will cost 2 wains and 4 crowns less than normal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The existing town hall could be expanded and become the seat of Alder of Sarcombe&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require a commission and cost 20 wains of white granite, 5 thrones, and take three months to complete&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Alder of Sarcombe would receive a seasonal income of 18 crowns&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Chestnut Cartel of Sarcombe would provide a regalia for the Alder of Sarcombe&#039;&#039;&#039;&lt;br /&gt;
Sarcombe&#039;s rise to prominence has been slow but sure. It is three years now since the Empress granted the residents a charter, and each year has seen the town grow. There is a shortage of houses, but no shortage of work to be done; signs in many shop windows offer opportunities for those prepared to work hard. Merchants from Tassato and the Brass Coast are common visitors, and occasionally a trader from as far afield as Varushka or Highguard may be spotted in the markets haggling for fine metals.&lt;br /&gt;
&lt;br /&gt;
This confluence of enthusiasm and ambition has produced a number of [[opportunity|opportunities]], but perhaps more importantly what it really creates is potential. Sarcombe has become fertile ground for trade and investment. The right citizen with the right idea, could take advantage of these circumstances if they had the wherewithal.&lt;br /&gt;
&lt;br /&gt;
For the next year, any Imperial Senate commission which creates a ministry in Sarcombe will need two wains of bourse material less than normal, and 4 crowns less than normal to construct.&lt;br /&gt;
&lt;br /&gt;
As trade grows the office of town clerk is beginning to struggle, especially as an increasing number of folks from outside the Marches come to the town to trade. The Chestnut Cartel, a wealthy group of merchants specialising in lumber and street food, suggest that the [[Senate]] could create the title of &#039;&#039;Alder of Sarcombe&#039;&#039; who would be responsible for organising trade with foreigners in order to fund Marcher projects. Such an esteemed position, with a weighty responsibility, would need to be recognisable in Anvil and so the Chestnut Cartel have offered to provide regalia in the form of a chain of office. &lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; 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; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Office of the Alder&#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;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; Southmoor, 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; 20 white granite, 5 thrones, three months to complete&amp;lt;/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 position of Alder of Sarcombe who would be responsible for organising trade with foreigners&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;
Of course such a respected position would need to have an equally respected set of offices. The current town hall is decidedly lacking, the civic building did not receive the care and upkeep it deserved during the occupation of the Jotun. Folks are not after anything fancy, but the existing structure needs to be significantly enlarged if it&#039;s to manage the many demands now being placed upon it. &lt;br /&gt;
&lt;br /&gt;
Enlarging the existing Town Hall would mean that the Alder of Sarcombe would receive a substantial income of 18 crowns from fees and licenses granted to foreign traders looking to ply their wares in Sarcombe in addition to a cut from the payments made by visitors looking to use the expansive town hall as a meeting place. The &#039;&#039;Alder of Sarcombe&#039;&#039; would be a national title of the Marches, appointed by [[Tally of the Votes]] each year. The only issue is that the title holder would need to be an alder - if the title was held by someone who wasn&#039;t widely recognised as an alder then the income the sinecure generated would be halved and the Chestnut Cartel would withdraw any offer of regalia.&lt;br /&gt;
&lt;br /&gt;
==The Old Forest==&lt;br /&gt;
* &#039;&#039;&#039;The Forest of Alderly offers a source of wealth to the Mournwold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the job of clearing the forest were begun, then after a year the resulting pasture would support a fifth Marcher army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Marches can support its  armies at the moment but the loss of any more territory would cause all four to begin deteriorating&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clearing the forest would need a lumber yard and sawmill that cost 20 wains of weirwood, 5 wains of mithril, 50 crowns in labour, and take three months to complete&#039;&#039;&#039;&lt;br /&gt;
The forests of Alderly are old; sycamore and oak reach almost a hundred feet into the sky and the ground is almost entirely covered by dense foliage. The forest paths often seemingly lead in circles and the trails are only known to those who spend much of their life in under the canopy. There is a wealth in the forest though, a plethora of [[herb|herbs]] that can be harvested. With the [[Feni]] having been [[382YE_Winter_Solstice_winds_of_war#The_Rattle_of_the_Bones|cleared out]] by the Drakes there is now a chance for the Marches to make full use of the bounty available.&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;Insufficient supply&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If this happens then all four armies will suffer automatic losses of 500 force (or 750 force for a Large army) each season. In addition, they will be unable to gain [[Casualties#Natural_Resupply|natural resupply]] (nor could they take advantage of any benefits that rely on natural supply such as the ritual [[Brotherhood of Tian]]). This is similar to the situation the [[Citadel Guard]] experienced recently. The [[The_Marches_economic_interests#The_Imperial_Breadbasket|Marcher breadbasket]] would reduce the losses but could not stop them entirely.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When the Senate commissioned an [[Heart_of_gold#Fifth_Army|appraisal of the Mournwold orcs]] last Summer, [[Appraisal#Naomi_of_Virtue.27s_Rest|Naomi of Virtue&#039;s Rest]] identified that if the woods were cleared, then it would grant [[the Marches]] the ability to [[Army#Recruitment|recruit and support]] a fifth [[Army|Imperial army]]. As the trees were felled, Marcher folk would quickly move in and begin farming. The land would be ideal for raising herds of cattle, sheep, or goats. It would take many years to clear the &#039;&#039;entire&#039;&#039; forest, but while it was being actively cut it would produce potentially prodigious amounts of fine and hard woods along with boosting the supply of the entire territory.&lt;br /&gt;
&lt;br /&gt;
That could be timely, as right now, the Jotun control Bregasland. The [[Strong Reeds]] are by all accounts running rings round the invaders - both the orcs and the would-be tyrant Mathilda Fisher. There&#039;s talk of imminent [[The_Marches_culture_and_customs#Rough_music|rough music]] like the Creator themselves has never seen, loud enough to drive the Fishers and all their ilk back west forever. But in the meantime there are orc armies on the threshold not only of the Mournwold, but also Mitwold. The only thing between the Jotun and [[Mitwold#Meade|Meade]] is the marshes of [[Mitwold#Oddmire|Oddmire]]. There&#039;s Jotun massing in Liathaven as well, and the last time that happened the Mournwold fell. Nobody thinks it will happen again... but then nobody really thought the Jotun would ever conquer Bregasland. All this raises a problem that nobody seems to want to talk about but which needs to be addressed. The matter of supporting the Marcher armies.&lt;br /&gt;
&lt;br /&gt;
Bregasland is not especially wealthy as a territory, but no part of the Marches is &#039;&#039;poor&#039;&#039;. The [[farm|eel farms, fisheries, and wetland acres]] of the Dour Fens help support the four Marcher armies, and now they are in enemy hands. There&#039;s enough support for the armies to keep them functioning at full strength right now, but the nation is ploughing a risky furrow. If the Marches loses control of &#039;&#039;one&#039;&#039; [[territory#Regions|region]] of either Upwold or Mitwold, or &#039;&#039;two&#039;&#039; regions of Mournwold, then they will not be able to [[Army#Insufficient_Supply|support their armies]]. If this happens then &#039;&#039;all four&#039;&#039; will begin to deteriorate due to lack of supplies, and soldiers more worried about protecting their homes than fighting in an army. The Breadbasket will certainly help - and presumably the Keeper would have the good sense to ensure it goes to supporting the Marcher armies first and foremost. But even then all that can do is slow the decline of the armies, not stem it altogether. It probably won&#039;t come to that - but it might.&lt;br /&gt;
&lt;br /&gt;
Naomi&#039;s original assessment of the Alderly clearance was that it would allow the Marches to support a fifth army. With that much support, they could afford to temporarily lose a little land to the Jotun if they had to and in the time it took to get it back the Marcher armies would be fine... so long as they didn&#039;t actually lose another territory. Or they could just get to work raising another army and damn the Jotun to their faces - either works. But while the clearance of Alderly would eventually allow the support of a fifth army, there is a problem. Namely, the time involved to turn enough of the forest into pasture. &lt;br /&gt;
&lt;br /&gt;
After the commission were completed, it would be a further year before the Marches would be in a position to support a fifth army.  A year that might be too long, with Jotun armies massing on the borders. There might be &#039;&#039;other&#039;&#039; ways to clear Alderly faster however. As long as the soil isn&#039;t ruined in the process, it might be possible to reduce the amount of time before the Marches can support another army, but such things would probably require significant magic. Most likely the aid of an [[eternal]] would be required and finding a suitable eternal - most likely of the Autumn or Winter realms - and negotiating an acceptable bargain will be a challenge. Success could mean that enough of Alderly were turned into farmland in time for the support it would grant to be helpful in the current situation. &lt;br /&gt;
&lt;br /&gt;
===New Longstwick Market===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; 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; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;New Longstwick Market&#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;Commission Type: &#039;&#039;&#039;[[Ministry]]&amp;lt;/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; Alderly, 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; 12 weirwood, 3 thrones, three months to complete&amp;lt;/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 position of Bailiff of New Longstwick who could purchase herbs&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;With the Feni having been driven out of Alderly there is a chance to organise herbalists in nearby villages&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The village of New Longstwick have offered to help organise a monthly market for the trade of foraged herbs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Constructing the market would require a commission, 12 wains of weirwood, 3 thrones in labour costs, and take three months&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The &#039;&#039;Bailiff of New Longstwick&#039;&#039; would be able to purchase herbs at the market at set rates&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;New Longstwick Market would decrease in efficacy if the Alderly woods were chopped down&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;New Longstwick Market&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 random herbs, 1 realmsroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32 random herbs, 2 realmsroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;35 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 random herbs, 3 realmsroot&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The village of New Longstwick is only an hour away from the border of the forest. Its inhabitants are a sight more welcoming than their neighbours, who it was often said had more than a little trace of Feni blood. The village steward suggests that if the Senate were to construct a market for the purchase and trade of goods from the forest then it would encourage foragers and gatherers to venture in and return with goods to trade. Such a market would need to be based in a suitable location, such as the village green of New Longstwick, and would cost 12 wains of [[weirwood]], 3 thrones and take three months to finish building.&lt;br /&gt;
&lt;br /&gt;
The farmers of the Marches would need to appoint someone to oversee the market, &#039;&#039;Bailiff of New Longstwick&#039;&#039; perhaps, through [[Tally of the Votes]] and they would be able to purchase a variety of herbs from the market at set prices. What&#039;s more, in some of the deepest parts of the forests, herbalists have come across a tiny amount of rare [[realmsroot]]. Why it would grow there is a mystery, but there&#039;s enough of it to ensure a regular supply, so a few doses might find their way to the Bailiff&#039;s office.&lt;br /&gt;
&lt;br /&gt;
If the woods of Alderly were ever destroyed or [[Heart_of_gold#Fifth_Army|cut down]] completely, then the ministry available to the &#039;&#039;Bailiff&#039;&#039; would continue to function but less herbs would be available to purchase.&lt;br /&gt;
&lt;br /&gt;
==The Deep Mine==&lt;br /&gt;
* &#039;&#039;&#039;Rich new veins of ore has been identified deep beneath the Singing Caves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Exploiting the new veins requires construction of a deep lift, costing 10 wains of weirwood, 20 crowns, and three months of work&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Once complete the holder of the Singing Caves would have access to a ministry allowing them to purchase additional wains of mithril&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; 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; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Deep Lift&#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;Commission Type: &#039;&#039;&#039;[[Folly]]&amp;lt;/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; Greensward, 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; 10 wains Weirwood, 20 Crowns, three months to complete&amp;lt;/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; Establishes a ministry allowing the holder of the Singing Caves to purchase additional mithril&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;
Nobody involved entirely agrees on exactly how [[Jonah Gold]] led a handful of miners to a hidden bounty deep beneath the Singing Caves. Many of them disagree as to whether it was actually Jonah Gold himself, or some other poor lost miner looking to discharge some unfinished business so they could move on. All agree that the [[Let_the_day_die#Ghost_Stories|necromantic enchantment]] that has lain over the Mournwold for the last three months is almost certainly the cause of the ghostly visitation. Regardless of how exactly it happened, the fact remains that rich new veins of ore have been discovered beneath the Singing Caves. The problem is that they are &#039;&#039;very&#039;&#039; far down - further than any similar shafts in the Marches. Accessing them represents a significant problem, but so does finding miners prepared to risk the inky depths and stifling air down at the bottom of the world. &lt;br /&gt;
&lt;br /&gt;
The first problem can be addressed by the Imperial Senate. A suitable lift could be created - it&#039;s a reasonably straightforward piece of engineering. Such an elevator would represent a [[folly]], requiring 10 wains of weirwood, 20 crowns in labour, and three months of work. If it were constructed, however, the amount of mithril ore that could be extracted from the caves would be greatly increased &#039;&#039;provided&#039;&#039; the Bourse seat holder was prepared to pay the price.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; 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: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Attract mine workers&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&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;72 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;168 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;288 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 wains of mithril&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;432 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 wains of mithril&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;
Exploiting the deep veins is expensive because it requires additional equipment, and skilled miners prepared to risk the various dangers of working so far underground. However, Sarcombe&#039;s swelling population offers a solution, creating the potential for the holder of the Singing Caves to hire more workers simply by paying competitive wages. With enough cash, the holder of the Singing Caves can attract miners from across Mournwold, and maybe even from [[Kahraman]] and [[Tassato]].&lt;br /&gt;
&lt;br /&gt;
There is one complication, related to the way that Bourse resources are handled by the civil service. In the season that the Seat is appointed (Autumn in the case of a mithril mine), it is the new holder of the seat rather than the incumbent who receives the mithril produced in the previous three months. This would continue to be the case with the Singing Caves&#039; additional production. There would be nothing to stop the seat holder financing the deeper delves following the Summer solstice, but they would essentially be gambling that they would keep the title. Otherwise, the additional mithril would go to the new title holder. The Civil Service have looked into it, and say that &amp;quot;&#039;&#039;while it is legally odd, the law is quite clear.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Vivid Scar==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; 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; style=&amp;quot;float: right; margin-left:10px; width=50%; max-width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Green Iron Hill&#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;Commission Type: &#039;&#039;&#039;[[Ministry]]&amp;lt;/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; Freemoor, 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; 20 mithril, 5 thrones, three months to complete&amp;lt;/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;Establishes a ministry allowing the purchase of metals&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 mining outpost could be built to service the mine near the abandoned settlement of Whittle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mining outpost would require a commission and cost 20 wains of mithril, 5 thrones in labour costs, and take three months to construct&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Ganger of Green Iron Hill would gain access to a ministry to purchase green iron&#039;&#039;&#039;&lt;br /&gt;
With the Whittle situation now firmly [[Splitting_the_pot|dealt with]] now is the time to look to the future. The abandoned village of [[Mournwold#Whittle|Whittle]] sits at the bottom of Whittle Hill, the site of a rich [[green iron]] mine. John Miner has investigated and confirms that nobody is prepared to dwell in the accursed settlement given what a bad end they all came to. However he claims it&#039;s a shame to leave good iron in bad ground so he&#039;s drawn up plans for a new mining outpost on the other side of the hill, far away from all that bad business and proposes to change the name to Green Iron Hill. That way everyone can begin to move on.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; 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;td style=&amp;quot;background-color: LightGreen;&amp;quot;&amp;gt;&#039;&#039;&#039;Fund miners&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightGreen;&amp;quot;&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;8 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 ingots of green iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;20 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32 ingots of green iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;40 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;48 ingots of green iron&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;60 Crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64 ingots of green iron and one ring of ilium&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;
The foreman of the mine, &#039;&#039;Ganger of Green Iron Hill&#039;&#039;, would have access to a [[ministry]] that would allow them to offer incentives to miners working the veins and receive ingots of [[green iron]]. It would even be possible for the Ganger to receive ilium if they paid enough. The Ganger of Green Iron Hill would need to be appointed by the farm owners of the Marches through [[Tally of the Votes]] and would serve in the position for a year.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Unlikely Guises.jpg|align=left|caption=Prosperity comes in unlikely guises.|width=700}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Traitorous Son==&lt;br /&gt;
* &#039;&#039;&#039;Stephen of Sarcombe remains at large&#039;&#039;&#039;&lt;br /&gt;
There&#039;s one particular blight that casts a shadow over the prosperity of the Marches and the reputation of the new market town. Stephen of Sarcombe and his &#039;&#039;yegarra&#039;&#039; continue to fight for the Jotun. It rankles that a scion of the Mournwold - a former inhabitant of Sarcombe no less - leads a sizable warband of young folk who should by all rights have been Marchers in the service of the enemy. His hatred of the Empire appears entrenched - several times over the last year he&#039;s used his knowledge of how Imperial society works to strike vicious blows against it. Active in the recent [[Kahraman]] campaign, he [[Of_earth_and_sky#Kill_Steven_of_Sarcombe|led a major force during the conquest of Rojota]], and by all accounts instigated the scheme to [[Down_that_road#The_Sarcombe_Target|ruin the roads]] in Kahraman. Right now it seems his people are [[No_Peace#Lonely Waters|working with the Fishers in Bregasland]], helping to sway the hearts and minds of the Bregas folk. The death of his partner Wallis during the Spring Equinox has done nothing to quell his hatred; he seems absolutely committed to doing whatever it takes to share his pain with the people of the western Empire.&lt;br /&gt;
&lt;br /&gt;
For many people of the Mourn he and his followers are a painful reminder of the Jotun occupation; a group of traitors who strike at the heart of what it means to be a Marcher. There are many from Sarcombe in particular who would welcome the death of the man who has become their town&#039;s most notorious resident. If his death can be proved by cutting off his head and delivering it to the Marcher egregore then she will convey word of the traitor&#039;s end back to the Mournwold. His demise will likely seriously damage the morale of his &#039;&#039;yegarra&#039;&#039; troupe, perhaps to the point that some at least of them may be brought back to the Empire. Perhaps just as importantly it will relieve some in the Mournwold of the shame they feel at his betrayal of the nation and the Empire.&lt;br /&gt;
&lt;br /&gt;
While Stephen himself is not active in the Marches at the moment, his influence can still be felt.&lt;br /&gt;
===Your obedient servant (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;Little Robin is a sympathiser to Stephen of Sarcombe and is attempting to travel to Liathaven&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If they make it to the border then they will pass on information to the Jotun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Bailiff of the Downs&#039;&#039; is responsible for stopping Little Robin from reaching Liathaven&#039;&#039;&#039;&lt;br /&gt;
Not all the folks who live in the Mourn are worried about the Jotun having retaken [[Liathaven]]. A small number, who sympathise with Stephen of Sarcombe, would actively welcome the orcs&#039; return. One miner from [[Mournwold#Green March|Green March]], &#039;&#039;Little Robin Erskine&#039;&#039;, has gone a step further. They abruptly abandoned their home, and started making their way to the border with Liathaven. More worryingly a witness says that someone matching their description has met up with a force of [[Jotun]] orcs who appeared to be expecting them. &lt;br /&gt;
&lt;br /&gt;
Little Robin is apparently quite influential amongst some of the miners of the Mourn and has maintained a network of close friends and confidantes across Green March. There&#039;s no doubt that they plan to put their knowledge of the area at the disposal of the Jotun. If the miner is able to make it across the border then the Jotun will be able to use that information to reclaim the [[territory#regions|region]] much easier. Green March would gain the [[Ossium#Under-threat|under-threat]] quality.&lt;br /&gt;
&lt;br /&gt;
The escorts of &#039;&#039;Little Robin&#039;&#039; are made up of a combined force of [[Elite_Jotun_troops#Ra.C3.B0lj.C3.B3st|Raoljost]], [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]], and [[Elite_Jotun_troops#Skjaldir|Skjaldir]]. Given that this represents a threat to the wellbeing of the entire Mournwold, and the farmers therein, it is the responsibility of the [[Bailiff of the Downs]]: &#039;&#039;&#039;Hob Cullach&#039;&#039;&#039; to stop Little Robin from reaching Liathaven.&lt;br /&gt;
&lt;br /&gt;
===The riches of Sarcombe (Conjunction)===&lt;br /&gt;
* &#039;&#039;&#039;A raiding party led by Jarl Hyglak the Quarrelsome&#039;s has ventured into the Mournwold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have attacked a merchant travelling to the Sarcombe Metal Market&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun are likely to be accompanied by a number of heralds of Cathan Canae&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Master of Sarcombe Metal Market&#039;&#039; is responsible for rescuing Wise Maggie and intercepting the raiding party&#039;&#039;&#039;&lt;br /&gt;
In addition to Stephen himself, the human traitors who form his warband represent a threat to the Mournwold. A week or so ago a party of [[The_Marches_military_concerns#Beaters|beaters]] tracked down a raiding party of Jotun led by &#039;&#039;Jarl Hyglak the Quarrelsome&#039;&#039; that slipped over the border from Liathaven. It seems that the orcs were working with a couple of &#039;&#039;yegarra&#039;&#039;, raised in southern Mournwold, and looking to secure as many [[Materials#Metals|ingots]] of metal as possible - most likely as raw materials for [[magic items]]. They have already slain two patrols that tried to intercept them. The beaters who located the force were able to kill the &#039;&#039;yegarra&#039;&#039; leading them so it&#039;s likely the orcs will head back for home shortly. Unfortunately, they&#039;re looking to take one last prize with them when they go. It seems they&#039;re close on the trail of a merchant named &#039;&#039;Wise Maggie&#039;&#039; who managed to evade capture when their guards were killed. &#039;&#039;Wise Maggie&#039;&#039; is a veteran of the [[Master_of_Sarcombe_Metal_Market#The_Sarcombe_Metal_Exchange|Sarcombe Metal Exchange]], and likely to be carrying a significant amount of metal on their person.&lt;br /&gt;
&lt;br /&gt;
The orc force is primarily made up of Ulfur and supported by a number of heralds of [[Cathan Canae|the Lady of the Frost]]. Given that this directly threatens the safety of the metals stored for the market it is the responsibility of the [[Master of Sarcombe Metal Market]], currently &#039;&#039;&#039;Millward Cowley&#039;&#039;&#039;, to rescue Wise Maggie and intercepting the raiding party.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Mournwold]]&lt;br /&gt;
* [[Singing Caves]]&lt;br /&gt;
* [[At the dog and eel show]] - 384YE Winter Wind of Fortune about Marcher options and orcs&lt;br /&gt;
* [[Let the day die]] - 384YE Winter Wind of Fortune about ghosts in the Mournwold&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vallorn&amp;diff=139961</id>
		<title>Vallorn</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vallorn&amp;diff=139961"/>
		<updated>2026-06-07T13:33:21Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Draining the Vallorn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Blood for Poppies.jpg|caption=A vallorn seems to be a malignant hostile magical ecosystem.|align=left|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The vallorn appeared as the result of the disaster that overthrew the cities of the nation known as &#039;Terunael&#039; by the [[Navarr]]. Much of the land which is now Empire was part of Terunael, but the nation was concentrated in a number of large cities. From the hearts of those cities spread supernaturally abundant greenery, a sick, infectious wave of life that cracked and crumbled stone, shot great trees up through streets and buildings, and warped, twisted and destroyed most of the inhabitants of those cities. The survivors scattered to the wind.&lt;br /&gt;
&lt;br /&gt;
As the refugees attempted to claim back their lands, they discovered that around the core of each city, areas of superabundant, warped life had appeared, resistant to all efforts to destroy them. These were named &#039;&#039;vallorn&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
A vallorn seems to be a malignant hostile magical ecosystem - areas of forest where even the Navarr fear to tread. Inside these areas are monstrous plants, the spores of which seem to change living creatures that are exposed over many months. Even the air is different within the vallorn, weakening those who enter as if they were breathing mild poison. The plants that grow there often have supernatural capabilities; [[chaos fruit]] are an example of vegetation that has been infused both with vallorn essence and powerful [[Spring magic]] but there are many others. Some of the plants are predators in their own right. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Zietel van Temeschwar, Mountebank&amp;quot;&amp;gt;The vallorn... nothing less than the vile offspring spewed out from the mating of a Great White Shark and a rampant fungal infection. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is no clear guiding intelligence behind the vallorn - they are not believed to be self-aware. However, they will strike back if damaged or hurt, much as a beehive or ant&#039;s nest will use its foot soldiers to drive off the invader. There seems to be one vallorn around each of the fallen cities of Terunael. Sometimes, however, vallornspawn and even vallorn plants show up in locations with no clear connection to Terunael; there is no clear explanation for how this happens.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Cai, Thorn of the Conclave, after the reconquest of Miaren prior to his execution for desertion&amp;quot;&amp;gt;We welcomed the night; in the darkness we could not bear witness to the vallorn’s appetite. By day… by day all Its wants, Its passions, Its yearnings were laid out in their visceral horrors. Synod forgive me, for I know the Law cannot; but when darling Arturo came back to me – mud in his veins and thorns in his mouth – and he gestured me to embrace him… I ran, and I ran, and I ran. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
As far as it is known, the vallorn have not spread far after the initial rush of growth in the fall of the ancient cities. This is at least in part due to the watchfulness of the folk of the Navarr [[steading|steadings]], who work to ensure vallorn areas are not disturbed and the vallorn roused. The forests of the vallorn are sick with life, greenery regenerating so fast that axe or fire only serves to enrage them. Attempts to cull these areas have been made time and time again, using both magical and mundane means, and have always met with failure.&lt;br /&gt;
&lt;br /&gt;
No complete catalogue has ever been made of the strange monstrosities within the vallorn&#039;s domain - some appear simply to be diseased, misshapen forest creatures, or mutated humans and orcs. Some seem to be plants, sporting a mass of tangled thorns or possessing abilities that make them dangerous to travellers. A common threat to those who venture into those areas where the vallorn is strong are the [[vallornspawn husk|vallornspawn husks]]. Some threats extend beyond the infested forests, however; from time to time, the monstrous insect horrors dubbed [[ettercap|ettercaps]] that prosper in the miasma swarm out of the woods and voraciously destroy crops and communities that lie in their path. &lt;br /&gt;
&lt;br /&gt;
In early 384YE, the Navarr undertook a bold project to expand the [[Great Library of Hacynian]], to bring together all the information about the vallorn extant within the Empire. Supported by their fellow Imperial nations, and with additional lore provided by the [[Thule]] of [[Otkodov]], the project was a resounding success. Many of the suppositions and myths about the vallorn were proved or disproved, and in the end a final, certain way to [[A thousand years of longing|defeat the vallorn]] was determined. Since then several Imperial nations have been slowly mobilising forces toward a goal that might have appeared unthinkable a few years previously - the destruction of the vallorn.&lt;br /&gt;
{{CaptionedImage|file=VallornMiasma.jpg|title=The miasma is a threat to anyone who lives too near a vallorn.|caption=The miasma is often visible in the air, often as a green mist.|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Draining the Vallorn==&lt;br /&gt;
* &#039;&#039;&#039;Regions with the vallorn keyword are invulnerable to attack by Imperial armies&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;From time to time the impact of the trods is sufficient to make a single vallorn region briefly vulnerable&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The vallorn rarely becomes vulnerable if it is infused with Spring magic to make it expand&#039;&#039;&#039;&lt;br /&gt;
Attacking the vallorn is generally fruitless - the effulgent [[Spring magic|Spring energies]] that roil through infected lands sustains the vegetation and the creatures that live there. Most things regenerate with ferocious speed, but even when trees are felled and creatures slain, they are replaced impossibly quickly. Attacking a region dominated by the vallorn (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; with the [[Region_qualities#Vallorn|vallorn quality]]) directly while it remains sustained by Spring magic is a recipe for disaster. These regions are effectively immune to the military force the Empire can bring against them, due to the speed of regeneration of the vallorn&#039;s forces and the impossibility of controlling the territory it has claimed.&lt;br /&gt;
&lt;br /&gt;
For centuries, the Navarr have used the magic of the [[trods]], to drain the Spring energy from the vallorn, tapping the life of the trees and plants and allowing the Navarr to carry that energy away as they travel. This is a painfully slow and deeply unpredictable process, but it works. After decades of patience, a region may become sufficiently drained that there is no longer enough Spring magic to allow the vallorn to regenerate. At that point, it is possible to attack and defeat the vallorn, if the Empire has sufficient armies to defeat the abominations that dwell within. The last time this happened was in 383YE when [[Fall_of_Brocéliande#Clearing_Dark_Ranging|a region in Brocéliande]] became vulnerable. Disruptions in the network of trods that criss-cross the Empire make it next to impossible to predict exactly how long this will take; a vallorn recovers its strength very swiftly when it is no longer connected to the web of magical paths.&lt;br /&gt;
&lt;br /&gt;
A vallorn will only ever become vulnerable as the result of an [[opportunity]] (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; it will &#039;&#039;always&#039;&#039; be explicit if the vallorn is vulnerable and for how long). Draining the vallorn guarantees that this will happen, but takes an unpredictable amount of time. The next opportunity of this kind is unlikely to appear until [[A_thousand_years_of_longing#All_That_Remains|at least a decade has passed]]. If the vallorn is roused by an infusion of Spring magic it is very unlikely to become vulnerable after it is roused, as it expends the energy of the ritual rather than its own strength.&lt;br /&gt;
&lt;br /&gt;
==Containing the Vallorn==&lt;br /&gt;
* &#039;&#039;&#039;Spring magic can rouse the vallorn causing it to try to expand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A roused vallorn is represented by an army of vallorn creatures of fixed size attacking neighbouring regions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This force cannot be diminished, it can only be contained until it stops attacking&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The vallorn will stop expanding in this way after a year unless it is further roused&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The vallorn will attempt to take one region each season&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the vallorn is successful the region will gain the vallorn quality and the attacking strength will reduce by five thousand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Vallorn forces attacking a territory will usually target a fortification if the bastion is adjacent to a vallorn heart&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes the vallorn will be roused from its slumber, and it will seek to expand. This is usually the result of powerful Spring magic, either a ritual deliberately designed to provoke the vallorn or the side-effects of a very powerful Spring ritual affecting the territory and beyond. If roused, armies of ettercaps and other vallornspawn will boil forth, looking to spread the infestation of the vallorn to a new region.&lt;br /&gt;
&lt;br /&gt;
When that happens, the threat of the vallorn is represented by a military force of a fixed size, which will attempt to seize one or more adjacent regions. This force cannot be cut down by armies inflicting casualties, but Imperial armies can prevent it from capturing new territory, just as if it were a barbarian threat of a similar size. Provided the Empire brings sufficient force to bear, the vallorn can be contained in the regions it controls.&lt;br /&gt;
&lt;br /&gt;
If the vallorn is not contained, then it will try to claim a single region. If it captures an entire region then it will swiftly put down roots that make it impossible to remove. That region will gain the vallorn quality. Transforming the region in this way saps the strength of the vallorn - reducing the attacking strength of the vallorn by five thousand.&lt;br /&gt;
&lt;br /&gt;
In either case, the vallorn will become quiescent again after a few seasons of such efforts. It will take anywhere between two and four seasons for this to happen, depending on how strong the vallorn heart is, how it was roused, and whether further action is taken to keep it active. Following observations in Therunin, Imperial prognosticators are confident they can now identify how long a vallorn will be active when it is roused.&lt;br /&gt;
&lt;br /&gt;
Vallorn forces that are attacking a territory will target a physical fortification, if the bastion is in a region adjacent to the vallorn heart, unless called out as part of an [[opportunity]]. Enchantments, such as those created by [[Basalt Citadel]] or [[Forge the Wooden Fastness]], do &#039;&#039;not&#039;&#039; have this effect.&lt;br /&gt;
&lt;br /&gt;
When the vallorn in a territory is expanding because it has been roused, it won&#039;t automatically join up with another vallornheart, even if it conquers a  region adjacent to another vallorn. A roused vallorn would only join up as the result of an [[opportunity]] which would be explicitly spelled out in the rules for that opportunity.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Fire and thorns.jpg|caption=Before the vallorn can be destroyed it must be roused to full wakefulness - a risky move indeed.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Destroying the Vallorn==&lt;br /&gt;
* &#039;&#039;&#039;If the trods are connected, each vallorn heart will begin to attack adjacent regions with a set military strength&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial armies will need to inflict sufficient casualties to completely destroy a vallorn force to defeat it&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to reclaim a region with the vallorn quality until the entire force associated with that vallorn heart is destroyed&#039;&#039;&#039;&lt;br /&gt;
If the vallornhearts are connected, however, the situation changes dramatically.  Once the trods are connected the vallorn will become especially dangerous. It will still be drawn to attack a bastion or any similar structure in the territory it is attacking if it is adjacent to a vallornheart, but it will not lose strength for each region it claims. At that point the only way to stop it spreading will be to utterly destroy it.&lt;br /&gt;
&lt;br /&gt;
In 385YE, the Empire [[A thousand years of longing|expanded the Great Library of Hacynian]], so that it could contain copies of all documents and records on the vallorn scattered through every [[striding]] and [[steading]] in the Empire, as well as those in personal libraries all across the Empire. &lt;br /&gt;
contributions from allies, familiar and unexpected. After the work was complete, it revealed a quicker way to defeat the vallorn, albeit one that required immense [[Courage]]. If [[A_thousand_years_of_longing#The_Final_Trod|all the remaining vallorn hearts could be connected with trods]] then it would rouse the vallorn to attack - but it would also make it vulnerable. It would be possible to defeat it everywhere - not in the distant future - but now.&lt;br /&gt;
&lt;br /&gt;
Rather than containment, the Imperial strategy will need to shift to destruction. The vallorn will still be drawn to attack fortifications, but its strength will operate differently, it will not be reduced when it claims regions, and it will not become quiescent over time. After careful assessment, the [[Civil Service]] has been able to identify the nature and the scale of the threat if the vallorn hearts are linked by trods. In that situation, the vallorn will boil forth from each of the hearts - in the Empire that means [[Hercynia]], [[Liathaven]], [[Brocéliande]] [[Sarangrave]] and [[Therunin]]. At present, only Hercynia and Sarangrave are controlled by the Empire, but all five would create huge problems that would require significant military force to defeat. In addition, there are two other vallorn hearts, one in [[Thule]] lands in [[Otkodov#Sküld|Emrys in Sküld]], and one in [[Axos]] lands in [[Axos#Axou_Territories|Visokuma]].&lt;br /&gt;
&lt;br /&gt;
The larger and denser the vallorn is, the greater the resulting military strength of the threat associated with it. Larger means the more regions in a territory that are claimed by the vallorn (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; that have the [[Region_qualities#Vallorn|vallorn]] quality). The vallorn hearts in territories associated with the Navarr are all equally dense - these hearts have been cut back for centuries by the action of trods. The [[Druj]] used powerful wards to contain the vallorn heart in the [[Sarangrave]] rather than cutting it back, so vates theorise that the vallorn here will be much denser, much more fecund in these territories as a result. The territory of Visokuma was abandoned to the vallorn by the [[Axos]], so its heart is likely to be even more potent.&lt;br /&gt;
&lt;br /&gt;
Once the vallorn hearts are awakened, the final war with the vallorn will begin. Each heart will unleash its full strength into neighbouring regions. Each heart will have a set military strength, which the Empire will need to defeat. When fighting to defend against the vallorn&#039;s advance, the Empire will need to bring greater force to bear to stop the advance or to push the vallorn back. Such force won&#039;t be sufficient to retake regions dominated by the vallorn however - those will remain impregnable for as long as the vallorn heart they are associated with remains active.  &lt;br /&gt;
&lt;br /&gt;
In this situation, where all the hearts have been joined by trods, the only way to retake the regions dominated by the adjoining vallorn heart will be to completely eradicate the creatures controlled by that vallorn heart. That means inflicting sufficient [[casualties]] to completely destroy the effective strength of the vallorn. Casualties can be inflicted by defending a region the vallorn is attempting to spread to or by attacking any of the regions dominated by the vallorn.&lt;br /&gt;
&lt;br /&gt;
==Defeating the Vallorn==&lt;br /&gt;
Imperial seers &#039;&#039;estimate&#039;&#039; that the strength of the biggest Imperial vallorn heart - the one in [[Brocéliande]] is likely to be at least 50,000. The others are much smaller. [[Liathaven]] and [[Hercynia]] will be around 15,000 (Liathaven is expected to be larger than Hercynia). The strength of the [[Therunin]] vallorn is harder to estimate given the [[To_hold_death%27s_hand_in_mine#Tainted_Vengeance|Druj interference]] there, but it is cautiously predicted to have a strength perhaps half the size of Brocéliande. If a vallorn were to capture significant additional territory this strength would likely increase.&lt;br /&gt;
&lt;br /&gt;
These vallorn &amp;quot;armies&amp;quot; would replenish slowly over time; if the Empire left a vallorn heart to spread unchecked, it would regain a tenth of its strength each season. There are also dire predictions of what might happen if two vallorn were able to meet one another; that they might &amp;quot;merge&amp;quot;, combining their strength and becoming significantly more deadly.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the vallorn does not operate in exactly the same fashion as an [[Imperial army]]. Rather than being represented by multiple smaller forces, like the armies of a nation, each vallorn operates as a single force that is effectively spread throughout every region with the vallorn quality attached to the vallornheart. It can be engaged in multiple regions at the same time, all facing the same force that may be both attacking in one area and defending in another. Each of the vallorn is likely to have its own [[Army qualities|qualities]], which may be very different to those possessed by mortal armies (they will be comparable).&lt;br /&gt;
&lt;br /&gt;
Unlike barbarian armies the vallorn cannot become overextended and does not fear losing control of supply lines. Vates warn that Spring [[enchantment|enchantments]] or [[curse|curses]] such as [[Rivers Run Red]] or [[Thunderous Tread of the Trees]] will not harm the vallorn. They may even make it worse - the vallorn thrives on the energies of Spring and any use of large-scale Spring magic rituals runs the risk of making it stronger.&lt;br /&gt;
&lt;br /&gt;
==Miasma==&lt;br /&gt;
* &#039;&#039;&#039;The vallorn miasma is a pall of fetid air that usually found together with the vallorn&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is exceptionally dangerous to fight in areas that contain the miasma&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The presence of the vallorn is usually accompanied by the [[vallorn miasma]], a pall of fetid air that seeps into the lungs, poisoning humans and orcs alike. Because of this, it is very dangerous for [[Vallorn_miasma#The_Miasma_in_Play|heroes or armies to fight in the presence of the miasma]].&lt;br /&gt;
&lt;br /&gt;
{{Vallorn links}}&lt;br /&gt;
[[Category:Navarr]][[Category:Highguard]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vitality_of_Rushing_Water&amp;diff=139868</id>
		<title>Vitality of Rushing Water</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vitality_of_Rushing_Water&amp;diff=139868"/>
		<updated>2026-06-05T15:07:20Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Spring|14}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual has three related effects:&lt;br /&gt;
* When hits are restored to the target by any means then they are also cured of the [[Calls#VENOM|VENOM]] status if they were affected. This effect will not work if the [[purify]] spell would fail to remove the VENOM effect for any reason.&lt;br /&gt;
* The target is not subject to the venomous effects of the [[Vallorn#Miasma|vallorn miasma]]. They will not contract [[Vallornspawn_husk#Green_Lung|green lung]], nor will they become a [[Vallornspawn_husk|vallornspawn husk]] if they die while under this enchantment. &lt;br /&gt;
* The target experiences a [[roleplaying effect]]: &#039;&#039;they feel healthy, vital and full of energy. They also have a greatly increased appetite, feeling the need for significantly more food and drink than they might normally require.&#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 who are part of the same [[Groups#Banners|banner]]. Each additional character increases the magnitude by 11. Additional characters must be present throughout the ritual.&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|Imperial Roseweald|drams}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The supernatural vitality offered by this ritual helps survive exposure to supernatural [[Calls#Venom|venom]], especially the effects of close exposure to the [[vallorn]] and its creations. It is a powerful protection when facing enemies who employ tactics that make extensive use of venom, such as the [[Druj]] or the [[Navarr]], or creatures whose presence or attacks can be dangerously toxic such as [[Legendary beasts#Hydra|hydras]] or [[plaguewulf|plaguewulfs]]. &lt;br /&gt;
&lt;br /&gt;
The ritual strengthens the life of the target, such that almost &#039;&#039;any&#039;&#039; medical attention will purge the effects of venom. This greatly improves the likelihood of surviving exposure to life-threatening poisons and venom - a [[Surgical skills#Chirurgeon|chirurgeon]] can quickly remove the effect of exposure to a Druj knife, for example, or a single dose of [[True Vervain]] not only restore the victim of a plaguewulf to full fighting strength but also remove the threat of undying servitude should the patient fall to the creature&#039;s claws. Rather than needing to exhaust their entire reserve of personal power, a [[Dawn_magical_traditions#War_witches|war witch]] can [[Spellcasting#Swift_casting|swiftly]] cast a [[heal]] spell on their enchanted ally, having the dual effect of restoring health and purging venom. A bold Navarr [[thorn]] can rise, [[Heroic skills#Unstoppable|unstoppable]], from the ground while fighting a venomous beast not only restored to health but purged of life-threatening venom.&lt;br /&gt;
&lt;br /&gt;
The ritual is not a panacea - it is sufficiently difficult that it is not a simple matter to provide it to every warrior on a battlefield - but when coupled with other protections it can greatly increase the likelihood of surviving a battle, not least because it allows existing supplies for treating poison to be spread less thinly. Those protected with the Vitality of Rushing Water can rely on more straightforward healing methods.&lt;br /&gt;
&lt;br /&gt;
In some circles this ritual is called &#039;&#039;The Mark of Abraxus&#039;&#039;, after the [[Abraxus Stone]]. In [[Dawn]] it is sometimes referred to as the &#039;&#039;Breath of the Hydra&#039;&#039;, while those [[Highguard|Highborn]] who have used it in skirmishes with the hated Druj call it &#039;&#039;Strength of Pure Water&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As with many enchantments, ritualists often mark the targets of the ritual in some way. Common elements include shared consumption of a drink or herbal preparation; painting a rune or symbol on the face or chest of the target; or securing a [[Dawn hearth magic#Favours|woven favour]], braid or protective amulet to the target. Branches or leaves from hardy plants or those associated with good health, such as the oak, ivy or mistletoe, are sometimes woven together and worn on the head or wrists or in the hair; amber or even [[Materials#Ambergelt|ambergelt]] jewellery might also be used to signify the protection offered by the ritual.&lt;br /&gt;
&lt;br /&gt;
The idea of washing or purifying is another element that works well with this ritual. Fresh and salt water alike have resonance with a ritual designed to offer protection from dangerous impurities. Some ritualists perform a ceremonial washing of hands, while more vigorous rituals might involve pouring water over the head of the targets. With [[blood magic]], it is not uncommon for a small amount of blood donated by a child to be mixed with water and used to anoint the targets.&lt;br /&gt;
&lt;br /&gt;
Evocations of runes such as [[Bravash]], [[Rhyv]], [[Feresh]] or [[Cavul]] are all common, as is the constellation of [[The Fountain]]; a scene involving [[The Doctor]] or [[The Witch]]; or the strength and vitality of potent creatures such as [[Legendary beasts#Hydra|hydras]], boars, or bears.&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vitality_of_Rushing_Water&amp;diff=139867</id>
		<title>Vitality of Rushing Water</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Vitality_of_Rushing_Water&amp;diff=139867"/>
		<updated>2026-06-05T15:05:00Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Spring|14}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|2}} {{Target Character}}&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
This ritual has three related effects:&lt;br /&gt;
* When hits are restored to the target by any means then they are also cured of the [[Calls#VENOM|VENOM]] status if they were affected. This effect will not work if the [[purify]] spell would fail to remove the VENOM effect for any reason.&lt;br /&gt;
* The target is not subject to the venomous effects of the [[Vallorn#Vallorn_Miasma|vallorn miasma]]. They will not contract [[Vallornspawn_husk#Green_Lung|green lung]], nor will they become a [[Vallornspawn_husk|vallornspawn husk]] if they die while under this enchantment. &lt;br /&gt;
* The target experiences a [[roleplaying effect]]: &#039;&#039;they feel healthy, vital and full of energy. They also have a greatly increased appetite, feeling the need for significantly more food and drink than they might normally require.&#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 who are part of the same [[Groups#Banners|banner]]. Each additional character increases the magnitude by 11. Additional characters must be present throughout the ritual.&lt;br /&gt;
&lt;br /&gt;
===Option===&lt;br /&gt;
{{Ritual Substitution|Imperial Roseweald|drams}}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The supernatural vitality offered by this ritual helps survive exposure to supernatural [[Calls#Venom|venom]], especially the effects of close exposure to the [[vallorn]] and its creations. It is a powerful protection when facing enemies who employ tactics that make extensive use of venom, such as the [[Druj]] or the [[Navarr]], or creatures whose presence or attacks can be dangerously toxic such as [[Legendary beasts#Hydra|hydras]] or [[plaguewulf|plaguewulfs]]. &lt;br /&gt;
&lt;br /&gt;
The ritual strengthens the life of the target, such that almost &#039;&#039;any&#039;&#039; medical attention will purge the effects of venom. This greatly improves the likelihood of surviving exposure to life-threatening poisons and venom - a [[Surgical skills#Chirurgeon|chirurgeon]] can quickly remove the effect of exposure to a Druj knife, for example, or a single dose of [[True Vervain]] not only restore the victim of a plaguewulf to full fighting strength but also remove the threat of undying servitude should the patient fall to the creature&#039;s claws. Rather than needing to exhaust their entire reserve of personal power, a [[Dawn_magical_traditions#War_witches|war witch]] can [[Spellcasting#Swift_casting|swiftly]] cast a [[heal]] spell on their enchanted ally, having the dual effect of restoring health and purging venom. A bold Navarr [[thorn]] can rise, [[Heroic skills#Unstoppable|unstoppable]], from the ground while fighting a venomous beast not only restored to health but purged of life-threatening venom.&lt;br /&gt;
&lt;br /&gt;
The ritual is not a panacea - it is sufficiently difficult that it is not a simple matter to provide it to every warrior on a battlefield - but when coupled with other protections it can greatly increase the likelihood of surviving a battle, not least because it allows existing supplies for treating poison to be spread less thinly. Those protected with the Vitality of Rushing Water can rely on more straightforward healing methods.&lt;br /&gt;
&lt;br /&gt;
In some circles this ritual is called &#039;&#039;The Mark of Abraxus&#039;&#039;, after the [[Abraxus Stone]]. In [[Dawn]] it is sometimes referred to as the &#039;&#039;Breath of the Hydra&#039;&#039;, while those [[Highguard|Highborn]] who have used it in skirmishes with the hated Druj call it &#039;&#039;Strength of Pure Water&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
As with many enchantments, ritualists often mark the targets of the ritual in some way. Common elements include shared consumption of a drink or herbal preparation; painting a rune or symbol on the face or chest of the target; or securing a [[Dawn hearth magic#Favours|woven favour]], braid or protective amulet to the target. Branches or leaves from hardy plants or those associated with good health, such as the oak, ivy or mistletoe, are sometimes woven together and worn on the head or wrists or in the hair; amber or even [[Materials#Ambergelt|ambergelt]] jewellery might also be used to signify the protection offered by the ritual.&lt;br /&gt;
&lt;br /&gt;
The idea of washing or purifying is another element that works well with this ritual. Fresh and salt water alike have resonance with a ritual designed to offer protection from dangerous impurities. Some ritualists perform a ceremonial washing of hands, while more vigorous rituals might involve pouring water over the head of the targets. With [[blood magic]], it is not uncommon for a small amount of blood donated by a child to be mixed with water and used to anoint the targets.&lt;br /&gt;
&lt;br /&gt;
Evocations of runes such as [[Bravash]], [[Rhyv]], [[Feresh]] or [[Cavul]] are all common, as is the constellation of [[The Fountain]]; a scene involving [[The Doctor]] or [[The Witch]]; or the strength and vitality of potent creatures such as [[Legendary beasts#Hydra|hydras]], boars, or bears.&lt;br /&gt;
[[Category:Spring Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Five_flames&amp;diff=139836</id>
		<title>Five flames</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Five_flames&amp;diff=139836"/>
		<updated>2026-06-04T20:22:44Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Flame and Faith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Wind of Fortune]][[Category:388YE Spring]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Oh, didn&#039;t you say your Sarantuya got engaged to an Imperial? How&#039;s that going?&amp;quot; The younger woman&#039;s head bobbed a little as she spoke. Enkhtuya thought it made her look somewhat like a sparrow. She buried her smile at the fleeting thought into a frown as she contemplated the matter. &amp;quot;Odon. Dearest friend. What can I say? Well, it was all going so well - her fiance is - was - lovely, Maria di Trivento&#039;s her name. Yes, from one of the great cities! Oh, a perfect match, I thought. A trader, good money - and they have a very practical view of marriage in the cities, you know. We had all our books inspected twice! Well, I don&#039;t know - I suppose it&#039;s fair enough, and it saved us the money on an audit this year. Ah...&amp;quot; Odonchimeg sighed and touched her old friend lightly on the back of her hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Go on. You say it&#039;s off?&amp;quot; Enkhtuya sighed. &amp;quot;Well - not &#039;&#039;off&#039;&#039; off. We had agreed - look, Maria wanted Sarantuya to move out there - become Imperial. We supported it, you know. I know it&#039;s a great change - she&#039;d take a new name, as is their custom, all of that - but it&#039;s a prospect, isn&#039;t it? Only - only I thought, when they married - I just wanted...&amp;quot; Her eyes began to mist with tears. &amp;quot;Oh, it&#039;s too much. Sorry, I shouldn&#039;t.&amp;quot; She dabbed at her eyes with a tear as Odonchimeg watched concerned. &amp;quot;When I was married, I stood under the Arch of the Five Flames - and that&#039;s our heirloom one, you know - and I said the Five Blessings, and I looked into Tömör&#039;s eyes, and that was it, you know, it was the foundation of our marriage. I&#039;m so proud of that. We&#039;ve been doing it that way for centuries. I just wanted that for Sarantuya - I said I don&#039;t mind if you get married with an Imperial priest but you must have the Arch of the Five Flames, you must, I will ship it out there - if I have to. And she agreed, but when she talked to Maria about it they had this beastly fight...&amp;quot; She shook her head, eyes once more moist with tears. &amp;quot;Now Sarantuya&#039;s furious with me, and Maria was apologetic but you could tell she&#039;s got real feeling about it. She says - she said she had no problem but the problem is that their Synod&#039;s been getting really strict on - you know, because they don&#039;t accept the fifth flame. Even though in the great cities I hear they do retribution brutally when they need to, though! I said, well, I don&#039;t know about your &amp;quot;vigilance&amp;quot; either, it just sounds like venerating the concept of being paranoid to me. Then she said some rude things. I said more. Oh, I think when all is said and done we won&#039;t owe a insult-debt to each other, but it&#039;s a mess.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Odonchimeg, listening intently, now spoke. &amp;quot;Goodness. I didn&#039;t know it was as serious as all that. Look, old tish. I&#039;ll talk to Sarantuya, shall I? Why don&#039;t you go back to this Maria, and find your apologies for one another? That way this doesn&#039;t all keep boiling over into something nobody wants. At the end of the day: you and Maria are both loyal to Sarantuya. Focus on that.&amp;quot; Enkhtuya gave her a weak smile. &amp;quot;Oh, Odon. What a piece I am. Thank you. Like you say - there&#039;s a flame we have in common. I&#039;ll hold to that. And then it&#039;ll be alright. Won&#039;t it?&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 30%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Two flames.jpg|caption=The Flames of Virtue burn hot in Faraden.|align=left|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Faraden remains caught between Imperial and Asavean interests&lt;br /&gt;
* &#039;&#039;&#039;The Liege of Five Winds appears to favour the Empire, but there are powerful factions in Faraden that prefer closer ties with Asavea&lt;br /&gt;
* &#039;&#039;&#039;Faraden and the Empire are at peace, and trade ties between them are being strengthened&lt;br /&gt;
[[Faraden]] lies to the west of the Empire, across the Lasambrian Hills of [[Reinos]]. Trade is its lifeblood, but it is also a country of canny wizards, [[Courage|Courageous]] warriors, and [[Pride|Proud]] (albeit heretical) priests. They currently do not share a border with the Empire, lying beyond the [[Jotun]] and the [[Iron Confederacy]], but that does not stop them sending 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 Imperial 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;
{{Nation|nation=[[Faraden]]|port=[[Foreign ports#Caitun|Caitun]]|ambassador=Ebenezer of [[the Marches]]|status=Foreigner}}&lt;br /&gt;
The Faraden ambassador to the Empire is &#039;&#039;Mistress Singua Karadragha&#039;&#039;. Mistress Singua advises the Court of the Five Winds on all diplomatic matters, and speaks on their behalf to foreign ambassadors. Her attitude to the Empire appears to be cool but professional, and heavily informed by the wishes of the Liege and their court, who seek more opportunities to trade with the Empire.&lt;br /&gt;
&lt;br /&gt;
==Peace and the Jotun==&lt;br /&gt;
* &#039;&#039;&#039;Communications between Faraden and the Empire are civil and constructive&lt;br /&gt;
* &#039;&#039;&#039;The Faraden seek closer trade ties with the Empire as a route to shared Prosperity&lt;br /&gt;
The Court of the Five Winds is apparently very pleased with the news that work on [[Wild_is_the_wind#Yakholme_Grange|Yakholme Grange]] [[387YE_Autumn_Equinox_Senate_sessions#Construct_Yakholme_Grange|has begun]], and that there is a good chance Faraden [[We_give_the_future_to_the_winds#The_Richest_Wines|trade with Dawn]] may be moving forward. [[Prosperity|Prosperous]] trade ties with the Empire strengthen the position of the Liege of the Five Winds, and reinforce their pro-Imperial agenda. The fact that trade with the Empire can be undertaken without the need to trust to ships and boats and the dangers of the [[Sea of Snow]], as compared to trade with the Asaveans, which relies on long shipping routes, means it has particular appeal to the merchant-families of the nation.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, the Faraden and the Jotun are due to renegotiate a peace treaty between them. The situation has not really changed since [[We_give_the_future_to_the_winds#The_Hills_of_Reinos|Summer last year]]. Faraden cannot afford to go to war with the Jotun. Mistress Karadragha [[Poets_light_but_lamps#War_and_the_Jotun|had some hope]] that the Empire might add its might to the attack on Reinos, but sadly it&#039;s clear the focus of the [[Military Council]] is elsewhere. As a consequence, it seems inevitable that Faraden and the Jotun will continue their peace treaty when negotiations take place at the Summer Solstice. At least Mistress Karadragha is confident that thanks to Suranni adventurism her nation will at least be able to wring some concessions from the Jotun.&lt;br /&gt;
&lt;br /&gt;
==Flame and Faith==&lt;br /&gt;
* &#039;&#039;&#039;The Temple of the High Flames received a true consecration during the Winter Solstice&lt;br /&gt;
Over the Winter Solstice, a [[Poets_light_but_lamps#Faith_and_Flame|grand ceremony took place]] at the &#039;&#039;Temple of the High Flames&#039;&#039; in Faraden. During the festivities, a [[Consecration#True_Liao|true consecration]] was created, dedicating the prestigious temple with the [[Auras_of_Pride#Partner_of_Greatness|Flame of Honour]]. The ceremony has helped secure the Faraden faith in the face of [[Asavean Archipelago|Asavean]] syncretism. It would not have been possible without the beneficence of the Imperial [[Gatekeeper|Gatekeepers]] who provided the required [[liao#True Liao|true liao]].&lt;br /&gt;
&lt;br /&gt;
The Temple of Five Flames has always been an important edifice in the Faraden faith, but has been renewed as a site of pilgrimage for the faithful of Faraden. It is already bearing fruit; interest in Asavean gods has waned dramatically, and some of those who have been drawn into honouring these foreign deities have already returned to the bosom of the Faraden faith. As projected, however, this has also made the Faraden less interested in the Way and the Imperial faith. This brings with it a thorny subject. Some Faraden travelling into the Empire bear spiritual gifts given them by priests [[dedication|dedicated]] to [[Malign spiritual presences#Justice|Justice]]. Travellers to the Empire have brought news of several [[proscription|proscriptions]] apparently enacted by the Synod during the Winter Solstice. Specifically, [[387YE_Winter_Solstice_Synod_judgements#Judgement_5|criminalising dedication or creation of auras]] related to &amp;quot;false virtues&amp;quot;, denunciation of the act of [[387YE_Winter_Solstice_Synod_judgements#Judgement_97|receiving anointing or dedication]] of a false virtue as [[blasphemy]], as is [[387YE_Winter_Solstice_Synod_judgements#Judgement_152|preaching or promoting the false virtue of vengeance]]. The priests of Faraden know that the Empire considers their flame of Justice to be the same as their false virtue of [[Malign_spiritual_presences#Vengeance|Vengeance]]. Mistress Karadragha seeks reassurance from Ambassador &#039;&#039;&#039;Ebenezer&#039;&#039;&#039; that these assorted spiritual laws do not apply to Faraden travellers in the Empire.&lt;br /&gt;
&lt;br /&gt;
The problem, as the civil service points out, is that they are not different. As [[On Faraden faith|recent research]] has demonstrated, there is no doubt that the spiritual force the Faraden revere as their &amp;quot;fifth flame&amp;quot; is definitely the same force that the Empire proscribes. There is some question around whether simply bearing an [[anointing]] or [[dedication]] of vengeance is a crime. At least it doesn&#039;t seem to be a problem for a Faraden to carry an item [[hallow|hallowed]] with such an aura - at least at the moment - and this is the most common way for visitors from the west to bring malign auras into the Empire. &lt;br /&gt;
&lt;br /&gt;
The Liege of the Five Winds has sponsored a shift in Faraden politics that encourages moderation from the priests of that nation. Those dedicated to [[Pride]], [[Loyalty]], [[Courage]], and [[Prosperity]] have urged a less confrontational approach to dealing with their opposite numbers in the Empire. Unfortunately, the pilgrimage of Pride coupled with this new guidance of the Synod risks bringing matters back to the fore again. Justice (Vengeance) is one of the Five Flames that form the faith of the Faraden. Even if there are no Faraden preaching or promoting Justice in the Empire, the knowledge that anyone from that nation &#039;&#039;could&#039;&#039; be secretly dedicated with an aura of Vengeance will be enough to raise questions and lead to investigations. If the Ambassador does offer reassurance, they will want to be sure that such a thing is backed by the Synod and the magistrates or the situation will surely become much worse.&lt;br /&gt;
&lt;br /&gt;
==Cinders Extinguished==&lt;br /&gt;
{{CaptionedImage|file=LictorsJohn.jpg|align=right|width=350}}&lt;br /&gt;
* &#039;&#039;&#039;The attacks on the Empire by the Faraden religious extremists known as the Cinders have been decisively foiled&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The leaders of the Cinders have been caught, tried and executed by Faraden authorities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Evidence has allegedly arisen implicating Asavean citizens in arming, equipping and inciting the Cinders&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rahmah i Darwisj i Erigo has been requested to attend a chamber opened by the Lictors to give evidence against the Asavean&#039;&#039;&#039;&lt;br /&gt;
The religious extremists known as the Cinders have been causing intolerable trouble for the Empire, attempting to [[Wild_is_the_wind#Scattered_Cinders|assassinate the Champion of Vigilance]], [[Poets_light_but_lamps#Fire_Fighters|attacking sites]] symbolising cooperation between Faraden and the Empire, and [[Poets_light_but_lamps#Wildfire_(Conjunctions)|sending armed forces]] to destroy sites of significance to [[the Way]] of Virtue. On top of this, the Cinders apparently incited a merchant to [[Poets_light_but_lamps#Days_Of_Wine_And_Mooncheese|attempt to kill members of his own family]] for dealing with the Empire, a horrific sin against Loyalty in the eyes of the people of Faraden. Open condemnation turned into legal action, as those aggrieved by the Cinders posted bounties against their members and the full force of the Liege of the Five Winds turned to rooting out their organisation from Faraden society.&lt;br /&gt;
&lt;br /&gt;
The purge comes quickly. Faraden investigators cooperate with Imperial authorities to gather evidence, and their joint efforts quickly bear fruit. Imperial merchants and embassy staff report bands of bounty hunters striking out into the Faraden wilderness and returning with captives, the results of raids on the hidden Cinders camps. The trials that follow are swift and public. The Cinders make it easy, Proudly proclaiming their allegiances and condemning their prosecutors for being weak and impious, too ready to tolerate the lovers of false flames. In every case, the sentence is death.&lt;br /&gt;
&lt;br /&gt;
The leader of the Cinders, a man known only as Zuchlagch, is one of the last to be captured. The heads of families from around Faraden are summoned to witness testimony being given against him, to see the Justice of the Liege of the Five Winds. Zuchlagch refuses to cooperate with the trial, taking every opportunity to decry the legal authorities as having lost the mandate of the Five Flames by their cowardly cooperation with heretics and blasphemers. Attempts to draw any useful information from him, such as the source of his group&#039;s funding, come to nothing. In the end he meets the same fate as the rest. For treasonous attempts to incite war with a foreign power, he is marched to a stake in the courtyard of the Palace of Five Winds, and publicly burned to death. Witness reports state that he walked to his punishment without flinching, and died without a single cry of pain. None could doubt his Courage, but Justice must be done.&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=350}}&lt;br /&gt;
There is considerably more controversy when bounty hunters raid the compound of an Asavean iridescent gloaming merchant in the port of Ondersant. One Tommaso Triusti is seized and carried away before local authorities can intervene. High Lady &#039;&#039;Togene Altsanig&#039;&#039;, ruler of the territory of [[Sea_of_Snow#Tujahan|Tujahan]] where the raid took place, is apparently incandescent with rage over the High Liege&#039;s failure to consult her before undertaking such a sensitive operation in her city. Yet the internal politics of the Faraden courts are of less interest than the stated reason given for the arrest: Tommaso is apparently implicated in providing funding to the Cinders.&lt;br /&gt;
&lt;br /&gt;
The Asavean ambassadors to the Court of Five Winds are similarly furious with the arrest of one of their citizens, but their words carry little weight. Whatever evidence the Faraden government has, it is apparently enough to convince them to risk the diplomatic fallout of this bold move. Yet Tommaso Triusti&#039;s trial does not come. Word is sent to the Empire that the accused is apparently claiming to have been framed by an Imperial conspiracy, and that they are demanding to face their accusers directly. This would normally lead to a massive jurisdictional headache, but fortunately otherworldly help is at hand.&lt;br /&gt;
&lt;br /&gt;
The [[Lictors]] favour the people of Faraden, appreciating their commitment to Justice and the pursuit of the guilty. As such, they have volunteered the use of a chamber to host the trial, allowing a Faraden judge to hear testimony from Imperial citizens without delay. The judge has apparently requested the attendance of &#039;&#039;&#039;Rahmah i Darwisj i Erigo&#039;&#039;&#039;, the [[Imperial Spymaster]], to give testimony, presumably in his professional capacity. The Lictors have stated that Rahmah (or his proxy) may be accompanied by up to four other citizens, though he will be held responsible for their conduct within the chamber. Those attending the trial should attend the entrance to the Hall of Worlds at 19:55 on Friday of the forthcoming summit, where a Lictor will conduct them to the chamber. Those attending need not be magicians, as the chamber will be opened by the Lictors&#039; own power.&lt;br /&gt;
&lt;br /&gt;
{{Faraden Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Schools_of_thought&amp;diff=139811</id>
		<title>Schools of thought</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Schools_of_thought&amp;diff=139811"/>
		<updated>2026-06-04T14:44:35Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Absolute Aspirationalism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Individuals who have shown the [[Signs of the paragon and exemplar]] can be formally acknowledged by [[judgement]] of [[recognition]] by the [[Synod]].&lt;br /&gt;
&lt;br /&gt;
==Exemplar==&lt;br /&gt;
An exemplar is, most literally, someone whose deeds are considered to set a good example for the followers of the Way. Stories of the exemplars are regularly used in sermons, and taught to children. They are held up as examples of people who lead virtuous lives, and whose behaviour is appropriate to emulate.&lt;br /&gt;
&lt;br /&gt;
Unlike paragons, exemplars are often more localised figures popular in one or two nations rather than recognised and revered across the entire Empire. While their role in the faith is considered secondary to that of the paragons, they are often significantly easier for the lay followers of the Way to identify with. Many of them are historical figures from the last three hundred years, rather than the more mythical characters who have been recognised as paragons. There is no doubt, for example, that [[Inga Tarn]] existed as a flesh-and-blood woman of incredible [[courage]].&lt;br /&gt;
&lt;br /&gt;
==Paragon==&lt;br /&gt;
A paragon is someone whose life and deeds overwhelmingly demonstrated the power of a given Virtue. In many cases, a paragon&#039;s behaviour helped to define or redefine some element of the way. For example [[Empress Richilde]] illustrated that the virtue of [[Pride]] could apply to an entire Empire rather than a single nation.&lt;br /&gt;
&lt;br /&gt;
A number of paragons are semi-mythical figures, many of them pre-dating the Empire. [[Tian]], [[Korl]], [[Isenbrad]], [[The Marked]], and [[The Sentinel]] are all examples of characters whose stories predate the founding of the Empire, in some cases by many centuries. They are often folk-heroes whose stories are known in many parts of the world, albeit often by different names. There has been a great deal of debate over the centuries about whether these figures are &amp;quot;real&amp;quot; in the way that [[Aldones di Sarvos]] or [[Empress Richilde]] are demonstrably real. Regardless, the popular stories about their virtuous nature are seen as some of the most inspiring by many of the faithful.&lt;br /&gt;
&lt;br /&gt;
Paradoxically, many paragons are known for only a handful of core stories - whereas the exemplars may often have an entire body of virtuous behaviour associated with them. A key difference is that while there are many stories of exemplar deeds, they are generally of a smaller and more mundane scale than those of the paragons. Empress Richilde shaped an entire empire; Tian saved her people by bringing them the secret of fire; Inga Tarn by contrast had a number of heroic adventures, but nothing on so dramatic a scale.&lt;br /&gt;
&lt;br /&gt;
==Schools of Thought==&lt;br /&gt;
Beyond the basic distinctions outlined above, there is a great deal of discussion and disagreement about the nature of the paragons and exemplars, and what their role is within the Way. In light of the forthcoming Symposium, members of Avigliana&#039;s School of Epistemology have pored through their records studying different claims made for the role and nature of the paragons and exemplars. After months of hard work, they have created the following summary in the hope that this identification of broad schools of thought will be useful to members of the Synod and other citizens.&lt;br /&gt;
&lt;br /&gt;
They note that none of these schools should be considered exclusively, there are priests who make Purist arguments about the difference between paragons and exemplars, but express views they categorise as both Universalist and Liberationist when it comes to the issue of who should be recognised.&lt;br /&gt;
&lt;br /&gt;
===Purism===&lt;br /&gt;
An exemplar is someone who exemplifies a virtue and is generally virtuous - a paragon is someone who displays a single virtue at every critical decision. Thus Inga Tarn is an exemplar because while she is almost always courageous, there are stories in which she chooses to do the loyal or wise thing instead of the doctrinally courageous thing. Empress Richilde is a paragon, because in every story about her life she always chooses the Proud course of action even when that is not necessarily the most beneficial decision.&lt;br /&gt;
&lt;br /&gt;
===Perfectionism===&lt;br /&gt;
An exemplar is someone who does something that helps to define a virtue, whereas a paragon is someone who helps to overturn incorrect understanding. The exemplars support mortal understanding of the virtues, the paragons help to perfect that understanding. The paragons take precedence over the exemplars, and must be more carefully considered because they are spiritual trailblazers - revealing new understanding of the virtues.&lt;br /&gt;
&lt;br /&gt;
===Pragmatic Secularism===&lt;br /&gt;
This line of thinking denies the suggestion that exemplars and paragons have any supernatural element. They are simply people whose virtuous behaviour inspires others. They argue for a [[change of doctrine]] to remove the [[Signs of the paragon and exemplar#Miracles|miracle]] sign of the paragon and exemplar, claiming that reliance on such obvious fictional crutches is inappropriate.&lt;br /&gt;
&lt;br /&gt;
===True Virtue Exceptionalism===&lt;br /&gt;
Exceptionalists claim that not only must paragons strongly demonstrate a single Virtue throughout their entire lives, they must &#039;&#039;not&#039;&#039; demonstrate any behaviour that is not virtuous by the doctrine of the Way. Paragons and Exemplars must not appear vengeful, hateful, peaceful, anarchistic and so on, and they must not demonstrate weakness in any of the seven virtues. Priests adhering to this approach have blocked several attempts to raise &amp;quot;inappropriate&amp;quot; individuals to the status of paragon or exemplar, including [[Emperor James]] who was bitterly argued to not only lack [[ambition]] but to demonstrate extremely suspect patterns of peaceful behaviour.&lt;br /&gt;
&lt;br /&gt;
===Virtuous Histography===&lt;br /&gt;
It is a straightforward fact that some of the stories associated with paragons and exemplars do not entirely make sense. Many theologians accept that some of these stories are metaphors, and that some of them are actually the deeds of other people that have been assigned to the paragon or exemplar in the popular consciousness. Virtuous Historians seek to define the actual facts about the lives of the paragons and exemplars. Some are concerned that by including fictional events, the paragons and exemplars cease to be mortal figures and become dangerously close to idols. Others are concerned that by assigning the virtuous actions of several individuals to a single figure, people whose virtuous behaviour &#039;&#039;should&#039;&#039; have been recognised are deleted from history. Some Virtuous Historians find common ground with the Pragmatic Secularists - stories of supernatural miracles are often evidence that a certain deed never happened, or that the paragon or exemplar has been conflated with a spirit, hero, or even a god from pre-virtuous times.&lt;br /&gt;
&lt;br /&gt;
===Liberationism===&lt;br /&gt;
This is a very common approach that teaches that only a paragon leaves the cycle of reincarnation - is freed from the Labyrinth - and that &#039;&#039;all&#039;&#039; paragons are by definition liberated in this manner. They argue vociferously against the inclusion of any paragon who can provably be said to have appeared as a past-life. It was Liberationists who demanded the change in status of [[Atuman]] from paragon to exemplar following the past life vision of [[Aldones di Sarvos]].&lt;br /&gt;
&lt;br /&gt;
===Universalism===&lt;br /&gt;
Avigliana&#039;s School defines this belief as the view that the Empire is too narrow-minded in its recognition of exemplars and paragons. Adherents take issue with the majority of exemplars and paragons being Imperial, claiming it makes little sense. Most believe that at the very least, the exemplars and paragons of the [[Sumaah Republic]] should be included in the Imperial lists, and they encourage the faithful to look beyond the borders of the Empire for obviously virtuous people who live in other nations. In recent decades they have been lobbying for closer contact with the faithful of [[Faraden]], arguing that the Imperial Synod must embrace the exemplars of Courage, Pride, Loyalty, and Prosperity recognised by that nation. It is almost impossible to reconcile this approach with that of the True Virtue Exceptionalists who are apoplectic at the idea that the lists of paragons and exemplars might include figures who by default approved of the practice of Vengeance.&lt;br /&gt;
&lt;br /&gt;
===Aspirationalism===&lt;br /&gt;
Aspirationalists argue that the distinction between exemplars and paragons is purely political, and has no benefit to the Way. The important thing is that these figures are inspirational. They argue for the removal of the two-tier system, classifying all the existing figures as either one or the other. There is a schism between Doctrinal Aspirationalists who believe all inspirational figures should be recognised (and recognisably) paragons, and the Common Aspirationalists who argue that they should be exemplars because priests have no empirical way to determine who is or is not a paragon. The former often accuse the latter of heresy (for undermining [[The_Doctrines_of_the_Faith#The_Doctrine_of_The_Paragons|doctrine]]) and both tend to despise the [[#Absolute_Aspirationalism|absolute aspirationalists]].&lt;br /&gt;
&lt;br /&gt;
===Critical Realism===&lt;br /&gt;
Avigliana&#039;s School identifies the critical realists as those who claim that, realistically, the only difference between paragons and exemplars is one of politics, not metaphysics. Paragons are generally presented as more &amp;quot;important&amp;quot; than exemplars and thus have a higher status, and more prestige. Exemplars, by contrast, are seen as more &amp;quot;mundane&amp;quot; characters, whose inspiration is more limited and prosaic in nature. The lessons they teach are &amp;quot;less important&amp;quot; than those of the paragons. The decision about whether a certain inspirational figure is a paragon or an exemplar is made by the Imperial Synod and, like all such judgements, is made for political purposes not spiritual ones. Popular and influential figures are more likely to end up as paragons than more virtuous people who do not have &amp;quot;the Highborn stamp of approval&amp;quot; (as the outspoken originator of this view repeatedly referred to it). Critical realists usually argue that not only should the distinction be removed, but doctrine should also be changed to remove the sign of [[Signs of the paragon and exemplar#Pilgrimage|pilgrimage]] criticising it is a political sign that has no grounding in faith or doctrine.&lt;br /&gt;
&lt;br /&gt;
===Foundationalists===&lt;br /&gt;
Foundationalists criticise the principle of the judgement of recognition. They agree with the [[#Critical Realists|critical realists]] that the process is one fraught with politics, graft, and vested interests and present a radical solution. All matters of exemplars and paragons should be decided by the Highguard National Assembly alone. The claim is that as the Highborn founded the Way, they are in the most able to correctly determine who is best suited to be exemplars. Their goal is to eliminate the corruption influence of politics on the process, so that faith and an understanding of doctrine determine who is recognised as an exemplar or paragon.&lt;br /&gt;
&lt;br /&gt;
===Absolute Aspirationalism===&lt;br /&gt;
The Absolute Aspirationalists go much further than the aspirationalists arguing that &#039;&#039;nobody&#039;&#039; should be recognised as an exemplar or paragon, because saying that these people are &#039;&#039;better&#039;&#039; in some way than other humans is itself a challenge to the [[The_Doctrines_of_the_Faith#The Doctrine of Human Destiny|Doctrine of Human Destiny]]. By holding up examples that are often impossible to aspire to - no modern follower of the Way is going to bring the secret of fire to their people for example - they undermine the faith. Historically, such views have drawn ire from prominent members of the Assembly of Ambition, who have even gone so far as to label them heretical.&lt;br /&gt;
&lt;br /&gt;
===Separatists===&lt;br /&gt;
Prior to the inclusion of the [[Imperial Orcs]] as a nation of the Empire, there was a lot of purely theoretical discussion about whether someone who was not a human could be an exemplar or paragon. Philosophers debated whether a dog or a horse, could be an exemplar - given that the animals often appeared to demonstrate behaviour in line with virtues such as Courage or Loyalty. The Imperial Synod reached no clear conclusion, and the matter remained entirely theoretical until the orcs joined the Empire, and embraced the Way.&lt;br /&gt;
&lt;br /&gt;
After the adoption of the Imperial Orcs into the Empire, the question of their relationship with the Way became crucial. Past theological discussion centred around [[The_Doctrines_of_the_Faith|The Doctrine of Reincarnation]] and [[The_Doctrines_of_the_Faith#The_Doctrine_of_Human_Destiny|human destiny]]. There is no evidence that anyone other than humans reincarnate - indeed the orcs themselves freely admit that they do not reincarnate. It raises questions - can someone who is fundamentally cut off from the Labyrinth serve as an example to humans?&lt;br /&gt;
&lt;br /&gt;
The most politically expedient view is to judge that orcs are just like humans - but the separatists argue that this approach flies in the face of evidence that orcs and humans are fundamentally different on a spiritual level. Some question the decision to create an Imperial Orc assembly, but it is the action of Hector de Rondell in 379YE raising a judgement of recognition for Thrace, the leader of the orc rebellion, as an exemplar of Ambition that is the most contentious. The argument of the separatists is that the orcs must be seen as a separate species - creatures complete apart from human destiny - that it is blasphemy to include any of their ancestors among the ranks of the exemplars and paragons. The Sumaah Republic cited Hector de Rondell&#039;s judgement as part of their recent declaration of war - in part due to their separatist leanings.&lt;br /&gt;
&lt;br /&gt;
{{Synod Further Reading}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gossamer_threads&amp;diff=139810</id>
		<title>Gossamer threads</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gossamer_threads&amp;diff=139810"/>
		<updated>2026-06-04T14:31:59Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Praise be to the six, who reside above us in the celestial heavens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Praise be!&amp;quot; echoed the congregation, enthusiastically.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Praise to the most high, to Suran who is the Queen of Heaven, whose wisdom guides the Council of Dukes, whose life-giving rays exalt and preserve us, who shines upon each victory, and who promises us all a glorious future. Praise also to her consort, to Kavol of the Veils, the King, whose silver eyes watch us all and see the strength and weakness in our hearts.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Praise Suran! Praise Kavol!&amp;quot; While the gathering was exuberant in their honouring of Suran, their praise of Kavol was a little more subdued.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Praise also to the four maidens. To the eldest, Arav, who judges the dead and the living and allows the righteous to enter the palaces of heaven, and casts the unrighteous down to be devoured by dogs. Praise to Kobol, his sister, whose sword and shield shelter us and whose fury brings destruction to those who dare stand against us. Praise to Evra of the Hammers, who shapes the world on her forge, who intercedes with her brother to ensure that the greatest warriors among us are reborn to serve our people when they are most needed. Praise at last to the youngest, to Farod the herald, whose horn calls in the Spring, whose wings send the gentle rains that ensure the fine harvest, who teaches us to love one another and the gods in their heavens.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A storm of praise exploded across the temple. Dozens of voices raised in honour of the four maidens, some calling out particularly for the favour of one over the others. The priest raised their hands before them with a beatific smile, letting the waves of sound wash over them. Then, as the tide started to subside, they lowered their arms slowly, their expression changing to a dour frown, and the noise faded away as they did so.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Accursed be the liar, the father of wickedness, who seeks to steal the gifts the gods give us from their palaces, who is cast out of the celestial heavens and skulks in dark places among the vermin. Let him be cursed for the poison he drips into the ears of lesser peoples, urging them to oppose the will of the Queen of Heaven. Pity for those who are corrupted by his lies, but no mercy for them that embrace his spite.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the cheering had been a tide, the outpouring of anger and hate directed at Dumon the liar was a tidal wave. Faces twisted, everyone trying to outdo their neighbour in their denunciation of the Liar, yellow-eyed Dumon, in the house of the celestial heavens. The priest nodded their head approvingly, let the anger blow itself out and then spread their arms again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, then, in the sight of the six, let us speak of the service each of us owes to the Sun Queen, and to the Dukes who strive tirelessly on her behalf to bring order to a world corrupted with chaos. But first let us raise our voices one final time, in praise of Farod, as we sing together the paean of the new year dawning.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The music began, simple and powerful, and throats ragged from shouting raised their voices in rough harmony as the sun rose above the horizon.&amp;lt;/ic&amp;gt; &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Suran.PNG|caption=The Suranni are descended from divine royalty.|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy remains at peace with the Empire&lt;br /&gt;
* &#039;&#039;&#039;They have recently moved a major military force into the islands off the coast of Feroz and are planning further moves along the Brass Coast&lt;br /&gt;
The [[Iron Confederacy]] - the lands of the Suranni people - lie directly to the south of the Empire. A secretive nation, they do not welcome visitors from the Empire except in carefully watched enclaves such as the port of [[Foreign_ports#Robec|Robec]]. They are bound up in tradition and suspicion, and while they are currently at peace with the Empire, they are by no means &#039;&#039;allies&#039;&#039;. Like the [[Faraden]], they have been caught between the [[Liberty Pact]] and the pro-slavery Freedom Accord. Unlike the western nation, the Dukes who rule the Iron Confederacy are prepared to play Imperial and Asavean interests off against each other openly. They have made some concessions to the Liberty Pact - &amp;quot;redefining&amp;quot; their slaves as &amp;quot;serfs&amp;quot; - but they make no effort to sever their ties with the [[Asavean Archipelago]].&lt;br /&gt;
&lt;br /&gt;
After the Autumn Equinox, the Suranni moved a major military force into the territory of [[Feroz]], attacking and defeating the Children of Wrecks. They have seized the [[Feroz#Cazar Straits|Cazar Straits]] - islands that are a traditional home of the [[corsair]] families. Their ambassador has been clear both that they intend to go further and that they have no intention of conceding the islands to the Empire.&lt;br /&gt;
{{Nation|nation=The [[Iron Confederacy]]|port=[[Foreign_ports#Robec|Robec]]|status=Foreigner|ambassador=Tethros i Zuhri i Erigo}}&lt;br /&gt;
The Suranni ambassador to the Empire is &#039;&#039;Baroness Katerine Lavasse of Meore&#039;&#039;, who operates from the Tour Lavasse in Chaubrette, a territory unknown to Imperial citizens that apparently lies to the west of [[Bay_of_Catazar#Veroigne|Veroigne]]. A noble [[naga]], she replaced the significantly more dogmatic Jeanne de Hibernat, a High Priestess of the Suranni god [[Suranni_pantheon#Evra_the_Smith,_Maiden_of_the_Forge|Evra the Smith, Maiden of the Forge]]. She has already indicated that she is very much more pragmatic than her predecessor and more interested in compromise. She still reports to the Dukes of the Iron Confederacy, however, and so her apparent goodwill toward the Empire cannot be relied upon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Dumon.PNG|caption=Dumon the Liar, the Wicked One|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dumon the Liar===&lt;br /&gt;
Baroness Katerine informs the Empire that the Hand of Dumon remain a serious threat, especially in the territory of Kalino (the area of the former Lasambrian Hills that the Iron Confederacy calls Arbonne). The Baroness is confident that the Suranni are close to dealing with the problem decisively, and is pleased to hear from Ambassador Tethros that the Empire is investigating claims that Imperial citizens are supporting the Hand in their campaign of terror. After wise counsel, the Duke of Arbonne has instructed those Suranni &#039;&#039;lawkeepers&#039;&#039; who work with the magistrates to redouble their efforts to root out supporters of Dumon in the Empire, focusing their efforts on tracking down any lead that might expose sympathisers or finally put to rest the murmured accusations. &lt;br /&gt;
&lt;br /&gt;
Although the lawkeepers have no legal power in the Empire, the [[Ratify Dumonist Treaty|Dumonist treaty]] guarantees cooperation between the law enforcement operations of the two nations on this matter. The magistrates are confident they can prevent the Suranni from overstepping their bounds, and are, after all, engaged in their own investigations into this criminal society. Their main concern is that the longer this active hunt for the presence of Hand of Dumon sympathisers goes on, the greater the chance that concrete proof will be found of the Empire&#039;s involvement three years ago in [[Two_minutes#A_Home_in_the_Empire|spiriting large numbers of Suranni wizards]] out of the Iron Confederacy. Such as, for example, discovering one of the Suranni enclaves living peacefully as foreigners in Imperial territories. The chief magistrates have no real advice to offer on how to avoid this beyond bringing the investigation to a decisive end one way or another, or renegotiating cooperation between magistrates and lawkeepers.&lt;br /&gt;
&lt;br /&gt;
==Portal Ajar==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=AmbassadorIronConfederacy.png|caption=&#039;&#039;&#039;Tethros i Zuhri i Erigo&#039;&#039;&#039;, Ambassador to the Iron Confederacy|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Suranni Dukes are open to discussing a treaty regarding the Brass Coast once the Children of Wrecks are dealt with&lt;br /&gt;
Last season Baroness Katerine confirmed that the Suranni are interested in negotiating a [[Ambassador#Treaty|treaty]] once the Children of Wrecks are finally beaten. There has clearly been some discussion on the matter between Ambassador Tethros and their Suranni counterpart. The Baroness is certainly prepared to talk about how the current peaceful relationship between the Confederacy and the Empire might continue. &lt;br /&gt;
&lt;br /&gt;
One element Baroness Katerine seizes on is a mention of smoothing travel for merchants from the Iron Confederacy into the larger Empire. The magical transformation of south-western Madruga, coupled with the wildness of the Scorrero, impedes Suranni caravans wishing to venture into Imperial heartlands. Securing more prosperous trade would certainly be a worthwhile topic for discussion - perhaps the Dukes might even be persuaded to offer assistance to any project to bridge the Scorrero in Oranseri. They have large reserves of [[white granite]] and [[mithril]] after all.&lt;br /&gt;
&lt;br /&gt;
The Baroness advises that the Dukes will not be interested in exchanging land they have conquered themselves for an &amp;quot;enclave&amp;quot; gifted to them by the Empire. This is not to say that they are entirely disinterested in the offer of trade premises; one of the impediments to trade with the corrupt Empire is the need for their citizens to rub shoulders with heretics, blasphemers, and those who serve Dumon (knowingly or unknowingly). The [[Powers_of_the_Imperial_Senate#Concedence|ceding]] of land around their embassy in [[Sarvos]], or perhaps a prestigious and accessible location like the Temple of Balo and the Black Bull in [[Feroz#Oran|Oran]] might be a matter worth discussing.&lt;br /&gt;
&lt;br /&gt;
Having explored matters in more detail, the civil service has some good news at least. Fears they might be able to cut Feroz off from the Bay of Catazar prove unfounded. The Bay of Oran, which stretches between [[Feroz#Oranseri|Oranseri]] and [[Madruga#Siron Bayou|Siroc Bayou]] secures Freeborn access to the Bay and the wider world. Still, the Suranni could conceivably make life difficult for the Brass Coast sailors. As long as the Bay of Oran remains in Imperial hands, however, they have a slight advantage. Free Landing and the Cazar Straits are not contiguous. The Empire does have the potential to cause trouble for the Suranni, who will certainly want to move ships back and forth between Free Landing and Cazar Straits. Closing the Bay of Oran would not cut them off entirely, but would certainly make it difficult for them to maintain a military presence on Free Landing for an extended period. If the Suranni were to invade Oranseri, however, the matter would be very different. The ships of Feroz would be entirely isolated, with very significant consequences for the slow rebuilding of that territory.&lt;br /&gt;
&lt;br /&gt;
==Wings of Blood and Foam==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=RegionsofFeroz.png|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Iron Confederacy has smashed the Children of Wrecks in Feroz&lt;br /&gt;
* &#039;&#039;&#039;Suranni forces have claimed the Cazar Straits for the Iron Confederacy&lt;br /&gt;
* &#039;&#039;&#039;The Dukes intend to attack Free Landing after the Spring Equinox&lt;br /&gt;
* &#039;&#039;&#039;While no treaty has been agreed, Freeborn citizens are free to leave the islands, and ships from Feroz can pass through the waters&lt;br /&gt;
After the Autumn Equinox, the Iron Confederacy [[Red_skies#Swords_of_the_South|attacked the Children of Wrecks]] in the Cazar Straits of Feroz. The &#039;&#039;Wings of Kobol&#039;&#039; [[navy]] brought two Suranni [[army|armies]] across the border from Kalino (the former Lasambrian territory the Suranni call Arbonne). They handily defeated the Wreckers, executing any who did not flee or fall in battle. A number of pirate vessels fled north to [[Madruga#Free Landing|Free Landing]], but many also chose to quit the [[Bay of Catazar]] altogether. The Cazar Straits remain now under the control of the Iron Confederacy.&lt;br /&gt;
&lt;br /&gt;
Baroness Katerine confirms that the Dukes intend this state of affairs to continue. They have no interest in surrendering the islands they have seized from the Children of Wrecks and their wicked [[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|Dumonist]] allies. Priests dedicated to the service of [[Suranni_pantheon#Evra_the_Smith,_Maiden_of_the_Forge|Ezra the Smith]] are already exploring ways that the islands can be made hospitable after two years under the control of the ruinous Wreckers. &lt;br /&gt;
&lt;br /&gt;
As she said last season, while there was some discussion at Anvil during the Autumn Equinox, after careful consideration the Dukes chose instead to take decisive action against the Children of Wrecks. The time to formalise a treaty will come when the Children of Wrecks are no more. With that in mind, Baroness Katerine reminds her opposite number in the Empire that the Wings of Kobol will be moving north into Free Landing after the Spring Equinox. When they are victorious, the islands will be free of the taint of Dumon, but as with the Cazar Straits, they will be part of the Iron Confederacy. The Suranni gave the Empire a chance to deal with the problem themselves, and to seal the gaping maw of Dumon that lies in the waters near the islands, but they declined to do so. The Dukes will not tolerate the ongoing threat of Dumon to their holdings in Feroz, and to the territory of Arbonne.&lt;br /&gt;
&lt;br /&gt;
The Dukes will deal with any [[the Brass Coast|Freeborn]] trapped on the islands of Free Landing as they did with those of Cazar Straits. Any Imperial citizen that was trapped in the Cazar Straits when they were conquered by the Grendel, and then seized by the Pirates of Dumon, is absolutely free to leave. They are encouraged to depart, in fact, and Suranni ships stand ready to repatriate them to the mainland. There will be no bar to Freeborn vessels that wish to come collect their countryfolk after the inevitable defeat of the Children of Wrecks.&lt;br /&gt;
&lt;br /&gt;
===Spears of Retribution===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Madruga Made Anew.png|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Suranni invite the Freeborn to take part in their upcoming assault on Free Landing&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Freeborn fleets have an opportunity to support the Wings of Kobol navy after the Spring Equinox&lt;br /&gt;
* &#039;&#039;&#039;If sufficient force is applied, it will be possible to recover historical relics from Atalaya&lt;br /&gt;
On the advice of certain priests of Kobol, the maiden of war, the Duke of Arbonne has convinced his fellow Dukes to offer a hand of friendship to the Brass Coast. The Freeborn suffered most at the hands of the Children of Wrecks, especially the corsairs driven from their island homes. The Suranni and the Freeborn have been neighbours for some time, and now that Feroz has finally been liberated from the orcs of the Broken Shore, there is some hope that they become closer still. With that in mind, Baroness Katerine communicates an invitation to the mariners of the Brass Coast, especially the corsairs.&lt;br /&gt;
&lt;br /&gt;
Any Freeborn [[fleet]] is welcomed to join the &#039;&#039;Wings of Kobol&#039;&#039; in their coming assault against Free Landing. Suranni strategists do not anticipate any more problems conquering the islands than they encountered in Cazar Straits. Rather, this offer has been made to allow the Freeborn to claim a measure of righteous retribution against the Wreckers who slaughtered and enslaved their people, as well as a final chance to reclaim some of the treasures lost with the fall of storied [[Madruga#Atalaya|Atalaya]]. She warns that the navy itself will sail with the blessing of Kobol herself, and no insult to the gods will be tolerated among those who choose to accept the invitation.&lt;br /&gt;
&lt;br /&gt;
After the Spring Equinox, any Freeborn [[fleet]] will have the option to support the Wings of Kobol navy. This is a standard [[Fleet#Campaigning|campaigning]] action, and rituals that empower campaigning will have full effect. The Suranni offer no additional incentive to take part beyond the chance for retribution, and the chance to recover some of the wealth lost to the Grendel and the Children of Wrecks. The Senate could choose to apply the [[Powers_of_the_Imperial_Senate#Guerdon|Imperial Guerdon]] to this military action. Without it, a standard fleet that takes this action will receive 72 rings worth of valuable items and six random resources in [[fleet#Loot|loot]]. This might mean additional money, or even mana crystals, and represents goods recovered from the Children of Wrecks and the ruins of Free Landing. A fleet that is [[fleet#upgrades|upgraded]] or [[enchantment|enchanted]] receives proportionally more.&lt;br /&gt;
&lt;br /&gt;
If at least 4000 military strength supports the Wings of Kobol, then whether the Suranni are victorious or not, the mariners of the Brass Coast will be able to reach the ruins of Atalaya, where the Brass Coast began. This town was at one point a treasure trove of historical relics that reminded the Freeborn of where they came from and why their nation exists. The Suranni will not stop the Freeborn taking back as many of these items as they can find - not after the Spring Equinox at least. After that, assuming the Suranni are victorious, those items will fall into their possession along with the islands themselves.&lt;br /&gt;
&lt;br /&gt;
The civil service believe that the Dukes genuinely do not think they need any support from the Freeborn to conquer the Children of Wrecks. The priests of Kobol seem to be making the offer out of a devout belief in the importance of striking back at those who have wronged you, and take the opportunity to show the superiority of their faith over that of the Empire. The Duke of Arbonne appears to see the value in allowing the Freeborn to recover a portion of the lost wealth of the corsairs. The likely explanation is that he is hoping that this concession will mollify the people of the Brass Coast when it comes to upcoming treaty negotiations.&lt;br /&gt;
&lt;br /&gt;
===Break the Glass of Fury===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Destruction of the Shining Pillar.jpg|caption=The destruction of the Shining Pillar was heartbreaking for many Freeborn.|title=Art by Juniper Orton|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;By taking advantage of the unique situation in Free Islands, a Freeborn hakima believes the Suranni conquest of the region could be delayed&lt;br /&gt;
* &#039;&#039;&#039;A carefully performed Foam and Spittle of the Furious Sea curse could exploit the presence of the Maw of Siakha in the region&lt;br /&gt;
* &#039;&#039;&#039;The curse would have serious implications for coastal regions of Madruga&lt;br /&gt;
In the wake of the Suranni invitation, a very different possibility has done the rounds in some parts of Madruga. The Iron Confederacy is not wrong that Free Landing is where the Brass Coast began, and the idea of the southern nation claiming it sticks in people&#039;s craws. Normally the proposal of &#039;&#039;Indira &amp;quot;Stormdancer&amp;quot; i Guerra&#039;&#039; would be given short shrift, but enough people are discussing it to bring it to the ears of the [[hakima]]. Indira is a magician of no fixed allegiance who masters the magic of [[Spring magic|Spring]]. She has looked at certain [[Hurricane_party#Typhoon_Breath|destructive boons]] offered by [[Siakha]] two years ago. She believes that the magicians of the Brass Coast could harness or unleash the destructive power of the &#039;&#039;Maelstrom&#039;&#039; without actually taking a boon from the [[eternal]].&lt;br /&gt;
&lt;br /&gt;
The Maw of the Maelstrom - the roaring whirlpool that now gapes where the [[Madruga#The_Shining_Pillar_(Destroyed)|Shining Pillar]] once stood - is at the core of this opportunity, as is the current unprecedented conjunction of [[Astronomancy#Constellations|the constellations]] ([[the Claw]] in particular). Indira believes that if the [[Foam and Spittle of the Furious Sea]] were called down in Madruga at the Spring Equinox, it could be &amp;quot;encouraged&amp;quot; to resonate with the Maw, and bring truly &#039;&#039;devastating storms&#039;&#039; to bear on the islands, bringing ruin on the Iron Confederacy navies if they go ahead with their intentions. The procedure Indira has laid down is to perform the ritual with a clear invocation of the Claw. The casters should focus the energy on Free Landing (the ritual requires a [[region qualities#Coastal|coastal]] quality to take effect at all, so this is already included in the ritual). Crucially, they would include five rings of [[ilium]], in a similar manner to which Siakha&#039;s boons required ilium to gather their full power. If that happens, then the [[curse]] will begin to form as usual, but the addition of the ilium and the current conjunctions will make the resulting storms many times more dangerous.&lt;br /&gt;
&lt;br /&gt;
In addition to its normal effects, the curse will cause the Maw of Siakha to gape even wider. Heralds of Siakha will pour through, making it significantly more dangerous than the Iron Confederacy are expecting. Indira predicts the Maw will be twice as effective in turning away the Confederacy navies - as well as inflicting 750 additional casualties spread between the forces there, making it harder for them to keep at their attack in the future. It&#039;s unlikely the Suranni will bring to bear enough force to deal with this additional challenge - so as long as they don&#039;t receive significant aid from Freeborn fleets, the invasion should fail.&lt;br /&gt;
&lt;br /&gt;
There will be obvious consequences - every [[fleet]] based in Madruga will suffer a three-rank penalty to their production after the Spring Equinox. In addition, a total of 750 casualties are spread out evenly over all [[navy|navies]] in the territory. Farms and gardens will be flattened - every [[farm]] will produce 72 fewer rings and every [[herb garden]] will produce 3 fewer [[true vervain]] in the coming season as the spring planting is ruined.&lt;br /&gt;
&lt;br /&gt;
As always with a [[Curse#Territory_Curses|territory curse]], there will be other unpredictable effects. Madruga now contains extensive marsh regions and a large river, and is likely to experience extensive flooding. Structures and settlements are likely to suffer damage, especially those along the coast. Work on the [[Construct Municipal Docks|municipal docks]] currently underway in [[Madruga#Calvos Sound|Calvos Sound]] will have to cease entirely for the months following the Equinox - the efforts of the builders and the people of Calvos will go toward ensuring that the work already done is not damaged. This will mean the project - which has been completely funded by &#039;&#039;&#039;Gisli &amp;quot;Provider&amp;quot; Baerson&#039;&#039;&#039; - will not complete on schedule but will be finished in time for the Spring Equinox 389YE. Likewise, work on the [[Construct Well of Life|Well of Life]] underway in [[Madruga#Lightsea|Lightsea]] will also be delayed by three months. It&#039;s also likely to add further damage to that already suffered by the town of [[Madruga#Atalaya|Atalaya]].&lt;br /&gt;
&lt;br /&gt;
Indira&#039;s proposal is &#039;&#039;&#039;not&#039;&#039;&#039; an evocation of Siakha&#039;s power, nor whatever it was the followers of the Falconer were doing. It is simply taking advantage of the unique conditions in Free Landing. She&#039;s also pretty sure that unless the Ambassador goes out of their way to &#039;&#039;tell&#039;&#039; them, the Iron Confederacy will assume this is the work of the Children of Wrecks and the Hand of Dumon rather than Imperial citizens. She recommends, however, that anyone considering this should definitely seek the [[endorsement]] of the [[Conclave]] - or else have the [[Courage]] to do what they know is right and damn the consequences.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=ReinosRegions.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Western Hills==&lt;br /&gt;
* &#039;&#039;&#039;Reports indicate the Iron Confederacy has launched an attack into southern Reinos&lt;br /&gt;
* &#039;&#039;&#039;Details of their campaign are not public knowledge&lt;br /&gt;
Shortly after the Winter Solstice, a significant force of Suranni troops passed from north-western Arbonne into the Lasambrian hills. The territory of [[Reinos]] is the homeland of the armies of the Hierro and the Corazón, the Lasambrian [[Jotun]]. It seems likely they have begun their conquest by attacking [[Reinos#Chaveiro|Chaveiro]], the flat plains that rise into the hills to the west. Unfortunately, even that is just speculation based on the geography of the Lasambrian Hills. While there was a [[spy network]] in Reinos, it was [[386YE_Autumn_Equinox_Senate_sessions#Decommission_Reinos_Spy_Network|decommissioned]] by &#039;&#039;&#039;Bernard Dugdale&#039;&#039;&#039;, as the [[Imperial Spymaster]] some time ago.&lt;br /&gt;
&lt;br /&gt;
Unlike the attack on Free Landing, there is no invitation to Imperial troops to join the attack on Reinos. Some historians remember that the Iron Confederacy conquered Kalino with remarkable speed, slaughtering the Lasambrians and very nearly wiping out the Naguerro sept entirely. Only the intervention of the Grendel allowed the third of the Lasambrian kin to escape destruction. There is some speculation if Reinos is about to meet the same fate, given the rest of the Jotun&#039;s attention is resolutely focused elsewhere. Everything will depend on how much of their military strength the Suranni are prepared to commit to this assault.&lt;br /&gt;
&lt;br /&gt;
===Rings and Wains===&lt;br /&gt;
* &#039;&#039;&#039;A small delegation from the Duke of Arbonne plans to visit Anvil during the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are expected at 15:00 on Saturday and will make their way to the Senate building&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to discuss aid against the Hand of Dumon and support for Suranni armies in Reinos&#039;&#039;&#039;&lt;br /&gt;
Recent developments in [[Feroz]] have turned the mind of Duke Guiscard of [[Bay_of_Catazar#Kalino_(or_“Arbonne”)|Arbonne]] towards mercantile possibilities with their northern neighbour. He intends to send one of his family (accompanied by a priest, of course) to Anvil in order to pursue two particular bargains with the Empire. He trusts that they will be met by the [[Ambassador to the Iron Confederacy]] or their representative and shown all appropriate welcome due to visiting nobility.&lt;br /&gt;
&lt;br /&gt;
First, the continued curses laid by the agents of Dumon on Arbonne need to be addressed. The visitors are hopeful that Ambassador Tethros will be able to provide an introduction to merchants willing to discuss the purchase of a quantity of [[ilium]]. It seems there is an [[opportunity]] for the Duke to construct a specially engineered temple that, with sufficient ilium, will help protect the lands from malignant curses. On the surface it appears to be a project along similar lines to the [[In_the_ground#In_the_Ring|protective Marcher dolmens]] discussed by the [[eternal]] [[Adamant]] last season. Obviously, the provenance of this plan is unlikely to be an inhabitant of the realms, but it&#039;s certainly not impossible that the Iron Confederacy architects have come up with the idea on their own like those [[Set in stone|designed]] by &#039;&#039;Richard of Holberg&#039;&#039; almost six years ago.&lt;br /&gt;
&lt;br /&gt;
Second, Duke Guiscard of Arbonne has convinced his fellow Dukes of the need for a minor treaty with the Imperial Senate. The Suranni invasion of Reinos is underway, but unfortunately there are problems with the terrain of western Arbonne that make it more difficult to travel than usual. The curses of the Hand of Dumon have exacerbated an already frustrating situation, and the Duke of Arbonne seeks an alternative route to support the invasion of [[Reinos]]. If the Empire is willing to let Confederacy supply lines pass through [[Segura]], they are willing to offer some wains of [[mithril]] to the holder of [[Segura_spoils_of_war#Kabalai_Palace|Kabalai Palace]]. In return, the master of the Kabalai Palace will serve as a mediator if any problems ensue. &lt;br /&gt;
&lt;br /&gt;
The [[Civil Service|civil service]] note that agreeing to this treaty would enable the Empire to glean more information about the Suranni military forces than they have in many years, by deploying an army in Segura with the ability to [[Army_qualities#Scouting|guard the gates]]. The downside would be that Suranni military personnel would be able to get a first-hand view of the territory. Anduz and Segura are no strangers to Suranni traders, but there is a difference between a merchant and a general when it comes to what they see when they look at a territory.&lt;br /&gt;
&lt;br /&gt;
===The Perils of Marko Siwarsbairn (Conjunction)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Watt of Lambrook.jpg|caption=&#039;&#039;&#039;Watt of Lambrook&#039;&#039;&#039;, Minister of Historical Research|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Marko Siwarsbairn&#039;&#039; has left the Iron Confederacy to return to the Empire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;They have not successfully reached their destination&lt;br /&gt;
*&#039;&#039;&#039;It&#039;s believed they still have the historical research document they have prepared on their person&lt;br /&gt;
*&#039;&#039;&#039;A conjunction of the Sentinel Gate has been identified that will help the researcher and their research get to the Empire&lt;br /&gt;
*&#039;&#039;&#039;The &#039;&#039;Minister of Historical Research&#039;&#039; is in charge of sorting this situation out&lt;br /&gt;
{{InnocentPeoplePresent}}&lt;br /&gt;
Baroness Katerine wishes to reassure the Empire that the unfortunate misunderstanding between the scholars of the Iron Confederacy and &#039;&#039;Marko Siwarsbairn&#039;&#039; of the [[Historical research#Department of Historical Research|Department of Historical Research]] has been resolved. She anticipates that the Wintermark researcher will likely have reached Feroz before the missive announcing his return. The only fear she has is that Marko will need to pass through Arbonne (what was once Kalino), and those lands are currently a battleground between the true Suranni and the wicked servants of Dumon. &lt;br /&gt;
&lt;br /&gt;
She is sure Marko will not be impeded; surely the Hand of Dumon have no reason to want to harm him or strike at the Empire? Obviously, if he &#039;&#039;were&#039;&#039; attacked it would risk damaging good relations with the Empire; as a consequence she has sent a contingent of her personal knights to ensure he reaches Bramar safely. Unfortunately, it appears that the Baroness&#039; confidence that the travails of the historical researcher were complete may have been a little optimistic.&lt;br /&gt;
&lt;br /&gt;
A panicked message from one of the knights sent to accompany Marko reaches Bramar shortly after the missive from Baroness Katerine arrives. Siwarsbairn has been taken by the Hand of Dumon and they are planning to sacrifice the researcher to [[Suranni_pantheon#Dumon_the_Liar,_the_Wicked_One|the Wicked One]]. It is the responsibility of the [[Minister of Historical Research]], &#039;&#039;&#039;Watt Lambrook&#039;&#039;&#039;, to rescue Marko Siwarsbairn, and their research from the Hand of Dumon.&lt;br /&gt;
{{Suranni Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_goods&amp;diff=139736</id>
		<title>Trade goods</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Trade_goods&amp;diff=139736"/>
		<updated>2026-06-03T16:32:50Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Tomb Dust */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
There are a number of exotic merchandise available to [[fleet|ship captains]] that [[Fleet#Trading|trade]] with [[Foreign ports]] during [[Downtime]], or engage in [[voyage|voyages]] of discovery. Likewise, a [[military unit|military captain]] might come into possession of unfamiliar goods due to actions such as [[Military_unit#Raiding|raiding]]. Most of these goods are not entirely familiar to Imperial citizens - they are found only on foreign shores - and acquiring them can be a challenge. As such this list is neither exhaustive nor entirely detailed; it intentionally does not contain the full information about the trade goods described.&lt;br /&gt;
==Axos==&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can trade directly with the Towers of Kantor and Chambers of Issyk&lt;br /&gt;
The small nation of [[Axos]] is very close to the Empire, and Imperial traders regularly make the journey to the [[Foreign_ports#Towers_of_Kantor|Towers of Kantor]] and newly opened [[Foreign_ports#Chambers of Issyk|Chambers of Issyk]]. They specialise in odd consumables, and items related to the practice of the &#039;&#039;necromantia&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Alikos Helio.jpg|caption=The &#039;&#039;Axou helios&#039;&#039; is an ancient symbol of the Axou people, adopted by the recent &#039;&#039;Nikitis Axou&#039;&#039; populist movement.|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Axou Luxuries===&lt;br /&gt;
* &#039;&#039;&#039;Represents money&lt;br /&gt;
These are items that represent money to a ship captain. They include cunningly woven shrouds, death masks of bone and wood, subtly unsettling icons and statuettes, tomes of blasphemous and heretical philosophy, dark coloured wine, and occasionally disturbingly carved wands, staffs, or wands of dark hardwood harvested in the [[vallorn]] woods of &#039;&#039;Visokuma&#039;&#039;. Characters are encouraged to create peculiar examples of Axou art as souvenirs for use on the field.&lt;br /&gt;
===Blackened Key===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
Apparently popular with students of the &#039;&#039;necromantia&#039;&#039;, this dark liquid allows any [[Magical skills#Magician|magician]] to [[Voice for the dead|speak with the dead]] for a short time as if they knew that particular spell, without depleting their reserves of mana. It also provides the imbiber with a sense of mortality that some find dreadful, while others reportedly find helps to sharpen their awareness of their place in Creation. There are reports that those who use this substance regularly find it easier to perceive ghosts and similar departed spirits.&lt;br /&gt;
&lt;br /&gt;
===Bonedust===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] dust&lt;br /&gt;
A mildly poisonous material that is apparently literally made from ground human bones, along with several other substances native to Axos. It is reportedly used by Axou priests without access to [[liao]] when they perform [[Religious skills|spiritual ceremonies]]. There is some evidence that it is poisonous, and may make anyone not familiar with its use very ill. It is also known to provide peculiar, dreamy visions of death and the dead. Indeed in 384YE the [[Imperial Censor]] [[384YE_Winter_Solstice_Conclave_sessions#Interdiction:_Potion_of_Bone_Dust|discussed]] [[interdiction|interdicting]] the material (although the [[Conclave]] ultimately chose not to do so). There is known to be a more powerful version of bone dust that has properties similar to [[liao#True Liao|True Liao]] but use of this very rare substance is invariably fatal. It is not often used in Axos, especially given their [[Axos religion|attitudes to death]], and generally not available for purchase.&lt;br /&gt;
===Lamia===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] salve&lt;br /&gt;
A magical salve favoured by Axou [[Magical_skills#Battle_Mage|battle-magicians]] and practitioners of [[Winter magic]]. It reportedly acts a little like [[vis]], but with a narrower application. It provides power to rituals of [[Winter magic]] that involve [[Winter magic#Survival|personal survival]], although it is also known to have some odd effects on those who use it. There are disturbing anecdotal accounts of those who make extensive use of lamia becoming unnaturally inured to murder and violence.  &lt;br /&gt;
===Masks of the Citadels===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Magical_Items|Ribboned Item]] &lt;br /&gt;
The newly established Grand Council of Axos has determined to make some of the rarer goods produced in Axos available to visiting Imperial captains. The Masks of the Citadel are apparently [[:Category:Foci|magical foci]] that empower certain ritual magics favoured by the descendants of the sorcerer-kings. Such masks differ from those popular in places like [[Sarvos]] in that they are usually full-face masks, often made of porcelain or fired clay, and decoration is usually sparse and symbolic. Each of the six citadels apparently has a trademark mask that is used extensively by magicians that claim a connection to one of the founders of the nation.&lt;br /&gt;
===Sable===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
This black ink-like liquid provides the user with freedom from any feelings of guilt and shame they might experience. It is apparently quite popular in some parts of Axos with politicians, generals, and those haunted by dark deeds they performed. The drug is very similar to that known as [[Trade goods#Stoneheart Syrup|Stoneheart Syrup]] in the [[Sarcophan Delves]], although its not clear if one nation is simply buying it from the other and selling it on or it is an example of convergent development. It is also sometimes known as &#039;&#039;Kraken&#039;s Ink&#039;&#039;, although that name has fallen out of favour now that there is &#039;&#039;actual&#039;&#039; kraken&#039;s ink being brought into the Empire by hunters on the [[Sea of Snow]].&lt;br /&gt;
===Serenity===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] powder&lt;br /&gt;
A prestigious drug that causes sensations of absolute calm and tranquillity when consumed. It is apparently much favoured as a recreational substance by wealthy Axou who appreciate the ability to put aside the worries of their day and relax despite all the challenges of existing in such a dog-eat-dog society as the citadels of Axos.&lt;br /&gt;
===Tomb Dust===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] dust&lt;br /&gt;
As a nation dominated by [[magical skills#magician|magicians]], Axos produces a large amount of crystal mana. Sometimes there is sufficient surplus that it is available to purchase, but increasingly Axou merchants are dealing in &#039;&#039;tomb dust&#039;&#039;. This is a consumable that takes the form of dust or sometimes resin that is either snorted or burned in a flame and the smoke inhaled. It allows the user to tap into their personal reserves of strength to power their magic in a manner familiar to [[apothecary|apothecaries]] who make a study of ritual [[potion|potions]]. There are several varieties of tomb dust depending where it is gathered and how it is prepared, affecting what kinds of rituals with which it can be used, but they all apparently bear a touch of &#039;&#039;necromantia&#039;&#039; about them. Indeed some Axou magicians speak not of using their personal mana, but of offering it to the ghosts of the dead who consume it and then provide their own supernatural assistance to the ritual being performed - an unlikely story but one that is hard to prove one way or another.&lt;br /&gt;
&lt;br /&gt;
===Tombstone===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] powder&lt;br /&gt;
Also known as &#039;&#039;Tarfos&#039;&#039;, this is a powder that when consumed insulates one from the emotion of fear. It is very popular with Axou soldiers, pit fighters, criminals, and a small number of very dangerous ritual magicians. Repeated use of Tarfos apparently increases the threat of death - not because it is particularly venomous but because an absence of fear can lead to users failing to run away from obviously fatal situations.&lt;br /&gt;
===Unwound Coil===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] paste&lt;br /&gt;
Most of this medicinal compound is produced in the [[Axos#Tunnels of Kaban|Tunnels of Kaban]] from a variety of local fungus mixed with ground bonemeal. The oily substance has a distinct burnt smell, and is often used by Axou [[Surgical skills#Physick|physicks]] as an analgesic. Like [[#Bonedust|Bonedust]] the Unwound Coil has recently been [[384YE_Autumn_Equinox_Conclave_sessions#Interdiction:_Unwound_Coil|discussed in Conclave]], although the outcome was inconclusive. Used correctly, the paste causes fear and anxiety to melt away, leaving the user with a sense of profound calm; there is some evidence however that this state also interferes with the ability of a user to employ [[Religious skills|spiritual ceremonies]].&lt;br /&gt;
&lt;br /&gt;
==Commonwealth==&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains can trade directly with the ports of Volkavaar and Leerdam&lt;br /&gt;
The great power of the [[Commonwealth]] lies across the [[The_seven_seas#Sea_of_Steel|Sea of Steel]] to the west of the Empire. It shares a continent with the [[Principalities of Jarm]] who are its constant rivals. Commonwealth ports offer wholesome consumables, and various goods that offer assistance to soldiers and warriors.&lt;br /&gt;
===Bloodclay===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] salve &lt;br /&gt;
Known to Commonwealth healers and military folk as &#039;&#039;Blutlehm&#039;&#039; this is a deep red clay-like substance found alongside [[weltsilver]] veins across the Commonwealth. It has been harvested for centuries as a useful medicinal tool in its own right, but quickly loses potence when exposed to air and sunlight. Fifty years ago a wife-and-husband team, Maria and Petrus Heiling, found a way to use [[ambergelt]] to preserve its useful life-giving properties. &amp;quot;&#039;&#039;Bloodclay&#039;&#039;&amp;quot; was the result, a thick earthy salve that even the most inept use can apply to prevent death. This consumable closes bleeding wounds and will bring anyone who is still alive back from the brink of death. It has proved very popular indeed with Commonwealth soldiers.&lt;br /&gt;
===Draught of Clear Headedness===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
Known in the Gesamemanspreche as &#039;&#039;Getränk der Klarheit&#039;&#039;, which translates very roughly as &amp;quot;&#039;&#039;Draught of Clear Headedness&#039;&#039;&amp;quot;, this is a [[Potion#Tonics|tonic]] made with carefully refined [[bladeroot]] and [[marrowort]], infused with water drawn from deep limestone wells, and the pressed juice of a rare mountain flower. The recipe for Klarheit is a carefully guarded secret among alpine communities around Volkavaar dedicated to the Commonwealth state religion, but it puts some Imperial [[apothecary]] in mind of the [[Tisanes of the Labyrinth]]. It specifically enhances the ability of someone familiar with [[religious skills|liao ceremonies]] to banish unwanted [[aura|auras]], drive away malign spirits, end hauntings, and even (it is whispered) sever spiritually awakened folk from the ability to create auras. It also has a more mundane use - it helps clear the mind and allow one to focus despite distractions or confusion. &lt;br /&gt;
===Hero Stone===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] stone &lt;br /&gt;
The western provinces of the Commonwealth are rich in [[white granite]] and [[weltsilver]], but also some minerals unknown in the Empire. &#039;&#039;Heldenstein&#039;&#039; - &amp;quot;&#039;&#039;hero stone&#039;&#039;&amp;quot; - is a smooth golden stone that possesses magical properties. Shaped and polished, the best examples have the ability to empower certain kinds of ritual magic. It is in demand among Commonwealth magicians, but there is enough of a surplus to make it available to foreign traders. It functions a little like the &#039;&#039;[[vis]]&#039;&#039; all magicians are familiar with but rather than helping to perform rituals of a certain realm it provides magical energy to any [[Summer magic]] ritual that [[enchantment|enchants]] an individual with greater [[Summer magic#Prowess|prowess]] or strength.&lt;br /&gt;
===Little Iron Fist===&lt;br /&gt;
The &amp;quot;&#039;&#039;Little Iron Fist&#039;&#039;&amp;quot; or &#039;&#039;Eisenfaust&#039;&#039; a talisman constructed in the form of a ring of iron or, in some cases, an entire iron gauntlet crusted with [[tempest jade]]. It is of particular use to a [[Magical skills#Battle Mage|battle mage]]. As long as the [[Magic_items#Bonded_Items|attuned wearer]] already knows how to cast the [[repel]] spell they can do so an additional time each day without depleting their reserves of personal mana. There are apparently two other, increasingly potent, versions of this talisman made by Commonwealth artisans, but they are not available for sale on the open market.&lt;br /&gt;
===Soldier&#039;s Booze===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] liquid&lt;br /&gt;
This mildly alcoholic tonic is very popular with Commonwealth soldiers who can afford it, and many carry a draught of &#039;&#039;Soldatentrunk&#039;&#039;in a metal flask inscribed with images of their home town or city. It is by all accounts created to a very old recipe, its local name a somewhat quaint term that roughly translates as &amp;quot;&#039;&#039;Soldier&#039;s Booze&#039;&#039;&amp;quot;. The herbs used to brew it are steeped in alcoholic spirits, and it is apparently possible to determine where in the Commonwealth a sample of this tonic comes from by taste alone. Drunk and savoured, this liquid acts as a powerful healing potion that also alleviates the effects of [[venom]]. While the Commonwealth have never really encountered the [[Druj]], some soldiers who have visited the Empire joke that they could drive the [[orc|orcs]] of [[the Mallum]] away by breathing on them after drinking enough Soldatentrunk.&lt;br /&gt;
===War Amulets===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Magical_Items|Ribboned Item]]&lt;br /&gt;
&#039;&#039;Kriegsamulett&#039;&#039; are metal medallions, usually fashioned of some alloy of [[orichalcum]], with [[dragonbone]] insets and generally depicting something that is a source of pride to the people of an area - a banner design, a motto, a local hero, an animal with a particular affinity for a place. They are another item popular among soldiers; a [[Magic_items#Talismans|talisman]] that allows them to draw on reserves of strength on the battlefield. According to Imperial [[Crafting skills#Artisan|artisans]] who have had the opportunity to examine them, they are [[magic items]] that allow someone who already knows how to deliver a [[Heroic_skills#Cleaving_Strike|cleaving strike]], [[Heroic_skills#Mighty Strikedown|mighty strikedown]], or [[Heroic_skills#Mortal_Blow|mortal blow]] to do so more often.&lt;br /&gt;
===Soul Honey===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] salve&lt;br /&gt;
Known as &#039;&#039;Seelenhonig&#039;&#039;, this is a pale preparation with a sticky base made from a certain kind of honey cultivated in the eastern Commonwealth. The salve it produces looks a little like white butter, but it has a distinctive smell described as &amp;quot;summery&amp;quot;. Smeared on the cheeks under the eyes, across the brow, and on the backs of the wrists, &amp;quot;&#039;&#039;Soul Honey&#039;&#039;&amp;quot; helps strengthen the will of the one who uses it. In some ways it is similar to the effect of auras created by [[anointing]] (anathema to a nation that is deeply suspicious of auras in general), but rather than filling one with a virtuous impulse it is described as giving a profound sense of &#039;&#039;who one is&#039;&#039;.&lt;br /&gt;
===Spice Paste===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] spices&lt;br /&gt;
The Commonwealth is proud of its cuisine and proud of &#039;&#039;Würzpaste&#039;&#039;. Imperial traders call it &amp;quot;&#039;&#039;Spice Paste&#039;&#039;&amp;quot; but the merchants of Volkavaar say that the name fails to capture the specific resonance of wholesome magic it has for their people. It is a combination of herbs, salt, carefully shaved [[marrowort]] root, and (if local legend is to believed) a dash of honey from the &#039;&#039;Wald der Widersprüche&#039;&#039; (the &amp;quot;Forest of Contradictions&amp;quot;, a Commonwealth term for the [[Realm#Spring|Primal Forest]]). This preparation is usually sold in small pouches. Mixed with a warm meal - usually a bowl of stew or soup - it unlocks wholesome magical properties. An individual who eats a bowl of food sprinkled with a whole pouch of Würzpaste finds their zest for life greatly increased, providing them with both greater [[Combat skills#Endurance|endurance]] and [[Combat skills#Fortitude|fortitude]] for a time.&lt;br /&gt;
==Principalities of Jarm==&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleet captains cannot currently trade with any Jarmish port&lt;br /&gt;
The [[Principalities of Jarm]] are a powerful nation dominated by the magician-princes and their families. Their sprawling nation lies across the [[The_seven_seas#Sea_of_Steel|Sea of Steel]] to the west of the Empire and sharesa  continent with its eternal rival, the [[Commonwealth]]. Jarmish trade goods usually focus on items of value to magicians and battle mages.&lt;br /&gt;
===Star Jewels===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Magical_Items|Ribboned Item]]&lt;br /&gt;
Magicians rule in Jarm, more so than in any other nation of the known world. Their [[Crafting skills#Artisan|artisans]] are well versed in making useful talismans for use by spellcasters and ritual magicians. One common example are the star jewels - [[magic items|enchanted]] foci keyed to the [[astronomancy|constellations]]. These talismans are used by skilled Jarmish magicians to [[spellcasting|wield incantations]] more frequently, often on the battlefield. As with many magical items the strength of the individual star jewel varies depending on how expensive the materials used to create them are but even the weakest would allow a magician to cast - or in some cases swift cast - a specific spell at least two additional times each day. Even in Jarm the secrets of their manufacture are closely guarded by a handful of families foremost amongst whom are the Kobarid, who in the past have [[Civil_tongue#Jarmish_Jewels|attempted to open trade links]] with the Empire - unsuccessfully. It is also a mystery what &amp;quot;keyed to the constellations&amp;quot; means. Is this a simple matter of the items being designed with specific constellations in mind, or is there a direct connection with the power they provide and the arts of [[astronomancy]]?&lt;br /&gt;
&lt;br /&gt;
===Jarmish Spices===&lt;br /&gt;
* &#039;&#039;&#039;[[Game_items#Potions|Consumable]] spices&lt;br /&gt;
Jarm is known for its complex and expensive spices, many of which have avowedly supernatural effects on those who consume them. Unlike a traditional [[potion]], the Jarmish spices are not simply drunk but rather they are mixed with food or in some cases beverages, and consumed in that manner. A pouch of Jarmish spice flavours a single serving of food or drink, and bestows its effects on whoever eats that portion. It is apparently common for a Jarmish [[Bands#Covens|coven]] to share a meal before any significant ritual, each magician flavouring their plate or bowl with a suitable spice. Anecdotal evidence suggests that some spices have been cultivated in such a way that they are potentially harmful when consumed by anyone who is not a magician, but a close examination of these claims has yet to be made.&lt;br /&gt;
{{Foreign Nation Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_Senate_sessions&amp;diff=139683</id>
		<title>388YE Spring Equinox Senate sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Spring_Equinox_Senate_sessions&amp;diff=139683"/>
		<updated>2026-06-02T18:55:49Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Acknowledge Axou claim to Thornfen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate]] [[Category:Senate Sessions]] [[Category:388YE Spring]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Imperial Senate]] governs the Empire, and its authority extends to all areas of Imperial life not already covered by the other houses of government. Each summit the [[senator|senators]] meet [[Event schedule|several times]] to deliberate and vote on the [[Senate motion|motions]] they have raised. &lt;br /&gt;
&lt;br /&gt;
After the summit, the civil service enacts those motions and ensures a public record of each is made available to the citizens of the Empire. This page lists all the motions raised during the summit, along with the [[Senate announcement|announcements]] made by citizens with [[Imperial title|Imperial titles]]. In each case, the motion and its effects are summarised, including the wording, who proposed and seconded it, whether it passed or not, whether any funds were disbursed to support it, and what the outcome of the motion will be.&lt;br /&gt;
&lt;br /&gt;
Many motions (especially the [[commission|commissions]]) also have a &#039;&#039;Further Details&#039;&#039; section that provides a link to a wiki page dealing specifically with that motion in more detail, any commentary from the [[Scrutiny|Constitutional Court]], progress on commissions, or expanded information about the outcome of the motion.&lt;br /&gt;
&lt;br /&gt;
==Treasury==&lt;br /&gt;
* Imperial treasury during this season announced by the civil service at TBC&lt;br /&gt;
&lt;br /&gt;
==Administrative Motions==&lt;br /&gt;
===Appoint Ambassador to Otkodov===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Election of the Ambassador to Otkodov&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; The motion to appoint the [[Ambassador to Otkodov]] was raised at the final session of [[387YE_Winter_Solstice_Senate_sessions#Appoint_Ambassador_to_Otkodov|Winter 387YE]]. &lt;br /&gt;
&lt;br /&gt;
===Amend Master of the Mint===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; Amend the Master of the Imperial Mint to give them the power to make an announcement in the Senate once a season to direct the civil service to review a previous appraisal or opportunity. &lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker of the Senate at the Friday session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This follows on from a previous motion to hire the [[387YE_Winter_Solstice_Senate_sessions#Hire_Prognosticators|three additional prognosticators]] raised during Winter 387YE. If this motion is passed, then the [[Master of the Imperial Mint]] would gain the power to make an announcement in the Senate to review a previous [[appraisal]] or [[opportunity]], as per the &#039;&#039;&#039;[[Forever_is_composed_of_nows#Opportunity_Knocks_Again|Forever is composed of nows]]&#039;&#039;&#039; wind of fortune. If this motion is passed, then the Master of the Imperial Mint will be able to make use of the power at one of the following sessions.&lt;br /&gt;
&lt;br /&gt;
===Acknowledge Axou claim to Thornfen===&lt;br /&gt;
*&#039;&#039;&#039;Motion:&#039;&#039;&#039; The Empire will not contest the claim of the Axou to the region of Thornfen, including the Tower of the Skink, in accordance with the existing treaty between the Empire and the Axou.&lt;br /&gt;
*&#039;&#039;&#039;Raised by:&#039;&#039;&#039; Speaker for the Senate during the Saturday 9pm session&lt;br /&gt;
*&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; This follows from civil service advice in the [[Other_monstrous_geographies#Game_Information_:_Dominion|Winds of War]] and the [[Ratify_Axos_Treaty_Autumn_387YE|current treaty]] with the Axou&lt;br /&gt;
This motion will be subject to the Urizen assembly to veto, as it concedes a region under their control.&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139582</id>
		<title>Voice irresistable</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139582"/>
		<updated>2026-05-31T15:34:05Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Bright Orbs in the Heavens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;They remain committed to rendering the vallorn vulnerable then.&amp;quot; It was not a question. The One-Who-Waits rarely asked questions, and when it did it was usually a prelude to something awful happening.&lt;br /&gt;
&lt;br /&gt;
Ambassador Runa kept his eyes downcast, as was appropriate. He never failed to marvel at the change that a Hollow underwent when one of the Five spoke through it. The slumped, unfocused, slack-jawed orc of mere minutes before was replaced with a towering, terrible presence, its stance hunched, its gaze burning into the top of Runa&#039;s head like a hot poker in ice, as if it could read the very thoughts of the new Ambassador. Perhaps it could. The Dragons were as far beyond the warlocks in their magical mastery as the warlocks were beyond the lowest bonded labouring in a mine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems to be more complicated than that, Revered One.&amp;quot; It was &#039;&#039;always&#039;&#039; more complicated than that, when the Empire was involved. &amp;quot;The Ambassador said they remain committed and I am inclined to believe her. On the other hand some of the Generals who spoke with Hekla said that it will be at least five years before any concrete movement is made, and a further five before victory, if not more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence stretched, as the Dragon digested this information. Occasionally Runa wondered if the reason Fraynir spoke as it did was because it was stating how it expected the world to be, and any challenge to that needed to be examined carefully to determine how it might best be beaten into the shape it required it to take. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chaos.&amp;quot; Said the Dragon. The Hollow coughed. It was an old Hollow. &amp;quot;Not unexpected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The One-Who-Waits was quoting Runa&#039;s predecessor, Rak, who always used that word every time he tried explain the reason dealing with the Empire was so challenging. In general Otkodov changed slowly, carefully, expertly guided by the hand of the Dragons. In comparison the Empire seemed to regularly undergo the kind of transformation that would cause the Great Wyrm of the Night Skies to say &amp;quot;steady on!&amp;quot; on an almost weekly basis.&lt;br /&gt;
&lt;br /&gt;
The Hollow growled. Fraynir was still irritated that the former Ambassador had had the temerity, bad timing, and ill grace to drop dead on what would have been his final trip to Anvil before his well-earned retirement. Runa felt that frustration himself of course. The plan had always been for Rak to remain available to offer his experience of the Empire to his successor, for as long as his declining health allowed. Now Runa knew he was in real danger of allowing the valuable detente Rak and his Imperial counterparts had constructed to fall apart - something the Dragons would never forgive.&lt;br /&gt;
&lt;br /&gt;
Finally Fraynir, through the Hollow, cleared its throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a thousand years. Ten years longer is inconvenient.&amp;quot; The Hollow sagged, dropped back into its chair, like the discarded puppet it was. Runa waited a minute or so to ensure that the Dragon had definitely ceased gracing him with its ageless wisdom. He squeezed the bridge of his nose and let out a gusting sigh before walking to the window and staring out across the frozen lake toward Wendell&#039;s Hope. Now began the task of trying to determine exactly what the One-Who-Waits wanted, and what the other four wanted, and come up with a plan to deliver that thing, without triggering a chaotic shift in Empire-Otkodov relations. &lt;br /&gt;
&lt;br /&gt;
Like many who receive everything they thought they wanted, Runa Who-Speaks-For-The-Dragons-Undivided was beginning to wonder if he had made a terrible, terrible mistake.&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=thulebanner1.jpeg|align=left|caption=The Dragons rarely act without considering all the potential consequences; when they do act they are capable of doing so with overwhelming conviction.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Thule]] - the [[orc|orcs]] of [[Otkodov]] - live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; allegedly immortal sorcerers of immense power who the folk of their nation treat as living ancestors or perhaps even gods. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, that peace endures. [[Dawn]] and [[Navarr]] send great shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands. All that remains is for the pageantry and theatre of a formal signing.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire from Otkodov used to be &#039;&#039;Rak Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. Unfortunately, it appears that the former ambassador passed away on their journey south to [[Anvil]] shortly before the Winter Solstice, and a new ambassador has taken their place.&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
&lt;br /&gt;
==New Faces==&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador from Otkodov to the Empire is Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;&lt;br /&gt;
Following a delegation to Anvil [[Invited_with_asperity#State_Visit|last summit]], a small flurry of activity overtakes the ambassadorial offices in [[Miekarova]]. [[Thule_lore#Warlocks|Warlocks]] and [[Thule_lore#Bonded|bonded]] alike are seen rushing back and forth arranging things ready for their new boss, &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;. The new ambassador will certainly have his own ways of doing things, his own preferences, and perhaps his own staff to install. Much must be done to make the [[Miekarova#Embassy_to_Otkodov|ambassadorial offices]] in [[Miekarova#Mieriada|Mieriada]] ready for their new occupant. &lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
As quickly as it began, the activity subsides. Civil servants working with the ambassadorial offices report that it is as though Runa has &#039;&#039;always&#039;&#039; been the Speaker for the Dragons Undivided. Imperial title holders change frequently and their support staff must adapt to the new situation quickly to keep things running efficiently, but it is strange to see the same process in the context of the Thule, where many things have the feeling of being timeless and unchanging. One observer notes that conversations about things which happened only a season or two ago always seem a little stilted because the Thule staff speak of anything from Rak&#039;s tenure in the same way they talk about events from an ancient era long ago.&lt;br /&gt;
==Forward to the Future==&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided proposes a more private meeting with the Imperial ambassador at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The new ambassador is keen to establish further cooperation to benefit both parties under the auspices of the peace. Runa suggests that he meet with the ambassador at the Summer Solstice, in more private chambers as requested. For this season, they would appreciate if the ambassador could prepare a few items for the agenda and send them over for consideration - presumably the issues raised in their last missive and anything else pressing that may arise in the meantime. Runa will inform the [[Civil Service|civil service]] of any items the Thule wish to discuss ahead of the Summer Solstice, so that both parties may be prepared for the discussion.&lt;br /&gt;
==Ice and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;Thania of the Blackstaff remains interested in securing ritual texts researched at the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orobus the Chained is still interested in acquiring weirwood&#039;&#039;&#039;&lt;br /&gt;
Last season, two offers were presented to the Empire by the Thule. One involved the purchase of certain ritual texts from the Conclave, for magic researched at the [[Master of Ice and Darkness#Icy Crag of the Eternal Sun|Icy Crag of the Eternal Sun]] before the warlocks [[Master_of_Ice_and_Darkness#Warlocks_of_Otkodov|now resident there]] had moved in. Thania of the Blackstaff, who leads the warlock contingent, is only a little disappointed that the [[dissemination]] of these ritual texts has not taken place - mostly because she is used to dealing with her peers in Otkodov where everything tends to move at a glacial speed until it doesn&#039;t. She&#039;s let it be known that the opportunity still exists, and will do so as long as she is in Miekarova and has the favour of the Dragons. Details of the opportunity have been added to the [[Master of Ice and Darkness]] page.&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right}}&lt;br /&gt;
The other was an enquiry from &#039;&#039;Orobus the Chained&#039;&#039;, one of the Dragons themselves, who was interested in [[Invited_with_asperity#Orobus and the Bonewood|acquiring weirwood saplings]] from the [[Heartwood of the Great Vale]] and/or the [[Golden Trees of Seren]] which she plans to transplant into the [[Ossium#Bonewood|Silent Pines]] in [[Ossium]]. She is apparently looking for trees that &amp;quot;remember&amp;quot; the vallorn, who will be able to &amp;quot;share&amp;quot; their experiences with the trees of the Bonewood. The removal of the trees will reduce the [[weirwood]] production of the forest permanently by 1 wain each season. In return Orobus will provide 12 rings of [[ilium]] to the holder of the seat as payment for the trees. Runa says that the offer is still open, but only in the short term as it will soon be &amp;quot;too late&amp;quot; apparently. If either of the new Bourse seat holders are interested in taking advantage of this offer, they will either need to send a [[Call Winged Messenger|Winged Messenger]] to Runa directly, or ask the Ambassador to communicate their agreement in their own missive. Either way this opportunity is lost by the end of the Spring Equinox.&lt;br /&gt;
==Walls of Starless Night==&lt;br /&gt;
* &#039;&#039;&#039;The Thule remain committed to the destruction of the vallorn as it will serve their long-term interests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon Fraynir invites an appraisal into ways their warding techniques might be adapted by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, the Dragon requires a ritual text of &#039;&#039;Dreadful Ending&#039;&#039; from the Conclave&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Invited_with_asperity#Fraynir_and_the_Black_Waste|last season]], the Thule have a vested interest in discussion of the [[vallorn]]. They cooperated with the Empire in finding a solution to the problem of the Doom of Terunael, offering their understanding of the vallorn of [[Otkodov#Sküld|Stathas]] in Sküld, which surrounds the city of Emrys. Their motives are not altruistic; they desire access to the largely untouched ruins of Emrys, and an end to the [[Wither the Seed|punishing Winter curse]] that, along with the cold climate, keeps &amp;quot;their&amp;quot; vallorn quiescent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Thule Wards&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 388YE&amp;lt;/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;
* As with any appraisal, prsents opportunities related to the Thule use of permanent Winter wards to provide sanctuaries to when fighting the exsurgent vallorn. &lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;Fraynir, the One-Who-Waits&#039;&#039; has instructed the ambassador to offer a ritual to the Empire they say will help contain the threat. In return they asked for a copy of [[Dreadful Ending]], a ritual that destroys [[Druj_miasma#Miasma_Pillars|Druj miasma pillars]]. Unbeknownst to the Dragon, the Empire already has a ritual that sounds very similar to &#039;&#039;Walls of Starless Night&#039;&#039; - [[Wardens of the Black Waste]]. As such, Ambassador Kindra has suggested that an exchange would be more compelling if it &#039;&#039;also&#039;&#039; included details of the wards Fraynir is establishing around the vallorn of the north.&lt;br /&gt;
&lt;br /&gt;
As a consequence, Runa Who-Speaks-For-The-Dragons-Undivided has conveyed the words of the Dragons. Rather than allow any misunderstanding, the One-Who-Waits offers a chance for the [[Senate]] to commission an [[appraisal]] into the matter of how the Empire might duplicate the project the Thule have undertaken in Sküld. As long as the [[dissemination]] of &#039;&#039;Dreadful Ending&#039;&#039; has been sanctioned by the [[Conclave]], either before or at the same time the appraisal is commissioned, the warlocks who are overseeing the project will cooperate fully with Imperial prognosticators. Runa advises that if the Empire wishes to go ahead, the Ambassador will want to make sure that whoever comes to work with the Thule is versed in magical theory - the realm does not matter but it will be frustrating for everyone involved if the warlocks have to start from the basics of how wards are created and work.&lt;br /&gt;
&lt;br /&gt;
The civil service confirm that the Prognosticator&#039;s Office is capable of undertaking such a project with the Thule. They do not anticipate it taking any longer than usual, and given it comes in response to an explicit invitation there should be no repeat of previous unfortunate events involving members of the Department of Historical Research. It&#039;s worth noting however that the project Fraynir is undertaking involves creating warded camps where Thule warriors can recover and recuperate while fighting the vallorn, that anchor permanent wards and do not offer complete protection from vallornspawn - they weaken the more dangerous such creatures but they do little to physically hold them back. The needs and resources of the Empire are different to those of the Thule, but there is confidence that there would still be value in this rare sharing of expertise.&lt;br /&gt;
&lt;br /&gt;
Provided the Conclave is in agreement, of course.&lt;br /&gt;
==Mushrooms and Malachite==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season magic was worked in Sermersuaq, Miekarova, and Ossium that impacted the Thule living there&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided expresses concern about Imperial magic that affects citizens of Otkodov&lt;br /&gt;
* &#039;&#039;&#039;An ultimatum has been issued relating to one of the three pieces of magic worked&lt;br /&gt;
At the Winter Solstice, two powerful magical workings were laid down by Imperial magicians that have impacted the Thule. This is inevitable, because while &#039;&#039;politically&#039;&#039; [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], [[Sermersuaq#Silver Peaks|Silver Peaks]], [[Karsk#Krevsaty|Krevsaty]], [[Ossium#Bonewood|Bonewood]], [[Ossium#Webwood|Webwood]], [[Miekarova#Mieriada|Mieriada]] and [[Miekarova#Miechernya|Miechernya]], are part of Otkodov, as far as the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] is concerned these regions are still part of the territory in which they lie. &lt;br /&gt;
&lt;br /&gt;
If the [[Spring magic]] laid over [[Ossium]] had been a typical [[Regrow the Land&#039;s Heart]] there would likely be no issue here. As it is, that [[enchantment]] was [[Mushroom,_mushroom,_mushroom#Regrow_the_Land&#039;s_Heart|empowered]] by the [[Llofir|Rot lord]] and that is a somewhat different matter. Ambassador Kindra provided advance warning, but as Runa politely points out, only after it was a little late for the warlocks of Thule to do anything about it. This particular enchantment has caused a little consternation in the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]]. The presence of [[Inhabitants of the realms#Heralds|heralds]] of the &#039;&#039;End of Empires&#039;&#039; is something the warlocks were able to deal with but the magic they brought with them nonetheless lead to an amount of [[Spring magic#Ruin|ruin]] that the Thule were not entirely prepared for. There are boons and consequences for any eternal bargain, and &#039;&#039;Orobus the Chained&#039;&#039; has advised that this time the benefits in Ossium outweigh the problems. This will not always be the case, however. Runa proposes that one of the matters to be discussed at the upcoming Summer summit be a protocol for performing rituals on territories shared with the Thule - &#039;&#039;especially&#039;&#039; Ossium. &lt;br /&gt;
&lt;br /&gt;
[[Sermersuaq]] has also been affected by potent, large scale magic, but here the Dragons are much less concerned. The effect brought the realm of &#039;&#039;[[Realms#Day|Sky and Ice]]&#039;&#039; into alignment with the plains and mountains, and provided the benefit of helping to remove the lingering corruption caused by human magicians meddling with the [[constellations|constellation]] known as the &#039;&#039;[[the Claw|Dragon&#039;s Talon]]&#039;&#039;. It also opened the way for heralds of the Day realm to enter the Silver Peaks unbidden; again the warlocks there were able to deal with them without causing problems though it was an unexpected additional drain on their time. &lt;br /&gt;
&lt;br /&gt;
There is one final act of magic that has impacted lands that the Thule claim as part of Otkodov, and Runa is significantly less happy about this. It apparently involved a magical shroud laid over an area of [[Miekarova#Miechernya|Miechernya]] associated with ancient Ushkan history. It is now apparently impossible for anyone to visit any of the [[Miekarova#The_Painted_Caves|Painted Caves]] in that region, and this has caused some concern among local warlocks. Runa is clear that this is unacceptable. The Empire ceded Miechernya, and the Thule agreed to &amp;quot;&#039;&#039;maintain their current policy for the treatment of Imperial citizens choosing to remain and live in ceded lands&#039;&#039;.&amp;quot; There is no element of the [[Ratify_Thule_Treaty_Spring_387YE|treaty]] that allows for this kind of behaviour. Only the fact that this enchantment was of limited duration - it will fade during the Spring Equinox - has prevented any further fallout. If it happens again, &#039;&#039;Hinodir of the Bright Orb&#039;&#039; will remove it, and Runa will require the Empire to provide the mana required to do so in recompense. &lt;br /&gt;
&lt;br /&gt;
The fact the Empire has laid three enchantments over territories containing Thule land in the same season is a cause for concern. Runa intends to discuss it in more detail at the Summer meeting, but in the interim requests that the Ambassador ensure that he is made aware of ritual magic that might impact the Thule living in Imperial territories so that they can at least prepare for it. This is in no way to be considered approval for such actions - and anything that harms the Thule directly will need to be mediated. Runa intends to discuss this in detail at the Summer meeting.&lt;br /&gt;
&lt;br /&gt;
Further details of the three enchantments mentioned here, with reference to how they effect the Empire, can be found in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Spider&amp;amp;WebIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Bright Orbs in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are very concerned about the chaos spreading in the Empire&lt;br /&gt;
* &#039;&#039;&#039;Hinodr of the Bright Orb advises Imperial magicians to stop meddling with the constellations&lt;br /&gt;
* &#039;&#039;&#039;Runa passes on words of caution involving investigation of trolls&lt;br /&gt;
Last season the Empire experienced chaotic magic of its own as the Imperial regio &amp;quot;broke&amp;quot; and related supernatural events spread not only through Imperial territories but into neighbouring lands. The warlocks of Otkodov were mystified to find powerful magical shrouds blanketing Verthandi, Urdr, and Skuld, but Hinodir of the Bright Orb with her keen eye has identified that this is the result of some kind of ongoing wide-scale disorder related to the stars rather than cover for some Imperial attack.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent matter of the &#039;&#039;Falconer&#039;&#039;, however, this is cause for some concern. The Dragons do not allow Thule warlocks to &amp;quot;meddle&amp;quot; with the constellations; astronomancy is practiced of course but it is a magical tradition that is carefully monitored to prevent exactly this kind of chaos. Only the Dragons truly understand the constellations, say the Thule. Other magicians tamper with them at their peril. Runa passes along a word of advice from Hinodir herself; ancient wisdom teaches that drawing too close a connection between the constellations and any Empire is a surefire way to bring about that Empire&#039;s end. You can learn more about the situation besetting the Empire in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
On a thematically similar note, Runa Who-Speaks-For-The-Dragons-Undivided mentions that Imperial scholars should also be very careful in their dealings with trolls. Specifically, he mentions that it is vitally important that the Empire not underestimate just how destructive the constructed soldiers of the trolls can be. Even a single troll is capable of building a literal army of these things given enough time, and they are disproportionately terrible on the battlefield due to the difficulty of actually harming what amounts to a cohort of walking stone walls armed with razor-sharp axes that do not feel pain or experience doubt. Exactly how Runa is aware that the Empire is having &#039;&#039;any&#039;&#039; dealings with trolls is not clear, but the civil service note that this is a &#039;&#039;very&#039;&#039; specific piece of advice from the new ambassador.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&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=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grim Faces==&lt;br /&gt;
* &#039;&#039;&#039;The Thule claim victory in their initial assault on the Forest of Ulnak&lt;br /&gt;
* &#039;&#039;&#039;None of the Empire&#039;s armies participated; those captains who supported the Thule will know more about the situation&lt;br /&gt;
The Thule have begun their attack against the Druj in the [[Forest of Ulnak]]. After the Winter Solstice their armies marched east out of [[Ossium]] and began a systematic conquest of the northern territory of [[the Mallum]]. During the Solstice, recruiters from Otkodov visited Anvil to secure Imperial mercenaries to support their armies, apparently with significant success.&lt;br /&gt;
&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] is pleased by the number of Imperial captains who supported the &#039;&#039;Earthquake Drummers&#039;&#039; army in the attack against the Mallum. It is beneficial to both nations that the Thule and the Empire fight side-by-side against their mutual enemy. It is unfortunate, says Runa diplomatically, that despite the Thule committing three armies to the liberation of Sermersuaq, the Empire was unable to spare any of their own for an attack against the Druj. Yet the Dragons are far-sighted, and consider that Imperial efforts in the south - for all that it is far away - have still contributed to their victory albeit in a limited fashion. &#039;&#039;Hinodir of the Bright Orb&#039;&#039; has noted that if the captains likely involved in spying on the Forest had simply supported the Thule armies they would be even closer to their goal of ending Druj domination of the territory (the civil service believe the expert [[divination|diviner]] was able to identify that there was scouting taking place, but are confident she will not know how many people were involved, despite the dragon&#039;s claim).&lt;br /&gt;
&lt;br /&gt;
Exact details of the campaign are not forthcoming beyond the fact that the Thule have been &amp;quot;victorious.&amp;quot; Tathenon the Gyre continues to extend the hand of cooperation however. Military captains can join the Earthquake Drummers in their continued conquest of the Forest of Ulnak; the details of this [[opportunity]] are the same as presented in last events &#039;&#039;&#039;[[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|Invited with asperity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Likewise, Tathenon remains open to Imperial armies joining the assault. All they require is that the [[general]] acknowledges that they are following the strategy of Tathenon the Gyre. A general who does so will support the Thule conquest of the territory, contributing their efforts to that of the orc armies. They will still be free to issue orders as to the conduct and [[army orders|tactics]] their army will employ. The only thing that will be determined by Otkodov is the order in which the regions of Ulnak are assailed.&lt;br /&gt;
&lt;br /&gt;
The civil service again caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force, and that might even lead to unfortunate &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
===Participation: Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
==Stolen Faces==&lt;br /&gt;
* &#039;&#039;&#039;A large number of Varushkan captains worked with the Thule Claws of the Dragon to root out the face-peeler horrors in Karsk and Ossium&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Claws of the Dragon&#039;&#039; are a cabal of Thule warlocks taked with rooting out threats to Otkodov arising from supernatural sources. Last season they were tasked by &#039;&#039;[[Thule_lore#Dragons|Caridis the Binder of Runes and Oaths]]&#039;&#039; to work with &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; and [[Invited_with_asperity#Caridis,_Sławomir,_and_the_Face-peelers|root out the face-peelers]] of Ossium and Karsk. The joint project involved scouring the wild places and isolated vales of eastern Varushka, including delving into those regions ceded to the Thule. The ultimate intent was to locate and destroy the &#039;&#039;trudniki&#039;&#039; - anthropophagic [[Varushkan_Monster#Wolves|wolves]] that combine stolen faces with malignant glamour to infiltrate and deceive in pursuit of their cannibalistic drives.&lt;br /&gt;
&lt;br /&gt;
The quest to deal with the cannibals has caused some disruption in the two territories especially for those of the [[draughir]] [[lineage]] due to some unfortunate similarities between the most common trudnik disguise and the appearance of those who bear the touch of [[Winter magic]]. Thankfully, this disruption has now subsided, and it seems that the cooperative effort has been successful.&lt;br /&gt;
&lt;br /&gt;
Full details of what has happened during the pursuit of the face-peelers can be found in the &#039;&#039;&#039;[[Lean and athirst]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139581</id>
		<title>Voice irresistable</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139581"/>
		<updated>2026-05-31T15:32:59Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Bright Orbs in the Heavens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;They remain committed to rendering the vallorn vulnerable then.&amp;quot; It was not a question. The One-Who-Waits rarely asked questions, and when it did it was usually a prelude to something awful happening.&lt;br /&gt;
&lt;br /&gt;
Ambassador Runa kept his eyes downcast, as was appropriate. He never failed to marvel at the change that a Hollow underwent when one of the Five spoke through it. The slumped, unfocused, slack-jawed orc of mere minutes before was replaced with a towering, terrible presence, its stance hunched, its gaze burning into the top of Runa&#039;s head like a hot poker in ice, as if it could read the very thoughts of the new Ambassador. Perhaps it could. The Dragons were as far beyond the warlocks in their magical mastery as the warlocks were beyond the lowest bonded labouring in a mine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems to be more complicated than that, Revered One.&amp;quot; It was &#039;&#039;always&#039;&#039; more complicated than that, when the Empire was involved. &amp;quot;The Ambassador said they remain committed and I am inclined to believe her. On the other hand some of the Generals who spoke with Hekla said that it will be at least five years before any concrete movement is made, and a further five before victory, if not more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence stretched, as the Dragon digested this information. Occasionally Runa wondered if the reason Fraynir spoke as it did was because it was stating how it expected the world to be, and any challenge to that needed to be examined carefully to determine how it might best be beaten into the shape it required it to take. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chaos.&amp;quot; Said the Dragon. The Hollow coughed. It was an old Hollow. &amp;quot;Not unexpected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The One-Who-Waits was quoting Runa&#039;s predecessor, Rak, who always used that word every time he tried explain the reason dealing with the Empire was so challenging. In general Otkodov changed slowly, carefully, expertly guided by the hand of the Dragons. In comparison the Empire seemed to regularly undergo the kind of transformation that would cause the Great Wyrm of the Night Skies to say &amp;quot;steady on!&amp;quot; on an almost weekly basis.&lt;br /&gt;
&lt;br /&gt;
The Hollow growled. Fraynir was still irritated that the former Ambassador had had the temerity, bad timing, and ill grace to drop dead on what would have been his final trip to Anvil before his well-earned retirement. Runa felt that frustration himself of course. The plan had always been for Rak to remain available to offer his experience of the Empire to his successor, for as long as his declining health allowed. Now Runa knew he was in real danger of allowing the valuable detente Rak and his Imperial counterparts had constructed to fall apart - something the Dragons would never forgive.&lt;br /&gt;
&lt;br /&gt;
Finally Fraynir, through the Hollow, cleared its throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a thousand years. Ten years longer is inconvenient.&amp;quot; The Hollow sagged, dropped back into its chair, like the discarded puppet it was. Runa waited a minute or so to ensure that the Dragon had definitely ceased gracing him with its ageless wisdom. He squeezed the bridge of his nose and let out a gusting sigh before walking to the window and staring out across the frozen lake toward Wendell&#039;s Hope. Now began the task of trying to determine exactly what the One-Who-Waits wanted, and what the other four wanted, and come up with a plan to deliver that thing, without triggering a chaotic shift in Empire-Otkodov relations. &lt;br /&gt;
&lt;br /&gt;
Like many who receive everything they thought they wanted, Runa Who-Speaks-For-The-Dragons-Undivided was beginning to wonder if he had made a terrible, terrible mistake.&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=thulebanner1.jpeg|align=left|caption=The Dragons rarely act without considering all the potential consequences; when they do act they are capable of doing so with overwhelming conviction.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Thule]] - the [[orc|orcs]] of [[Otkodov]] - live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; allegedly immortal sorcerers of immense power who the folk of their nation treat as living ancestors or perhaps even gods. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, that peace endures. [[Dawn]] and [[Navarr]] send great shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands. All that remains is for the pageantry and theatre of a formal signing.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire from Otkodov used to be &#039;&#039;Rak Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. Unfortunately, it appears that the former ambassador passed away on their journey south to [[Anvil]] shortly before the Winter Solstice, and a new ambassador has taken their place.&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
&lt;br /&gt;
==New Faces==&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador from Otkodov to the Empire is Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;&lt;br /&gt;
Following a delegation to Anvil [[Invited_with_asperity#State_Visit|last summit]], a small flurry of activity overtakes the ambassadorial offices in [[Miekarova]]. [[Thule_lore#Warlocks|Warlocks]] and [[Thule_lore#Bonded|bonded]] alike are seen rushing back and forth arranging things ready for their new boss, &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;. The new ambassador will certainly have his own ways of doing things, his own preferences, and perhaps his own staff to install. Much must be done to make the [[Miekarova#Embassy_to_Otkodov|ambassadorial offices]] in [[Miekarova#Mieriada|Mieriada]] ready for their new occupant. &lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
As quickly as it began, the activity subsides. Civil servants working with the ambassadorial offices report that it is as though Runa has &#039;&#039;always&#039;&#039; been the Speaker for the Dragons Undivided. Imperial title holders change frequently and their support staff must adapt to the new situation quickly to keep things running efficiently, but it is strange to see the same process in the context of the Thule, where many things have the feeling of being timeless and unchanging. One observer notes that conversations about things which happened only a season or two ago always seem a little stilted because the Thule staff speak of anything from Rak&#039;s tenure in the same way they talk about events from an ancient era long ago.&lt;br /&gt;
==Forward to the Future==&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided proposes a more private meeting with the Imperial ambassador at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The new ambassador is keen to establish further cooperation to benefit both parties under the auspices of the peace. Runa suggests that he meet with the ambassador at the Summer Solstice, in more private chambers as requested. For this season, they would appreciate if the ambassador could prepare a few items for the agenda and send them over for consideration - presumably the issues raised in their last missive and anything else pressing that may arise in the meantime. Runa will inform the [[Civil Service|civil service]] of any items the Thule wish to discuss ahead of the Summer Solstice, so that both parties may be prepared for the discussion.&lt;br /&gt;
==Ice and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;Thania of the Blackstaff remains interested in securing ritual texts researched at the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orobus the Chained is still interested in acquiring weirwood&#039;&#039;&#039;&lt;br /&gt;
Last season, two offers were presented to the Empire by the Thule. One involved the purchase of certain ritual texts from the Conclave, for magic researched at the [[Master of Ice and Darkness#Icy Crag of the Eternal Sun|Icy Crag of the Eternal Sun]] before the warlocks [[Master_of_Ice_and_Darkness#Warlocks_of_Otkodov|now resident there]] had moved in. Thania of the Blackstaff, who leads the warlock contingent, is only a little disappointed that the [[dissemination]] of these ritual texts has not taken place - mostly because she is used to dealing with her peers in Otkodov where everything tends to move at a glacial speed until it doesn&#039;t. She&#039;s let it be known that the opportunity still exists, and will do so as long as she is in Miekarova and has the favour of the Dragons. Details of the opportunity have been added to the [[Master of Ice and Darkness]] page.&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right}}&lt;br /&gt;
The other was an enquiry from &#039;&#039;Orobus the Chained&#039;&#039;, one of the Dragons themselves, who was interested in [[Invited_with_asperity#Orobus and the Bonewood|acquiring weirwood saplings]] from the [[Heartwood of the Great Vale]] and/or the [[Golden Trees of Seren]] which she plans to transplant into the [[Ossium#Bonewood|Silent Pines]] in [[Ossium]]. She is apparently looking for trees that &amp;quot;remember&amp;quot; the vallorn, who will be able to &amp;quot;share&amp;quot; their experiences with the trees of the Bonewood. The removal of the trees will reduce the [[weirwood]] production of the forest permanently by 1 wain each season. In return Orobus will provide 12 rings of [[ilium]] to the holder of the seat as payment for the trees. Runa says that the offer is still open, but only in the short term as it will soon be &amp;quot;too late&amp;quot; apparently. If either of the new Bourse seat holders are interested in taking advantage of this offer, they will either need to send a [[Call Winged Messenger|Winged Messenger]] to Runa directly, or ask the Ambassador to communicate their agreement in their own missive. Either way this opportunity is lost by the end of the Spring Equinox.&lt;br /&gt;
==Walls of Starless Night==&lt;br /&gt;
* &#039;&#039;&#039;The Thule remain committed to the destruction of the vallorn as it will serve their long-term interests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon Fraynir invites an appraisal into ways their warding techniques might be adapted by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, the Dragon requires a ritual text of &#039;&#039;Dreadful Ending&#039;&#039; from the Conclave&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Invited_with_asperity#Fraynir_and_the_Black_Waste|last season]], the Thule have a vested interest in discussion of the [[vallorn]]. They cooperated with the Empire in finding a solution to the problem of the Doom of Terunael, offering their understanding of the vallorn of [[Otkodov#Sküld|Stathas]] in Sküld, which surrounds the city of Emrys. Their motives are not altruistic; they desire access to the largely untouched ruins of Emrys, and an end to the [[Wither the Seed|punishing Winter curse]] that, along with the cold climate, keeps &amp;quot;their&amp;quot; vallorn quiescent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Thule Wards&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 388YE&amp;lt;/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;
* As with any appraisal, prsents opportunities related to the Thule use of permanent Winter wards to provide sanctuaries to when fighting the exsurgent vallorn. &lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;Fraynir, the One-Who-Waits&#039;&#039; has instructed the ambassador to offer a ritual to the Empire they say will help contain the threat. In return they asked for a copy of [[Dreadful Ending]], a ritual that destroys [[Druj_miasma#Miasma_Pillars|Druj miasma pillars]]. Unbeknownst to the Dragon, the Empire already has a ritual that sounds very similar to &#039;&#039;Walls of Starless Night&#039;&#039; - [[Wardens of the Black Waste]]. As such, Ambassador Kindra has suggested that an exchange would be more compelling if it &#039;&#039;also&#039;&#039; included details of the wards Fraynir is establishing around the vallorn of the north.&lt;br /&gt;
&lt;br /&gt;
As a consequence, Runa Who-Speaks-For-The-Dragons-Undivided has conveyed the words of the Dragons. Rather than allow any misunderstanding, the One-Who-Waits offers a chance for the [[Senate]] to commission an [[appraisal]] into the matter of how the Empire might duplicate the project the Thule have undertaken in Sküld. As long as the [[dissemination]] of &#039;&#039;Dreadful Ending&#039;&#039; has been sanctioned by the [[Conclave]], either before or at the same time the appraisal is commissioned, the warlocks who are overseeing the project will cooperate fully with Imperial prognosticators. Runa advises that if the Empire wishes to go ahead, the Ambassador will want to make sure that whoever comes to work with the Thule is versed in magical theory - the realm does not matter but it will be frustrating for everyone involved if the warlocks have to start from the basics of how wards are created and work.&lt;br /&gt;
&lt;br /&gt;
The civil service confirm that the Prognosticator&#039;s Office is capable of undertaking such a project with the Thule. They do not anticipate it taking any longer than usual, and given it comes in response to an explicit invitation there should be no repeat of previous unfortunate events involving members of the Department of Historical Research. It&#039;s worth noting however that the project Fraynir is undertaking involves creating warded camps where Thule warriors can recover and recuperate while fighting the vallorn, that anchor permanent wards and do not offer complete protection from vallornspawn - they weaken the more dangerous such creatures but they do little to physically hold them back. The needs and resources of the Empire are different to those of the Thule, but there is confidence that there would still be value in this rare sharing of expertise.&lt;br /&gt;
&lt;br /&gt;
Provided the Conclave is in agreement, of course.&lt;br /&gt;
==Mushrooms and Malachite==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season magic was worked in Sermersuaq, Miekarova, and Ossium that impacted the Thule living there&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided expresses concern about Imperial magic that affects citizens of Otkodov&lt;br /&gt;
* &#039;&#039;&#039;An ultimatum has been issued relating to one of the three pieces of magic worked&lt;br /&gt;
At the Winter Solstice, two powerful magical workings were laid down by Imperial magicians that have impacted the Thule. This is inevitable, because while &#039;&#039;politically&#039;&#039; [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], [[Sermersuaq#Silver Peaks|Silver Peaks]], [[Karsk#Krevsaty|Krevsaty]], [[Ossium#Bonewood|Bonewood]], [[Ossium#Webwood|Webwood]], [[Miekarova#Mieriada|Mieriada]] and [[Miekarova#Miechernya|Miechernya]], are part of Otkodov, as far as the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] is concerned these regions are still part of the territory in which they lie. &lt;br /&gt;
&lt;br /&gt;
If the [[Spring magic]] laid over [[Ossium]] had been a typical [[Regrow the Land&#039;s Heart]] there would likely be no issue here. As it is, that [[enchantment]] was [[Mushroom,_mushroom,_mushroom#Regrow_the_Land&#039;s_Heart|empowered]] by the [[Llofir|Rot lord]] and that is a somewhat different matter. Ambassador Kindra provided advance warning, but as Runa politely points out, only after it was a little late for the warlocks of Thule to do anything about it. This particular enchantment has caused a little consternation in the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]]. The presence of [[Inhabitants of the realms#Heralds|heralds]] of the &#039;&#039;End of Empires&#039;&#039; is something the warlocks were able to deal with but the magic they brought with them nonetheless lead to an amount of [[Spring magic#Ruin|ruin]] that the Thule were not entirely prepared for. There are boons and consequences for any eternal bargain, and &#039;&#039;Orobus the Chained&#039;&#039; has advised that this time the benefits in Ossium outweigh the problems. This will not always be the case, however. Runa proposes that one of the matters to be discussed at the upcoming Summer summit be a protocol for performing rituals on territories shared with the Thule - &#039;&#039;especially&#039;&#039; Ossium. &lt;br /&gt;
&lt;br /&gt;
[[Sermersuaq]] has also been affected by potent, large scale magic, but here the Dragons are much less concerned. The effect brought the realm of &#039;&#039;[[Realms#Day|Sky and Ice]]&#039;&#039; into alignment with the plains and mountains, and provided the benefit of helping to remove the lingering corruption caused by human magicians meddling with the [[constellations|constellation]] known as the &#039;&#039;[[the Claw|Dragon&#039;s Talon]]&#039;&#039;. It also opened the way for heralds of the Day realm to enter the Silver Peaks unbidden; again the warlocks there were able to deal with them without causing problems though it was an unexpected additional drain on their time. &lt;br /&gt;
&lt;br /&gt;
There is one final act of magic that has impacted lands that the Thule claim as part of Otkodov, and Runa is significantly less happy about this. It apparently involved a magical shroud laid over an area of [[Miekarova#Miechernya|Miechernya]] associated with ancient Ushkan history. It is now apparently impossible for anyone to visit any of the [[Miekarova#The_Painted_Caves|Painted Caves]] in that region, and this has caused some concern among local warlocks. Runa is clear that this is unacceptable. The Empire ceded Miechernya, and the Thule agreed to &amp;quot;&#039;&#039;maintain their current policy for the treatment of Imperial citizens choosing to remain and live in ceded lands&#039;&#039;.&amp;quot; There is no element of the [[Ratify_Thule_Treaty_Spring_387YE|treaty]] that allows for this kind of behaviour. Only the fact that this enchantment was of limited duration - it will fade during the Spring Equinox - has prevented any further fallout. If it happens again, &#039;&#039;Hinodir of the Bright Orb&#039;&#039; will remove it, and Runa will require the Empire to provide the mana required to do so in recompense. &lt;br /&gt;
&lt;br /&gt;
The fact the Empire has laid three enchantments over territories containing Thule land in the same season is a cause for concern. Runa intends to discuss it in more detail at the Summer meeting, but in the interim requests that the Ambassador ensure that he is made aware of ritual magic that might impact the Thule living in Imperial territories so that they can at least prepare for it. This is in no way to be considered approval for such actions - and anything that harms the Thule directly will need to be mediated. Runa intends to discuss this in detail at the Summer meeting.&lt;br /&gt;
&lt;br /&gt;
Further details of the three enchantments mentioned here, with reference to how they effect the Empire, can be found in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Spider&amp;amp;WebIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Bright Orbs in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are very concerned about the chaos spreading in the Empire&lt;br /&gt;
* &#039;&#039;&#039;Hinodr of the Bright Orb advises Imperial magicians to stop meddling with the constellations&lt;br /&gt;
* &#039;&#039;&#039;Runa passes on words of caution involving investigation of trolls&lt;br /&gt;
Last season the Empire experienced chaotic magic of its own as the Imperial regio &amp;quot;broke&amp;quot; and related supernatural events spread not only through Imperial territories but into neighbouring lands. The warlocks of Otkodov were mystified to find powerful magical shrouds blanketing Verthandi, Urdr, and Skuld, but Hinodir of the Bright Orb with her keen eye has identified that this is the result of some kind of ongoing wide-scale disorder related to the stars rather than cover for some Imperial attack.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent matter of the &#039;&#039;Falconer&#039;&#039;, however, this is cause for some concern. The Dragons do not allow Thule warlocks to &amp;quot;meddle&amp;quot; with the constellations; astronomancy is practiced of course but it is a magical tradition that is carefully monitored to prevent exactly this kind of chaos. Only the Dragons truly understand the constellations, say the Thule. Other magicians tamper with them at their peril. Runa passes along a word of advice from Hinodir herself; ancient wisdom teaches that drawing too close a connection between the constellations and any Empire is a surefire way to bring about that Empire&#039;s end. You can learn more about the situation besetting the Empire in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
On a thematically similar note, Runa Who-Speaks-For-The-Dragons-Undivided mentions that Imperial scholars should also be very careful in their dealings with trolls. Specifically, he mentions that it is vitally important that the Empire not underestimate just how destructive the constructed soldiers of the trolls can be. Even a single troll is capable of building a literal army of these things given enough time, and they are disproportionately terrible on the battlefield due to the difficulty of actually harming what amount to a cohort of walking stone walls armed with razor-sharp axes that do not feel pain or experience doubt. Exactly how Runa is aware that the Empire is having &#039;&#039;any&#039;&#039; dealings with trolls is not clear, but the civil service note that this is a &#039;&#039;very&#039;&#039; specific piece of advice from the new ambassador.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&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=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grim Faces==&lt;br /&gt;
* &#039;&#039;&#039;The Thule claim victory in their initial assault on the Forest of Ulnak&lt;br /&gt;
* &#039;&#039;&#039;None of the Empire&#039;s armies participated; those captains who supported the Thule will know more about the situation&lt;br /&gt;
The Thule have begun their attack against the Druj in the [[Forest of Ulnak]]. After the Winter Solstice their armies marched east out of [[Ossium]] and began a systematic conquest of the northern territory of [[the Mallum]]. During the Solstice, recruiters from Otkodov visited Anvil to secure Imperial mercenaries to support their armies, apparently with significant success.&lt;br /&gt;
&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] is pleased by the number of Imperial captains who supported the &#039;&#039;Earthquake Drummers&#039;&#039; army in the attack against the Mallum. It is beneficial to both nations that the Thule and the Empire fight side-by-side against their mutual enemy. It is unfortunate, says Runa diplomatically, that despite the Thule committing three armies to the liberation of Sermersuaq, the Empire was unable to spare any of their own for an attack against the Druj. Yet the Dragons are far-sighted, and consider that Imperial efforts in the south - for all that it is far away - have still contributed to their victory albeit in a limited fashion. &#039;&#039;Hinodir of the Bright Orb&#039;&#039; has noted that if the captains likely involved in spying on the Forest had simply supported the Thule armies they would be even closer to their goal of ending Druj domination of the territory (the civil service believe the expert [[divination|diviner]] was able to identify that there was scouting taking place, but are confident she will not know how many people were involved, despite the dragon&#039;s claim).&lt;br /&gt;
&lt;br /&gt;
Exact details of the campaign are not forthcoming beyond the fact that the Thule have been &amp;quot;victorious.&amp;quot; Tathenon the Gyre continues to extend the hand of cooperation however. Military captains can join the Earthquake Drummers in their continued conquest of the Forest of Ulnak; the details of this [[opportunity]] are the same as presented in last events &#039;&#039;&#039;[[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|Invited with asperity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Likewise, Tathenon remains open to Imperial armies joining the assault. All they require is that the [[general]] acknowledges that they are following the strategy of Tathenon the Gyre. A general who does so will support the Thule conquest of the territory, contributing their efforts to that of the orc armies. They will still be free to issue orders as to the conduct and [[army orders|tactics]] their army will employ. The only thing that will be determined by Otkodov is the order in which the regions of Ulnak are assailed.&lt;br /&gt;
&lt;br /&gt;
The civil service again caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force, and that might even lead to unfortunate &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
===Participation: Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
==Stolen Faces==&lt;br /&gt;
* &#039;&#039;&#039;A large number of Varushkan captains worked with the Thule Claws of the Dragon to root out the face-peeler horrors in Karsk and Ossium&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Claws of the Dragon&#039;&#039; are a cabal of Thule warlocks taked with rooting out threats to Otkodov arising from supernatural sources. Last season they were tasked by &#039;&#039;[[Thule_lore#Dragons|Caridis the Binder of Runes and Oaths]]&#039;&#039; to work with &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; and [[Invited_with_asperity#Caridis,_Sławomir,_and_the_Face-peelers|root out the face-peelers]] of Ossium and Karsk. The joint project involved scouring the wild places and isolated vales of eastern Varushka, including delving into those regions ceded to the Thule. The ultimate intent was to locate and destroy the &#039;&#039;trudniki&#039;&#039; - anthropophagic [[Varushkan_Monster#Wolves|wolves]] that combine stolen faces with malignant glamour to infiltrate and deceive in pursuit of their cannibalistic drives.&lt;br /&gt;
&lt;br /&gt;
The quest to deal with the cannibals has caused some disruption in the two territories especially for those of the [[draughir]] [[lineage]] due to some unfortunate similarities between the most common trudnik disguise and the appearance of those who bear the touch of [[Winter magic]]. Thankfully, this disruption has now subsided, and it seems that the cooperative effort has been successful.&lt;br /&gt;
&lt;br /&gt;
Full details of what has happened during the pursuit of the face-peelers can be found in the &#039;&#039;&#039;[[Lean and athirst]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139580</id>
		<title>Voice irresistable</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139580"/>
		<updated>2026-05-31T15:32:26Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Bright Orbs in the Heavens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;They remain committed to rendering the vallorn vulnerable then.&amp;quot; It was not a question. The One-Who-Waits rarely asked questions, and when it did it was usually a prelude to something awful happening.&lt;br /&gt;
&lt;br /&gt;
Ambassador Runa kept his eyes downcast, as was appropriate. He never failed to marvel at the change that a Hollow underwent when one of the Five spoke through it. The slumped, unfocused, slack-jawed orc of mere minutes before was replaced with a towering, terrible presence, its stance hunched, its gaze burning into the top of Runa&#039;s head like a hot poker in ice, as if it could read the very thoughts of the new Ambassador. Perhaps it could. The Dragons were as far beyond the warlocks in their magical mastery as the warlocks were beyond the lowest bonded labouring in a mine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems to be more complicated than that, Revered One.&amp;quot; It was &#039;&#039;always&#039;&#039; more complicated than that, when the Empire was involved. &amp;quot;The Ambassador said they remain committed and I am inclined to believe her. On the other hand some of the Generals who spoke with Hekla said that it will be at least five years before any concrete movement is made, and a further five before victory, if not more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence stretched, as the Dragon digested this information. Occasionally Runa wondered if the reason Fraynir spoke as it did was because it was stating how it expected the world to be, and any challenge to that needed to be examined carefully to determine how it might best be beaten into the shape it required it to take. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chaos.&amp;quot; Said the Dragon. The Hollow coughed. It was an old Hollow. &amp;quot;Not unexpected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The One-Who-Waits was quoting Runa&#039;s predecessor, Rak, who always used that word every time he tried explain the reason dealing with the Empire was so challenging. In general Otkodov changed slowly, carefully, expertly guided by the hand of the Dragons. In comparison the Empire seemed to regularly undergo the kind of transformation that would cause the Great Wyrm of the Night Skies to say &amp;quot;steady on!&amp;quot; on an almost weekly basis.&lt;br /&gt;
&lt;br /&gt;
The Hollow growled. Fraynir was still irritated that the former Ambassador had had the temerity, bad timing, and ill grace to drop dead on what would have been his final trip to Anvil before his well-earned retirement. Runa felt that frustration himself of course. The plan had always been for Rak to remain available to offer his experience of the Empire to his successor, for as long as his declining health allowed. Now Runa knew he was in real danger of allowing the valuable detente Rak and his Imperial counterparts had constructed to fall apart - something the Dragons would never forgive.&lt;br /&gt;
&lt;br /&gt;
Finally Fraynir, through the Hollow, cleared its throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a thousand years. Ten years longer is inconvenient.&amp;quot; The Hollow sagged, dropped back into its chair, like the discarded puppet it was. Runa waited a minute or so to ensure that the Dragon had definitely ceased gracing him with its ageless wisdom. He squeezed the bridge of his nose and let out a gusting sigh before walking to the window and staring out across the frozen lake toward Wendell&#039;s Hope. Now began the task of trying to determine exactly what the One-Who-Waits wanted, and what the other four wanted, and come up with a plan to deliver that thing, without triggering a chaotic shift in Empire-Otkodov relations. &lt;br /&gt;
&lt;br /&gt;
Like many who receive everything they thought they wanted, Runa Who-Speaks-For-The-Dragons-Undivided was beginning to wonder if he had made a terrible, terrible mistake.&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=thulebanner1.jpeg|align=left|caption=The Dragons rarely act without considering all the potential consequences; when they do act they are capable of doing so with overwhelming conviction.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Thule]] - the [[orc|orcs]] of [[Otkodov]] - live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; allegedly immortal sorcerers of immense power who the folk of their nation treat as living ancestors or perhaps even gods. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, that peace endures. [[Dawn]] and [[Navarr]] send great shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands. All that remains is for the pageantry and theatre of a formal signing.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire from Otkodov used to be &#039;&#039;Rak Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. Unfortunately, it appears that the former ambassador passed away on their journey south to [[Anvil]] shortly before the Winter Solstice, and a new ambassador has taken their place.&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
&lt;br /&gt;
==New Faces==&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador from Otkodov to the Empire is Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;&lt;br /&gt;
Following a delegation to Anvil [[Invited_with_asperity#State_Visit|last summit]], a small flurry of activity overtakes the ambassadorial offices in [[Miekarova]]. [[Thule_lore#Warlocks|Warlocks]] and [[Thule_lore#Bonded|bonded]] alike are seen rushing back and forth arranging things ready for their new boss, &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;. The new ambassador will certainly have his own ways of doing things, his own preferences, and perhaps his own staff to install. Much must be done to make the [[Miekarova#Embassy_to_Otkodov|ambassadorial offices]] in [[Miekarova#Mieriada|Mieriada]] ready for their new occupant. &lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
As quickly as it began, the activity subsides. Civil servants working with the ambassadorial offices report that it is as though Runa has &#039;&#039;always&#039;&#039; been the Speaker for the Dragons Undivided. Imperial title holders change frequently and their support staff must adapt to the new situation quickly to keep things running efficiently, but it is strange to see the same process in the context of the Thule, where many things have the feeling of being timeless and unchanging. One observer notes that conversations about things which happened only a season or two ago always seem a little stilted because the Thule staff speak of anything from Rak&#039;s tenure in the same way they talk about events from an ancient era long ago.&lt;br /&gt;
==Forward to the Future==&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided proposes a more private meeting with the Imperial ambassador at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The new ambassador is keen to establish further cooperation to benefit both parties under the auspices of the peace. Runa suggests that he meet with the ambassador at the Summer Solstice, in more private chambers as requested. For this season, they would appreciate if the ambassador could prepare a few items for the agenda and send them over for consideration - presumably the issues raised in their last missive and anything else pressing that may arise in the meantime. Runa will inform the [[Civil Service|civil service]] of any items the Thule wish to discuss ahead of the Summer Solstice, so that both parties may be prepared for the discussion.&lt;br /&gt;
==Ice and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;Thania of the Blackstaff remains interested in securing ritual texts researched at the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orobus the Chained is still interested in acquiring weirwood&#039;&#039;&#039;&lt;br /&gt;
Last season, two offers were presented to the Empire by the Thule. One involved the purchase of certain ritual texts from the Conclave, for magic researched at the [[Master of Ice and Darkness#Icy Crag of the Eternal Sun|Icy Crag of the Eternal Sun]] before the warlocks [[Master_of_Ice_and_Darkness#Warlocks_of_Otkodov|now resident there]] had moved in. Thania of the Blackstaff, who leads the warlock contingent, is only a little disappointed that the [[dissemination]] of these ritual texts has not taken place - mostly because she is used to dealing with her peers in Otkodov where everything tends to move at a glacial speed until it doesn&#039;t. She&#039;s let it be known that the opportunity still exists, and will do so as long as she is in Miekarova and has the favour of the Dragons. Details of the opportunity have been added to the [[Master of Ice and Darkness]] page.&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right}}&lt;br /&gt;
The other was an enquiry from &#039;&#039;Orobus the Chained&#039;&#039;, one of the Dragons themselves, who was interested in [[Invited_with_asperity#Orobus and the Bonewood|acquiring weirwood saplings]] from the [[Heartwood of the Great Vale]] and/or the [[Golden Trees of Seren]] which she plans to transplant into the [[Ossium#Bonewood|Silent Pines]] in [[Ossium]]. She is apparently looking for trees that &amp;quot;remember&amp;quot; the vallorn, who will be able to &amp;quot;share&amp;quot; their experiences with the trees of the Bonewood. The removal of the trees will reduce the [[weirwood]] production of the forest permanently by 1 wain each season. In return Orobus will provide 12 rings of [[ilium]] to the holder of the seat as payment for the trees. Runa says that the offer is still open, but only in the short term as it will soon be &amp;quot;too late&amp;quot; apparently. If either of the new Bourse seat holders are interested in taking advantage of this offer, they will either need to send a [[Call Winged Messenger|Winged Messenger]] to Runa directly, or ask the Ambassador to communicate their agreement in their own missive. Either way this opportunity is lost by the end of the Spring Equinox.&lt;br /&gt;
==Walls of Starless Night==&lt;br /&gt;
* &#039;&#039;&#039;The Thule remain committed to the destruction of the vallorn as it will serve their long-term interests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon Fraynir invites an appraisal into ways their warding techniques might be adapted by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, the Dragon requires a ritual text of &#039;&#039;Dreadful Ending&#039;&#039; from the Conclave&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Invited_with_asperity#Fraynir_and_the_Black_Waste|last season]], the Thule have a vested interest in discussion of the [[vallorn]]. They cooperated with the Empire in finding a solution to the problem of the Doom of Terunael, offering their understanding of the vallorn of [[Otkodov#Sküld|Stathas]] in Sküld, which surrounds the city of Emrys. Their motives are not altruistic; they desire access to the largely untouched ruins of Emrys, and an end to the [[Wither the Seed|punishing Winter curse]] that, along with the cold climate, keeps &amp;quot;their&amp;quot; vallorn quiescent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Thule Wards&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 388YE&amp;lt;/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;
* As with any appraisal, prsents opportunities related to the Thule use of permanent Winter wards to provide sanctuaries to when fighting the exsurgent vallorn. &lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;Fraynir, the One-Who-Waits&#039;&#039; has instructed the ambassador to offer a ritual to the Empire they say will help contain the threat. In return they asked for a copy of [[Dreadful Ending]], a ritual that destroys [[Druj_miasma#Miasma_Pillars|Druj miasma pillars]]. Unbeknownst to the Dragon, the Empire already has a ritual that sounds very similar to &#039;&#039;Walls of Starless Night&#039;&#039; - [[Wardens of the Black Waste]]. As such, Ambassador Kindra has suggested that an exchange would be more compelling if it &#039;&#039;also&#039;&#039; included details of the wards Fraynir is establishing around the vallorn of the north.&lt;br /&gt;
&lt;br /&gt;
As a consequence, Runa Who-Speaks-For-The-Dragons-Undivided has conveyed the words of the Dragons. Rather than allow any misunderstanding, the One-Who-Waits offers a chance for the [[Senate]] to commission an [[appraisal]] into the matter of how the Empire might duplicate the project the Thule have undertaken in Sküld. As long as the [[dissemination]] of &#039;&#039;Dreadful Ending&#039;&#039; has been sanctioned by the [[Conclave]], either before or at the same time the appraisal is commissioned, the warlocks who are overseeing the project will cooperate fully with Imperial prognosticators. Runa advises that if the Empire wishes to go ahead, the Ambassador will want to make sure that whoever comes to work with the Thule is versed in magical theory - the realm does not matter but it will be frustrating for everyone involved if the warlocks have to start from the basics of how wards are created and work.&lt;br /&gt;
&lt;br /&gt;
The civil service confirm that the Prognosticator&#039;s Office is capable of undertaking such a project with the Thule. They do not anticipate it taking any longer than usual, and given it comes in response to an explicit invitation there should be no repeat of previous unfortunate events involving members of the Department of Historical Research. It&#039;s worth noting however that the project Fraynir is undertaking involves creating warded camps where Thule warriors can recover and recuperate while fighting the vallorn, that anchor permanent wards and do not offer complete protection from vallornspawn - they weaken the more dangerous such creatures but they do little to physically hold them back. The needs and resources of the Empire are different to those of the Thule, but there is confidence that there would still be value in this rare sharing of expertise.&lt;br /&gt;
&lt;br /&gt;
Provided the Conclave is in agreement, of course.&lt;br /&gt;
==Mushrooms and Malachite==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season magic was worked in Sermersuaq, Miekarova, and Ossium that impacted the Thule living there&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided expresses concern about Imperial magic that affects citizens of Otkodov&lt;br /&gt;
* &#039;&#039;&#039;An ultimatum has been issued relating to one of the three pieces of magic worked&lt;br /&gt;
At the Winter Solstice, two powerful magical workings were laid down by Imperial magicians that have impacted the Thule. This is inevitable, because while &#039;&#039;politically&#039;&#039; [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], [[Sermersuaq#Silver Peaks|Silver Peaks]], [[Karsk#Krevsaty|Krevsaty]], [[Ossium#Bonewood|Bonewood]], [[Ossium#Webwood|Webwood]], [[Miekarova#Mieriada|Mieriada]] and [[Miekarova#Miechernya|Miechernya]], are part of Otkodov, as far as the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] is concerned these regions are still part of the territory in which they lie. &lt;br /&gt;
&lt;br /&gt;
If the [[Spring magic]] laid over [[Ossium]] had been a typical [[Regrow the Land&#039;s Heart]] there would likely be no issue here. As it is, that [[enchantment]] was [[Mushroom,_mushroom,_mushroom#Regrow_the_Land&#039;s_Heart|empowered]] by the [[Llofir|Rot lord]] and that is a somewhat different matter. Ambassador Kindra provided advance warning, but as Runa politely points out, only after it was a little late for the warlocks of Thule to do anything about it. This particular enchantment has caused a little consternation in the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]]. The presence of [[Inhabitants of the realms#Heralds|heralds]] of the &#039;&#039;End of Empires&#039;&#039; is something the warlocks were able to deal with but the magic they brought with them nonetheless lead to an amount of [[Spring magic#Ruin|ruin]] that the Thule were not entirely prepared for. There are boons and consequences for any eternal bargain, and &#039;&#039;Orobus the Chained&#039;&#039; has advised that this time the benefits in Ossium outweigh the problems. This will not always be the case, however. Runa proposes that one of the matters to be discussed at the upcoming Summer summit be a protocol for performing rituals on territories shared with the Thule - &#039;&#039;especially&#039;&#039; Ossium. &lt;br /&gt;
&lt;br /&gt;
[[Sermersuaq]] has also been affected by potent, large scale magic, but here the Dragons are much less concerned. The effect brought the realm of &#039;&#039;[[Realms#Day|Sky and Ice]]&#039;&#039; into alignment with the plains and mountains, and provided the benefit of helping to remove the lingering corruption caused by human magicians meddling with the [[constellations|constellation]] known as the &#039;&#039;[[the Claw|Dragon&#039;s Talon]]&#039;&#039;. It also opened the way for heralds of the Day realm to enter the Silver Peaks unbidden; again the warlocks there were able to deal with them without causing problems though it was an unexpected additional drain on their time. &lt;br /&gt;
&lt;br /&gt;
There is one final act of magic that has impacted lands that the Thule claim as part of Otkodov, and Runa is significantly less happy about this. It apparently involved a magical shroud laid over an area of [[Miekarova#Miechernya|Miechernya]] associated with ancient Ushkan history. It is now apparently impossible for anyone to visit any of the [[Miekarova#The_Painted_Caves|Painted Caves]] in that region, and this has caused some concern among local warlocks. Runa is clear that this is unacceptable. The Empire ceded Miechernya, and the Thule agreed to &amp;quot;&#039;&#039;maintain their current policy for the treatment of Imperial citizens choosing to remain and live in ceded lands&#039;&#039;.&amp;quot; There is no element of the [[Ratify_Thule_Treaty_Spring_387YE|treaty]] that allows for this kind of behaviour. Only the fact that this enchantment was of limited duration - it will fade during the Spring Equinox - has prevented any further fallout. If it happens again, &#039;&#039;Hinodir of the Bright Orb&#039;&#039; will remove it, and Runa will require the Empire to provide the mana required to do so in recompense. &lt;br /&gt;
&lt;br /&gt;
The fact the Empire has laid three enchantments over territories containing Thule land in the same season is a cause for concern. Runa intends to discuss it in more detail at the Summer meeting, but in the interim requests that the Ambassador ensure that he is made aware of ritual magic that might impact the Thule living in Imperial territories so that they can at least prepare for it. This is in no way to be considered approval for such actions - and anything that harms the Thule directly will need to be mediated. Runa intends to discuss this in detail at the Summer meeting.&lt;br /&gt;
&lt;br /&gt;
Further details of the three enchantments mentioned here, with reference to how they effect the Empire, can be found in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Spider&amp;amp;WebIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Bright Orbs in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are very concerned about the chaos spreading in the Empire&lt;br /&gt;
* &#039;&#039;&#039;Hinodr of the Bright Orb advises Imperial magicians to stop meddling with the constellations&lt;br /&gt;
* &#039;&#039;&#039;Runa passes on words of caution involving investigation of trolls&lt;br /&gt;
Last season the Empire experienced chaotic magic of its own as the Imperial regio &amp;quot;broke&amp;quot; and related supernatural events spread not only through Imperial territories but into neighbouring lands. The warlocks of Otkodov were mystified to find powerful magical shrouds blanketing Verthandi, Urdr, and Skuld, but Hinodir of the Bright Orb with her keen eye has identified that this is the result of some kind of ongoing wide-scale disorder related to the stars rather than cover for some Imperial attack.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent matter of the &amp;quot;Falconer&amp;quot;, however, this is cause for some concern. The Dragons do not allow Thule warlocks to &amp;quot;meddle&amp;quot; with the constellations; astronomancy is practiced of course but it is a magical tradition that is carefully monitored to prevent exactly this kind of chaos. Only the Dragons truly understand the constellations, say the Thule. Other magicians tamper with them at their peril. Runa passes along a word of advice from Hinodir herself; ancient wisdom teaches that drawing too close a connection between the constellations and any Empire is a surefire way to bring about that Empire&#039;s end. You can learn more about the situation besetting the Empire in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
On a thematically similar note, Runa Who-Speaks-For-The-Dragons-Undivided mentions that Imperial scholars should also be very careful in their dealings with trolls. Specifically, he mentions that it is vitally important that the Empire not underestimate just how destructive the constructed soldiers of the trolls can be. Even a single troll is capable of building a literal army of these things given enough time, and they are disproportionately terrible on the battlefield due to the difficulty of actually harming what amount to a cohort of walking stone walls armed with razor-sharp axes that do not feel pain or experience doubt. Exactly how Runa is aware that the Empire is having &#039;&#039;any&#039;&#039; dealings with trolls is not clear, but the civil service note that this is a &#039;&#039;very&#039;&#039; specific piece of advice from the new ambassador.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&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=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Grim Faces==&lt;br /&gt;
* &#039;&#039;&#039;The Thule claim victory in their initial assault on the Forest of Ulnak&lt;br /&gt;
* &#039;&#039;&#039;None of the Empire&#039;s armies participated; those captains who supported the Thule will know more about the situation&lt;br /&gt;
The Thule have begun their attack against the Druj in the [[Forest of Ulnak]]. After the Winter Solstice their armies marched east out of [[Ossium]] and began a systematic conquest of the northern territory of [[the Mallum]]. During the Solstice, recruiters from Otkodov visited Anvil to secure Imperial mercenaries to support their armies, apparently with significant success.&lt;br /&gt;
&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] is pleased by the number of Imperial captains who supported the &#039;&#039;Earthquake Drummers&#039;&#039; army in the attack against the Mallum. It is beneficial to both nations that the Thule and the Empire fight side-by-side against their mutual enemy. It is unfortunate, says Runa diplomatically, that despite the Thule committing three armies to the liberation of Sermersuaq, the Empire was unable to spare any of their own for an attack against the Druj. Yet the Dragons are far-sighted, and consider that Imperial efforts in the south - for all that it is far away - have still contributed to their victory albeit in a limited fashion. &#039;&#039;Hinodir of the Bright Orb&#039;&#039; has noted that if the captains likely involved in spying on the Forest had simply supported the Thule armies they would be even closer to their goal of ending Druj domination of the territory (the civil service believe the expert [[divination|diviner]] was able to identify that there was scouting taking place, but are confident she will not know how many people were involved, despite the dragon&#039;s claim).&lt;br /&gt;
&lt;br /&gt;
Exact details of the campaign are not forthcoming beyond the fact that the Thule have been &amp;quot;victorious.&amp;quot; Tathenon the Gyre continues to extend the hand of cooperation however. Military captains can join the Earthquake Drummers in their continued conquest of the Forest of Ulnak; the details of this [[opportunity]] are the same as presented in last events &#039;&#039;&#039;[[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|Invited with asperity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Likewise, Tathenon remains open to Imperial armies joining the assault. All they require is that the [[general]] acknowledges that they are following the strategy of Tathenon the Gyre. A general who does so will support the Thule conquest of the territory, contributing their efforts to that of the orc armies. They will still be free to issue orders as to the conduct and [[army orders|tactics]] their army will employ. The only thing that will be determined by Otkodov is the order in which the regions of Ulnak are assailed.&lt;br /&gt;
&lt;br /&gt;
The civil service again caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force, and that might even lead to unfortunate &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
===Participation: Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
==Stolen Faces==&lt;br /&gt;
* &#039;&#039;&#039;A large number of Varushkan captains worked with the Thule Claws of the Dragon to root out the face-peeler horrors in Karsk and Ossium&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Claws of the Dragon&#039;&#039; are a cabal of Thule warlocks taked with rooting out threats to Otkodov arising from supernatural sources. Last season they were tasked by &#039;&#039;[[Thule_lore#Dragons|Caridis the Binder of Runes and Oaths]]&#039;&#039; to work with &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; and [[Invited_with_asperity#Caridis,_Sławomir,_and_the_Face-peelers|root out the face-peelers]] of Ossium and Karsk. The joint project involved scouring the wild places and isolated vales of eastern Varushka, including delving into those regions ceded to the Thule. The ultimate intent was to locate and destroy the &#039;&#039;trudniki&#039;&#039; - anthropophagic [[Varushkan_Monster#Wolves|wolves]] that combine stolen faces with malignant glamour to infiltrate and deceive in pursuit of their cannibalistic drives.&lt;br /&gt;
&lt;br /&gt;
The quest to deal with the cannibals has caused some disruption in the two territories especially for those of the [[draughir]] [[lineage]] due to some unfortunate similarities between the most common trudnik disguise and the appearance of those who bear the touch of [[Winter magic]]. Thankfully, this disruption has now subsided, and it seems that the cooperative effort has been successful.&lt;br /&gt;
&lt;br /&gt;
Full details of what has happened during the pursuit of the face-peelers can be found in the &#039;&#039;&#039;[[Lean and athirst]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139579</id>
		<title>Voice irresistable</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139579"/>
		<updated>2026-05-31T15:31:33Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Mushrooms and Malachite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;They remain committed to rendering the vallorn vulnerable then.&amp;quot; It was not a question. The One-Who-Waits rarely asked questions, and when it did it was usually a prelude to something awful happening.&lt;br /&gt;
&lt;br /&gt;
Ambassador Runa kept his eyes downcast, as was appropriate. He never failed to marvel at the change that a Hollow underwent when one of the Five spoke through it. The slumped, unfocused, slack-jawed orc of mere minutes before was replaced with a towering, terrible presence, its stance hunched, its gaze burning into the top of Runa&#039;s head like a hot poker in ice, as if it could read the very thoughts of the new Ambassador. Perhaps it could. The Dragons were as far beyond the warlocks in their magical mastery as the warlocks were beyond the lowest bonded labouring in a mine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems to be more complicated than that, Revered One.&amp;quot; It was &#039;&#039;always&#039;&#039; more complicated than that, when the Empire was involved. &amp;quot;The Ambassador said they remain committed and I am inclined to believe her. On the other hand some of the Generals who spoke with Hekla said that it will be at least five years before any concrete movement is made, and a further five before victory, if not more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence stretched, as the Dragon digested this information. Occasionally Runa wondered if the reason Fraynir spoke as it did was because it was stating how it expected the world to be, and any challenge to that needed to be examined carefully to determine how it might best be beaten into the shape it required it to take. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chaos.&amp;quot; Said the Dragon. The Hollow coughed. It was an old Hollow. &amp;quot;Not unexpected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The One-Who-Waits was quoting Runa&#039;s predecessor, Rak, who always used that word every time he tried explain the reason dealing with the Empire was so challenging. In general Otkodov changed slowly, carefully, expertly guided by the hand of the Dragons. In comparison the Empire seemed to regularly undergo the kind of transformation that would cause the Great Wyrm of the Night Skies to say &amp;quot;steady on!&amp;quot; on an almost weekly basis.&lt;br /&gt;
&lt;br /&gt;
The Hollow growled. Fraynir was still irritated that the former Ambassador had had the temerity, bad timing, and ill grace to drop dead on what would have been his final trip to Anvil before his well-earned retirement. Runa felt that frustration himself of course. The plan had always been for Rak to remain available to offer his experience of the Empire to his successor, for as long as his declining health allowed. Now Runa knew he was in real danger of allowing the valuable detente Rak and his Imperial counterparts had constructed to fall apart - something the Dragons would never forgive.&lt;br /&gt;
&lt;br /&gt;
Finally Fraynir, through the Hollow, cleared its throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a thousand years. Ten years longer is inconvenient.&amp;quot; The Hollow sagged, dropped back into its chair, like the discarded puppet it was. Runa waited a minute or so to ensure that the Dragon had definitely ceased gracing him with its ageless wisdom. He squeezed the bridge of his nose and let out a gusting sigh before walking to the window and staring out across the frozen lake toward Wendell&#039;s Hope. Now began the task of trying to determine exactly what the One-Who-Waits wanted, and what the other four wanted, and come up with a plan to deliver that thing, without triggering a chaotic shift in Empire-Otkodov relations. &lt;br /&gt;
&lt;br /&gt;
Like many who receive everything they thought they wanted, Runa Who-Speaks-For-The-Dragons-Undivided was beginning to wonder if he had made a terrible, terrible mistake.&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=thulebanner1.jpeg|align=left|caption=The Dragons rarely act without considering all the potential consequences; when they do act they are capable of doing so with overwhelming conviction.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Thule]] - the [[orc|orcs]] of [[Otkodov]] - live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; allegedly immortal sorcerers of immense power who the folk of their nation treat as living ancestors or perhaps even gods. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, that peace endures. [[Dawn]] and [[Navarr]] send great shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands. All that remains is for the pageantry and theatre of a formal signing.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire from Otkodov used to be &#039;&#039;Rak Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. Unfortunately, it appears that the former ambassador passed away on their journey south to [[Anvil]] shortly before the Winter Solstice, and a new ambassador has taken their place.&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
&lt;br /&gt;
==New Faces==&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador from Otkodov to the Empire is Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;&lt;br /&gt;
Following a delegation to Anvil [[Invited_with_asperity#State_Visit|last summit]], a small flurry of activity overtakes the ambassadorial offices in [[Miekarova]]. [[Thule_lore#Warlocks|Warlocks]] and [[Thule_lore#Bonded|bonded]] alike are seen rushing back and forth arranging things ready for their new boss, &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;. The new ambassador will certainly have his own ways of doing things, his own preferences, and perhaps his own staff to install. Much must be done to make the [[Miekarova#Embassy_to_Otkodov|ambassadorial offices]] in [[Miekarova#Mieriada|Mieriada]] ready for their new occupant. &lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
As quickly as it began, the activity subsides. Civil servants working with the ambassadorial offices report that it is as though Runa has &#039;&#039;always&#039;&#039; been the Speaker for the Dragons Undivided. Imperial title holders change frequently and their support staff must adapt to the new situation quickly to keep things running efficiently, but it is strange to see the same process in the context of the Thule, where many things have the feeling of being timeless and unchanging. One observer notes that conversations about things which happened only a season or two ago always seem a little stilted because the Thule staff speak of anything from Rak&#039;s tenure in the same way they talk about events from an ancient era long ago.&lt;br /&gt;
==Forward to the Future==&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided proposes a more private meeting with the Imperial ambassador at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The new ambassador is keen to establish further cooperation to benefit both parties under the auspices of the peace. Runa suggests that he meet with the ambassador at the Summer Solstice, in more private chambers as requested. For this season, they would appreciate if the ambassador could prepare a few items for the agenda and send them over for consideration - presumably the issues raised in their last missive and anything else pressing that may arise in the meantime. Runa will inform the [[Civil Service|civil service]] of any items the Thule wish to discuss ahead of the Summer Solstice, so that both parties may be prepared for the discussion.&lt;br /&gt;
==Ice and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;Thania of the Blackstaff remains interested in securing ritual texts researched at the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orobus the Chained is still interested in acquiring weirwood&#039;&#039;&#039;&lt;br /&gt;
Last season, two offers were presented to the Empire by the Thule. One involved the purchase of certain ritual texts from the Conclave, for magic researched at the [[Master of Ice and Darkness#Icy Crag of the Eternal Sun|Icy Crag of the Eternal Sun]] before the warlocks [[Master_of_Ice_and_Darkness#Warlocks_of_Otkodov|now resident there]] had moved in. Thania of the Blackstaff, who leads the warlock contingent, is only a little disappointed that the [[dissemination]] of these ritual texts has not taken place - mostly because she is used to dealing with her peers in Otkodov where everything tends to move at a glacial speed until it doesn&#039;t. She&#039;s let it be known that the opportunity still exists, and will do so as long as she is in Miekarova and has the favour of the Dragons. Details of the opportunity have been added to the [[Master of Ice and Darkness]] page.&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right}}&lt;br /&gt;
The other was an enquiry from &#039;&#039;Orobus the Chained&#039;&#039;, one of the Dragons themselves, who was interested in [[Invited_with_asperity#Orobus and the Bonewood|acquiring weirwood saplings]] from the [[Heartwood of the Great Vale]] and/or the [[Golden Trees of Seren]] which she plans to transplant into the [[Ossium#Bonewood|Silent Pines]] in [[Ossium]]. She is apparently looking for trees that &amp;quot;remember&amp;quot; the vallorn, who will be able to &amp;quot;share&amp;quot; their experiences with the trees of the Bonewood. The removal of the trees will reduce the [[weirwood]] production of the forest permanently by 1 wain each season. In return Orobus will provide 12 rings of [[ilium]] to the holder of the seat as payment for the trees. Runa says that the offer is still open, but only in the short term as it will soon be &amp;quot;too late&amp;quot; apparently. If either of the new Bourse seat holders are interested in taking advantage of this offer, they will either need to send a [[Call Winged Messenger|Winged Messenger]] to Runa directly, or ask the Ambassador to communicate their agreement in their own missive. Either way this opportunity is lost by the end of the Spring Equinox.&lt;br /&gt;
==Walls of Starless Night==&lt;br /&gt;
* &#039;&#039;&#039;The Thule remain committed to the destruction of the vallorn as it will serve their long-term interests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon Fraynir invites an appraisal into ways their warding techniques might be adapted by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, the Dragon requires a ritual text of &#039;&#039;Dreadful Ending&#039;&#039; from the Conclave&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Invited_with_asperity#Fraynir_and_the_Black_Waste|last season]], the Thule have a vested interest in discussion of the [[vallorn]]. They cooperated with the Empire in finding a solution to the problem of the Doom of Terunael, offering their understanding of the vallorn of [[Otkodov#Sküld|Stathas]] in Sküld, which surrounds the city of Emrys. Their motives are not altruistic; they desire access to the largely untouched ruins of Emrys, and an end to the [[Wither the Seed|punishing Winter curse]] that, along with the cold climate, keeps &amp;quot;their&amp;quot; vallorn quiescent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Thule Wards&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 388YE&amp;lt;/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;
* As with any appraisal, prsents opportunities related to the Thule use of permanent Winter wards to provide sanctuaries to when fighting the exsurgent vallorn. &lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;Fraynir, the One-Who-Waits&#039;&#039; has instructed the ambassador to offer a ritual to the Empire they say will help contain the threat. In return they asked for a copy of [[Dreadful Ending]], a ritual that destroys [[Druj_miasma#Miasma_Pillars|Druj miasma pillars]]. Unbeknownst to the Dragon, the Empire already has a ritual that sounds very similar to &#039;&#039;Walls of Starless Night&#039;&#039; - [[Wardens of the Black Waste]]. As such, Ambassador Kindra has suggested that an exchange would be more compelling if it &#039;&#039;also&#039;&#039; included details of the wards Fraynir is establishing around the vallorn of the north.&lt;br /&gt;
&lt;br /&gt;
As a consequence, Runa Who-Speaks-For-The-Dragons-Undivided has conveyed the words of the Dragons. Rather than allow any misunderstanding, the One-Who-Waits offers a chance for the [[Senate]] to commission an [[appraisal]] into the matter of how the Empire might duplicate the project the Thule have undertaken in Sküld. As long as the [[dissemination]] of &#039;&#039;Dreadful Ending&#039;&#039; has been sanctioned by the [[Conclave]], either before or at the same time the appraisal is commissioned, the warlocks who are overseeing the project will cooperate fully with Imperial prognosticators. Runa advises that if the Empire wishes to go ahead, the Ambassador will want to make sure that whoever comes to work with the Thule is versed in magical theory - the realm does not matter but it will be frustrating for everyone involved if the warlocks have to start from the basics of how wards are created and work.&lt;br /&gt;
&lt;br /&gt;
The civil service confirm that the Prognosticator&#039;s Office is capable of undertaking such a project with the Thule. They do not anticipate it taking any longer than usual, and given it comes in response to an explicit invitation there should be no repeat of previous unfortunate events involving members of the Department of Historical Research. It&#039;s worth noting however that the project Fraynir is undertaking involves creating warded camps where Thule warriors can recover and recuperate while fighting the vallorn, that anchor permanent wards and do not offer complete protection from vallornspawn - they weaken the more dangerous such creatures but they do little to physically hold them back. The needs and resources of the Empire are different to those of the Thule, but there is confidence that there would still be value in this rare sharing of expertise.&lt;br /&gt;
&lt;br /&gt;
Provided the Conclave is in agreement, of course.&lt;br /&gt;
==Mushrooms and Malachite==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season magic was worked in Sermersuaq, Miekarova, and Ossium that impacted the Thule living there&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided expresses concern about Imperial magic that affects citizens of Otkodov&lt;br /&gt;
* &#039;&#039;&#039;An ultimatum has been issued relating to one of the three pieces of magic worked&lt;br /&gt;
At the Winter Solstice, two powerful magical workings were laid down by Imperial magicians that have impacted the Thule. This is inevitable, because while &#039;&#039;politically&#039;&#039; [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], [[Sermersuaq#Silver Peaks|Silver Peaks]], [[Karsk#Krevsaty|Krevsaty]], [[Ossium#Bonewood|Bonewood]], [[Ossium#Webwood|Webwood]], [[Miekarova#Mieriada|Mieriada]] and [[Miekarova#Miechernya|Miechernya]], are part of Otkodov, as far as the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] is concerned these regions are still part of the territory in which they lie. &lt;br /&gt;
&lt;br /&gt;
If the [[Spring magic]] laid over [[Ossium]] had been a typical [[Regrow the Land&#039;s Heart]] there would likely be no issue here. As it is, that [[enchantment]] was [[Mushroom,_mushroom,_mushroom#Regrow_the_Land&#039;s_Heart|empowered]] by the [[Llofir|Rot lord]] and that is a somewhat different matter. Ambassador Kindra provided advance warning, but as Runa politely points out, only after it was a little late for the warlocks of Thule to do anything about it. This particular enchantment has caused a little consternation in the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]]. The presence of [[Inhabitants of the realms#Heralds|heralds]] of the &#039;&#039;End of Empires&#039;&#039; is something the warlocks were able to deal with but the magic they brought with them nonetheless lead to an amount of [[Spring magic#Ruin|ruin]] that the Thule were not entirely prepared for. There are boons and consequences for any eternal bargain, and &#039;&#039;Orobus the Chained&#039;&#039; has advised that this time the benefits in Ossium outweigh the problems. This will not always be the case, however. Runa proposes that one of the matters to be discussed at the upcoming Summer summit be a protocol for performing rituals on territories shared with the Thule - &#039;&#039;especially&#039;&#039; Ossium. &lt;br /&gt;
&lt;br /&gt;
[[Sermersuaq]] has also been affected by potent, large scale magic, but here the Dragons are much less concerned. The effect brought the realm of &#039;&#039;[[Realms#Day|Sky and Ice]]&#039;&#039; into alignment with the plains and mountains, and provided the benefit of helping to remove the lingering corruption caused by human magicians meddling with the [[constellations|constellation]] known as the &#039;&#039;[[the Claw|Dragon&#039;s Talon]]&#039;&#039;. It also opened the way for heralds of the Day realm to enter the Silver Peaks unbidden; again the warlocks there were able to deal with them without causing problems though it was an unexpected additional drain on their time. &lt;br /&gt;
&lt;br /&gt;
There is one final act of magic that has impacted lands that the Thule claim as part of Otkodov, and Runa is significantly less happy about this. It apparently involved a magical shroud laid over an area of [[Miekarova#Miechernya|Miechernya]] associated with ancient Ushkan history. It is now apparently impossible for anyone to visit any of the [[Miekarova#The_Painted_Caves|Painted Caves]] in that region, and this has caused some concern among local warlocks. Runa is clear that this is unacceptable. The Empire ceded Miechernya, and the Thule agreed to &amp;quot;&#039;&#039;maintain their current policy for the treatment of Imperial citizens choosing to remain and live in ceded lands&#039;&#039;.&amp;quot; There is no element of the [[Ratify_Thule_Treaty_Spring_387YE|treaty]] that allows for this kind of behaviour. Only the fact that this enchantment was of limited duration - it will fade during the Spring Equinox - has prevented any further fallout. If it happens again, &#039;&#039;Hinodir of the Bright Orb&#039;&#039; will remove it, and Runa will require the Empire to provide the mana required to do so in recompense. &lt;br /&gt;
&lt;br /&gt;
The fact the Empire has laid three enchantments over territories containing Thule land in the same season is a cause for concern. Runa intends to discuss it in more detail at the Summer meeting, but in the interim requests that the Ambassador ensure that he is made aware of ritual magic that might impact the Thule living in Imperial territories so that they can at least prepare for it. This is in no way to be considered approval for such actions - and anything that harms the Thule directly will need to be mediated. Runa intends to discuss this in detail at the Summer meeting.&lt;br /&gt;
&lt;br /&gt;
Further details of the three enchantments mentioned here, with reference to how they effect the Empire, can be found in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Spider&amp;amp;WebIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Bright Orbs in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are very concerned about the chaos spreading in the Empire&lt;br /&gt;
* &#039;&#039;&#039;Hinodr of the Bright Orb advises Imperial magicians to stop meddling with the constellations&lt;br /&gt;
* &#039;&#039;&#039;Runa passes on words of cautious involving investigation of trolls&lt;br /&gt;
Last season the Empire experienced chaotic magic of its own as the Imperial regio &amp;quot;broke&amp;quot; and related supernatural events spread not only through Imperial territories but into neighbouring lands. The warlocks of Otkodov were mystified to find powerful magical shrouds blanketing Verthandi, Urdr, and Skuld, but Hinodir of the Bright Orb with her keen eye has identified that this is the result of some kind of ongoing wide-scale disorder related to the stars rather than cover for some Imperial attack.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent matter of the &amp;quot;Falconer&amp;quot;, however, this is cause for some concern. The Dragons do not allow Thule warlocks to &amp;quot;meddle&amp;quot; with the constellations; astronomancy is practiced of course but it is a magical tradition that is carefully monitored to prevent exactly this kind of chaos. Only the Dragons truly understand the constellations, say the Thule. Other magicians tamper with them at their peril. Runa passes along a word of advice from Hinodir herself; ancient wisdom teaches that drawing too close a connection between the constellations and any Empire is a surefire way to bring about that Empire&#039;s end. You can learn more about the situation besetting the Empire in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
On a thematically similar note, Runa Who-Speaks-For-The-Dragons-Undivided mentions that Imperial scholars should also be very careful in their dealings with trolls. Specifically, he mentions that it is vitally important that the Empire not underestimate just how destructive the constructed soldiers of the trolls can be. Even a single troll is capable of building a literal army of these things given enough time, and they are disproportionately terrible on the battlefield due to the difficulty of actually harming what amount to a cohort of walking stone walls armed with razor-sharp axes that do not feel pain or experience doubt. Exactly how Runa is aware that the Empire is having &#039;&#039;any&#039;&#039; dealings with trolls is not clear, but the civil service note that this is a &#039;&#039;very&#039;&#039; specific piece of advice from the new ambassador.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&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=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Grim Faces==&lt;br /&gt;
* &#039;&#039;&#039;The Thule claim victory in their initial assault on the Forest of Ulnak&lt;br /&gt;
* &#039;&#039;&#039;None of the Empire&#039;s armies participated; those captains who supported the Thule will know more about the situation&lt;br /&gt;
The Thule have begun their attack against the Druj in the [[Forest of Ulnak]]. After the Winter Solstice their armies marched east out of [[Ossium]] and began a systematic conquest of the northern territory of [[the Mallum]]. During the Solstice, recruiters from Otkodov visited Anvil to secure Imperial mercenaries to support their armies, apparently with significant success.&lt;br /&gt;
&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] is pleased by the number of Imperial captains who supported the &#039;&#039;Earthquake Drummers&#039;&#039; army in the attack against the Mallum. It is beneficial to both nations that the Thule and the Empire fight side-by-side against their mutual enemy. It is unfortunate, says Runa diplomatically, that despite the Thule committing three armies to the liberation of Sermersuaq, the Empire was unable to spare any of their own for an attack against the Druj. Yet the Dragons are far-sighted, and consider that Imperial efforts in the south - for all that it is far away - have still contributed to their victory albeit in a limited fashion. &#039;&#039;Hinodir of the Bright Orb&#039;&#039; has noted that if the captains likely involved in spying on the Forest had simply supported the Thule armies they would be even closer to their goal of ending Druj domination of the territory (the civil service believe the expert [[divination|diviner]] was able to identify that there was scouting taking place, but are confident she will not know how many people were involved, despite the dragon&#039;s claim).&lt;br /&gt;
&lt;br /&gt;
Exact details of the campaign are not forthcoming beyond the fact that the Thule have been &amp;quot;victorious.&amp;quot; Tathenon the Gyre continues to extend the hand of cooperation however. Military captains can join the Earthquake Drummers in their continued conquest of the Forest of Ulnak; the details of this [[opportunity]] are the same as presented in last events &#039;&#039;&#039;[[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|Invited with asperity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Likewise, Tathenon remains open to Imperial armies joining the assault. All they require is that the [[general]] acknowledges that they are following the strategy of Tathenon the Gyre. A general who does so will support the Thule conquest of the territory, contributing their efforts to that of the orc armies. They will still be free to issue orders as to the conduct and [[army orders|tactics]] their army will employ. The only thing that will be determined by Otkodov is the order in which the regions of Ulnak are assailed.&lt;br /&gt;
&lt;br /&gt;
The civil service again caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force, and that might even lead to unfortunate &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
===Participation: Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
==Stolen Faces==&lt;br /&gt;
* &#039;&#039;&#039;A large number of Varushkan captains worked with the Thule Claws of the Dragon to root out the face-peeler horrors in Karsk and Ossium&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Claws of the Dragon&#039;&#039; are a cabal of Thule warlocks taked with rooting out threats to Otkodov arising from supernatural sources. Last season they were tasked by &#039;&#039;[[Thule_lore#Dragons|Caridis the Binder of Runes and Oaths]]&#039;&#039; to work with &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; and [[Invited_with_asperity#Caridis,_Sławomir,_and_the_Face-peelers|root out the face-peelers]] of Ossium and Karsk. The joint project involved scouring the wild places and isolated vales of eastern Varushka, including delving into those regions ceded to the Thule. The ultimate intent was to locate and destroy the &#039;&#039;trudniki&#039;&#039; - anthropophagic [[Varushkan_Monster#Wolves|wolves]] that combine stolen faces with malignant glamour to infiltrate and deceive in pursuit of their cannibalistic drives.&lt;br /&gt;
&lt;br /&gt;
The quest to deal with the cannibals has caused some disruption in the two territories especially for those of the [[draughir]] [[lineage]] due to some unfortunate similarities between the most common trudnik disguise and the appearance of those who bear the touch of [[Winter magic]]. Thankfully, this disruption has now subsided, and it seems that the cooperative effort has been successful.&lt;br /&gt;
&lt;br /&gt;
Full details of what has happened during the pursuit of the face-peelers can be found in the &#039;&#039;&#039;[[Lean and athirst]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139578</id>
		<title>Voice irresistable</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139578"/>
		<updated>2026-05-31T15:30:27Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Mushrooms and Malachite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;They remain committed to rendering the vallorn vulnerable then.&amp;quot; It was not a question. The One-Who-Waits rarely asked questions, and when it did it was usually a prelude to something awful happening.&lt;br /&gt;
&lt;br /&gt;
Ambassador Runa kept his eyes downcast, as was appropriate. He never failed to marvel at the change that a Hollow underwent when one of the Five spoke through it. The slumped, unfocused, slack-jawed orc of mere minutes before was replaced with a towering, terrible presence, its stance hunched, its gaze burning into the top of Runa&#039;s head like a hot poker in ice, as if it could read the very thoughts of the new Ambassador. Perhaps it could. The Dragons were as far beyond the warlocks in their magical mastery as the warlocks were beyond the lowest bonded labouring in a mine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems to be more complicated than that, Revered One.&amp;quot; It was &#039;&#039;always&#039;&#039; more complicated than that, when the Empire was involved. &amp;quot;The Ambassador said they remain committed and I am inclined to believe her. On the other hand some of the Generals who spoke with Hekla said that it will be at least five years before any concrete movement is made, and a further five before victory, if not more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence stretched, as the Dragon digested this information. Occasionally Runa wondered if the reason Fraynir spoke as it did was because it was stating how it expected the world to be, and any challenge to that needed to be examined carefully to determine how it might best be beaten into the shape it required it to take. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chaos.&amp;quot; Said the Dragon. The Hollow coughed. It was an old Hollow. &amp;quot;Not unexpected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The One-Who-Waits was quoting Runa&#039;s predecessor, Rak, who always used that word every time he tried explain the reason dealing with the Empire was so challenging. In general Otkodov changed slowly, carefully, expertly guided by the hand of the Dragons. In comparison the Empire seemed to regularly undergo the kind of transformation that would cause the Great Wyrm of the Night Skies to say &amp;quot;steady on!&amp;quot; on an almost weekly basis.&lt;br /&gt;
&lt;br /&gt;
The Hollow growled. Fraynir was still irritated that the former Ambassador had had the temerity, bad timing, and ill grace to drop dead on what would have been his final trip to Anvil before his well-earned retirement. Runa felt that frustration himself of course. The plan had always been for Rak to remain available to offer his experience of the Empire to his successor, for as long as his declining health allowed. Now Runa knew he was in real danger of allowing the valuable detente Rak and his Imperial counterparts had constructed to fall apart - something the Dragons would never forgive.&lt;br /&gt;
&lt;br /&gt;
Finally Fraynir, through the Hollow, cleared its throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a thousand years. Ten years longer is inconvenient.&amp;quot; The Hollow sagged, dropped back into its chair, like the discarded puppet it was. Runa waited a minute or so to ensure that the Dragon had definitely ceased gracing him with its ageless wisdom. He squeezed the bridge of his nose and let out a gusting sigh before walking to the window and staring out across the frozen lake toward Wendell&#039;s Hope. Now began the task of trying to determine exactly what the One-Who-Waits wanted, and what the other four wanted, and come up with a plan to deliver that thing, without triggering a chaotic shift in Empire-Otkodov relations. &lt;br /&gt;
&lt;br /&gt;
Like many who receive everything they thought they wanted, Runa Who-Speaks-For-The-Dragons-Undivided was beginning to wonder if he had made a terrible, terrible mistake.&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=thulebanner1.jpeg|align=left|caption=The Dragons rarely act without considering all the potential consequences; when they do act they are capable of doing so with overwhelming conviction.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Thule]] - the [[orc|orcs]] of [[Otkodov]] - live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; allegedly immortal sorcerers of immense power who the folk of their nation treat as living ancestors or perhaps even gods. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, that peace endures. [[Dawn]] and [[Navarr]] send great shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands. All that remains is for the pageantry and theatre of a formal signing.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire from Otkodov used to be &#039;&#039;Rak Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. Unfortunately, it appears that the former ambassador passed away on their journey south to [[Anvil]] shortly before the Winter Solstice, and a new ambassador has taken their place.&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
&lt;br /&gt;
==New Faces==&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador from Otkodov to the Empire is Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;&lt;br /&gt;
Following a delegation to Anvil [[Invited_with_asperity#State_Visit|last summit]], a small flurry of activity overtakes the ambassadorial offices in [[Miekarova]]. [[Thule_lore#Warlocks|Warlocks]] and [[Thule_lore#Bonded|bonded]] alike are seen rushing back and forth arranging things ready for their new boss, &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;. The new ambassador will certainly have his own ways of doing things, his own preferences, and perhaps his own staff to install. Much must be done to make the [[Miekarova#Embassy_to_Otkodov|ambassadorial offices]] in [[Miekarova#Mieriada|Mieriada]] ready for their new occupant. &lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
As quickly as it began, the activity subsides. Civil servants working with the ambassadorial offices report that it is as though Runa has &#039;&#039;always&#039;&#039; been the Speaker for the Dragons Undivided. Imperial title holders change frequently and their support staff must adapt to the new situation quickly to keep things running efficiently, but it is strange to see the same process in the context of the Thule, where many things have the feeling of being timeless and unchanging. One observer notes that conversations about things which happened only a season or two ago always seem a little stilted because the Thule staff speak of anything from Rak&#039;s tenure in the same way they talk about events from an ancient era long ago.&lt;br /&gt;
==Forward to the Future==&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided proposes a more private meeting with the Imperial ambassador at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The new ambassador is keen to establish further cooperation to benefit both parties under the auspices of the peace. Runa suggests that he meet with the ambassador at the Summer Solstice, in more private chambers as requested. For this season, they would appreciate if the ambassador could prepare a few items for the agenda and send them over for consideration - presumably the issues raised in their last missive and anything else pressing that may arise in the meantime. Runa will inform the [[Civil Service|civil service]] of any items the Thule wish to discuss ahead of the Summer Solstice, so that both parties may be prepared for the discussion.&lt;br /&gt;
==Ice and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;Thania of the Blackstaff remains interested in securing ritual texts researched at the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orobus the Chained is still interested in acquiring weirwood&#039;&#039;&#039;&lt;br /&gt;
Last season, two offers were presented to the Empire by the Thule. One involved the purchase of certain ritual texts from the Conclave, for magic researched at the [[Master of Ice and Darkness#Icy Crag of the Eternal Sun|Icy Crag of the Eternal Sun]] before the warlocks [[Master_of_Ice_and_Darkness#Warlocks_of_Otkodov|now resident there]] had moved in. Thania of the Blackstaff, who leads the warlock contingent, is only a little disappointed that the [[dissemination]] of these ritual texts has not taken place - mostly because she is used to dealing with her peers in Otkodov where everything tends to move at a glacial speed until it doesn&#039;t. She&#039;s let it be known that the opportunity still exists, and will do so as long as she is in Miekarova and has the favour of the Dragons. Details of the opportunity have been added to the [[Master of Ice and Darkness]] page.&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right}}&lt;br /&gt;
The other was an enquiry from &#039;&#039;Orobus the Chained&#039;&#039;, one of the Dragons themselves, who was interested in [[Invited_with_asperity#Orobus and the Bonewood|acquiring weirwood saplings]] from the [[Heartwood of the Great Vale]] and/or the [[Golden Trees of Seren]] which she plans to transplant into the [[Ossium#Bonewood|Silent Pines]] in [[Ossium]]. She is apparently looking for trees that &amp;quot;remember&amp;quot; the vallorn, who will be able to &amp;quot;share&amp;quot; their experiences with the trees of the Bonewood. The removal of the trees will reduce the [[weirwood]] production of the forest permanently by 1 wain each season. In return Orobus will provide 12 rings of [[ilium]] to the holder of the seat as payment for the trees. Runa says that the offer is still open, but only in the short term as it will soon be &amp;quot;too late&amp;quot; apparently. If either of the new Bourse seat holders are interested in taking advantage of this offer, they will either need to send a [[Call Winged Messenger|Winged Messenger]] to Runa directly, or ask the Ambassador to communicate their agreement in their own missive. Either way this opportunity is lost by the end of the Spring Equinox.&lt;br /&gt;
==Walls of Starless Night==&lt;br /&gt;
* &#039;&#039;&#039;The Thule remain committed to the destruction of the vallorn as it will serve their long-term interests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon Fraynir invites an appraisal into ways their warding techniques might be adapted by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, the Dragon requires a ritual text of &#039;&#039;Dreadful Ending&#039;&#039; from the Conclave&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Invited_with_asperity#Fraynir_and_the_Black_Waste|last season]], the Thule have a vested interest in discussion of the [[vallorn]]. They cooperated with the Empire in finding a solution to the problem of the Doom of Terunael, offering their understanding of the vallorn of [[Otkodov#Sküld|Stathas]] in Sküld, which surrounds the city of Emrys. Their motives are not altruistic; they desire access to the largely untouched ruins of Emrys, and an end to the [[Wither the Seed|punishing Winter curse]] that, along with the cold climate, keeps &amp;quot;their&amp;quot; vallorn quiescent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Thule Wards&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 388YE&amp;lt;/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;
* As with any appraisal, prsents opportunities related to the Thule use of permanent Winter wards to provide sanctuaries to when fighting the exsurgent vallorn. &lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;Fraynir, the One-Who-Waits&#039;&#039; has instructed the ambassador to offer a ritual to the Empire they say will help contain the threat. In return they asked for a copy of [[Dreadful Ending]], a ritual that destroys [[Druj_miasma#Miasma_Pillars|Druj miasma pillars]]. Unbeknownst to the Dragon, the Empire already has a ritual that sounds very similar to &#039;&#039;Walls of Starless Night&#039;&#039; - [[Wardens of the Black Waste]]. As such, Ambassador Kindra has suggested that an exchange would be more compelling if it &#039;&#039;also&#039;&#039; included details of the wards Fraynir is establishing around the vallorn of the north.&lt;br /&gt;
&lt;br /&gt;
As a consequence, Runa Who-Speaks-For-The-Dragons-Undivided has conveyed the words of the Dragons. Rather than allow any misunderstanding, the One-Who-Waits offers a chance for the [[Senate]] to commission an [[appraisal]] into the matter of how the Empire might duplicate the project the Thule have undertaken in Sküld. As long as the [[dissemination]] of &#039;&#039;Dreadful Ending&#039;&#039; has been sanctioned by the [[Conclave]], either before or at the same time the appraisal is commissioned, the warlocks who are overseeing the project will cooperate fully with Imperial prognosticators. Runa advises that if the Empire wishes to go ahead, the Ambassador will want to make sure that whoever comes to work with the Thule is versed in magical theory - the realm does not matter but it will be frustrating for everyone involved if the warlocks have to start from the basics of how wards are created and work.&lt;br /&gt;
&lt;br /&gt;
The civil service confirm that the Prognosticator&#039;s Office is capable of undertaking such a project with the Thule. They do not anticipate it taking any longer than usual, and given it comes in response to an explicit invitation there should be no repeat of previous unfortunate events involving members of the Department of Historical Research. It&#039;s worth noting however that the project Fraynir is undertaking involves creating warded camps where Thule warriors can recover and recuperate while fighting the vallorn, that anchor permanent wards and do not offer complete protection from vallornspawn - they weaken the more dangerous such creatures but they do little to physically hold them back. The needs and resources of the Empire are different to those of the Thule, but there is confidence that there would still be value in this rare sharing of expertise.&lt;br /&gt;
&lt;br /&gt;
Provided the Conclave is in agreement, of course.&lt;br /&gt;
==Mushrooms and Malachite==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season magic was worked in Sermersuaq, Miekarova, and Ossium that impacted the Thule living there&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided expresses concern about Imperial magic that affects citizens of Otkodov&lt;br /&gt;
* &#039;&#039;&#039;An ultimatum has been issued relating to one of the three pieces of magic worked&lt;br /&gt;
At the Winter Solstice, two powerful magical workings were laid down by Imperial magicians that have impacted the Thule. This is inevitable, because while &#039;&#039;politically&#039;&#039; [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], [[Sermersuaq#Silver Peaks|Silver Peaks]], [[Karsk#Krevsaty|Krevsaty]], [[Ossium#Bonewood|Bonewood]], [[Ossium#Webwood|Webwood]], [[Miekarova#Mieriada|Mieriada]] and [[Miekarova#Miechernya|Miechernya]], are part of Otkodov, as far as the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] is concerned these regions are still part of the territory in which they lie. &lt;br /&gt;
&lt;br /&gt;
If the [[Spring magic]] laid over [[Ossium]] had been a typical [[Regrow the Land&#039;s Heart]] there would likely be no issue here. As it is, that [[enchantment]] was [[Mushroom,_mushroom,_mushroom#Regrow_the_Land&#039;s_Heart|empowered]] by the [[Llofir|Rot lord]] and that is a somewhat different matter. Ambassador Kindra provided advance warning, but as Runa politely points out, only after it was a little late for the warlocks of Thule to do anything about it. This particular enchantment has caused a little consternation in the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]]. The presence of [[Inhabitants of the realms#Heralds|heralds]] of the &#039;&#039;End of Empires&#039;&#039; is something the warlocks were able to deal with but the magic they brought with them nonetheless lead to an amount of [[Spring magic#Ruin|ruin]] that the Thule were not entirely prepared for. There are boons and consequences for any eternal bargain, and &#039;&#039;Orobus the Chained&#039;&#039; has advised that this time the benefits in Ossium outweigh the problems. This will not always be the case, however. Runa proposes that one of the matters to be discussed at the upcoming Summer summit be a protocol for performing rituals on territories shared with the Thule - &#039;&#039;especially&#039;&#039; Ossium. &lt;br /&gt;
&lt;br /&gt;
[[Sermersuaq]] has also been affected by potent, large scale magic, but here the Dragons are much less concerned. The effect brought the realm of &#039;&#039;[[Realms#Day|Sky and Ice]]&#039;&#039; into alignment with the plains and mountains, and provided the benefit of helping to remove the lingering corruption caused by human magicians meddling with the [[constellations|constellation]] known as the &#039;&#039;[[the Claw|Dragon&#039;s Talon]]&#039;&#039;. It also opened the way for heralds of the Day realm to enter the Silver Peaks unbidden; again the warlocks there were able to deal with them without causing problems though it was an unexpected additional drain on their time. &lt;br /&gt;
&lt;br /&gt;
There is one final act of magic that has impacted lands that the Thule claim as part of Otkodov, and Runa is significantly less happy about this. It apparently involved a magical shroud laid over an area of [[Miekarova#Miechernya|Miechernya]] associated with ancient Ushkan history. It is now apparently impossible for anyone to visit any of the [[Miekarova#The_Painted_Caves|Painted Caves]] in that region, and this has caused some concern among local warlocks. Runa is clear that this is unacceptable. The Empire ceded Miechernya, and the Thule agreed to &amp;quot;&#039;&#039;maintain their current policy for the treatment of Imperial citizens choosing to remain and live in ceded lands&#039;&#039;.&amp;quot; There is no element of the [[Ratify_Thule_Treaty_Spring_387YE|treaty]] that allows for this kind of behaviour. Only the fact that this enchantment was of limited duration - it will fade during the Spring Equinox - has prevent any further fallout. If it happens again, &#039;&#039;Hinodir of the Bright Orb&#039;&#039; will remove it, and Runa will require the Empire to provide the mana required to do so in recompense. &lt;br /&gt;
&lt;br /&gt;
The fact the Empire has laid three enchantments over territories containing Thule land in the same season is a cause for concern. Runa intends to discuss it in more detail at the Summer meeting, but in the interim requests that the Ambassador ensure that he is made aware of ritual magic that might impact the Thule living in Imperial territories so that they can at least prepare for it. This is in no way to be considered approval for such actions - and anything that harms the Thule directly will need to be mediated. Runa intends to discuss this in detail at the Summer meeting.&lt;br /&gt;
&lt;br /&gt;
Further details of the three enchantments mentioned here, with reference to how they effect the Empire, can be found in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Spider&amp;amp;WebIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Bright Orbs in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are very concerned about the chaos spreading in the Empire&lt;br /&gt;
* &#039;&#039;&#039;Hinodr of the Bright Orb advises Imperial magicians to stop meddling with the constellations&lt;br /&gt;
* &#039;&#039;&#039;Runa passes on words of cautious involving investigation of trolls&lt;br /&gt;
Last season the Empire experienced chaotic magic of its own as the Imperial regio &amp;quot;broke&amp;quot; and related supernatural events spread not only through Imperial territories but into neighbouring lands. The warlocks of Otkodov were mystified to find powerful magical shrouds blanketing Verthandi, Urdr, and Skuld, but Hinodir of the Bright Orb with her keen eye has identified that this is the result of some kind of ongoing wide-scale disorder related to the stars rather than cover for some Imperial attack.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent matter of the &amp;quot;Falconer&amp;quot;, however, this is cause for some concern. The Dragons do not allow Thule warlocks to &amp;quot;meddle&amp;quot; with the constellations; astronomancy is practiced of course but it is a magical tradition that is carefully monitored to prevent exactly this kind of chaos. Only the Dragons truly understand the constellations, say the Thule. Other magicians tamper with them at their peril. Runa passes along a word of advice from Hinodir herself; ancient wisdom teaches that drawing too close a connection between the constellations and any Empire is a surefire way to bring about that Empire&#039;s end. You can learn more about the situation besetting the Empire in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
On a thematically similar note, Runa Who-Speaks-For-The-Dragons-Undivided mentions that Imperial scholars should also be very careful in their dealings with trolls. Specifically, he mentions that it is vitally important that the Empire not underestimate just how destructive the constructed soldiers of the trolls can be. Even a single troll is capable of building a literal army of these things given enough time, and they are disproportionately terrible on the battlefield due to the difficulty of actually harming what amount to a cohort of walking stone walls armed with razor-sharp axes that do not feel pain or experience doubt. Exactly how Runa is aware that the Empire is having &#039;&#039;any&#039;&#039; dealings with trolls is not clear, but the civil service note that this is a &#039;&#039;very&#039;&#039; specific piece of advice from the new ambassador.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&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=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Grim Faces==&lt;br /&gt;
* &#039;&#039;&#039;The Thule claim victory in their initial assault on the Forest of Ulnak&lt;br /&gt;
* &#039;&#039;&#039;None of the Empire&#039;s armies participated; those captains who supported the Thule will know more about the situation&lt;br /&gt;
The Thule have begun their attack against the Druj in the [[Forest of Ulnak]]. After the Winter Solstice their armies marched east out of [[Ossium]] and began a systematic conquest of the northern territory of [[the Mallum]]. During the Solstice, recruiters from Otkodov visited Anvil to secure Imperial mercenaries to support their armies, apparently with significant success.&lt;br /&gt;
&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] is pleased by the number of Imperial captains who supported the &#039;&#039;Earthquake Drummers&#039;&#039; army in the attack against the Mallum. It is beneficial to both nations that the Thule and the Empire fight side-by-side against their mutual enemy. It is unfortunate, says Runa diplomatically, that despite the Thule committing three armies to the liberation of Sermersuaq, the Empire was unable to spare any of their own for an attack against the Druj. Yet the Dragons are far-sighted, and consider that Imperial efforts in the south - for all that it is far away - have still contributed to their victory albeit in a limited fashion. &#039;&#039;Hinodir of the Bright Orb&#039;&#039; has noted that if the captains likely involved in spying on the Forest had simply supported the Thule armies they would be even closer to their goal of ending Druj domination of the territory (the civil service believe the expert [[divination|diviner]] was able to identify that there was scouting taking place, but are confident she will not know how many people were involved, despite the dragon&#039;s claim).&lt;br /&gt;
&lt;br /&gt;
Exact details of the campaign are not forthcoming beyond the fact that the Thule have been &amp;quot;victorious.&amp;quot; Tathenon the Gyre continues to extend the hand of cooperation however. Military captains can join the Earthquake Drummers in their continued conquest of the Forest of Ulnak; the details of this [[opportunity]] are the same as presented in last events &#039;&#039;&#039;[[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|Invited with asperity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Likewise, Tathenon remains open to Imperial armies joining the assault. All they require is that the [[general]] acknowledges that they are following the strategy of Tathenon the Gyre. A general who does so will support the Thule conquest of the territory, contributing their efforts to that of the orc armies. They will still be free to issue orders as to the conduct and [[army orders|tactics]] their army will employ. The only thing that will be determined by Otkodov is the order in which the regions of Ulnak are assailed.&lt;br /&gt;
&lt;br /&gt;
The civil service again caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force, and that might even lead to unfortunate &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
===Participation: Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
==Stolen Faces==&lt;br /&gt;
* &#039;&#039;&#039;A large number of Varushkan captains worked with the Thule Claws of the Dragon to root out the face-peeler horrors in Karsk and Ossium&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Claws of the Dragon&#039;&#039; are a cabal of Thule warlocks taked with rooting out threats to Otkodov arising from supernatural sources. Last season they were tasked by &#039;&#039;[[Thule_lore#Dragons|Caridis the Binder of Runes and Oaths]]&#039;&#039; to work with &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; and [[Invited_with_asperity#Caridis,_Sławomir,_and_the_Face-peelers|root out the face-peelers]] of Ossium and Karsk. The joint project involved scouring the wild places and isolated vales of eastern Varushka, including delving into those regions ceded to the Thule. The ultimate intent was to locate and destroy the &#039;&#039;trudniki&#039;&#039; - anthropophagic [[Varushkan_Monster#Wolves|wolves]] that combine stolen faces with malignant glamour to infiltrate and deceive in pursuit of their cannibalistic drives.&lt;br /&gt;
&lt;br /&gt;
The quest to deal with the cannibals has caused some disruption in the two territories especially for those of the [[draughir]] [[lineage]] due to some unfortunate similarities between the most common trudnik disguise and the appearance of those who bear the touch of [[Winter magic]]. Thankfully, this disruption has now subsided, and it seems that the cooperative effort has been successful.&lt;br /&gt;
&lt;br /&gt;
Full details of what has happened during the pursuit of the face-peelers can be found in the &#039;&#039;&#039;[[Lean and athirst]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139577</id>
		<title>Voice irresistable</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139577"/>
		<updated>2026-05-31T15:29:55Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Mushrooms and Malachite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;They remain committed to rendering the vallorn vulnerable then.&amp;quot; It was not a question. The One-Who-Waits rarely asked questions, and when it did it was usually a prelude to something awful happening.&lt;br /&gt;
&lt;br /&gt;
Ambassador Runa kept his eyes downcast, as was appropriate. He never failed to marvel at the change that a Hollow underwent when one of the Five spoke through it. The slumped, unfocused, slack-jawed orc of mere minutes before was replaced with a towering, terrible presence, its stance hunched, its gaze burning into the top of Runa&#039;s head like a hot poker in ice, as if it could read the very thoughts of the new Ambassador. Perhaps it could. The Dragons were as far beyond the warlocks in their magical mastery as the warlocks were beyond the lowest bonded labouring in a mine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems to be more complicated than that, Revered One.&amp;quot; It was &#039;&#039;always&#039;&#039; more complicated than that, when the Empire was involved. &amp;quot;The Ambassador said they remain committed and I am inclined to believe her. On the other hand some of the Generals who spoke with Hekla said that it will be at least five years before any concrete movement is made, and a further five before victory, if not more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence stretched, as the Dragon digested this information. Occasionally Runa wondered if the reason Fraynir spoke as it did was because it was stating how it expected the world to be, and any challenge to that needed to be examined carefully to determine how it might best be beaten into the shape it required it to take. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chaos.&amp;quot; Said the Dragon. The Hollow coughed. It was an old Hollow. &amp;quot;Not unexpected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The One-Who-Waits was quoting Runa&#039;s predecessor, Rak, who always used that word every time he tried explain the reason dealing with the Empire was so challenging. In general Otkodov changed slowly, carefully, expertly guided by the hand of the Dragons. In comparison the Empire seemed to regularly undergo the kind of transformation that would cause the Great Wyrm of the Night Skies to say &amp;quot;steady on!&amp;quot; on an almost weekly basis.&lt;br /&gt;
&lt;br /&gt;
The Hollow growled. Fraynir was still irritated that the former Ambassador had had the temerity, bad timing, and ill grace to drop dead on what would have been his final trip to Anvil before his well-earned retirement. Runa felt that frustration himself of course. The plan had always been for Rak to remain available to offer his experience of the Empire to his successor, for as long as his declining health allowed. Now Runa knew he was in real danger of allowing the valuable detente Rak and his Imperial counterparts had constructed to fall apart - something the Dragons would never forgive.&lt;br /&gt;
&lt;br /&gt;
Finally Fraynir, through the Hollow, cleared its throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a thousand years. Ten years longer is inconvenient.&amp;quot; The Hollow sagged, dropped back into its chair, like the discarded puppet it was. Runa waited a minute or so to ensure that the Dragon had definitely ceased gracing him with its ageless wisdom. He squeezed the bridge of his nose and let out a gusting sigh before walking to the window and staring out across the frozen lake toward Wendell&#039;s Hope. Now began the task of trying to determine exactly what the One-Who-Waits wanted, and what the other four wanted, and come up with a plan to deliver that thing, without triggering a chaotic shift in Empire-Otkodov relations. &lt;br /&gt;
&lt;br /&gt;
Like many who receive everything they thought they wanted, Runa Who-Speaks-For-The-Dragons-Undivided was beginning to wonder if he had made a terrible, terrible mistake.&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=thulebanner1.jpeg|align=left|caption=The Dragons rarely act without considering all the potential consequences; when they do act they are capable of doing so with overwhelming conviction.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Thule]] - the [[orc|orcs]] of [[Otkodov]] - live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; allegedly immortal sorcerers of immense power who the folk of their nation treat as living ancestors or perhaps even gods. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, that peace endures. [[Dawn]] and [[Navarr]] send great shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands. All that remains is for the pageantry and theatre of a formal signing.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire from Otkodov used to be &#039;&#039;Rak Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. Unfortunately, it appears that the former ambassador passed away on their journey south to [[Anvil]] shortly before the Winter Solstice, and a new ambassador has taken their place.&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
&lt;br /&gt;
==New Faces==&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador from Otkodov to the Empire is Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;&lt;br /&gt;
Following a delegation to Anvil [[Invited_with_asperity#State_Visit|last summit]], a small flurry of activity overtakes the ambassadorial offices in [[Miekarova]]. [[Thule_lore#Warlocks|Warlocks]] and [[Thule_lore#Bonded|bonded]] alike are seen rushing back and forth arranging things ready for their new boss, &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;. The new ambassador will certainly have his own ways of doing things, his own preferences, and perhaps his own staff to install. Much must be done to make the [[Miekarova#Embassy_to_Otkodov|ambassadorial offices]] in [[Miekarova#Mieriada|Mieriada]] ready for their new occupant. &lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
As quickly as it began, the activity subsides. Civil servants working with the ambassadorial offices report that it is as though Runa has &#039;&#039;always&#039;&#039; been the Speaker for the Dragons Undivided. Imperial title holders change frequently and their support staff must adapt to the new situation quickly to keep things running efficiently, but it is strange to see the same process in the context of the Thule, where many things have the feeling of being timeless and unchanging. One observer notes that conversations about things which happened only a season or two ago always seem a little stilted because the Thule staff speak of anything from Rak&#039;s tenure in the same way they talk about events from an ancient era long ago.&lt;br /&gt;
==Forward to the Future==&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided proposes a more private meeting with the Imperial ambassador at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The new ambassador is keen to establish further cooperation to benefit both parties under the auspices of the peace. Runa suggests that he meet with the ambassador at the Summer Solstice, in more private chambers as requested. For this season, they would appreciate if the ambassador could prepare a few items for the agenda and send them over for consideration - presumably the issues raised in their last missive and anything else pressing that may arise in the meantime. Runa will inform the [[Civil Service|civil service]] of any items the Thule wish to discuss ahead of the Summer Solstice, so that both parties may be prepared for the discussion.&lt;br /&gt;
==Ice and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;Thania of the Blackstaff remains interested in securing ritual texts researched at the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orobus the Chained is still interested in acquiring weirwood&#039;&#039;&#039;&lt;br /&gt;
Last season, two offers were presented to the Empire by the Thule. One involved the purchase of certain ritual texts from the Conclave, for magic researched at the [[Master of Ice and Darkness#Icy Crag of the Eternal Sun|Icy Crag of the Eternal Sun]] before the warlocks [[Master_of_Ice_and_Darkness#Warlocks_of_Otkodov|now resident there]] had moved in. Thania of the Blackstaff, who leads the warlock contingent, is only a little disappointed that the [[dissemination]] of these ritual texts has not taken place - mostly because she is used to dealing with her peers in Otkodov where everything tends to move at a glacial speed until it doesn&#039;t. She&#039;s let it be known that the opportunity still exists, and will do so as long as she is in Miekarova and has the favour of the Dragons. Details of the opportunity have been added to the [[Master of Ice and Darkness]] page.&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right}}&lt;br /&gt;
The other was an enquiry from &#039;&#039;Orobus the Chained&#039;&#039;, one of the Dragons themselves, who was interested in [[Invited_with_asperity#Orobus and the Bonewood|acquiring weirwood saplings]] from the [[Heartwood of the Great Vale]] and/or the [[Golden Trees of Seren]] which she plans to transplant into the [[Ossium#Bonewood|Silent Pines]] in [[Ossium]]. She is apparently looking for trees that &amp;quot;remember&amp;quot; the vallorn, who will be able to &amp;quot;share&amp;quot; their experiences with the trees of the Bonewood. The removal of the trees will reduce the [[weirwood]] production of the forest permanently by 1 wain each season. In return Orobus will provide 12 rings of [[ilium]] to the holder of the seat as payment for the trees. Runa says that the offer is still open, but only in the short term as it will soon be &amp;quot;too late&amp;quot; apparently. If either of the new Bourse seat holders are interested in taking advantage of this offer, they will either need to send a [[Call Winged Messenger|Winged Messenger]] to Runa directly, or ask the Ambassador to communicate their agreement in their own missive. Either way this opportunity is lost by the end of the Spring Equinox.&lt;br /&gt;
==Walls of Starless Night==&lt;br /&gt;
* &#039;&#039;&#039;The Thule remain committed to the destruction of the vallorn as it will serve their long-term interests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon Fraynir invites an appraisal into ways their warding techniques might be adapted by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, the Dragon requires a ritual text of &#039;&#039;Dreadful Ending&#039;&#039; from the Conclave&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Invited_with_asperity#Fraynir_and_the_Black_Waste|last season]], the Thule have a vested interest in discussion of the [[vallorn]]. They cooperated with the Empire in finding a solution to the problem of the Doom of Terunael, offering their understanding of the vallorn of [[Otkodov#Sküld|Stathas]] in Sküld, which surrounds the city of Emrys. Their motives are not altruistic; they desire access to the largely untouched ruins of Emrys, and an end to the [[Wither the Seed|punishing Winter curse]] that, along with the cold climate, keeps &amp;quot;their&amp;quot; vallorn quiescent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Thule Wards&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 388YE&amp;lt;/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;
* As with any appraisal, prsents opportunities related to the Thule use of permanent Winter wards to provide sanctuaries to when fighting the exsurgent vallorn. &lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;Fraynir, the One-Who-Waits&#039;&#039; has instructed the ambassador to offer a ritual to the Empire they say will help contain the threat. In return they asked for a copy of [[Dreadful Ending]], a ritual that destroys [[Druj_miasma#Miasma_Pillars|Druj miasma pillars]]. Unbeknownst to the Dragon, the Empire already has a ritual that sounds very similar to &#039;&#039;Walls of Starless Night&#039;&#039; - [[Wardens of the Black Waste]]. As such, Ambassador Kindra has suggested that an exchange would be more compelling if it &#039;&#039;also&#039;&#039; included details of the wards Fraynir is establishing around the vallorn of the north.&lt;br /&gt;
&lt;br /&gt;
As a consequence, Runa Who-Speaks-For-The-Dragons-Undivided has conveyed the words of the Dragons. Rather than allow any misunderstanding, the One-Who-Waits offers a chance for the [[Senate]] to commission an [[appraisal]] into the matter of how the Empire might duplicate the project the Thule have undertaken in Sküld. As long as the [[dissemination]] of &#039;&#039;Dreadful Ending&#039;&#039; has been sanctioned by the [[Conclave]], either before or at the same time the appraisal is commissioned, the warlocks who are overseeing the project will cooperate fully with Imperial prognosticators. Runa advises that if the Empire wishes to go ahead, the Ambassador will want to make sure that whoever comes to work with the Thule is versed in magical theory - the realm does not matter but it will be frustrating for everyone involved if the warlocks have to start from the basics of how wards are created and work.&lt;br /&gt;
&lt;br /&gt;
The civil service confirm that the Prognosticator&#039;s Office is capable of undertaking such a project with the Thule. They do not anticipate it taking any longer than usual, and given it comes in response to an explicit invitation there should be no repeat of previous unfortunate events involving members of the Department of Historical Research. It&#039;s worth noting however that the project Fraynir is undertaking involves creating warded camps where Thule warriors can recover and recuperate while fighting the vallorn, that anchor permanent wards and do not offer complete protection from vallornspawn - they weaken the more dangerous such creatures but they do little to physically hold them back. The needs and resources of the Empire are different to those of the Thule, but there is confidence that there would still be value in this rare sharing of expertise.&lt;br /&gt;
&lt;br /&gt;
Provided the Conclave is in agreement, of course.&lt;br /&gt;
==Mushrooms and Malachite==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season magic was worked in Sermersuaq, Miekarova, and Ossium that impacted the Thule living there&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided expresses concern about Imperial magic that affects citizens of Otkodov&lt;br /&gt;
* &#039;&#039;&#039;An ultimatum has been issued relating to one of the three pieces of magic worked&lt;br /&gt;
At the Winter Solstice, two powerful magical workings were laid down by Imperial magicians that have impacted the Thule. This is inevitable, because while &#039;&#039;politically&#039;&#039; [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], [[Sermersuaq#Silver Peaks|Silver Peaks]], [[Karsk#Krevsaty|Krevsaty]], [[Ossium#Bonewood|Bonewood]], [[Ossium#Webwood|Webwood]], [[Miekarova#Mieriada|Mieriada]] and [[Miekarova#Miechernya|Miechernya]], are part of Otkodov, as far as the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] is concerned these regions are still part of the territory in which they lie. &lt;br /&gt;
&lt;br /&gt;
If the [[Spring magic]] laid over [[Ossium]] had been a typical [[Regrow the Land&#039;s Heart]] there would likely be no issue here. As it is, that [[enchantment]] was [[Mushroom,_mushroom,_mushroom#Regrow_the_Land&#039;s_Heart|empowered]] by the [[Llofir|Rot lord]] and that is a somewhat different matter. Ambassador Kindra provided advance warning, but as Runa politely points out, only after it was a little late for the warlocks of Thule to do anything about it. This particular enchantment has caused a little consternation in the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]]. The presence of [[Inhabitants of the realms#Heralds|heralds]] of the &#039;&#039;End of Empires&#039;&#039; is something the warlocks were able to deal with but the magic they brought with them nonetheless lead to an amount of [[Spring magic#Ruin|ruin]] that the Thule were not entirely prepared for. There are boons and consequences for any eternal bargain, and &#039;&#039;Orobus the Chained&#039;&#039; has advised that this time the benefits in Ossium outweigh the problems. This will not always be the case, however. Runa proposes that one of the matters to be discussed at the upcoming Summer summit be a protocol for performing rituals on territories shared with the Thule - &#039;&#039;especially&#039;&#039; Ossium. &lt;br /&gt;
&lt;br /&gt;
[[Sermersuaq]] has also been affected by potent, large scale magic, but here the Dragons are much less concerned. The effect brought the realm of &#039;&#039;[[Realms#Day|Sky and Ice]]&#039;&#039; into alignment with the plains and mountains, and provided the benefit of helping to remove the lingering corruption caused by human magicians meddling with the [[constellations|constellation]] known as the &#039;&#039;[[the Claw|Dragons Talon]]&#039;&#039;. It also opened the way for heralds of the Day realm to enter the Silver Peaks unbidden; again the warlocks there were able to deal with them without causing problems though it was an unexpected additional drain on their time. &lt;br /&gt;
&lt;br /&gt;
There is one final act of magic that has impacted lands that the Thule claim as part of Otkodov, and Runa is significantly less happy about this. It apparently involved a magical shroud laid over an area of [[Miekarova#Miechernya|Miechernya]] associated with ancient Ushkan history. It is now apparently impossible for anyone to visit any of the [[Miekarova#The_Painted_Caves|Painted Caves]] in that region, and this has caused some concern among local warlocks. Runa is clear that this is unacceptable. The Empire ceded Miechernya, and the Thule agreed to &amp;quot;&#039;&#039;maintain their current policy for the treatment of Imperial citizens choosing to remain and live in ceded lands&#039;&#039;.&amp;quot; There is no element of the [[Ratify_Thule_Treaty_Spring_387YE|treaty]] that allows for this kind of behaviour. Only the fact that this enchantment was of limited duration - it will fade during the Spring Equinox - has prevent any further fallout. If it happens again, &#039;&#039;Hinodir of the Bright Orb&#039;&#039; will remove it, and Runa will require the Empire to provide the mana required to do so in recompense. &lt;br /&gt;
&lt;br /&gt;
The fact the Empire has laid three enchantments over territories containing Thule land in the same season is a cause for concern. Runa intends to discuss it in more detail at the Summer meeting, but in the interim requests that the Ambassador ensure that he is made aware of ritual magic that might impact the Thule living in Imperial territories so that they can at least prepare for it. This is in no way to be considered approval for such actions - and anything that harms the Thule directly will need to be mediated. Runa intends to discuss this in detail at the Summer meeting.&lt;br /&gt;
&lt;br /&gt;
Further details of the three enchantments mentioned here, with reference to how they effect the Empire, can be found in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Spider&amp;amp;WebIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Bright Orbs in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are very concerned about the chaos spreading in the Empire&lt;br /&gt;
* &#039;&#039;&#039;Hinodr of the Bright Orb advises Imperial magicians to stop meddling with the constellations&lt;br /&gt;
* &#039;&#039;&#039;Runa passes on words of cautious involving investigation of trolls&lt;br /&gt;
Last season the Empire experienced chaotic magic of its own as the Imperial regio &amp;quot;broke&amp;quot; and related supernatural events spread not only through Imperial territories but into neighbouring lands. The warlocks of Otkodov were mystified to find powerful magical shrouds blanketing Verthandi, Urdr, and Skuld, but Hinodir of the Bright Orb with her keen eye has identified that this is the result of some kind of ongoing wide-scale disorder related to the stars rather than cover for some Imperial attack.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent matter of the &amp;quot;Falconer&amp;quot;, however, this is cause for some concern. The Dragons do not allow Thule warlocks to &amp;quot;meddle&amp;quot; with the constellations; astronomancy is practiced of course but it is a magical tradition that is carefully monitored to prevent exactly this kind of chaos. Only the Dragons truly understand the constellations, say the Thule. Other magicians tamper with them at their peril. Runa passes along a word of advice from Hinodir herself; ancient wisdom teaches that drawing too close a connection between the constellations and any Empire is a surefire way to bring about that Empire&#039;s end. You can learn more about the situation besetting the Empire in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
On a thematically similar note, Runa Who-Speaks-For-The-Dragons-Undivided mentions that Imperial scholars should also be very careful in their dealings with trolls. Specifically, he mentions that it is vitally important that the Empire not underestimate just how destructive the constructed soldiers of the trolls can be. Even a single troll is capable of building a literal army of these things given enough time, and they are disproportionately terrible on the battlefield due to the difficulty of actually harming what amount to a cohort of walking stone walls armed with razor-sharp axes that do not feel pain or experience doubt. Exactly how Runa is aware that the Empire is having &#039;&#039;any&#039;&#039; dealings with trolls is not clear, but the civil service note that this is a &#039;&#039;very&#039;&#039; specific piece of advice from the new ambassador.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&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=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Grim Faces==&lt;br /&gt;
* &#039;&#039;&#039;The Thule claim victory in their initial assault on the Forest of Ulnak&lt;br /&gt;
* &#039;&#039;&#039;None of the Empire&#039;s armies participated; those captains who supported the Thule will know more about the situation&lt;br /&gt;
The Thule have begun their attack against the Druj in the [[Forest of Ulnak]]. After the Winter Solstice their armies marched east out of [[Ossium]] and began a systematic conquest of the northern territory of [[the Mallum]]. During the Solstice, recruiters from Otkodov visited Anvil to secure Imperial mercenaries to support their armies, apparently with significant success.&lt;br /&gt;
&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] is pleased by the number of Imperial captains who supported the &#039;&#039;Earthquake Drummers&#039;&#039; army in the attack against the Mallum. It is beneficial to both nations that the Thule and the Empire fight side-by-side against their mutual enemy. It is unfortunate, says Runa diplomatically, that despite the Thule committing three armies to the liberation of Sermersuaq, the Empire was unable to spare any of their own for an attack against the Druj. Yet the Dragons are far-sighted, and consider that Imperial efforts in the south - for all that it is far away - have still contributed to their victory albeit in a limited fashion. &#039;&#039;Hinodir of the Bright Orb&#039;&#039; has noted that if the captains likely involved in spying on the Forest had simply supported the Thule armies they would be even closer to their goal of ending Druj domination of the territory (the civil service believe the expert [[divination|diviner]] was able to identify that there was scouting taking place, but are confident she will not know how many people were involved, despite the dragon&#039;s claim).&lt;br /&gt;
&lt;br /&gt;
Exact details of the campaign are not forthcoming beyond the fact that the Thule have been &amp;quot;victorious.&amp;quot; Tathenon the Gyre continues to extend the hand of cooperation however. Military captains can join the Earthquake Drummers in their continued conquest of the Forest of Ulnak; the details of this [[opportunity]] are the same as presented in last events &#039;&#039;&#039;[[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|Invited with asperity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Likewise, Tathenon remains open to Imperial armies joining the assault. All they require is that the [[general]] acknowledges that they are following the strategy of Tathenon the Gyre. A general who does so will support the Thule conquest of the territory, contributing their efforts to that of the orc armies. They will still be free to issue orders as to the conduct and [[army orders|tactics]] their army will employ. The only thing that will be determined by Otkodov is the order in which the regions of Ulnak are assailed.&lt;br /&gt;
&lt;br /&gt;
The civil service again caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force, and that might even lead to unfortunate &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
===Participation: Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
==Stolen Faces==&lt;br /&gt;
* &#039;&#039;&#039;A large number of Varushkan captains worked with the Thule Claws of the Dragon to root out the face-peeler horrors in Karsk and Ossium&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Claws of the Dragon&#039;&#039; are a cabal of Thule warlocks taked with rooting out threats to Otkodov arising from supernatural sources. Last season they were tasked by &#039;&#039;[[Thule_lore#Dragons|Caridis the Binder of Runes and Oaths]]&#039;&#039; to work with &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; and [[Invited_with_asperity#Caridis,_Sławomir,_and_the_Face-peelers|root out the face-peelers]] of Ossium and Karsk. The joint project involved scouring the wild places and isolated vales of eastern Varushka, including delving into those regions ceded to the Thule. The ultimate intent was to locate and destroy the &#039;&#039;trudniki&#039;&#039; - anthropophagic [[Varushkan_Monster#Wolves|wolves]] that combine stolen faces with malignant glamour to infiltrate and deceive in pursuit of their cannibalistic drives.&lt;br /&gt;
&lt;br /&gt;
The quest to deal with the cannibals has caused some disruption in the two territories especially for those of the [[draughir]] [[lineage]] due to some unfortunate similarities between the most common trudnik disguise and the appearance of those who bear the touch of [[Winter magic]]. Thankfully, this disruption has now subsided, and it seems that the cooperative effort has been successful.&lt;br /&gt;
&lt;br /&gt;
Full details of what has happened during the pursuit of the face-peelers can be found in the &#039;&#039;&#039;[[Lean and athirst]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139576</id>
		<title>Voice irresistable</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139576"/>
		<updated>2026-05-31T15:28:30Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Mushrooms and Malachite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;They remain committed to rendering the vallorn vulnerable then.&amp;quot; It was not a question. The One-Who-Waits rarely asked questions, and when it did it was usually a prelude to something awful happening.&lt;br /&gt;
&lt;br /&gt;
Ambassador Runa kept his eyes downcast, as was appropriate. He never failed to marvel at the change that a Hollow underwent when one of the Five spoke through it. The slumped, unfocused, slack-jawed orc of mere minutes before was replaced with a towering, terrible presence, its stance hunched, its gaze burning into the top of Runa&#039;s head like a hot poker in ice, as if it could read the very thoughts of the new Ambassador. Perhaps it could. The Dragons were as far beyond the warlocks in their magical mastery as the warlocks were beyond the lowest bonded labouring in a mine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems to be more complicated than that, Revered One.&amp;quot; It was &#039;&#039;always&#039;&#039; more complicated than that, when the Empire was involved. &amp;quot;The Ambassador said they remain committed and I am inclined to believe her. On the other hand some of the Generals who spoke with Hekla said that it will be at least five years before any concrete movement is made, and a further five before victory, if not more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence stretched, as the Dragon digested this information. Occasionally Runa wondered if the reason Fraynir spoke as it did was because it was stating how it expected the world to be, and any challenge to that needed to be examined carefully to determine how it might best be beaten into the shape it required it to take. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chaos.&amp;quot; Said the Dragon. The Hollow coughed. It was an old Hollow. &amp;quot;Not unexpected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The One-Who-Waits was quoting Runa&#039;s predecessor, Rak, who always used that word every time he tried explain the reason dealing with the Empire was so challenging. In general Otkodov changed slowly, carefully, expertly guided by the hand of the Dragons. In comparison the Empire seemed to regularly undergo the kind of transformation that would cause the Great Wyrm of the Night Skies to say &amp;quot;steady on!&amp;quot; on an almost weekly basis.&lt;br /&gt;
&lt;br /&gt;
The Hollow growled. Fraynir was still irritated that the former Ambassador had had the temerity, bad timing, and ill grace to drop dead on what would have been his final trip to Anvil before his well-earned retirement. Runa felt that frustration himself of course. The plan had always been for Rak to remain available to offer his experience of the Empire to his successor, for as long as his declining health allowed. Now Runa knew he was in real danger of allowing the valuable detente Rak and his Imperial counterparts had constructed to fall apart - something the Dragons would never forgive.&lt;br /&gt;
&lt;br /&gt;
Finally Fraynir, through the Hollow, cleared its throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a thousand years. Ten years longer is inconvenient.&amp;quot; The Hollow sagged, dropped back into its chair, like the discarded puppet it was. Runa waited a minute or so to ensure that the Dragon had definitely ceased gracing him with its ageless wisdom. He squeezed the bridge of his nose and let out a gusting sigh before walking to the window and staring out across the frozen lake toward Wendell&#039;s Hope. Now began the task of trying to determine exactly what the One-Who-Waits wanted, and what the other four wanted, and come up with a plan to deliver that thing, without triggering a chaotic shift in Empire-Otkodov relations. &lt;br /&gt;
&lt;br /&gt;
Like many who receive everything they thought they wanted, Runa Who-Speaks-For-The-Dragons-Undivided was beginning to wonder if he had made a terrible, terrible mistake.&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=thulebanner1.jpeg|align=left|caption=The Dragons rarely act without considering all the potential consequences; when they do act they are capable of doing so with overwhelming conviction.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Thule]] - the [[orc|orcs]] of [[Otkodov]] - live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; allegedly immortal sorcerers of immense power who the folk of their nation treat as living ancestors or perhaps even gods. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, that peace endures. [[Dawn]] and [[Navarr]] send great shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands. All that remains is for the pageantry and theatre of a formal signing.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire from Otkodov used to be &#039;&#039;Rak Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. Unfortunately, it appears that the former ambassador passed away on their journey south to [[Anvil]] shortly before the Winter Solstice, and a new ambassador has taken their place.&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
&lt;br /&gt;
==New Faces==&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador from Otkodov to the Empire is Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;&lt;br /&gt;
Following a delegation to Anvil [[Invited_with_asperity#State_Visit|last summit]], a small flurry of activity overtakes the ambassadorial offices in [[Miekarova]]. [[Thule_lore#Warlocks|Warlocks]] and [[Thule_lore#Bonded|bonded]] alike are seen rushing back and forth arranging things ready for their new boss, &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;. The new ambassador will certainly have his own ways of doing things, his own preferences, and perhaps his own staff to install. Much must be done to make the [[Miekarova#Embassy_to_Otkodov|ambassadorial offices]] in [[Miekarova#Mieriada|Mieriada]] ready for their new occupant. &lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
As quickly as it began, the activity subsides. Civil servants working with the ambassadorial offices report that it is as though Runa has &#039;&#039;always&#039;&#039; been the Speaker for the Dragons Undivided. Imperial title holders change frequently and their support staff must adapt to the new situation quickly to keep things running efficiently, but it is strange to see the same process in the context of the Thule, where many things have the feeling of being timeless and unchanging. One observer notes that conversations about things which happened only a season or two ago always seem a little stilted because the Thule staff speak of anything from Rak&#039;s tenure in the same way they talk about events from an ancient era long ago.&lt;br /&gt;
==Forward to the Future==&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided proposes a more private meeting with the Imperial ambassador at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The new ambassador is keen to establish further cooperation to benefit both parties under the auspices of the peace. Runa suggests that he meet with the ambassador at the Summer Solstice, in more private chambers as requested. For this season, they would appreciate if the ambassador could prepare a few items for the agenda and send them over for consideration - presumably the issues raised in their last missive and anything else pressing that may arise in the meantime. Runa will inform the [[Civil Service|civil service]] of any items the Thule wish to discuss ahead of the Summer Solstice, so that both parties may be prepared for the discussion.&lt;br /&gt;
==Ice and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;Thania of the Blackstaff remains interested in securing ritual texts researched at the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orobus the Chained is still interested in acquiring weirwood&#039;&#039;&#039;&lt;br /&gt;
Last season, two offers were presented to the Empire by the Thule. One involved the purchase of certain ritual texts from the Conclave, for magic researched at the [[Master of Ice and Darkness#Icy Crag of the Eternal Sun|Icy Crag of the Eternal Sun]] before the warlocks [[Master_of_Ice_and_Darkness#Warlocks_of_Otkodov|now resident there]] had moved in. Thania of the Blackstaff, who leads the warlock contingent, is only a little disappointed that the [[dissemination]] of these ritual texts has not taken place - mostly because she is used to dealing with her peers in Otkodov where everything tends to move at a glacial speed until it doesn&#039;t. She&#039;s let it be known that the opportunity still exists, and will do so as long as she is in Miekarova and has the favour of the Dragons. Details of the opportunity have been added to the [[Master of Ice and Darkness]] page.&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right}}&lt;br /&gt;
The other was an enquiry from &#039;&#039;Orobus the Chained&#039;&#039;, one of the Dragons themselves, who was interested in [[Invited_with_asperity#Orobus and the Bonewood|acquiring weirwood saplings]] from the [[Heartwood of the Great Vale]] and/or the [[Golden Trees of Seren]] which she plans to transplant into the [[Ossium#Bonewood|Silent Pines]] in [[Ossium]]. She is apparently looking for trees that &amp;quot;remember&amp;quot; the vallorn, who will be able to &amp;quot;share&amp;quot; their experiences with the trees of the Bonewood. The removal of the trees will reduce the [[weirwood]] production of the forest permanently by 1 wain each season. In return Orobus will provide 12 rings of [[ilium]] to the holder of the seat as payment for the trees. Runa says that the offer is still open, but only in the short term as it will soon be &amp;quot;too late&amp;quot; apparently. If either of the new Bourse seat holders are interested in taking advantage of this offer, they will either need to send a [[Call Winged Messenger|Winged Messenger]] to Runa directly, or ask the Ambassador to communicate their agreement in their own missive. Either way this opportunity is lost by the end of the Spring Equinox.&lt;br /&gt;
==Walls of Starless Night==&lt;br /&gt;
* &#039;&#039;&#039;The Thule remain committed to the destruction of the vallorn as it will serve their long-term interests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon Fraynir invites an appraisal into ways their warding techniques might be adapted by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, the Dragon requires a ritual text of &#039;&#039;Dreadful Ending&#039;&#039; from the Conclave&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Invited_with_asperity#Fraynir_and_the_Black_Waste|last season]], the Thule have a vested interest in discussion of the [[vallorn]]. They cooperated with the Empire in finding a solution to the problem of the Doom of Terunael, offering their understanding of the vallorn of [[Otkodov#Sküld|Stathas]] in Sküld, which surrounds the city of Emrys. Their motives are not altruistic; they desire access to the largely untouched ruins of Emrys, and an end to the [[Wither the Seed|punishing Winter curse]] that, along with the cold climate, keeps &amp;quot;their&amp;quot; vallorn quiescent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Thule Wards&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 388YE&amp;lt;/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;
* As with any appraisal, prsents opportunities related to the Thule use of permanent Winter wards to provide sanctuaries to when fighting the exsurgent vallorn. &lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;Fraynir, the One-Who-Waits&#039;&#039; has instructed the ambassador to offer a ritual to the Empire they say will help contain the threat. In return they asked for a copy of [[Dreadful Ending]], a ritual that destroys [[Druj_miasma#Miasma_Pillars|Druj miasma pillars]]. Unbeknownst to the Dragon, the Empire already has a ritual that sounds very similar to &#039;&#039;Walls of Starless Night&#039;&#039; - [[Wardens of the Black Waste]]. As such, Ambassador Kindra has suggested that an exchange would be more compelling if it &#039;&#039;also&#039;&#039; included details of the wards Fraynir is establishing around the vallorn of the north.&lt;br /&gt;
&lt;br /&gt;
As a consequence, Runa Who-Speaks-For-The-Dragons-Undivided has conveyed the words of the Dragons. Rather than allow any misunderstanding, the One-Who-Waits offers a chance for the [[Senate]] to commission an [[appraisal]] into the matter of how the Empire might duplicate the project the Thule have undertaken in Sküld. As long as the [[dissemination]] of &#039;&#039;Dreadful Ending&#039;&#039; has been sanctioned by the [[Conclave]], either before or at the same time the appraisal is commissioned, the warlocks who are overseeing the project will cooperate fully with Imperial prognosticators. Runa advises that if the Empire wishes to go ahead, the Ambassador will want to make sure that whoever comes to work with the Thule is versed in magical theory - the realm does not matter but it will be frustrating for everyone involved if the warlocks have to start from the basics of how wards are created and work.&lt;br /&gt;
&lt;br /&gt;
The civil service confirm that the Prognosticator&#039;s Office is capable of undertaking such a project with the Thule. They do not anticipate it taking any longer than usual, and given it comes in response to an explicit invitation there should be no repeat of previous unfortunate events involving members of the Department of Historical Research. It&#039;s worth noting however that the project Fraynir is undertaking involves creating warded camps where Thule warriors can recover and recuperate while fighting the vallorn, that anchor permanent wards and do not offer complete protection from vallornspawn - they weaken the more dangerous such creatures but they do little to physically hold them back. The needs and resources of the Empire are different to those of the Thule, but there is confidence that there would still be value in this rare sharing of expertise.&lt;br /&gt;
&lt;br /&gt;
Provided the Conclave is in agreement, of course.&lt;br /&gt;
==Mushrooms and Malachite==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season magic was worked in Sermersuaq, Miekarova, and Ossium that impacted the Thule living there&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided expresses concern about Imperial magic that affects citizens of Otkodov&lt;br /&gt;
* &#039;&#039;&#039;An ultimatum has been issued relating to one of the three pieces of magic worked&lt;br /&gt;
At the Winter Solstice, two powerful magical workings were laid down by Imperial magicians that have impacted the Thule. This is inevitable, because while &#039;&#039;politically&#039;&#039; [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], [[Sermersuaq#Silver Peaks|Silver Peaks]], [[Karsk#Krevsaty|Krevsaty]], [[Ossium#Bonewood|Bonewood]], [[Ossium#Webwood|Webwood]], [[Miekarova#Mieriada|Mieriada]] and [[Miekarova#Miechernya|Miechernya]], are part of Otkodov, as far as the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] is concerned these regions are still part of the territory in which they lie. &lt;br /&gt;
&lt;br /&gt;
If the [[Spring magic]] laid over [[Ossium]] had been a typical [[Regrow the Land&#039;s Heart]] there would likely be no issue here. As it is, that [[enchantment]] was [[Mushroom,_mushroom,_mushroom#Regrow_the_Land&#039;s_Heart|empowered]] by the [[Llofir|Rot lord]] and that is a somewhat different matter. Ambassador Kindra provided advance warning, but as Runa politely points out, only after it was a little late for the warlocks of Thule to do anything about it. This particular enchantment has caused a little consternation in the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]]. The presence of [[Inhabitants of the realms#Heralds|heralds]] of the &#039;&#039;End of Empires&#039;&#039; is something the warlocks were able to deal with but the magic they brought with them nonetheless lead to an amount of [[Spring magic#Ruin|ruin]] that the Thule were not entirely prepared for. There are boons and consequences for any eternal bargain, and &#039;&#039;Orobus the Chained&#039;&#039; has advised that this time the benefits in Ossium outweigh the problems. This will not always be the case, however. Runa proposes that one of the matters to be discussed at the upcoming Summer summit be a protocol for performing rituals on territories shared with the Thule - &#039;&#039;especially&#039;&#039; Ossium. &lt;br /&gt;
&lt;br /&gt;
[[Sermersuaq]] has also been effected by potent, large scale magic, but here the Dragons are much less concerned. The effect brought the realm of &#039;&#039;[[Realms#Day|Sky and Ice]]&#039;&#039; into alignment with the plains and mountains, and provided the benefit of helping to remove the lingering corruption caused by human magicians meddling with the [[constellations|constellation]] known as the &#039;&#039;[[the Claw|Dragons Talon]]&#039;&#039;. It also opened the way for heralds of the Day realm to enter the Silver Peaks unbidden; again the warlocks there were able to deal with them without causing problems though it was an unexpected additional drain on their time. &lt;br /&gt;
&lt;br /&gt;
There is one final act of magic that has impacted lands that the Thule claim as part of Otkodov, and Runa is significantly less happy about this. It apparently involved a magical shroud laid over an area of [[Miekarova#Miechernya|Miechernya]] associated with ancient Ushkan history. It is now apparently impossible for anyone to visit any of the [[Miekarova#The_Painted_Caves|Painted Caves]] in that region, and this has caused some concern among local warlocks. Runa is clear that this is unacceptable. The Empire ceded Miechernya, and the Thule agreed to &amp;quot;&#039;&#039;maintain their current policy for the treatment of Imperial citizens choosing to remain and live in ceded lands&#039;&#039;.&amp;quot; There is no element of the [[Ratify_Thule_Treaty_Spring_387YE|treaty]] that allows for this kind of behaviour. Only the fact that this enchantment was of limited duration - it will fade during the Spring Equinox - has prevent any further fallout. If it happens again, &#039;&#039;Hinodir of the Bright Orb&#039;&#039; will remove it, and Runa will require the Empire to provide the mana required to do so in recompense. &lt;br /&gt;
&lt;br /&gt;
The fact the Empire has laid three enchantments over territories containing Thule land in the same season is a cause for concern. Runa intends to discuss it in more detail at the Summer meeting, but in the interim requests that the Ambassador ensure that he is made aware of ritual magic that might impact the Thule living in Imperial territories so that they can at least prepare for it. This is in no way to be considered approval for such actions - and anything that harms the Thule directly will need to be mediated. Runa intends to discuss this in detail at the Summer meeting.&lt;br /&gt;
&lt;br /&gt;
Further details of the three enchantments mentioned here, with reference to how they effect the Empire, can be found in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Spider&amp;amp;WebIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Bright Orbs in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are very concerned about the chaos spreading in the Empire&lt;br /&gt;
* &#039;&#039;&#039;Hinodr of the Bright Orb advises Imperial magicians to stop meddling with the constellations&lt;br /&gt;
* &#039;&#039;&#039;Runa passes on words of cautious involving investigation of trolls&lt;br /&gt;
Last season the Empire experienced chaotic magic of its own as the Imperial regio &amp;quot;broke&amp;quot; and related supernatural events spread not only through Imperial territories but into neighbouring lands. The warlocks of Otkodov were mystified to find powerful magical shrouds blanketing Verthandi, Urdr, and Skuld, but Hinodir of the Bright Orb with her keen eye has identified that this is the result of some kind of ongoing wide-scale disorder related to the stars rather than cover for some Imperial attack.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent matter of the &amp;quot;Falconer&amp;quot;, however, this is cause for some concern. The Dragons do not allow Thule warlocks to &amp;quot;meddle&amp;quot; with the constellations; astronomancy is practiced of course but it is a magical tradition that is carefully monitored to prevent exactly this kind of chaos. Only the Dragons truly understand the constellations, say the Thule. Other magicians tamper with them at their peril. Runa passes along a word of advice from Hinodir herself; ancient wisdom teaches that drawing too close a connection between the constellations and any Empire is a surefire way to bring about that Empire&#039;s end. You can learn more about the situation besetting the Empire in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
On a thematically similar note, Runa Who-Speaks-For-The-Dragons-Undivided mentions that Imperial scholars should also be very careful in their dealings with trolls. Specifically, he mentions that it is vitally important that the Empire not underestimate just how destructive the constructed soldiers of the trolls can be. Even a single troll is capable of building a literal army of these things given enough time, and they are disproportionately terrible on the battlefield due to the difficulty of actually harming what amount to a cohort of walking stone walls armed with razor-sharp axes that do not feel pain or experience doubt. Exactly how Runa is aware that the Empire is having &#039;&#039;any&#039;&#039; dealings with trolls is not clear, but the civil service note that this is a &#039;&#039;very&#039;&#039; specific piece of advice from the new ambassador.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&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=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Grim Faces==&lt;br /&gt;
* &#039;&#039;&#039;The Thule claim victory in their initial assault on the Forest of Ulnak&lt;br /&gt;
* &#039;&#039;&#039;None of the Empire&#039;s armies participated; those captains who supported the Thule will know more about the situation&lt;br /&gt;
The Thule have begun their attack against the Druj in the [[Forest of Ulnak]]. After the Winter Solstice their armies marched east out of [[Ossium]] and began a systematic conquest of the northern territory of [[the Mallum]]. During the Solstice, recruiters from Otkodov visited Anvil to secure Imperial mercenaries to support their armies, apparently with significant success.&lt;br /&gt;
&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] is pleased by the number of Imperial captains who supported the &#039;&#039;Earthquake Drummers&#039;&#039; army in the attack against the Mallum. It is beneficial to both nations that the Thule and the Empire fight side-by-side against their mutual enemy. It is unfortunate, says Runa diplomatically, that despite the Thule committing three armies to the liberation of Sermersuaq, the Empire was unable to spare any of their own for an attack against the Druj. Yet the Dragons are far-sighted, and consider that Imperial efforts in the south - for all that it is far away - have still contributed to their victory albeit in a limited fashion. &#039;&#039;Hinodir of the Bright Orb&#039;&#039; has noted that if the captains likely involved in spying on the Forest had simply supported the Thule armies they would be even closer to their goal of ending Druj domination of the territory (the civil service believe the expert [[divination|diviner]] was able to identify that there was scouting taking place, but are confident she will not know how many people were involved, despite the dragon&#039;s claim).&lt;br /&gt;
&lt;br /&gt;
Exact details of the campaign are not forthcoming beyond the fact that the Thule have been &amp;quot;victorious.&amp;quot; Tathenon the Gyre continues to extend the hand of cooperation however. Military captains can join the Earthquake Drummers in their continued conquest of the Forest of Ulnak; the details of this [[opportunity]] are the same as presented in last events &#039;&#039;&#039;[[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|Invited with asperity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Likewise, Tathenon remains open to Imperial armies joining the assault. All they require is that the [[general]] acknowledges that they are following the strategy of Tathenon the Gyre. A general who does so will support the Thule conquest of the territory, contributing their efforts to that of the orc armies. They will still be free to issue orders as to the conduct and [[army orders|tactics]] their army will employ. The only thing that will be determined by Otkodov is the order in which the regions of Ulnak are assailed.&lt;br /&gt;
&lt;br /&gt;
The civil service again caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force, and that might even lead to unfortunate &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
===Participation: Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
==Stolen Faces==&lt;br /&gt;
* &#039;&#039;&#039;A large number of Varushkan captains worked with the Thule Claws of the Dragon to root out the face-peeler horrors in Karsk and Ossium&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Claws of the Dragon&#039;&#039; are a cabal of Thule warlocks taked with rooting out threats to Otkodov arising from supernatural sources. Last season they were tasked by &#039;&#039;[[Thule_lore#Dragons|Caridis the Binder of Runes and Oaths]]&#039;&#039; to work with &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; and [[Invited_with_asperity#Caridis,_Sławomir,_and_the_Face-peelers|root out the face-peelers]] of Ossium and Karsk. The joint project involved scouring the wild places and isolated vales of eastern Varushka, including delving into those regions ceded to the Thule. The ultimate intent was to locate and destroy the &#039;&#039;trudniki&#039;&#039; - anthropophagic [[Varushkan_Monster#Wolves|wolves]] that combine stolen faces with malignant glamour to infiltrate and deceive in pursuit of their cannibalistic drives.&lt;br /&gt;
&lt;br /&gt;
The quest to deal with the cannibals has caused some disruption in the two territories especially for those of the [[draughir]] [[lineage]] due to some unfortunate similarities between the most common trudnik disguise and the appearance of those who bear the touch of [[Winter magic]]. Thankfully, this disruption has now subsided, and it seems that the cooperative effort has been successful.&lt;br /&gt;
&lt;br /&gt;
Full details of what has happened during the pursuit of the face-peelers can be found in the &#039;&#039;&#039;[[Lean and athirst]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139575</id>
		<title>Voice irresistable</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Voice_irresistable&amp;diff=139575"/>
		<updated>2026-05-31T15:28:18Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Mushrooms and Malachite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;They remain committed to rendering the vallorn vulnerable then.&amp;quot; It was not a question. The One-Who-Waits rarely asked questions, and when it did it was usually a prelude to something awful happening.&lt;br /&gt;
&lt;br /&gt;
Ambassador Runa kept his eyes downcast, as was appropriate. He never failed to marvel at the change that a Hollow underwent when one of the Five spoke through it. The slumped, unfocused, slack-jawed orc of mere minutes before was replaced with a towering, terrible presence, its stance hunched, its gaze burning into the top of Runa&#039;s head like a hot poker in ice, as if it could read the very thoughts of the new Ambassador. Perhaps it could. The Dragons were as far beyond the warlocks in their magical mastery as the warlocks were beyond the lowest bonded labouring in a mine.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It seems to be more complicated than that, Revered One.&amp;quot; It was &#039;&#039;always&#039;&#039; more complicated than that, when the Empire was involved. &amp;quot;The Ambassador said they remain committed and I am inclined to believe her. On the other hand some of the Generals who spoke with Hekla said that it will be at least five years before any concrete movement is made, and a further five before victory, if not more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Silence stretched, as the Dragon digested this information. Occasionally Runa wondered if the reason Fraynir spoke as it did was because it was stating how it expected the world to be, and any challenge to that needed to be examined carefully to determine how it might best be beaten into the shape it required it to take. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Chaos.&amp;quot; Said the Dragon. The Hollow coughed. It was an old Hollow. &amp;quot;Not unexpected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The One-Who-Waits was quoting Runa&#039;s predecessor, Rak, who always used that word every time he tried explain the reason dealing with the Empire was so challenging. In general Otkodov changed slowly, carefully, expertly guided by the hand of the Dragons. In comparison the Empire seemed to regularly undergo the kind of transformation that would cause the Great Wyrm of the Night Skies to say &amp;quot;steady on!&amp;quot; on an almost weekly basis.&lt;br /&gt;
&lt;br /&gt;
The Hollow growled. Fraynir was still irritated that the former Ambassador had had the temerity, bad timing, and ill grace to drop dead on what would have been his final trip to Anvil before his well-earned retirement. Runa felt that frustration himself of course. The plan had always been for Rak to remain available to offer his experience of the Empire to his successor, for as long as his declining health allowed. Now Runa knew he was in real danger of allowing the valuable detente Rak and his Imperial counterparts had constructed to fall apart - something the Dragons would never forgive.&lt;br /&gt;
&lt;br /&gt;
Finally Fraynir, through the Hollow, cleared its throat.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It has been a thousand years. Ten years longer is inconvenient.&amp;quot; The Hollow sagged, dropped back into its chair, like the discarded puppet it was. Runa waited a minute or so to ensure that the Dragon had definitely ceased gracing him with its ageless wisdom. He squeezed the bridge of his nose and let out a gusting sigh before walking to the window and staring out across the frozen lake toward Wendell&#039;s Hope. Now began the task of trying to determine exactly what the One-Who-Waits wanted, and what the other four wanted, and come up with a plan to deliver that thing, without triggering a chaotic shift in Empire-Otkodov relations. &lt;br /&gt;
&lt;br /&gt;
Like many who receive everything they thought they wanted, Runa Who-Speaks-For-The-Dragons-Undivided was beginning to wonder if he had made a terrible, terrible mistake.&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=thulebanner1.jpeg|align=left|caption=The Dragons rarely act without considering all the potential consequences; when they do act they are capable of doing so with overwhelming conviction.|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Thule]] - the [[orc|orcs]] of [[Otkodov]] - live in cold lands to the north of the Empire. They share a long mountainous border with [[Wintermark]], the [[Imperial Orcs|Unshackled]], and [[Varushka]]. Their magocratic nation is ruled by the five [[Thule_lore#Dragons|Dragons]]; allegedly immortal sorcerers of immense power who the folk of their nation treat as living ancestors or perhaps even gods. For much of Imperial history, they were at war with the Empire. In recent years, a series of treaties have secured peace - mostly by [[Powers_of_the_Imperial_Senate#Concedence|ceding]] parts of the northern Imperial nations. It is not a universally &#039;&#039;popular&#039;&#039; peace.&lt;br /&gt;
&lt;br /&gt;
For now, though, that peace endures. [[Dawn]] and [[Navarr]] send great shipments of food north to help feed the people of Otkodov and support their armies. It is illegal to preach the Way of Virtue in Otkodov to their citizens. For their part the Thule agree to share the [[white granite]] of the [[Night Quarry]]; pay for the food delivered to them; and ensure Imperial access to the&lt;br /&gt;
[[Guardian_of_the_Maze_of_Zoria#The_Maze_of_Zoria|Maze of Zoria]] (while sending their own warlocks to study at the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]]). And, of course, to maintain their current policies for the reasonable treatment of Imperial citizens choosing to remain and live in ceded lands. All that remains is for the pageantry and theatre of a formal signing.&lt;br /&gt;
&lt;br /&gt;
The official ambassador to the Empire from Otkodov used to be &#039;&#039;Rak Who-Speaks-For-The-Dragons-Undivided&#039;&#039;. Unfortunately, it appears that the former ambassador passed away on their journey south to [[Anvil]] shortly before the Winter Solstice, and a new ambassador has taken their place.&lt;br /&gt;
{{Nation|nation=[[Thule]]|status=Foreigner|port=None|ambassador=Kindra Surefoot of [[Wintermark]]}}&lt;br /&gt;
&lt;br /&gt;
==New Faces==&lt;br /&gt;
* &#039;&#039;&#039;The new Ambassador from Otkodov to the Empire is Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;&lt;br /&gt;
Following a delegation to Anvil [[Invited_with_asperity#State_Visit|last summit]], a small flurry of activity overtakes the ambassadorial offices in [[Miekarova]]. [[Thule_lore#Warlocks|Warlocks]] and [[Thule_lore#Bonded|bonded]] alike are seen rushing back and forth arranging things ready for their new boss, &#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided&#039;&#039;&#039;. The new ambassador will certainly have his own ways of doing things, his own preferences, and perhaps his own staff to install. Much must be done to make the [[Miekarova#Embassy_to_Otkodov|ambassadorial offices]] in [[Miekarova#Mieriada|Mieriada]] ready for their new occupant. &lt;br /&gt;
{{CaptionedImage|file=Kindra Surefoot.jpg|caption=&#039;&#039;&#039;Kindra Surefoot&#039;&#039;&#039;, Ambassador to Otkodov|align=right|width=300}}&lt;br /&gt;
As quickly as it began, the activity subsides. Civil servants working with the ambassadorial offices report that it is as though Runa has &#039;&#039;always&#039;&#039; been the Speaker for the Dragons Undivided. Imperial title holders change frequently and their support staff must adapt to the new situation quickly to keep things running efficiently, but it is strange to see the same process in the context of the Thule, where many things have the feeling of being timeless and unchanging. One observer notes that conversations about things which happened only a season or two ago always seem a little stilted because the Thule staff speak of anything from Rak&#039;s tenure in the same way they talk about events from an ancient era long ago.&lt;br /&gt;
==Forward to the Future==&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided proposes a more private meeting with the Imperial ambassador at the Summer Solstice&#039;&#039;&#039;&lt;br /&gt;
The new ambassador is keen to establish further cooperation to benefit both parties under the auspices of the peace. Runa suggests that he meet with the ambassador at the Summer Solstice, in more private chambers as requested. For this season, they would appreciate if the ambassador could prepare a few items for the agenda and send them over for consideration - presumably the issues raised in their last missive and anything else pressing that may arise in the meantime. Runa will inform the [[Civil Service|civil service]] of any items the Thule wish to discuss ahead of the Summer Solstice, so that both parties may be prepared for the discussion.&lt;br /&gt;
==Ice and Weirwood==&lt;br /&gt;
* &#039;&#039;&#039;Thania of the Blackstaff remains interested in securing ritual texts researched at the Icy Crag of the Eternal Sun&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Orobus the Chained is still interested in acquiring weirwood&#039;&#039;&#039;&lt;br /&gt;
Last season, two offers were presented to the Empire by the Thule. One involved the purchase of certain ritual texts from the Conclave, for magic researched at the [[Master of Ice and Darkness#Icy Crag of the Eternal Sun|Icy Crag of the Eternal Sun]] before the warlocks [[Master_of_Ice_and_Darkness#Warlocks_of_Otkodov|now resident there]] had moved in. Thania of the Blackstaff, who leads the warlock contingent, is only a little disappointed that the [[dissemination]] of these ritual texts has not taken place - mostly because she is used to dealing with her peers in Otkodov where everything tends to move at a glacial speed until it doesn&#039;t. She&#039;s let it be known that the opportunity still exists, and will do so as long as she is in Miekarova and has the favour of the Dragons. Details of the opportunity have been added to the [[Master of Ice and Darkness]] page.&lt;br /&gt;
{{CaptionedImage|file=Lann.png|title=Rune: Lann|align=right}}&lt;br /&gt;
The other was an enquiry from &#039;&#039;Orobus the Chained&#039;&#039;, one of the Dragons themselves, who was interested in [[Invited_with_asperity#Orobus and the Bonewood|acquiring weirwood saplings]] from the [[Heartwood of the Great Vale]] and/or the [[Golden Trees of Seren]] which she plans to transplant into the [[Ossium#Bonewood|Silent Pines]] in [[Ossium]]. She is apparently looking for trees that &amp;quot;remember&amp;quot; the vallorn, who will be able to &amp;quot;share&amp;quot; their experiences with the trees of the Bonewood. The removal of the trees will reduce the [[weirwood]] production of the forest permanently by 1 wain each season. In return Orobus will provide 12 rings of [[ilium]] to the holder of the seat as payment for the trees. Runa says that the offer is still open, but only in the short term as it will soon be &amp;quot;too late&amp;quot; apparently. If either of the new Bourse seat holders are interested in taking advantage of this offer, they will either need to send a [[Call Winged Messenger|Winged Messenger]] to Runa directly, or ask the Ambassador to communicate their agreement in their own missive. Either way this opportunity is lost by the end of the Spring Equinox.&lt;br /&gt;
==Walls of Starless Night==&lt;br /&gt;
* &#039;&#039;&#039;The Thule remain committed to the destruction of the vallorn as it will serve their long-term interests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Dragon Fraynir invites an appraisal into ways their warding techniques might be adapted by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;In return, the Dragon requires a ritual text of &#039;&#039;Dreadful Ending&#039;&#039; from the Conclave&#039;&#039;&#039;&lt;br /&gt;
As discussed [[Invited_with_asperity#Fraynir_and_the_Black_Waste|last season]], the Thule have a vested interest in discussion of the [[vallorn]]. They cooperated with the Empire in finding a solution to the problem of the Doom of Terunael, offering their understanding of the vallorn of [[Otkodov#Sküld|Stathas]] in Sküld, which surrounds the city of Emrys. Their motives are not altruistic; they desire access to the largely untouched ruins of Emrys, and an end to the [[Wither the Seed|punishing Winter curse]] that, along with the cold climate, keeps &amp;quot;their&amp;quot; vallorn quiescent.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Appraise Thule Wards&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Summer Solstice 388YE&amp;lt;/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;
* As with any appraisal, prsents opportunities related to the Thule use of permanent Winter wards to provide sanctuaries to when fighting the exsurgent vallorn. &lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;Fraynir, the One-Who-Waits&#039;&#039; has instructed the ambassador to offer a ritual to the Empire they say will help contain the threat. In return they asked for a copy of [[Dreadful Ending]], a ritual that destroys [[Druj_miasma#Miasma_Pillars|Druj miasma pillars]]. Unbeknownst to the Dragon, the Empire already has a ritual that sounds very similar to &#039;&#039;Walls of Starless Night&#039;&#039; - [[Wardens of the Black Waste]]. As such, Ambassador Kindra has suggested that an exchange would be more compelling if it &#039;&#039;also&#039;&#039; included details of the wards Fraynir is establishing around the vallorn of the north.&lt;br /&gt;
&lt;br /&gt;
As a consequence, Runa Who-Speaks-For-The-Dragons-Undivided has conveyed the words of the Dragons. Rather than allow any misunderstanding, the One-Who-Waits offers a chance for the [[Senate]] to commission an [[appraisal]] into the matter of how the Empire might duplicate the project the Thule have undertaken in Sküld. As long as the [[dissemination]] of &#039;&#039;Dreadful Ending&#039;&#039; has been sanctioned by the [[Conclave]], either before or at the same time the appraisal is commissioned, the warlocks who are overseeing the project will cooperate fully with Imperial prognosticators. Runa advises that if the Empire wishes to go ahead, the Ambassador will want to make sure that whoever comes to work with the Thule is versed in magical theory - the realm does not matter but it will be frustrating for everyone involved if the warlocks have to start from the basics of how wards are created and work.&lt;br /&gt;
&lt;br /&gt;
The civil service confirm that the Prognosticator&#039;s Office is capable of undertaking such a project with the Thule. They do not anticipate it taking any longer than usual, and given it comes in response to an explicit invitation there should be no repeat of previous unfortunate events involving members of the Department of Historical Research. It&#039;s worth noting however that the project Fraynir is undertaking involves creating warded camps where Thule warriors can recover and recuperate while fighting the vallorn, that anchor permanent wards and do not offer complete protection from vallornspawn - they weaken the more dangerous such creatures but they do little to physically hold them back. The needs and resources of the Empire are different to those of the Thule, but there is confidence that there would still be value in this rare sharing of expertise.&lt;br /&gt;
&lt;br /&gt;
Provided the Conclave is in agreement, of course.&lt;br /&gt;
==Mushrooms and Malachite==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=SpringRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=DayRune.jpg|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=NightRune.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Last season magic was worked in Sermersuaq, Miekarova, and Ossium that impacted the Thule living there&lt;br /&gt;
* &#039;&#039;&#039;Runa Who-Speaks-For-The-Dragons-Undivided expresses concern about Imperial magic that affects citizens of Otkodov&lt;br /&gt;
* &#039;&#039;&#039;An ultimatuum has been issued relating to one of the three pieces of magic worked&lt;br /&gt;
At the Winter Solstice, two powerful magical workings were laid down by Imperial magicians that have impacted the Thule. This is inevitable, because while &#039;&#039;politically&#039;&#039; [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], [[Sermersuaq#Silver Peaks|Silver Peaks]], [[Karsk#Krevsaty|Krevsaty]], [[Ossium#Bonewood|Bonewood]], [[Ossium#Webwood|Webwood]], [[Miekarova#Mieriada|Mieriada]] and [[Miekarova#Miechernya|Miechernya]], are part of Otkodov, as far as the [[Laws_of_magic#The_Law_of_Dominion|Law of Dominion]] is concerned these regions are still part of the territory in which they lie. &lt;br /&gt;
&lt;br /&gt;
If the [[Spring magic]] laid over [[Ossium]] had been a typical [[Regrow the Land&#039;s Heart]] there would likely be no issue here. As it is, that [[enchantment]] was [[Mushroom,_mushroom,_mushroom#Regrow_the_Land&#039;s_Heart|empowered]] by the [[Llofir|Rot lord]] and that is a somewhat different matter. Ambassador Kindra provided advance warning, but as Runa politely points out, only after it was a little late for the warlocks of Thule to do anything about it. This particular enchantment has caused a little consternation in the [[Ossium#Bonewood|Bonewood]] and [[Ossium#Webwood|Webwood]]. The presence of [[Inhabitants of the realms#Heralds|heralds]] of the &#039;&#039;End of Empires&#039;&#039; is something the warlocks were able to deal with but the magic they brought with them nonetheless lead to an amount of [[Spring magic#Ruin|ruin]] that the Thule were not entirely prepared for. There are boons and consequences for any eternal bargain, and &#039;&#039;Orobus the Chained&#039;&#039; has advised that this time the benefits in Ossium outweigh the problems. This will not always be the case, however. Runa proposes that one of the matters to be discussed at the upcoming Summer summit be a protocol for performing rituals on territories shared with the Thule - &#039;&#039;especially&#039;&#039; Ossium. &lt;br /&gt;
&lt;br /&gt;
[[Sermersuaq]] has also been effected by potent, large scale magic, but here the Dragons are much less concerned. The effect brought the realm of &#039;&#039;[[Realms#Day|Sky and Ice]]&#039;&#039; into alignment with the plains and mountains, and provided the benefit of helping to remove the lingering corruption caused by human magicians meddling with the [[constellations|constellation]] known as the &#039;&#039;[[the Claw|Dragons Talon]]&#039;&#039;. It also opened the way for heralds of the Day realm to enter the Silver Peaks unbidden; again the warlocks there were able to deal with them without causing problems though it was an unexpected additional drain on their time. &lt;br /&gt;
&lt;br /&gt;
There is one final act of magic that has impacted lands that the Thule claim as part of Otkodov, and Runa is significantly less happy about this. It apparently involved a magical shroud laid over an area of [[Miekarova#Miechernya|Miechernya]] associated with ancient Ushkan history. It is now apparently impossible for anyone to visit any of the [[Miekarova#The_Painted_Caves|Painted Caves]] in that region, and this has caused some concern among local warlocks. Runa is clear that this is unacceptable. The Empire ceded Miechernya, and the Thule agreed to &amp;quot;&#039;&#039;maintain their current policy for the treatment of Imperial citizens choosing to remain and live in ceded lands&#039;&#039;.&amp;quot; There is no element of the [[Ratify_Thule_Treaty_Spring_387YE|treaty]] that allows for this kind of behaviour. Only the fact that this enchantment was of limited duration - it will fade during the Spring Equinox - has prevent any further fallout. If it happens again, &#039;&#039;Hinodir of the Bright Orb&#039;&#039; will remove it, and Runa will require the Empire to provide the mana required to do so in recompense. &lt;br /&gt;
&lt;br /&gt;
The fact the Empire has laid three enchantments over territories containing Thule land in the same season is a cause for concern. Runa intends to discuss it in more detail at the Summer meeting, but in the interim requests that the Ambassador ensure that he is made aware of ritual magic that might impact the Thule living in Imperial territories so that they can at least prepare for it. This is in no way to be considered approval for such actions - and anything that harms the Thule directly will need to be mediated. Runa intends to discuss this in detail at the Summer meeting.&lt;br /&gt;
&lt;br /&gt;
Further details of the three enchantments mentioned here, with reference to how they effect the Empire, can be found in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Spider&amp;amp;WebIllustrationInk.JPG|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Bright Orbs in the Heavens==&lt;br /&gt;
* &#039;&#039;&#039;The Thule are very concerned about the chaos spreading in the Empire&lt;br /&gt;
* &#039;&#039;&#039;Hinodr of the Bright Orb advises Imperial magicians to stop meddling with the constellations&lt;br /&gt;
* &#039;&#039;&#039;Runa passes on words of cautious involving investigation of trolls&lt;br /&gt;
Last season the Empire experienced chaotic magic of its own as the Imperial regio &amp;quot;broke&amp;quot; and related supernatural events spread not only through Imperial territories but into neighbouring lands. The warlocks of Otkodov were mystified to find powerful magical shrouds blanketing Verthandi, Urdr, and Skuld, but Hinodir of the Bright Orb with her keen eye has identified that this is the result of some kind of ongoing wide-scale disorder related to the stars rather than cover for some Imperial attack.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent matter of the &amp;quot;Falconer&amp;quot;, however, this is cause for some concern. The Dragons do not allow Thule warlocks to &amp;quot;meddle&amp;quot; with the constellations; astronomancy is practiced of course but it is a magical tradition that is carefully monitored to prevent exactly this kind of chaos. Only the Dragons truly understand the constellations, say the Thule. Other magicians tamper with them at their peril. Runa passes along a word of advice from Hinodir herself; ancient wisdom teaches that drawing too close a connection between the constellations and any Empire is a surefire way to bring about that Empire&#039;s end. You can learn more about the situation besetting the Empire in the &#039;&#039;&#039;{{TBC}}&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
On a thematically similar note, Runa Who-Speaks-For-The-Dragons-Undivided mentions that Imperial scholars should also be very careful in their dealings with trolls. Specifically, he mentions that it is vitally important that the Empire not underestimate just how destructive the constructed soldiers of the trolls can be. Even a single troll is capable of building a literal army of these things given enough time, and they are disproportionately terrible on the battlefield due to the difficulty of actually harming what amount to a cohort of walking stone walls armed with razor-sharp axes that do not feel pain or experience doubt. Exactly how Runa is aware that the Empire is having &#039;&#039;any&#039;&#039; dealings with trolls is not clear, but the civil service note that this is a &#039;&#039;very&#039;&#039; specific piece of advice from the new ambassador.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&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=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Grim Faces==&lt;br /&gt;
* &#039;&#039;&#039;The Thule claim victory in their initial assault on the Forest of Ulnak&lt;br /&gt;
* &#039;&#039;&#039;None of the Empire&#039;s armies participated; those captains who supported the Thule will know more about the situation&lt;br /&gt;
The Thule have begun their attack against the Druj in the [[Forest of Ulnak]]. After the Winter Solstice their armies marched east out of [[Ossium]] and began a systematic conquest of the northern territory of [[the Mallum]]. During the Solstice, recruiters from Otkodov visited Anvil to secure Imperial mercenaries to support their armies, apparently with significant success.&lt;br /&gt;
&lt;br /&gt;
[[Thule_lore#Dragons|Tathenon the Gyre]] is pleased by the number of Imperial captains who supported the &#039;&#039;Earthquake Drummers&#039;&#039; army in the attack against the Mallum. It is beneficial to both nations that the Thule and the Empire fight side-by-side against their mutual enemy. It is unfortunate, says Runa diplomatically, that despite the Thule committing three armies to the liberation of Sermersuaq, the Empire was unable to spare any of their own for an attack against the Druj. Yet the Dragons are far-sighted, and consider that Imperial efforts in the south - for all that it is far away - have still contributed to their victory albeit in a limited fashion. &#039;&#039;Hinodir of the Bright Orb&#039;&#039; has noted that if the captains likely involved in spying on the Forest had simply supported the Thule armies they would be even closer to their goal of ending Druj domination of the territory (the civil service believe the expert [[divination|diviner]] was able to identify that there was scouting taking place, but are confident she will not know how many people were involved, despite the dragon&#039;s claim).&lt;br /&gt;
&lt;br /&gt;
Exact details of the campaign are not forthcoming beyond the fact that the Thule have been &amp;quot;victorious.&amp;quot; Tathenon the Gyre continues to extend the hand of cooperation however. Military captains can join the Earthquake Drummers in their continued conquest of the Forest of Ulnak; the details of this [[opportunity]] are the same as presented in last events &#039;&#039;&#039;[[Invited_with_asperity#Hinodir,_Tathenon,_and_the_Eastern_Woods|Invited with asperity]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
Likewise, Tathenon remains open to Imperial armies joining the assault. All they require is that the [[general]] acknowledges that they are following the strategy of Tathenon the Gyre. A general who does so will support the Thule conquest of the territory, contributing their efforts to that of the orc armies. They will still be free to issue orders as to the conduct and [[army orders|tactics]] their army will employ. The only thing that will be determined by Otkodov is the order in which the regions of Ulnak are assailed.&lt;br /&gt;
&lt;br /&gt;
The civil service again caution that sending armies into the Forest of Ulnak this season &#039;&#039;without&#039;&#039; agreeing to accept the strategy of Tathenon the Gyre will mean that the Empire&#039;s troops will act as a separate force, and that might even lead to unfortunate &amp;quot;friendly fire&amp;quot; incidents.&lt;br /&gt;
===Participation: Ulnak===&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military units were operating in the Forest of Ulnak this season will receive additional information&#039;&#039;&#039;&lt;br /&gt;
Individual captains who accompanied the Earthquake Drummers, and anyone supporting the [[spy network]] in the Forest, will have more information about the situation there. This will take the form of a short out-of-character briefing in their packs, the information from which they can share or keep private as they see fit.&lt;br /&gt;
&lt;br /&gt;
==Stolen Faces==&lt;br /&gt;
* &#039;&#039;&#039;A large number of Varushkan captains worked with the Thule Claws of the Dragon to root out the face-peeler horrors in Karsk and Ossium&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Claws of the Dragon&#039;&#039; are a cabal of Thule warlocks taked with rooting out threats to Otkodov arising from supernatural sources. Last season they were tasked by &#039;&#039;[[Thule_lore#Dragons|Caridis the Binder of Runes and Oaths]]&#039;&#039; to work with &#039;&#039;&#039;Sławomir Rabovich Bolotstrazh&#039;&#039;&#039; and [[Invited_with_asperity#Caridis,_Sławomir,_and_the_Face-peelers|root out the face-peelers]] of Ossium and Karsk. The joint project involved scouring the wild places and isolated vales of eastern Varushka, including delving into those regions ceded to the Thule. The ultimate intent was to locate and destroy the &#039;&#039;trudniki&#039;&#039; - anthropophagic [[Varushkan_Monster#Wolves|wolves]] that combine stolen faces with malignant glamour to infiltrate and deceive in pursuit of their cannibalistic drives.&lt;br /&gt;
&lt;br /&gt;
The quest to deal with the cannibals has caused some disruption in the two territories especially for those of the [[draughir]] [[lineage]] due to some unfortunate similarities between the most common trudnik disguise and the appearance of those who bear the touch of [[Winter magic]]. Thankfully, this disruption has now subsided, and it seems that the cooperative effort has been successful.&lt;br /&gt;
&lt;br /&gt;
Full details of what has happened during the pursuit of the face-peelers can be found in the &#039;&#039;&#039;[[Lean and athirst]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Thule links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_knock_at_the_door&amp;diff=139555</id>
		<title>A knock at the door</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_knock_at_the_door&amp;diff=139555"/>
		<updated>2026-05-31T12:31:09Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Welcome Ambassador */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Well, doors obviously. Portals, in both the mundane and the magical sense. Thresholds, literal and metaphorical. Transitions, moving from one state to another. Every journey begins by passing through a door, so travel and by extension trade.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... all that from four little stars?&amp;quot; The orc merchant looked skeptical. Makkima used all her will not to sigh and roll her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The size of the star doesn&#039;t... look, can you just trust me on this? We need to perform the ritual inside your office, and during it you need to move through its door. That&#039;s all you need to do. We&#039;ll do everything else.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It just doesn&#039;t make sense. I mean, for a start, what about closed doors? Doesn&#039;t that mean you stars are as likely to shut me out of the rooms where the deals I want to be inside of happen? How do these tiny lights know what I want?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&#039;re not small, maester. They are far... please, can you just... I don&#039;t come down to your office and tell you how to get your ships loaded up or how to pick a port to trade at or... you see what I mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do, I do. But I like to understand what I&#039;m buying. I didn&#039;t get where I am today by accepting things at face value, especially when they don&#039;t make a lick of sense. So explain to me again. Why only four lamps? If four lamps are good for guiding my ships to Sarcophan, wouldn&#039;t eight lamps mean the magic was even twice as good?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let&#039;s start again. Maybe a metaphor would help? You see, the Door is like a quay...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As soon as she said it she knew she&#039;d made a mistake as the merchant opened his mouth to immediately disagree with her. As her temper started to fray, Makkima briefly heard the echo of Sheanduir whispering that her best course would be to have the merchant thrown out onto the street because there would always be more traders desperate for the profits her magic could provide. Perhaps have him beaten as a warning of the dangers of trying her patience. &lt;br /&gt;
&lt;br /&gt;
But she resisted the urge to follow that advice; this wasn&#039;t the good old days. Now she was in competition with a half dozen other jumped-up &amp;quot;magicians&amp;quot; who&#039;d leap at the chance to tell prospective customers how unwelcoming she was. Instead she forced her face into a smile as the merchant explained that the only things doors and quays had in common is that some of them had four corners.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Loud Gull.jpg|caption=The city-state of Beoraidh continues to seek diplomatic and economic ties with the Empire, among others.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The people of Beoraidh are recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They continue to seek trade and diplomatic ties with both the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have accepted the patronage of the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The new ambassador to Beoraidh is the Highborn Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;&lt;br /&gt;
Before [[Mareave]] was conquered by the Empire, Beoraidh was the stronghold of the Salt-Lord Ehsan and his supporters. As war spread through the territory, the population was swollen by the arrival of refugees, especially from wealthy [[Mareave#Clisearn|Clisearn]]. In a surprise move, Ehsan declared independence from the [[Grendel]] and sued for peace with the Empire. He laid out a plan for his people that involved declaring the city, and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]], as a neutral state. A free port where both Imperial and Grendel merchants would be welcome, without favouring either. Evidence suggests that his negotiations with his former peers have been successful, and then toward the end of 387YE he secured an offer of protection from the powerful [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
The newly styled &#039;&#039;Ehsan, Lord of Sand&#039;&#039; rules from the city. They work to mould the place into a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. As discussed in the &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Polite_Correspondence|A wild night and a new road]]&#039;&#039;&#039; wind of fortune, Beoraidh has come [[All_the_night-tide#Beoraidh|under the protection]] of the [[Sarcophan Delves]] - something that has not sat entirely easily with their Imperial neighbours. How much influence the Sarcophan have is unclear but it implies that anyone attacking Beoraidh - Imperial or otherwise - will incur the wrath of the Delves, their warships, and their economic sanctions.&lt;br /&gt;
{{Nation|nation=[[Mareave#Beoraidh|Beoraidh]]|status=Foreigner|port=Currently none.|ambassador= Melkior of Balthazar&#039;s Vineyard of [[Highguard]]}}&lt;br /&gt;
The [[Wide_azure_skies|ongoing battle]] over the territory has seen the independent citizens of the city stay securely behind their walls, keen to avoid being caught up in the fighting. Their best interest probably lies in the territory being split evenly between the Salt Lords and the [[Imperial Orcs|Unshackled]] so that neither side has dominion, but that outcome seems very unlikely indeed. Today, Beoraidh enjoys a precarious position between two powerful warlike nations. Its survival depends on persuading both the Empire and the Broken Shore of its usefulness, as well as retaining the patronage of the Delves. A difficult balancing act, where one misstep could see the city sacked and its people put to the sword, enslaved, or driven into the sea.&lt;br /&gt;
&lt;br /&gt;
==Welcome Ambassador==&lt;br /&gt;
* &#039;&#039;&#039;Ehsan is positive about the decision to appoint an ambassador even without an embassy&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh has appointed &#039;&#039;Rubhart Kaltrin&#039;&#039; as Ambassador to the Empire&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Melkior of Balthazar’s Vineyard.jpeg|caption=&#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;, Ambassador to Beoraidh|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Last season Ehsan [[Each_age_a_lens#Investment_of_Stone|presented plans for a consulate]] in Beoraidh for use by the [[Imperial Consul]]. In a move that initially surprised the Lord of Sand, the [[Senate]] did not commission the consulate but instead [[387YE_Winter_Solstice_Senate_sessions#Create_Ambassador_to_Beoraidh|created a new Ambassador to Beoraidh]] to replace the Consul. The [[Senate motion]] apparently &#039;&#039;explicitly&#039;&#039; stated that no embassy would be built. &lt;br /&gt;
&lt;br /&gt;
At first a little nonplussed, Ehsan is apparently pleased by the decision. There&#039;s no requirement for Beoraidh to build an expensive embassy in the city, and no need for a staff of Imperial civil servants to establish themselves in the &amp;quot;neutral territory&amp;quot;. Instead, all he needs to do is select one of his advisors to serve as ambassador to the Empire. With that in mind, the Lord of Sand is pleased to present &#039;&#039;Rubhart Kaltrin&#039;&#039; to Ambassador Melkior. Rubhart is one of Ehsan&#039;s (many) relatives - a great-nephew as near as the civil service can tell. They have investments across the city, having initially made their money in the salt trade but now having mostly divested their interests and focused on using money to make money. They are reportedly keen to get started and look forward to meeting Ambassador Melkior at some point in the near future. &lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, an ambassador without an embassy has problems being taken seriously by a foreign nation - especially given the relative prestige of other ambassadors and the Imperial Consul. In this case, however, Beoraidh sees a dedicated ambassador as a sign of respect. They are being taken as seriously as the [[Iron Confederacy]], the [[Commonwealth]] or - crucially - the [[Grendel]]. What may be more important are the financial and political benefits. No embassy for the Empire in Beoraidh means Ehsan needs to spend less money building equivalent facilities, a cost he can ill-afford. Most importantly of all, it  reduces the risk of compromising the city-state&#039;s neutrality. With no embassy built, the Grendel can&#039;t accuse Ehsan of siding with the Empire.&lt;br /&gt;
&lt;br /&gt;
The civil service note that the only downside to this situation is that without an ambassadorial staff in Beoraidh, their ability to advise on the factions and politics of the city-state is greatly reduced. Likewise, the Ambassador to Beoraidh is not able to direct their staff to [[Ambassador#Communication|send messages]] to Beoraidh - they will have to compose and send their [[Call Winged Messenger|winged messengers]] during a summit to ensure they reach their counterpart in time.&lt;br /&gt;
&lt;br /&gt;
==Prosperity==&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;Temple of the Way in Beoraidh&#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; Beoraidh, Mareave &amp;lt;/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; 25 white granite, and 90 crowns, 20 Thrones land purchase&amp;lt;/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;Limitations:&#039;&#039;&#039; No building progress can take place until the agreed 20 Thrones is delivered&amp;lt;/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; If commissioned by an orc, 45 crowns in labour cost provided by Beoradhi investors&amp;lt;/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; Creates a modest shrine of the Way that can be used by a lone Imperial priest to preach to orcs of Beoraidh and Sinfoyard&amp;lt;/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; Standard. Unless something changes, available until the end of the WInter Solstice 388YE&amp;lt;/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 a modest structure in Beoraidh&lt;br /&gt;
* Establishes the title &#039;&#039;Sevenfold Questioner&#039;&#039;&#039;&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;Sevenfold Questioner&#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; Imperial Synod&amp;lt;/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; General Assembly&amp;lt;/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 16 crowns income 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 ensure the Temple of the Way in Beoraidh is preaching to the people; make decisions relating to the temple; deal with any threats to the temple or followers of the Way in Beoraidh&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Basilica of the Way in Beoraidh&#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; Beoraidh, Mareave&amp;lt;/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; 40 [[white granite]], 20 [[mithril]], 216 crowns labour costs, 20 Thrones land purchase&amp;lt;/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;Limitations:&#039;&#039;&#039; No building progress can take place until the agreed 20 Thrones is delivered&amp;lt;/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; If commissioned by an orc, 108 crowns in labour cost provided by Beoradhi investors&amp;lt;/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; Standard. Unless something changes, available until the end of the WInter Solstice 388YE&amp;lt;/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 an impressive structure in Beoraidh&lt;br /&gt;
* Represents the largest religious structure in the city&lt;br /&gt;
* Establishes the title &#039;&#039;Preacher of Beoraidh&#039;&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;Preach the Way in Beoraidh&#039;&#039; congregation opportunity&lt;br /&gt;
* While it might be damaged or captured it would take significant effort over time to actually tear the structure down&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;Preacher of Beoraidh&#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; Imperial Synod&amp;lt;/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; General Assembly&amp;lt;/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 23 crowns income 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 ensure the Temple of the Way in Beoraidh is preaching to the people; make decisions relating to the temple; deal with any threats to the temple or followers of the Way in Beoraidh&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;Unshackled enthusiasm for a temple of the Way in Beoraidh built in line with Imperial Orc understanding of the faith has refreshed an earlier opportunity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the work is commissioned by an orc character with an appropriate title, the orcs of Beoraidh will be inclined to invest in the construction&lt;br /&gt;
* &#039;&#039;&#039;There is also an opportunity to invest in dock expansion to allow Imperial fleets to visit the markets of the city&lt;br /&gt;
Last season the Beoradhi set out several opportunities for the Empire, along with a [[Each_age_a_lens#Diplomatic_Delegation|diplomatic delegation]] to the Imperial Orcs. These included confirmation that the [[Each_age_a_lens#Investment_of_Salt|offer to sell land]] for the construction of a [[I_wish_you_would#Shrine of the Virtues|temple of the Way]] was still available. According to Ambassador Melkior the Unshackled are interested in purchasing the land for 25 Thrones, provided the shrine is in keeping with the Unshackled understanding of the Way. Ambassador Rubhart is happy to accept &#039;&#039;more&#039;&#039; for the land than was being asked, but points out that the style of the temple is entirely in the control of whichever Imperial citizen is actually building it. That said, they also point out that many Beoradhi are still a little new to the idea of dealing with humans as their equals. &lt;br /&gt;
{{CaptionedImage|file=Pathfinder Gaddak.jpg|caption=Pathfinder Gaddak, Senator for Mareave.|align=right|width=175}}&lt;br /&gt;
{{CaptionedImage|file=Rasp10013.jpg||caption=&#039;&#039;&#039;Bloodcrow Rasp&#039;&#039;&#039;, Senator Skarsind|align=right|width=200}}&lt;br /&gt;
The ideal situation would be for an [[Imperial Orcs|Imperial Orc]] [[senator]] the [[Legion Engineer]], or an orc citizen from any nation who was [[Bearer of an Imperial Wayleave]], to [[commission]] whichever version of the shrine - the temple or the basilica - they settled on. In this case, traders and merchants keen to curry favour with the Empire would fall over themselves to be seen as supporting the project. Rubhart confidently predicts the labour costs of either project would be halved if an orc commissioned it. The civil service further note that there are several League titles with the ability to commission a [[sinecure]] - if the seat holder were a League orc, this discount would also be available.  This approach reinvigorate the opportunities presented in Summer 387YE - they remain available until the end of the Winter Solstice 388YE as long as nothing changes.   &lt;br /&gt;
&lt;br /&gt;
The second opportunity discussed was a chance for [[Each_age_a_lens#Investment_of_Sea|Imperial investment in the docks]], which would offer prosperity to both Beoraidh and its larger neighbour. Ambassador Rubhart is nonplussed when Melkior of Balthazar&#039;s Vineyard seems to suggest that the Empire is keen to &amp;quot;&#039;&#039;support Beoraidh as an independent port of free trade where people might meet on neutral ground&#039;&#039;.&amp;quot; Beoraidh is &#039;&#039;already&#039;&#039; working towards that laudable goal, and the dock investment was a way for the Empire to become involved. Fortunately, the opportunity is still available and remains so until the end of the Autumn Equinox 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Trading Post&#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; Icarion or Eoradal, Mareave&amp;lt;/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, 30 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 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;Upkeep:&#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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Increases the income of the Shepherd of the Southern Herd by 10 crowns each season&lt;br /&gt;
* Increases the income of the Shepherd of the Great Herd in Skarsind by 5 crowns each season&lt;br /&gt;
* Secures trade between the Unshackled and Beoraidh&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; Autumn Equinox 388YE&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;
==Salt and Beef==&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh is keen to establish a trade of salt for beef&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=ImperialOrcHerd003a.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An opportunity exists to establish a trading post in Mareave to increase the benefits of both the Southern Herd and the Great Herd in Skarsind&#039;&#039;&#039;&lt;br /&gt;
One of the problems Beoraidh has is that there is a dearth of arable land in arid north-western Mareave. Now that the Children of Wrecks appear to be on the way out, there will be opportunities to fish the waters of the Bay of Catazar again but that comes with its own challenges for a city that traditionally relied more on trade than industry to feed its populace. As a consequence, the discussion at the Winter Solstice of establishing a &amp;quot;salt for beef&amp;quot; exchange between the city-state and the Unshackled has been enthusiastically received.&lt;br /&gt;
&lt;br /&gt;
In a straightforward arrangement, Rubhart proposes that the Unshackled build a trading post on the border between [[Mareave#Sinfoyard|Sinfoyard]] and either [[Mareave#Eoradal|Eoradal]] or [[Mareave#Icarion|Icarion]]. Beoraidh will do the same on the opposite side of the border. The intention that the Imperial Orcs will be able to buy salt and even some ores from trade passing through the town of &#039;&#039;Aghnayadh&#039;&#039;, while the Beoradhi will be able to purchase salt beef, tallow, and other cattle-based products from the [[Shepherd of the Southern Herd]]. This would increase the [[Shepherd_of_the_Southern_Herd#Substantial Income|already substantial income]] of the Shepherd by 10 Crowns each season. In addition, access to salt in significant quantities would also benefit the [[Shepherd_of_the_Great_Herd#The_Great_Herd|Great Herd]] in far away [[Skarsind]]; salt travels and keeps much better than raw meat after all. The [[Shepherd of the Great Herd]] would see their rewards from their [[Shepherd_of_the_Great_Herd|bounteous herd]] increase by 5 crowns each season. Obviously these benefits would be lost if the trade between Beoraidh and the Unshackled were disrupted in some fashion.&lt;br /&gt;
==Diamant Drakes==&lt;br /&gt;
* &#039;&#039;&#039;Conflict between the Unshackled Sannites and the gladiators of Beoraidh has been concluded&lt;br /&gt;
* &#039;&#039;&#039;While there are no current opportunities to invest or participate in the colosseum an appraisal could be used&lt;br /&gt;
The [[Each_age_a_lens#Retribution|ongoing strife]] between the &#039;&#039;Diamant Drakes&#039;&#039; following their [[I_wish_you_would#That&#039;s_Entertainment|visit to Anvil]] during the Summer Solstice has by all accounts been resolved. The Beoradhi gladiators who [[Each_age_a_lens#Retribution|came to Anvil]] to resolve the matter a the Spring Equinox are satisfied with the outcome. They were honoured by an opportunity to participate in a [[Pit-fights|pit-fight]]; although [[Pit-fights#Pitfighter|pit fighters]] take a more spiritual approach to the intense emotions of this kind of battle, they are not &#039;&#039;that&#039;&#039; different to the gladiators of Beoraidh some of whom also seek communion with their [[Grendel_religion#Ancestors|ancestors]] in the violence of the colosseum. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Investing in Beoraidh Colosseum&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Winter Solstice 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limits:&#039;&#039;&#039;  &lt;br /&gt;
* The appraisal must specify that it relates to finding ways for Imperial citizens to invest in Beoraidh colosseum and the gladiatorial games&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Explores opportunities to allow Imperial citizens to become involved with Beoraidh colosseum and the gladiatorial games that take place there&lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;
However, the opportunity for Imperial citizens to invest in Beoraidh&#039;s colosseum cannot help but have been tainted by the conflict. If it were up to Ehsan alone he would welcome warbands of Imperial citizens to visit the city and fight in the arena; it would be good for the city and firm up relations with the Empire. Unfortunately it is not just his decision that matters here. For the time being, while individual Imperial citizens can venture to Beoraidh in the hopes of engaging in gladiatorial combat, there will be no formal invitation made. &lt;br /&gt;
&lt;br /&gt;
One Unshackled civil servant jokingly suggests that the obvious thing to do is commission an [[appraisal]] into how the Empire could get the most out of the Beoraidh colosseum and maybe send [[Appraisal#Mladen Escovitch|Mladen Escovitch]] next time he comes out of retirement. Humorous as this might be, however, there&#039;s no reason such an appraisal &#039;&#039;couldn&#039;t&#039;&#039; be commissioned by the Senate if they wished to explore further opportunities here.&lt;br /&gt;
&lt;br /&gt;
==Up In The Peaks==&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh is interested in Imperial assistance to open negotiations with the Skourans&lt;br /&gt;
* &#039;&#039;&#039;Former Salt-Lord Ehsan will burn political favours to provide an opportunity to meet elders of the Brine Turtles during the Summer Solstice&lt;br /&gt;
Also as discussed during their visit to the Empire, there is interest in the Empire providing an introduction to the Skourans to the east of Mareave. Not only are they looking for trade opportunities, but they have apparently been advised that before any decisions about Beoradhi access to the Grand Aqueduct of Eoradal can be made the Skourans would need to agree. The folk of the mountains have no reason to respond favourably to communication from folk they likely cannot tell apart from Grendel, but Imperial intercession would go a long way toward smoothing the path to diplomacy and trade. The easiest way to do this would be for a [[Senate motion]] to instruct the [[Civil Service|civil service]] accordingly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Introduction to Skoura&#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;Commission Type:&#039;&#039;&#039; [[Senate Motion]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Winter Solstice 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limits:&#039;&#039;&#039;  &lt;br /&gt;
* The motion must specify that the Senate instructs the civil service to facilitate a meeting between Beoraidh and Skoura&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* The Empire would assist Beoraidh in making a diplomatic approach to the people of Skoura&lt;br /&gt;
* Lord of Sand Ehsan would arrange a meeting between the Brine Turtles (including a representative of their army) and the Empire&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; While the opportunity will persist until the end of the Winter Solstice 388YE, the situation in Mareave is volatile and might change at any time making the offer from Beoraidh ineffective&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;
The Lord of Sand offers to reciprocate in kind. If the Senate agrees to facilitate such contact during the Spring Equinox, he will use his influence with the Grendel to arrange a chance for the Imperial Consul to meet with representatives of the Brine Turtles sept including at least one of their respected warriors (someone associated with the Brine Turtle army). This meeting would take place on neutral ground during the Summer Solstice and present an opportunity to reach a resolution to problems in Mareave surrounding the sept. In the event that the Empire is able to arrange its own meeting, Rubhart believes that if Beoraidh throws its support behind such negotiations they will be able to work with both sides to improve the chances of an equitable outcome. Obviously this will require Ehsan to burn some of his favours with his former colleagues among the Grendel which is why the &amp;quot;price&amp;quot; is that the Empire provide political support to Beoraidh.&lt;br /&gt;
&lt;br /&gt;
The civil service caution that it is likely that if Beoraidh secures trade links with Skoura, the Sarcophan Delves will also be in a position to take advantage of that trade. The Delves have access to significantly more resources than Beoraidh does, and it is not impossible that if they open favourable diplomatic channels with the Skourans it might impact potential Imperial trade with that nation.&lt;br /&gt;
&lt;br /&gt;
==Spies and Agents==&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh is not prepared to spy on the Grendel for the Empire or vice versa&lt;br /&gt;
There is one other matter Ehsan wishes to clarify that he thinks is leading to some misunderstanding. To survive, Beoraidh must remain neutral. There have been suggestions that the people of Beoraidh could provide information on Grendel military strength, magical capabilities, or political positions in return for concessions from the Empire. Doing so would have serious consequences for the city state. When the Grendel found out it would be impossible to maintain Beoraidh&#039;s neutrality. Worse, the Empire would have to suspect that they were selling Imperial secrets to the Grendel. It is simply easier to maintain an independent position by not supporting either side in this way. Unless the situation changes dramatically future efforts to get Beoraidh to provide information on either the Grendel or the Empire will be ignored.&lt;br /&gt;
&lt;br /&gt;
There is some question about how Beoraidh would feel about Imperial spies operating in the city. Ehsan turns coy at this point, refusing to be drawn, and saying only that it would depend who they were spying on and how prepared they were to be spied on in turn.&lt;br /&gt;
&lt;br /&gt;
==Thunder on the Beaches==&lt;br /&gt;
{{CaptionedImage|file=Assembly ImperialOrc.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;A coalition of reavers recommend a direct attack against the Brine Turtles in Mareave&lt;br /&gt;
* &#039;&#039;&#039;They ask for the support of the Imperial Orcs assembly&lt;br /&gt;
* &#039;&#039;&#039;If the proposed mandate is enacted it will create two related ventures available to reavers&lt;br /&gt;
* &#039;&#039;&#039;The ventures are also available to Wintermark maggots, Varushkan wagon raiders, and Freeborn corsairs&lt;br /&gt;
The situation in Mareave is volatile; while Ehsan&#039;s offer to [[#Up in the Peaks|arrange a meeting]] with the Brine Turtles is made in good faith it is entirely possible that matters beyond his control will make it irrelevant. Not everyone in Mareave is looking for &#039;&#039;any&#039;&#039; sort of negotiation with the sept of [[Mareave#Fleisardh|Fleisardh]]; some see the presence of the avowedly barbarian [[orc|orcs]] there as an opportunity. Specifically, a number of [[Imperial_Orcs_economic_interests#Reavers|reavers]] are eager to deal with the Brine Turtles in a more direct fashion.&lt;br /&gt;
&lt;br /&gt;
The Empire offered the hand of friendship to the sept, even going so far as to [[386YE_Autumn_Equinox_Senate_sessions#Criminalise_hunting_turtles_in_Bay_of_Catazar|outlaw the hunting of turtles]] in an attempt to curry favour with them. The second the Grendel returned, the Brine Turtles made it clear where their loyalties actually lie. The Empress rightly - in the view of the reavers at least - [[387YE_Autumn_Equinox_Senate_sessions#Declare_War_on_Brine_Turtles|declared war]] on them immediately. While battle rages back and forth through southern Mareave, these reavers say it is time to give these turncoats what they deserve. &lt;br /&gt;
&lt;br /&gt;
A vocal supporter of this reaver coalition names &#039;&#039;Warlord Bikk&#039;&#039;, has moved his Legion to [[Mareave#Icarion|Icarion]] and intends to use his camp to help co-ordinate Imperial efforts to raid the Brine Turtles and take everything of value they have. Before he is prepared to take action, however, he asks for the support of his fellow Unshackled - and especially the approval of the [[Imperial Orcs]] national assembly.&lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=Despise that which threatens what you watch over. We send {named priest} with a throne to encourage vigilant Reavers to despoil the Brine Turtles lands. Let us thwart this malice before it strikes again.|assembly=Imperial Orc Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, it will create two related [[venture|ventures]] that would become available to Imperial Orc reavers following the Spring Equinox. &#039;&#039;Warlord Bikk&#039;&#039; is aware that there are probably not enough reavers to do as much damage as he might like and as such is more than happy to welcome warlords from other nations, provided they have some experience reaving. If the mandate passes he will open his camp as a staging ground to similar groups in other nations. Both ventures will also be available to Varushkan [[Varushka_military_concerns#Wagon_Raiders_and_Sell_Swords|Wagon-Raiders]], Wintermark [[Wintermark_economic_interests#Maggot|Maggots]] and Freeborn [[Corsair|Corsairs]], all of whom Warlock Blikk recognises as experts in pillaging Imperial Enemies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sannite.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Ethengraw.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Internal Arguments===&lt;br /&gt;
* &#039;&#039;&#039;There is disagreement as to the best course of action&lt;br /&gt;
* &#039;&#039;&#039;Some of those with strong opinions plan to come to Anvil at 16.00 on Saturday to discuss the matter with their peers&lt;br /&gt;
There is some disagreement in the wake of Bikk&#039;s proposal about exactly how to proceed. The warlord himself has asked reavers to focus on the Brine Turtle supply lines - the better to ensure that the raid does the maximum damage to the enemy. But the [[Sannite]] reaver &#039;&#039;Pil&#039;&#039; however claims they remember the Brine Turtles from when they lived in Beoraidh, and says they were always self-important and smug about their good relations with the &amp;quot;proper&amp;quot; Grendel. Pil&#039;s opinion is that everyone should focus on maximising the loot taken so that the Brine Turtles are encouraged to flee the territory to hide behind their Grendel &amp;quot;friends&amp;quot;, so that the Empire &#039;&#039;doesn&#039;t&#039;&#039; have to deal with them in the long term&lt;br /&gt;
&lt;br /&gt;
Bonesetter &#039;&#039;Guld&#039;&#039; of the [[Ethengraw]] on the other hand argues that, at some point, the Brine Turtles &#039;&#039;will&#039;&#039; be subjects of the Empire; it&#039;s probably counter-productive to raid them now. It might be &#039;&#039;satisfying&#039;&#039; or even &#039;&#039;expedient&#039;&#039;, but they believe it will store up trouble in the long run. The Brine Turtles are likely to be angry if their supply lines are cut and they&#039;ll be furious if their wealth is plundered. The &amp;quot;virtue&amp;quot; of [[Grendel_religion#Retribution|Retribution]] is an important part of Grendel culture; their [[Grendel religion|religion]] encourages them toexact vengeance on those who wrong them.&lt;br /&gt;
&lt;br /&gt;
Warlord Bikk, Bonesetter Guld, and reaver Pil intend to travel to [[Anvil]] to further discuss what should be done and are expected to arrive at four in the afternoon on Saturday, at the Unshackled camp, to discuss the matter with the national assembly. Warlord Bikk in particular hopes some interested representatives of the Winterfolk, Freeborn, and Varushkan reavers will come along as well to put their viewpoints forward.&lt;br /&gt;
===Ventures in Fleisardh===&lt;br /&gt;
* &#039;&#039;&#039;The mandate allows two related ventures to be undertaken following the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These ventures are only available to military units belonging to characters with the reaver, maggot, wagon raider, or corsair archetype&lt;br /&gt;
Both opportunities resulting from the mandate are [[Military_unit#Raiding|raiding]] actions, aimed at the Brine Turtles sept, and those engaged in either venture will benefit from ritual enchantments that [[Venture#Raiding_Ventures|boost raiding]]. While an [[Mandate#Alternative_Mandates|alternative mandate]] is possible, it won&#039;t be possible to gain access to one of the raid opportunities but not the other.&lt;br /&gt;
====Military Precision====&lt;br /&gt;
* &#039;&#039;&#039;Reavers could specifically target the supply lines of the Brine Turtles army&lt;br /&gt;
* &#039;&#039;&#039;This could disrupt the army, but results in less loot for the reavers&lt;br /&gt;
The first available venture would be to &#039;&#039;Interdict the Brine Turtles supplies&#039;&#039;. The raid actively targets key Brine Turtle supply lines - mostly food and baggage trains, stockpiles of resources intended for use by the army, and the like. There is comparatively little loot to be gained here; most of it is either too heavy to carry off of profoundly mundane in nature. A standard military unit will receive 50 rings, representing the value of what they have carried off. [[Military unit#Upgrade|Upgraded]] or [[enchantment|enchanted]] military units will receive proportionately more. &lt;br /&gt;
&lt;br /&gt;
Destroying the supplies however will cause maximum disruption. This would directly damage the Brine Turtle army, for every thousand points of total strength supporting the action the Brine Turtle army will be unable to benefit from natural resupply for a season, to a maximum of one year (starting with the downtime following the Spring Equinox). &lt;br /&gt;
====Loot and Plunder====&lt;br /&gt;
* &#039;&#039;&#039;Reavers could instead target the wealth of the Brine Turtles sept directly&lt;br /&gt;
* &#039;&#039;&#039;This provides more loot, and if sufficient force is committed it could drive the majority of the sept out of Mareave&lt;br /&gt;
The other venture would &#039;&#039;Plunder the Brine Turtles land&#039;&#039;. Rather than focus on cutting the army&#039;s supply lines, reavers taking this action instead aim for the richest pickings. The Brine Turtle sept is wealthy, enjoying a prestigious position in the territory, prospering under the Grendel rule of Mareave. This won&#039;t have any affect on the Brine Turtle army, but it provides significantly more plunder for the reavers who take part. A standard military unit will receive 100 rings, 5 random resources, and at least one Grendel luxury. Upgraded or enchanted military units will receive proportionately more. &lt;br /&gt;
&lt;br /&gt;
The main effect of this objective is to harass the Brine Turtles to the point that they have no choice but to abandon their lands at least in the short term. If a total strength of four thousand or more supports this option, many of the Brine Turtle sept will withdraw from [[Mareave#Fleisardh|Fleisardh]] heading south for safer lands under the protection of the Grendel.&lt;br /&gt;
{{Beoraidh links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_knock_at_the_door&amp;diff=139554</id>
		<title>A knock at the door</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_knock_at_the_door&amp;diff=139554"/>
		<updated>2026-05-31T12:29:54Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Foreign Nations]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Well, doors obviously. Portals, in both the mundane and the magical sense. Thresholds, literal and metaphorical. Transitions, moving from one state to another. Every journey begins by passing through a door, so travel and by extension trade.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;... all that from four little stars?&amp;quot; The orc merchant looked skeptical. Makkima used all her will not to sigh and roll her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The size of the star doesn&#039;t... look, can you just trust me on this? We need to perform the ritual inside your office, and during it you need to move through its door. That&#039;s all you need to do. We&#039;ll do everything else.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It just doesn&#039;t make sense. I mean, for a start, what about closed doors? Doesn&#039;t that mean you stars are as likely to shut me out of the rooms where the deals I want to be inside of happen? How do these tiny lights know what I want?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&#039;re not small, maester. They are far... please, can you just... I don&#039;t come down to your office and tell you how to get your ships loaded up or how to pick a port to trade at or... you see what I mean?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do, I do. But I like to understand what I&#039;m buying. I didn&#039;t get where I am today by accepting things at face value, especially when they don&#039;t make a lick of sense. So explain to me again. Why only four lamps? If four lamps are good for guiding my ships to Sarcophan, wouldn&#039;t eight lamps mean the magic was even twice as good?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let&#039;s start again. Maybe a metaphor would help? You see, the Door is like a quay...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As soon as she said it she knew she&#039;d made a mistake as the merchant opened his mouth to immediately disagree with her. As her temper started to fray, Makkima briefly heard the echo of Sheanduir whispering that her best course would be to have the merchant thrown out onto the street because there would always be more traders desperate for the profits her magic could provide. Perhaps have him beaten as a warning of the dangers of trying her patience. &lt;br /&gt;
&lt;br /&gt;
But she resisted the urge to follow that advice; this wasn&#039;t the good old days. Now she was in competition with a half dozen other jumped-up &amp;quot;magicians&amp;quot; who&#039;d leap at the chance to tell prospective customers how unwelcoming she was. Instead she forced her face into a smile as the merchant explained that the only things doors and quays had in common is that some of them had four corners.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Loud Gull.jpg|caption=The city-state of Beoraidh continues to seek diplomatic and economic ties with the Empire, among others.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;The people of Beoraidh are recognised as foreigners by the Senate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They continue to seek trade and diplomatic ties with both the Empire and the Grendel&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have accepted the patronage of the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The new ambassador to Beoraidh is the Highborn Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;&lt;br /&gt;
Before [[Mareave]] was conquered by the Empire, Beoraidh was the stronghold of the Salt-Lord Ehsan and his supporters. As war spread through the territory, the population was swollen by the arrival of refugees, especially from wealthy [[Mareave#Clisearn|Clisearn]]. In a surprise move, Ehsan declared independence from the [[Grendel]] and sued for peace with the Empire. He laid out a plan for his people that involved declaring the city, and the neighbouring region of [[Mareave#Sinfoyard|Sinfoyard]], as a neutral state. A free port where both Imperial and Grendel merchants would be welcome, without favouring either. Evidence suggests that his negotiations with his former peers have been successful, and then toward the end of 387YE he secured an offer of protection from the powerful [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
The newly styled &#039;&#039;Ehsan, Lord of Sand&#039;&#039; rules from the city. They work to mould the place into a &amp;quot;free port&amp;quot; where traders from everywhere are welcome - provided they bring money or goods to trade. As discussed in the &#039;&#039;&#039;[[A_wild_night_and_a_new_road#Polite_Correspondence|A wild night and a new road]]&#039;&#039;&#039; wind of fortune, Beoraidh has come [[All_the_night-tide#Beoraidh|under the protection]] of the [[Sarcophan Delves]] - something that has not sat entirely easily with their Imperial neighbours. How much influence the Sarcophan have is unclear but it implies that anyone attacking Beoraidh - Imperial or otherwise - will incur the wrath of the Delves, their warships, and their economic sanctions.&lt;br /&gt;
{{Nation|nation=[[Mareave#Beoraidh|Beoraidh]]|status=Foreigner|port=Currently none.|ambassador= Melkior of Balthazar&#039;s Vineyard of [[Highguard]]}}&lt;br /&gt;
The [[Wide_azure_skies|ongoing battle]] over the territory has seen the independent citizens of the city stay securely behind their walls, keen to avoid being caught up in the fighting. Their best interest probably lies in the territory being split evenly between the Salt Lords and the [[Imperial Orcs|Unshackled]] so that neither side has dominion, but that outcome seems very unlikely indeed. Today, Beoraidh enjoys a precarious position between two powerful warlike nations. Its survival depends on persuading both the Empire and the Broken Shore of its usefulness, as well as retaining the patronage of the Delves. A difficult balancing act, where one misstep could see the city sacked and its people put to the sword, enslaved, or driven into the sea.&lt;br /&gt;
&lt;br /&gt;
==Welcome Ambassador==&lt;br /&gt;
* &#039;&#039;&#039;Ehsan is positive about the decision to appoint and ambassador even without an embassy&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh has appointed &#039;&#039;Rubhart Kaltrin&#039;&#039; as Ambassador to the Empire&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Melkior of Balthazar’s Vineyard.jpeg|caption=&#039;&#039;&#039;Melkior of Balthazar&#039;s Vineyard&#039;&#039;&#039;, Ambassador to Beoraidh|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Last season Ehsan [[Each_age_a_lens#Investment_of_Stone|presented plans for a consulate]] in Beoraidh for use by the [[Imperial Consul]]. In a move that initially surprised the Lord of Sand, the [[Senate]] did not commission the consulate but instead [[387YE_Winter_Solstice_Senate_sessions#Create_Ambassador_to_Beoraidh|created a new Ambassador to Beoraidh]] to replace the Consul. The [[Senate motion]] apparently &#039;&#039;explicitly&#039;&#039; stated that no embassy would be built. &lt;br /&gt;
&lt;br /&gt;
At first a little nonplussed, Ehsan is apparently pleased by the decision. There&#039;s no requirement for Beoraidh to build an expensive embassy in the city, and no need for a staff of Imperial civil servants to establish themselves in the &amp;quot;neutral territory&amp;quot;. Instead, all he needs to do is select one of his advisors to serve as ambassador to the Empire. With that in mind, the Lord of Sand is pleased to present &#039;&#039;Rubhart Kaltrin&#039;&#039; to Ambassador Melkior. Rubhart is one of Ehsan&#039;s (many) relatives - a great-nephew as near as the civil service can tell. They have investments across the city, having initially made their money in the salt trade but now having mostly divested their interests and focused on using money to make money. They are reportedly keen to get started and look forward to meeting Ambassador Melkior at some point in the near future. &lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, an ambassador without an embassy has problems being taken seriously by a foreign nation - especially given the relative prestige of other ambassadors and the Imperial Consul. In this case, however, Beoraidh sees a dedicated ambassador as a sign of respect. They are being taken as seriously as the [[Iron Confederacy]], the [[Commonwealth]] or - crucially - the [[Grendel]]. What may be more important are the financial and political benefits. No embassy for the Empire in Beoraidh means Ehsan needs to spend less money building equivalent facilities, a cost he can ill-afford. Most importantly of all, it  reduces the risk of compromising the city-state&#039;s neutrality. With no embassy built, the Grendel can&#039;t accuse Ehsan of siding with the Empire.&lt;br /&gt;
&lt;br /&gt;
The civil service note that the only downside to this situation is that without an ambassadorial staff in Beoraidh, their ability to advise on the factions and politics of the city-state is greatly reduced. Likewise, the Ambassador to Beoraidh is not able to direct their staff to [[Ambassador#Communication|send messages]] to Beoraidh - they will have to compose and send their [[Call Winged Messenger|winged messengers]] during a summit to ensure they reach their counterpart in time.&lt;br /&gt;
&lt;br /&gt;
==Prosperity==&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;Temple of the Way in Beoraidh&#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; Beoraidh, Mareave &amp;lt;/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; 25 white granite, and 90 crowns, 20 Thrones land purchase&amp;lt;/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;Limitations:&#039;&#039;&#039; No building progress can take place until the agreed 20 Thrones is delivered&amp;lt;/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; If commissioned by an orc, 45 crowns in labour cost provided by Beoradhi investors&amp;lt;/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; Creates a modest shrine of the Way that can be used by a lone Imperial priest to preach to orcs of Beoraidh and Sinfoyard&amp;lt;/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; Standard. Unless something changes, available until the end of the WInter Solstice 388YE&amp;lt;/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 a modest structure in Beoraidh&lt;br /&gt;
* Establishes the title &#039;&#039;Sevenfold Questioner&#039;&#039;&#039;&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;Sevenfold Questioner&#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; Imperial Synod&amp;lt;/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; General Assembly&amp;lt;/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 16 crowns income 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 ensure the Temple of the Way in Beoraidh is preaching to the people; make decisions relating to the temple; deal with any threats to the temple or followers of the Way in Beoraidh&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Basilica of the Way in Beoraidh&#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; Beoraidh, Mareave&amp;lt;/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; 40 [[white granite]], 20 [[mithril]], 216 crowns labour costs, 20 Thrones land purchase&amp;lt;/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;Limitations:&#039;&#039;&#039; No building progress can take place until the agreed 20 Thrones is delivered&amp;lt;/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; If commissioned by an orc, 108 crowns in labour cost provided by Beoradhi investors&amp;lt;/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; Standard. Unless something changes, available until the end of the WInter Solstice 388YE&amp;lt;/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 an impressive structure in Beoraidh&lt;br /&gt;
* Represents the largest religious structure in the city&lt;br /&gt;
* Establishes the title &#039;&#039;Preacher of Beoraidh&#039;&#039;&#039;&lt;br /&gt;
* Creates the &#039;&#039;Preach the Way in Beoraidh&#039;&#039; congregation opportunity&lt;br /&gt;
* While it might be damaged or captured it would take significant effort over time to actually tear the structure down&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;Preacher of Beoraidh&#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; Imperial Synod&amp;lt;/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; General Assembly&amp;lt;/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 23 crowns income 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 ensure the Temple of the Way in Beoraidh is preaching to the people; make decisions relating to the temple; deal with any threats to the temple or followers of the Way in Beoraidh&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;Unshackled enthusiasm for a temple of the Way in Beoraidh built in line with Imperial Orc understanding of the faith has refreshed an earlier opportunity&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the work is commissioned by an orc character with an appropriate title, the orcs of Beoraidh will be inclined to invest in the construction&lt;br /&gt;
* &#039;&#039;&#039;There is also an opportunity to invest in dock expansion to allow Imperial fleets to visit the markets of the city&lt;br /&gt;
Last season the Beoradhi set out several opportunities for the Empire, along with a [[Each_age_a_lens#Diplomatic_Delegation|diplomatic delegation]] to the Imperial Orcs. These included confirmation that the [[Each_age_a_lens#Investment_of_Salt|offer to sell land]] for the construction of a [[I_wish_you_would#Shrine of the Virtues|temple of the Way]] was still available. According to Ambassador Melkior the Unshackled are interested in purchasing the land for 25 Thrones, provided the shrine is in keeping with the Unshackled understanding of the Way. Ambassador Rubhart is happy to accept &#039;&#039;more&#039;&#039; for the land than was being asked, but points out that the style of the temple is entirely in the control of whichever Imperial citizen is actually building it. That said, they also point out that many Beoradhi are still a little new to the idea of dealing with humans as their equals. &lt;br /&gt;
{{CaptionedImage|file=Pathfinder Gaddak.jpg|caption=Pathfinder Gaddak, Senator for Mareave.|align=right|width=175}}&lt;br /&gt;
{{CaptionedImage|file=Rasp10013.jpg||caption=&#039;&#039;&#039;Bloodcrow Rasp&#039;&#039;&#039;, Senator Skarsind|align=right|width=200}}&lt;br /&gt;
The ideal situation would be for an [[Imperial Orcs|Imperial Orc]] [[senator]] the [[Legion Engineer]], or an orc citizen from any nation who was [[Bearer of an Imperial Wayleave]], to [[commission]] whichever version of the shrine - the temple or the basilica - they settled on. In this case, traders and merchants keen to curry favour with the Empire would fall over themselves to be seen as supporting the project. Rubhart confidently predicts the labour costs of either project would be halved if an orc commissioned it. The civil service further note that there are several League titles with the ability to commission a [[sinecure]] - if the seat holder were a League orc, this discount would also be available.  This approach reinvigorate the opportunities presented in Summer 387YE - they remain available until the end of the Winter Solstice 388YE as long as nothing changes.   &lt;br /&gt;
&lt;br /&gt;
The second opportunity discussed was a chance for [[Each_age_a_lens#Investment_of_Sea|Imperial investment in the docks]], which would offer prosperity to both Beoraidh and its larger neighbour. Ambassador Rubhart is nonplussed when Melkior of Balthazar&#039;s Vineyard seems to suggest that the Empire is keen to &amp;quot;&#039;&#039;support Beoraidh as an independent port of free trade where people might meet on neutral ground&#039;&#039;.&amp;quot; Beoraidh is &#039;&#039;already&#039;&#039; working towards that laudable goal, and the dock investment was a way for the Empire to become involved. Fortunately, the opportunity is still available and remains so until the end of the Autumn Equinox 388YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Trading Post&#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; Icarion or Eoradal, Mareave&amp;lt;/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, 30 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Time:&#039;&#039;&#039; 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;Upkeep:&#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;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Increases the income of the Shepherd of the Southern Herd by 10 crowns each season&lt;br /&gt;
* Increases the income of the Shepherd of the Great Herd in Skarsind by 5 crowns each season&lt;br /&gt;
* Secures trade between the Unshackled and Beoraidh&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; Autumn Equinox 388YE&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;
==Salt and Beef==&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh is keen to establish a trade of salt for beef&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=ImperialOrcHerd003a.jpg|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;An opportunity exists to establish a trading post in Mareave to increase the benefits of both the Southern Herd and the Great Herd in Skarsind&#039;&#039;&#039;&lt;br /&gt;
One of the problems Beoraidh has is that there is a dearth of arable land in arid north-western Mareave. Now that the Children of Wrecks appear to be on the way out, there will be opportunities to fish the waters of the Bay of Catazar again but that comes with its own challenges for a city that traditionally relied more on trade than industry to feed its populace. As a consequence, the discussion at the Winter Solstice of establishing a &amp;quot;salt for beef&amp;quot; exchange between the city-state and the Unshackled has been enthusiastically received.&lt;br /&gt;
&lt;br /&gt;
In a straightforward arrangement, Rubhart proposes that the Unshackled build a trading post on the border between [[Mareave#Sinfoyard|Sinfoyard]] and either [[Mareave#Eoradal|Eoradal]] or [[Mareave#Icarion|Icarion]]. Beoraidh will do the same on the opposite side of the border. The intention that the Imperial Orcs will be able to buy salt and even some ores from trade passing through the town of &#039;&#039;Aghnayadh&#039;&#039;, while the Beoradhi will be able to purchase salt beef, tallow, and other cattle-based products from the [[Shepherd of the Southern Herd]]. This would increase the [[Shepherd_of_the_Southern_Herd#Substantial Income|already substantial income]] of the Shepherd by 10 Crowns each season. In addition, access to salt in significant quantities would also benefit the [[Shepherd_of_the_Great_Herd#The_Great_Herd|Great Herd]] in far away [[Skarsind]]; salt travels and keeps much better than raw meat after all. The [[Shepherd of the Great Herd]] would see their rewards from their [[Shepherd_of_the_Great_Herd|bounteous herd]] increase by 5 crowns each season. Obviously these benefits would be lost if the trade between Beoraidh and the Unshackled were disrupted in some fashion.&lt;br /&gt;
==Diamant Drakes==&lt;br /&gt;
* &#039;&#039;&#039;Conflict between the Unshackled Sannites and the gladiators of Beoraidh has been concluded&lt;br /&gt;
* &#039;&#039;&#039;While there are no current opportunities to invest or participate in the colosseum an appraisal could be used&lt;br /&gt;
The [[Each_age_a_lens#Retribution|ongoing strife]] between the &#039;&#039;Diamant Drakes&#039;&#039; following their [[I_wish_you_would#That&#039;s_Entertainment|visit to Anvil]] during the Summer Solstice has by all accounts been resolved. The Beoradhi gladiators who [[Each_age_a_lens#Retribution|came to Anvil]] to resolve the matter a the Spring Equinox are satisfied with the outcome. They were honoured by an opportunity to participate in a [[Pit-fights|pit-fight]]; although [[Pit-fights#Pitfighter|pit fighters]] take a more spiritual approach to the intense emotions of this kind of battle, they are not &#039;&#039;that&#039;&#039; different to the gladiators of Beoraidh some of whom also seek communion with their [[Grendel_religion#Ancestors|ancestors]] in the violence of the colosseum. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Investing in Beoraidh Colosseum&#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;Commission 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;Availability:&#039;&#039;&#039; Until the end of the Winter Solstice 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limits:&#039;&#039;&#039;  &lt;br /&gt;
* The appraisal must specify that it relates to finding ways for Imperial citizens to invest in Beoraidh colosseum and the gladiatorial games&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* Explores opportunities to allow Imperial citizens to become involved with Beoraidh colosseum and the gladiatorial games that take place there&lt;br /&gt;
* The Senate will need to specify which prognosticator will undertake the appraisal as normal&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;
However, the opportunity for Imperial citizens to invest in Beoraidh&#039;s colosseum cannot help but have been tainted by the conflict. If it were up to Ehsan alone he would welcome warbands of Imperial citizens to visit the city and fight in the arena; it would be good for the city and firm up relations with the Empire. Unfortunately it is not just his decision that matters here. For the time being, while individual Imperial citizens can venture to Beoraidh in the hopes of engaging in gladiatorial combat, there will be no formal invitation made. &lt;br /&gt;
&lt;br /&gt;
One Unshackled civil servant jokingly suggests that the obvious thing to do is commission an [[appraisal]] into how the Empire could get the most out of the Beoraidh colosseum and maybe send [[Appraisal#Mladen Escovitch|Mladen Escovitch]] next time he comes out of retirement. Humorous as this might be, however, there&#039;s no reason such an appraisal &#039;&#039;couldn&#039;t&#039;&#039; be commissioned by the Senate if they wished to explore further opportunities here.&lt;br /&gt;
&lt;br /&gt;
==Up In The Peaks==&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh is interested in Imperial assistance to open negotiations with the Skourans&lt;br /&gt;
* &#039;&#039;&#039;Former Salt-Lord Ehsan will burn political favours to provide an opportunity to meet elders of the Brine Turtles during the Summer Solstice&lt;br /&gt;
Also as discussed during their visit to the Empire, there is interest in the Empire providing an introduction to the Skourans to the east of Mareave. Not only are they looking for trade opportunities, but they have apparently been advised that before any decisions about Beoradhi access to the Grand Aqueduct of Eoradal can be made the Skourans would need to agree. The folk of the mountains have no reason to respond favourably to communication from folk they likely cannot tell apart from Grendel, but Imperial intercession would go a long way toward smoothing the path to diplomacy and trade. The easiest way to do this would be for a [[Senate motion]] to instruct the [[Civil Service|civil service]] accordingly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; 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;td style=&amp;quot;background-color: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Introduction to Skoura&#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;Commission Type:&#039;&#039;&#039; [[Senate Motion]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; Until the end of the Winter Solstice 388YE&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Limits:&#039;&#039;&#039;  &lt;br /&gt;
* The motion must specify that the Senate instructs the civil service to facilitate a meeting between Beoraidh and Skoura&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; &lt;br /&gt;
* The Empire would assist Beoraidh in making a diplomatic approach to the people of Skoura&lt;br /&gt;
* Lord of Sand Ehsan would arrange a meeting between the Brine Turtles (including a representative of their army) and the Empire&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Availability:&#039;&#039;&#039; While the opportunity will persist until the end of the Winter Solstice 388YE, the situation in Mareave is volatile and might change at any time making the offer from Beoraidh ineffective&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;
The Lord of Sand offers to reciprocate in kind. If the Senate agrees to facilitate such contact during the Spring Equinox, he will use his influence with the Grendel to arrange a chance for the Imperial Consul to meet with representatives of the Brine Turtles sept including at least one of their respected warriors (someone associated with the Brine Turtle army). This meeting would take place on neutral ground during the Summer Solstice and present an opportunity to reach a resolution to problems in Mareave surrounding the sept. In the event that the Empire is able to arrange its own meeting, Rubhart believes that if Beoraidh throws its support behind such negotiations they will be able to work with both sides to improve the chances of an equitable outcome. Obviously this will require Ehsan to burn some of his favours with his former colleagues among the Grendel which is why the &amp;quot;price&amp;quot; is that the Empire provide political support to Beoraidh.&lt;br /&gt;
&lt;br /&gt;
The civil service caution that it is likely that if Beoraidh secures trade links with Skoura, the Sarcophan Delves will also be in a position to take advantage of that trade. The Delves have access to significantly more resources than Beoraidh does, and it is not impossible that if they open favourable diplomatic channels with the Skourans it might impact potential Imperial trade with that nation.&lt;br /&gt;
&lt;br /&gt;
==Spies and Agents==&lt;br /&gt;
* &#039;&#039;&#039;Beoraidh is not prepared to spy on the Grendel for the Empire or vice versa&lt;br /&gt;
There is one other matter Ehsan wishes to clarify that he thinks is leading to some misunderstanding. To survive, Beoraidh must remain neutral. There have been suggestions that the people of Beoraidh could provide information on Grendel military strength, magical capabilities, or political positions in return for concessions from the Empire. Doing so would have serious consequences for the city state. When the Grendel found out it would be impossible to maintain Beoraidh&#039;s neutrality. Worse, the Empire would have to suspect that they were selling Imperial secrets to the Grendel. It is simply easier to maintain an independent position by not supporting either side in this way. Unless the situation changes dramatically future efforts to get Beoraidh to provide information on either the Grendel or the Empire will be ignored.&lt;br /&gt;
&lt;br /&gt;
There is some question about how Beoraidh would feel about Imperial spies operating in the city. Ehsan turns coy at this point, refusing to be drawn, and saying only that it would depend who they were spying on and how prepared they were to be spied on in turn.&lt;br /&gt;
&lt;br /&gt;
==Thunder on the Beaches==&lt;br /&gt;
{{CaptionedImage|file=Assembly ImperialOrc.png|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;A coalition of reavers recommend a direct attack against the Brine Turtles in Mareave&lt;br /&gt;
* &#039;&#039;&#039;They ask for the support of the Imperial Orcs assembly&lt;br /&gt;
* &#039;&#039;&#039;If the proposed mandate is enacted it will create two related ventures available to reavers&lt;br /&gt;
* &#039;&#039;&#039;The ventures are also available to Wintermark maggots, Varushkan wagon raiders, and Freeborn corsairs&lt;br /&gt;
The situation in Mareave is volatile; while Ehsan&#039;s offer to [[#Up in the Peaks|arrange a meeting]] with the Brine Turtles is made in good faith it is entirely possible that matters beyond his control will make it irrelevant. Not everyone in Mareave is looking for &#039;&#039;any&#039;&#039; sort of negotiation with the sept of [[Mareave#Fleisardh|Fleisardh]]; some see the presence of the avowedly barbarian [[orc|orcs]] there as an opportunity. Specifically, a number of [[Imperial_Orcs_economic_interests#Reavers|reavers]] are eager to deal with the Brine Turtles in a more direct fashion.&lt;br /&gt;
&lt;br /&gt;
The Empire offered the hand of friendship to the sept, even going so far as to [[386YE_Autumn_Equinox_Senate_sessions#Criminalise_hunting_turtles_in_Bay_of_Catazar|outlaw the hunting of turtles]] in an attempt to curry favour with them. The second the Grendel returned, the Brine Turtles made it clear where their loyalties actually lie. The Empress rightly - in the view of the reavers at least - [[387YE_Autumn_Equinox_Senate_sessions#Declare_War_on_Brine_Turtles|declared war]] on them immediately. While battle rages back and forth through southern Mareave, these reavers say it is time to give these turncoats what they deserve. &lt;br /&gt;
&lt;br /&gt;
A vocal supporter of this reaver coalition names &#039;&#039;Warlord Bikk&#039;&#039;, has moved his Legion to [[Mareave#Icarion|Icarion]] and intends to use his camp to help co-ordinate Imperial efforts to raid the Brine Turtles and take everything of value they have. Before he is prepared to take action, however, he asks for the support of his fellow Unshackled - and especially the approval of the [[Imperial Orcs]] national assembly.&lt;br /&gt;
&lt;br /&gt;
{{mandate|mandate=Despise that which threatens what you watch over. We send {named priest} with a throne to encourage vigilant Reavers to despoil the Brine Turtles lands. Let us thwart this malice before it strikes again.|assembly=Imperial Orc Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted, it will create two related [[venture|ventures]] that would become available to Imperial Orc reavers following the Spring Equinox. &#039;&#039;Warlord Bikk&#039;&#039; is aware that there are probably not enough reavers to do as much damage as he might like and as such is more than happy to welcome warlords from other nations, provided they have some experience reaving. If the mandate passes he will open his camp as a staging ground to similar groups in other nations. Both ventures will also be available to Varushkan [[Varushka_military_concerns#Wagon_Raiders_and_Sell_Swords|Wagon-Raiders]], Wintermark [[Wintermark_economic_interests#Maggot|Maggots]] and Freeborn [[Corsair|Corsairs]], all of whom Warlock Blikk recognises as experts in pillaging Imperial Enemies.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Sannite.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Ethengraw.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===Internal Arguments===&lt;br /&gt;
* &#039;&#039;&#039;There is disagreement as to the best course of action&lt;br /&gt;
* &#039;&#039;&#039;Some of those with strong opinions plan to come to Anvil at 16.00 on Saturday to discuss the matter with their peers&lt;br /&gt;
There is some disagreement in the wake of Bikk&#039;s proposal about exactly how to proceed. The warlord himself has asked reavers to focus on the Brine Turtle supply lines - the better to ensure that the raid does the maximum damage to the enemy. But the [[Sannite]] reaver &#039;&#039;Pil&#039;&#039; however claims they remember the Brine Turtles from when they lived in Beoraidh, and says they were always self-important and smug about their good relations with the &amp;quot;proper&amp;quot; Grendel. Pil&#039;s opinion is that everyone should focus on maximising the loot taken so that the Brine Turtles are encouraged to flee the territory to hide behind their Grendel &amp;quot;friends&amp;quot;, so that the Empire &#039;&#039;doesn&#039;t&#039;&#039; have to deal with them in the long term&lt;br /&gt;
&lt;br /&gt;
Bonesetter &#039;&#039;Guld&#039;&#039; of the [[Ethengraw]] on the other hand argues that, at some point, the Brine Turtles &#039;&#039;will&#039;&#039; be subjects of the Empire; it&#039;s probably counter-productive to raid them now. It might be &#039;&#039;satisfying&#039;&#039; or even &#039;&#039;expedient&#039;&#039;, but they believe it will store up trouble in the long run. The Brine Turtles are likely to be angry if their supply lines are cut and they&#039;ll be furious if their wealth is plundered. The &amp;quot;virtue&amp;quot; of [[Grendel_religion#Retribution|Retribution]] is an important part of Grendel culture; their [[Grendel religion|religion]] encourages them toexact vengeance on those who wrong them.&lt;br /&gt;
&lt;br /&gt;
Warlord Bikk, Bonesetter Guld, and reaver Pil intend to travel to [[Anvil]] to further discuss what should be done and are expected to arrive at four in the afternoon on Saturday, at the Unshackled camp, to discuss the matter with the national assembly. Warlord Bikk in particular hopes some interested representatives of the Winterfolk, Freeborn, and Varushkan reavers will come along as well to put their viewpoints forward.&lt;br /&gt;
===Ventures in Fleisardh===&lt;br /&gt;
* &#039;&#039;&#039;The mandate allows two related ventures to be undertaken following the Spring Equinox&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These ventures are only available to military units belonging to characters with the reaver, maggot, wagon raider, or corsair archetype&lt;br /&gt;
Both opportunities resulting from the mandate are [[Military_unit#Raiding|raiding]] actions, aimed at the Brine Turtles sept, and those engaged in either venture will benefit from ritual enchantments that [[Venture#Raiding_Ventures|boost raiding]]. While an [[Mandate#Alternative_Mandates|alternative mandate]] is possible, it won&#039;t be possible to gain access to one of the raid opportunities but not the other.&lt;br /&gt;
====Military Precision====&lt;br /&gt;
* &#039;&#039;&#039;Reavers could specifically target the supply lines of the Brine Turtles army&lt;br /&gt;
* &#039;&#039;&#039;This could disrupt the army, but results in less loot for the reavers&lt;br /&gt;
The first available venture would be to &#039;&#039;Interdict the Brine Turtles supplies&#039;&#039;. The raid actively targets key Brine Turtle supply lines - mostly food and baggage trains, stockpiles of resources intended for use by the army, and the like. There is comparatively little loot to be gained here; most of it is either too heavy to carry off of profoundly mundane in nature. A standard military unit will receive 50 rings, representing the value of what they have carried off. [[Military unit#Upgrade|Upgraded]] or [[enchantment|enchanted]] military units will receive proportionately more. &lt;br /&gt;
&lt;br /&gt;
Destroying the supplies however will cause maximum disruption. This would directly damage the Brine Turtle army, for every thousand points of total strength supporting the action the Brine Turtle army will be unable to benefit from natural resupply for a season, to a maximum of one year (starting with the downtime following the Spring Equinox). &lt;br /&gt;
====Loot and Plunder====&lt;br /&gt;
* &#039;&#039;&#039;Reavers could instead target the wealth of the Brine Turtles sept directly&lt;br /&gt;
* &#039;&#039;&#039;This provides more loot, and if sufficient force is committed it could drive the majority of the sept out of Mareave&lt;br /&gt;
The other venture would &#039;&#039;Plunder the Brine Turtles land&#039;&#039;. Rather than focus on cutting the army&#039;s supply lines, reavers taking this action instead aim for the richest pickings. The Brine Turtle sept is wealthy, enjoying a prestigious position in the territory, prospering under the Grendel rule of Mareave. This won&#039;t have any affect on the Brine Turtle army, but it provides significantly more plunder for the reavers who take part. A standard military unit will receive 100 rings, 5 random resources, and at least one Grendel luxury. Upgraded or enchanted military units will receive proportionately more. &lt;br /&gt;
&lt;br /&gt;
The main effect of this objective is to harass the Brine Turtles to the point that they have no choice but to abandon their lands at least in the short term. If a total strength of four thousand or more supports this option, many of the Brine Turtle sept will withdraw from [[Mareave#Fleisardh|Fleisardh]] heading south for safer lands under the protection of the Grendel.&lt;br /&gt;
{{Beoraidh links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_the_road_ahead&amp;diff=139485</id>
		<title>On the road ahead</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_the_road_ahead&amp;diff=139485"/>
		<updated>2026-05-30T21:29:39Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* City of Wonders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stanzas of a common drinking song sung by Freeborn explorers of Old Anduz, each participant improvises a verse in turn&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;No ghosts for us to fear&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;At least no ghosts of freeborn haunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though others may be near&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m with my friend, a brave kohan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Plus Dust and Flame and Glass&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If I misstep, start to fall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I trust they&#039;ll save my ass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A fortune waits us there&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Of peoples long forgotten now&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gone longer than my hair!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;ll tell the local Hakima&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I paid all care and due&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though if I&#039;m really honest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I haven&#039;t got a clue!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;We&#039;re down here on a lark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m trying to impress a girl&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ignite some kind of spark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;She&#039;s daughter of an old Corsair&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Who has no sense of humour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I heard she knows a special trick&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you believe the rumour&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=FreebornShelter.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For the first time in many seasons, the lands of the Freeborn are not immediately threatened. The forces of the Jotun continue to press into [[the Marches]], while the [[Grendel]] attempt to [[Deep_blue_sea#As_The_Gull_Flies|catch the Red Wind Corsairs]] has been countered by Freeborn cunning. The [[Children of Wrecks]] have taken loss after catastrophic loss and are now under attack by the [[Iron Confederacy]]. The appearance of the Surrani is worrying; they&#039;ve laid claim to the [[Feroz#Cazar_Straits|Cazar Straits in Feroz]], but they show no sign of attacking the mainland.&lt;br /&gt;
&lt;br /&gt;
With a chance to draw breath, the inhabitants of the ancient town of [[Segura#Anduz|Anduz]] are looking for new opportunities for their home. The land has been transformed in recent years, the influx of the Zemress Islanders and the re-establishment of the Towers of Anduz have brought [[Prosperity]] to the grasses of Segura. But the potential of Anduz remains untapped.&lt;br /&gt;
&lt;br /&gt;
The place is steeped in history; it was a city here long before the Empire was created, before even the [[The_Brass_Coast_history#Three_Sisters_of_Highguard|Three Sisters]] ever came to [[the Brass Coast]]. That city was destroyed long ago, but in Anduz, the ruins of the past are the foundations of the future. As the Freeborn settled the ruins, they created new homes from the stone of the abandoned buildings. &lt;br /&gt;
&lt;br /&gt;
The place was sacked by the Lasambrians in 363YE and two decades later, the shattered ruins of Anduz have become difficult to distinguish from the ruins of Old Anduz from which they were originally built. In Anduz it has always been so, take from the past the things the dead no longer need and refashion them as a gift for the living. The ruins are like [[The_Brass_Coast_hearth_magic#Clothing|old clothing]], handed down from one generation to the next. The fabric cut and resown to make a new garment each time.&lt;br /&gt;
&lt;br /&gt;
Inspired by the burgeoning spirit of the new age, folk are searching for inspiration. From the ruins of old Anduz, what new future might yet arise?&lt;br /&gt;
&lt;br /&gt;
==City of Adventure==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to celebrate the city&#039;s position as a gateway to adventure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to blazing new trails&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Adventure&#039;&#039;&#039;&lt;br /&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;The Brazen Propylaeum&#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; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 25 [[white granite]], 5 [[mithril]], and 90 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;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/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;
* Erects a new propylaeum on the south side of the city&lt;br /&gt;
* Creates a new Freeborn archetype, the Trailblazer, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become a city of adventure&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;/div&amp;gt;&lt;br /&gt;
Anduz has always been a gateway to adventure. When the Freeborn first came to Segura, they discovered the remains of an abandoned city. The ruins squatted on the roads leading south, past the Lasambrians to the lands of the Surrani and West towards the Faraden. Trade flowed into the Brass Coast, despite the predations of bandits - while adventure often began here, precisely because of them. Some came to Anduz seeking to explore the ruins themselves. Many simply used the settlement as a stopping-off point, a place to begin their journey as they blazed a trail into the unknown.&lt;br /&gt;
&lt;br /&gt;
Some Anduzers claim the city&#039;s history represents the epitome of what it really means to be Freeborn - a commitment to throw yourself into every endeavour no matter how long the odds, no matter the risks. &#039;&#039;“Life is short — let it never be dull!”&#039;&#039; is the nation&#039;s defining motto, and those early trailblazers certainly embodied that. Seeking out adventure wherever it is found, never allowing themselves to stop and worry what might go wrong. People committed to excitement and adventure whenever it presented the opportunity. &lt;br /&gt;
&lt;br /&gt;
On the South side of the city lie the ruins of an ancient propylaeum, a huge stone gateway that once arched over the road south. Built not to protect Anduz but to inspire Ambition and make the souls of those arriving or leaving soar. Torn down centuries ago by raiders, some dhomiro are hoping to persuade the city&#039;s backers to restore the epic gateway so that it can once again serve as an inspiration to visitors.&lt;br /&gt;
&lt;br /&gt;
The work is not cheap; the Propylaeum would require 25 wains of white granite, 5 wains of mithril and 90 crowns. The idea is to alloy the mithril with brass to give the structure a beautiful brazen sheen when the sun illuminates it. But if the Freeborn National Assembly backed the creation of the Brazen Propylaeum, it would help to inspire adventurers and thrillseekers across the nation. The rash, the bold, and the brazen would draw inspiration from the epic structure. It would encourage trailblazers, people unafraid to challenge convention and to eager to commit to any endeavour no matter how difficult or dangerous it might be.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Life is short, let it never be dull! We send (named individual) with 50 doses of liao to encourage the Freeborn to blaze new trails. Aim high and pursue your dreams, no matter the dangers.|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Brazen Propylaeum is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the trailblazers amongst them - they will applaud those Freeborn who are committed to overcoming challenges, regardless of the costs and heedless of the risks. The Freeborn have always craved adventure and excitement; these trailblazers would epitomise that willingness to throw themselves into any endeavour, no matter how risky or outrageous. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the trailblazer archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Brazen Propylaeum would cement the nature of Anduz as a city of adventure at the dawn of a new age. [[Wintermark_hearth_magic#Names|Names]], as any wise magician can tell you, have &#039;&#039;power&#039;&#039;. One of the most subtle hearth magics, the name of a thing can influence its nature and change its fate. If Anduz becomes the City of Adventure, then any future [[opportunity|opportunities]] involving the city and the surrounding territory are more likely to reflect its commitment to adventure.&lt;br /&gt;
&lt;br /&gt;
==City of Deals==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to celebrate the city&#039;s position as a mercantile hub&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to cutting a deal and turning a profit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Deals&#039;&#039;&#039;&lt;br /&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;The Market of a Thousand Sails&#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; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 [[white granite]] and 15 [[weirwood]], and 90 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;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/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;
* Restores the Market of a Thousand Sails to its former glory&lt;br /&gt;
* Creates a new Freeborn archetype, the Hawker, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Deals&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;/div&amp;gt;&lt;br /&gt;
There was a time when Anduz was one of the richest cities on the Brass Coast. When the Towers of Anduz were first completed, the city became a marketplace for every imaginable trade, drawing merchants from foreign lands to hawk their wares at the legendary Market of a Thousand Sails. This vast outdoor market housed a thousand stalls, each one covered with a colourful tarpaulin fashioned from sailcloth. At the height of its power, Anduz was not just rich but important. The presence of so many wealthy dhomiro merchants in the city bred influence and power. Anduz was a place where the Prosperous truly understood that &#039;&#039;&amp;quot;all things can have a price.&amp;quot;&#039;&lt;br /&gt;
&lt;br /&gt;
At the height of its power, the merchants who worked the marketplace were called hawkers. Prosperous to a fault, they would ply their trade, hawking their goods to any who would listen. Always eager to cut a deal and make a profit, the most successful amongst them grew fabulously wealthy, but they kept the name to let others know that they were open to any proposition. Entrepreneurs, they understood that anything that could be bought and sold, could yield a profit. The hawkers would compete with each other on price, but they were united in fierce defence of their right to trade freely with each other. The Freeborn have always outlawed slavery, but it was said that anything else for sale in the world could be bought in the Market of a Thousand Sails. &lt;br /&gt;
&lt;br /&gt;
There are still plenty of hawkers in the nation; some are aspiring business owners, looking to make their first throne by hawking their wares. Some are wealthy merchants committed to increasing their power by cutting deals. But the market of a thousand sails is gone, long since destroyed by the Lasambrians who burned the stalls and stole the bright sailcloth. With it, the focus of Anduz was lost and the prominence of its wealthy merchants declined.&lt;br /&gt;
&lt;br /&gt;
Is it time to arrest that decline? The remains of the Market are still there - some of the stone could be reused. New stalls could be erected, new sails could be woven. The Market of a Thousand Sails could be relaunched and with it the hopes and aspirations of the city of Anduz. It would not be cheap; a massive marketplace on this scale is an ambitious endeavour that would require 15 white granite, 15 weirwood and 90 crowns. But if it were endorsed by the Freeborn National Assembly, then it would help to inspire not just wealthy Freeborn but those who were hungry to join their ranks. It would remind everyone of the Freeborn belief that the fairest way to reckon the worth of something is to put a price on it. Enterprising merchants with money would be reminded that it is &#039;&#039;Prosperous&#039;&#039; to spend that wealth to wield power and influence. It would encourage Freeborn to seize the mantle of the hawkers, and embrace every opportunity to cut a deal.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=All things can have a price. We send (named individual) with 50 doses of liao to encourage the Freeborn to hawk their wares to all and sundry. Strive, toil, and claim the just rewards of your labours!|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Market of a Thousand Sails is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the hawkers amongst them. They will applaud those Freeborn who are committed to taking every opportunity to turn a profit, ignoring those who called for propriety or charity. The Hawkers were always committed to the idea that the items one traded should be too the conscience of the trader, and were staunch activists against the interdictions of the conclave, the proscriptions of the synod and the prohibitions of the senate. The Freeborn have always been comfortable peddling influence as easily as other nations sell wares, these hawkers would epitomise that willingness to cut a deal, no matter how risky or outrageous. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the hawker archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Market would cement the nature of Anduz as a city of deals at this moment when the stars have aligned. An epithet for a city is no small thing - if Anduz becomes the City of Deals, then any future opportunities involving the city and the surrounding territory are more likely to reflect its commitment to pursue wealth and the influence it brings.&lt;br /&gt;
&lt;br /&gt;
==City of Passions==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to commemorate the city&#039;s history as the birthplace of the firebrands&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to championing social causes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Passions&#039;&#039;&#039;&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;The Burning Agora&#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; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 [[weirwood]], 10 [[white granite]] and 90 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;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/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 the Burning Agora, a torchlit public space dedicated to the passionate exchange of ideas&lt;br /&gt;
* Creates a new Freeborn archetype, the Firebrand, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Passions&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anduz has always been a cosmopolitan city, a place where people thrived and ideas with them. Arguments were commonplace, often heated and passionate, but rarely would they come to blows. The Freeborn philosophy is that society is best served when every individual is responsible for themselves and to themselves. They left Highguard looking for a chance to make a new future for themselves, not to impose one on others. The city was known for it&#039;s passions, the high-minded ideals of its priests and sutannir and the dedication of its inhabitants to fight for the things they believed in. &lt;br /&gt;
&lt;br /&gt;
Maria i Contero i Guerra, the wife of [[Emperor Ahraz]], was born here, and many of the Firebrands, the followers of the young Emperor, owned resources in the city at that time.  The city has a storied reputation as a place where people pursue Virtue, the way a corsair pursues a prize ship. A place where a passionate commitment to an ideal is regarded as more important to the Way than doctrine or dogma. Emperor Ahraz is long dead, but many in Anduz carry a torch for their adopted son. Those embers have been fanned into a raging fire by the recent publication of the [[The Courage of Ahraz|dramatic events of the doomed Emperor&#039;s life and death]]. &lt;br /&gt;
&lt;br /&gt;
More controversially, there are some (especially the Riquezans) with growing concerns about the exact nature and intention of the [[Blood_will_thicken#A_Question_of_Scale|Grand Inspiration of the Way]]. The goal to spread the Way of Virtue to the whole world is a laudable goal, yet, what version of the Way? There is a fear that the Highborn may seek to use the Grand Inspiration to try to push a rigidly orthodox interpretation of doctrine and, in doing so, stifle a commitment to a Virtuous life.&lt;br /&gt;
&lt;br /&gt;
As a counterweight to this &amp;quot;Grand&amp;quot; Inspiration, these concerned citizens propose the construction of an open space in the centre of Anduz, a torchlit [https://en.wikipedia.org/wiki/Agora agora] where people can exchange ideas in passionate debate. Segura is almost as far as you can get from [[Bastion]] and still be in the Empire; what better place for a safe haven for those who would seek to ask the right question and courageously face any unwelcome truths that might be found? Not a place for heretics or idolators, but for those who want to pursue a Virtuous way to live their lives without being tied down by dogma.&lt;br /&gt;
&lt;br /&gt;
The Burning Agora would cost 20 wains of weirwood, 10 wains of white granite and 90 crowns. It would need to be a substantial affair, lit with torches rather than lightstones, so that [[The_Brass_Coast_religious_beliefs#Dust,_Flame,_and_Glass|the Freeborn love of flame]] could inspire speakers and listeners alike. If it were commissioned, the Freeborn National Assembly could use a mandate to endorse its construction and the legacy of Ahraz and those who followed him. If that happened it would inspire orators and idealists across the Coast to pursue their beliefs. The impassioned, the driven, those who believed in a cause would draw inspiration from the grand structure. It would encourage firebrands, people unafraid to challenge the powerful and to prepared to commit to their cause no matter the cost.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=We prize freedom and disdain arrogance. We send (named individual) with 50 doses of liao to encourage the citizens of Segura to create a place to discuss where doctrine and encourage free thinkers. Every being deserves to live the life they want in the manner they wish.|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Burning Agora is completed and this mandate is enacted, then it will encourage citizens across the Brass Coast to celebrate the legacy of the firebrands - the historical example set by the followers of Emperor Ahraz as well as those living exemplars who share their forebear&#039;s commitment to Virtue without doubt or fear, regardless of the disapproval of others. The Freeborn have always prized freedom and responsibility and disdained arrogance; these firebrands would epitomise that willingness to challenge authority as they sought ways to make the Empire live up to its ideals, no matter how much opprobrium they faced. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the firebrand archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Crucially, the Burning Agora would dedicate the soul of Anduz to the passionate pursuit of ideals, during a time of revelation. If Anduz becomes the City of Passions, then any future opportunities involving the city and the surrounding territory are more likely to reflect its commitment to idealism.&lt;br /&gt;
&lt;br /&gt;
==City of Wonders==&lt;br /&gt;
* &#039;&#039;&#039;A single commission could attempt to build all three edifices to transform the city&#039;s future&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create three new Brass Coast archetypes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require a piece of art to inspire the project provided by the Cat&#039;s Graces or similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anduzers will provide a purse of 20 crowns to reward the winning artist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Wonders&#039;&#039;&#039;&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;Dust, Glass and Flame&#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; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 [[white granite]], 35 [[weirwood]], 5 [[mithril]], 30 [[ilium]] and 270 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;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/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; Requires a foundational piece of art depicting the new city to inspire architects &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates the Burning Agora, a torchlit public space dedicated to the passionate exchange of ideas&lt;br /&gt;
* Erects a new propylaeum on the south side of the city&lt;br /&gt;
* Restores the Market of a Thousand Sails to its former glory&lt;br /&gt;
* Enchants the Fountain of Wonders at the centre of the city&lt;br /&gt;
* Creates a new Freeborn archetype, the Firebrand, if supported by the Freeborn National Assembly&lt;br /&gt;
* Creates a new Freeborn archetype, the Hawker, if supported by the Freeborn National Assembly&lt;br /&gt;
* Creates a new Freeborn archetype, the Trailblazer, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Wonders&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;
&lt;br /&gt;
Of course nobody can agree on what &#039;&#039;should&#039;&#039; be built, so inevitably someone asks why can&#039;t they build them all? That turns out to have two major problems. The first is that each of the commissions draws on the powerful hearth magic of names to influence the nature of the city. Anduz &#039;&#039;can&#039;t&#039;&#039; be the City of Deals, Passions and Adventure - magic doesn&#039;t work like that. But if magic is a problem, then why not use magic to solve it?&lt;br /&gt;
&lt;br /&gt;
Instead of building one of the commissions, the Brass Coast could attempt a single &#039;&#039;grand&#039;&#039; project, that one romantic fool calls &amp;quot;Dust, Glass and Flame&amp;quot;. The actual idea is to build all three edifices, but to include a grand fountain at the centre of the city, one permanently enchanted with ilium by the hakima to invoke wonder. It would require a lot of ilium - 30 rings in total, but that would be sufficient to balance the influence of the three individual structures and bind them all together to serve the city harmoniously.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; margin-left: 10px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;OOC Note&#039;&#039;&#039;&amp;lt;br&amp;gt;Empire includes a large element of hard skills - the success and triumphs that your character has on the field are often down to your abilities as a player, whether that&#039;s fighting in battle, trading in the Bourse or giving a speech in the Senate. For that reason we would politely ask participants to only submit original compositions created by participants in the game. This competition is a chance for the many fantastic artists in the Empire community to achieve glory. It&#039;s fine for a player-character to hire another player-character if they pay them with in-character funds, but generative AI can&#039;t be used in Empire and submitting a piece of art that was purchased out-of-character, or created by someone who isn&#039;t an active participant in Empire is outside of the spirit of this contest.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At least it would if the designs were coherent. And therein lies the second problem. The plans for each of the three edifices have been created independently - at the moment the styles and arrangements don&#039;t quite gel. If it were just a matter of artistic choices that wouldn&#039;t be vital, but when trying to take advantage of hearth magic in this way it is &#039;&#039;vital&#039;&#039; that everything gels together.&lt;br /&gt;
&lt;br /&gt;
To solve &#039;&#039;that&#039;&#039; problem, the hakima suggest that asking the &#039;&#039;Cat&#039;s Graces&#039;&#039; to hold a contest to create a foundational piece of art, once it is confirmed as a [[Imperial sodality|sodality]] by the Imperial Senate. What is needed is an artists impression of New Anduz to set the tone for the redevelopment of the whole city. The designs for the Agora, the Propylaeum and the Market could be updated to reflect the art produced. (The National Assembly would have to take up the challenge of organising an appropriate contest if the sodality fails to pass the Senate). The contest needs to challenge artists to create a beautiful piece of art depicting the new city, something to capture the imagination and inspire those who see it. Then the sodality need to pick the best one. Once a copy of the winning artwork is provided to the [[Civil Service|civil service]], inhabitants of the city will provide the artist who created it with a purse of 20 crowns in reward for their efforts.&lt;br /&gt;
&lt;br /&gt;
That leaves one final issue that is not so easily overcome. The cost. Creating all three edifices - and a huge magical fountain to tie them all together is exciting, it&#039;s romantic, it fires the imagination. It&#039;s also very expensive. Can the Brass Coast really afford it? Each of three individual edifices is a tall order, they&#039;re large impressive structures that would need a lot of investment. Any one of them could change the fate of Anduz and help bolster the fortunes of the nation. Just completing one would be a challenge and require everyone to pull together. It&#039;s a great accomplishment to achieve any one of these.&lt;br /&gt;
&lt;br /&gt;
It might appeal to the heart to try and do it all, but it&#039;s not the most efficient way to restore the fate of Anduz and even suggesting it, risks embracing the idea in a fit of enthusiasm and then discovering a year or more down the line that they can&#039;t raise the funds. The fate of Anduz is to continue its slow decline if nothing is done - the worst thing that could happen is to choose the most expensive option and then for it to languish for years unfunded. After all, look what happened to the [[Construct_Grand_Inspiration_of_the_Way|Grand Inspiration of the Way]], two years have gone by and still not complete...&lt;br /&gt;
&lt;br /&gt;
The nation would be ill-advised to attempt the most dramatic development of Anduz, unless there is genuine support to ensure that the resources are there to ensure it can be built.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if it could be done, it would transform the fate of Anduz, making it the City of Wonders. The place would rival the great cities of the Empire, and any future opportunities involving the city and the surrounding territory would be more likely to reflect it&#039;s nature as a city of wealth and adventure that embraced novelty and new ideas.&lt;br /&gt;
&lt;br /&gt;
==City of Stones==&lt;br /&gt;
* &#039;&#039;&#039;If nothing is commissioned, or no work begins within a year then Anduz will gain the ruins quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Stones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If nothing is done, if this opportunity to determine the fate of Anduz passes unmarked, then the city will continue much as it always has. Anduzjasse would gain the &#039;&#039;&#039;ruins&#039;&#039;&#039; quality, as the focus of people who living there turns to survival among the remnants of a previous age. That will happen if nothing is commissioned, or if one of the edifices is commissioned but a year passes with no progress on the building. If that happens, the city would gain the moniker the City of Stones and future [[opportunity|opportunities]] would reflect the focus on survival over success.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
* &#039;&#039;&#039;The three mandates are not competing, the Freeborn National Assembly can pass any or all of them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandates are only available at this summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandates have no effect unless the commission associated with them is built&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the three mandates is only available at the forthcoming summit. They are &#039;&#039;not&#039;&#039; competing mandates, the Freeborn National Assembly could pass some or all of them, but they must be enacted in the coming season, otherwise the opportunity to benefit is lost.&lt;br /&gt;
&lt;br /&gt;
None of the mandates will have any effect until the commission it is associated with is built, either the single edifice linked to that mandate, or the grand edifice, Dust, Glass and Flame, that is linked to all three mandates.&lt;br /&gt;
&lt;br /&gt;
The Freeborn Assembly does not have to pass all the mandates. The Empire can build one of the three edifices, or the grand commission that combines them all, but the Assembly can pick and choose which mandates they wish to enact. They could skip one or more of the mandates for any reason.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Segura]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_the_road_ahead&amp;diff=139483</id>
		<title>On the road ahead</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=On_the_road_ahead&amp;diff=139483"/>
		<updated>2026-05-30T21:27:16Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* City of Passions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:388YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stanzas of a common drinking song sung by Freeborn explorers of Old Anduz, each participant improvises a verse in turn&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;No ghosts for us to fear&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;At least no ghosts of freeborn haunt&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though others may be near&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m with my friend, a brave kohan&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Plus Dust and Flame and Glass&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If I misstep, start to fall&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I trust they&#039;ll save my ass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;A fortune waits us there&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Of peoples long forgotten now&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Gone longer than my hair!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;ll tell the local Hakima&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I paid all care and due&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Though if I&#039;m really honest&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I haven&#039;t got a clue!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deep down into old Anduz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;We&#039;re down here on a lark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I&#039;m trying to impress a girl&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ignite some kind of spark&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;She&#039;s daughter of an old Corsair&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Who has no sense of humour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;I heard she knows a special trick&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;If you believe the rumour&lt;br /&gt;
&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%;; clear: right; margin: 15px;&amp;quot;&amp;gt;{{CaptionedImage|file=FreebornShelter.jpg|align=right|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
For the first time in many seasons, the lands of the Freeborn are not immediately threatened. The forces of the Jotun continue to press into [[the Marches]], while the [[Grendel]] attempt to [[Deep_blue_sea#As_The_Gull_Flies|catch the Red Wind Corsairs]] has been countered by Freeborn cunning. The [[Children of Wrecks]] have taken loss after catastophic loss and are now under attack by the [[Iron Confederacy]]. The apperance of the Surrani is worrying, they&#039;ve laid claim to the [[Feroz#Cazar_Straits|Cazar Straits in Feroz]], but they show no sign of attacking the mainland.&lt;br /&gt;
&lt;br /&gt;
With a chance to draw breath, the inhabitants of the ancient town of [[Segura#Anduz|Anduz]] are looking for new opportunties for their home. The land has been transformed in recent years, the influx of the Zemress Islanders and the re-establishment of the Towers of Anduz have brought [[Prosperity]] to the grasses of Segura. But the potential of Anduz remains untapped.&lt;br /&gt;
&lt;br /&gt;
The place is steeped in history, it was a city here long before the Empire was created, before even the [[The_Brass_Coast_history#Three_Sisters_of_Highguard|Three Sisters]] ever came to [[the Brass Coast]]. That city was destroyed long ago, but in Anduz, the ruins of the past are the foundations of the future. As the Freeborn settled the ruins, they created new homes from the stone of the abandoned buildings. &lt;br /&gt;
&lt;br /&gt;
The place was sacked by the Lasambrians in 363 and two decades later, the shattered ruins of Anduz have become difficult to distinguish from the ruins of Old Anduz from which they were originally built. In Anduz it has always been so, take from the past the things the dead no longer need and refashion them as a gift for the living. The ruins are like [[The_Brass_Coast_hearth_magic#Clothing|old clothing]], handed down from one generation to the next. The fabric cut and resown to make a new garment each time.&lt;br /&gt;
&lt;br /&gt;
Inspired by the burgeoning spirit of the new age, folk are searching for inspiration. From the ruins of old Anduz, what new future might yet arise?&lt;br /&gt;
&lt;br /&gt;
==City of Adventure==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to celebrate the city&#039;s position as a gateway to adventure&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to blazing new trails&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Adventure&#039;&#039;&#039;&lt;br /&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;The Brazen Propylaeum&#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; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 25 [[white granite]], 5 [[mithril]], and 90 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;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/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;
* Erects a new propylaeum on the south side of the city&lt;br /&gt;
* Creates a new Freeborn archetype, the Trailblazer, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become a city of adventure&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;/div&amp;gt;&lt;br /&gt;
Anduz has always been a gateway to adventure. When the Freeborn first came to Segura they discovered the remains of an abandoned city. The ruins squatted on the roads leading south, past the Lasambrians to the lands of the Surrani and West towards the Faraden. Trade flowed into the Brass Coast, despite the predations of bandits - while adventure often began here, precisely because of them. Some came to Anduz seeking to explore the ruins themselves. Many simply used the settlement as a stopping off point, a place to begin their journey as they blazed a trail into the unknown.&lt;br /&gt;
&lt;br /&gt;
Some Anduzers claim the city&#039;s history represents the epitome of what it really means to be Freeborn - a commitment to throw yourself into every endeavour no matter how long the odds, no matter the risks. &#039;&#039;“Life is short — let it never be dull!”&#039;&#039; is the nation&#039;s defining motto, and those early trailblazers certainly embodied that. Seeking out adventure wherever it is found, never allowing themselves to stop and worry what might go wrong. People committed to excitement and adventure whenever it presented the opportunity. &lt;br /&gt;
&lt;br /&gt;
On the South side of the city lie the ruins of an ancient propylaeum, a huge stone gateway that once arched over the road south. Built not to protect Anduz but to inspire Ambition and make the souls of those arriving or leaving, soar. Torn down centuries ago by raiders, some dhomiro are hoping to persuade the city&#039;s backers to restore the epic gateway so that it can once again serve as an inspiration to visitors.&lt;br /&gt;
&lt;br /&gt;
The work is not cheap, the Propylaeum would require 25 wains of white granite, 5 wains of mithril and 120 crowns. The idea is to alloy the mithril with brass to give the structure a beautiful brazen sheen when the sun illuminates it. But if the Freeborn National Assembly backed the creation of the Brazen Propylaeum, it would help to inspire adventurers and thrillseekers across the nation. The rash, the bold, and the brazen would draw inspiration from the epic structure. It would encourage trailblazers, people unafraid to challenge convention and to eager to commit to any endeavour no matter how difficult or dangerous it might be.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=Life is short, let it never be dull! We send (named individual) with 50 doses of liao to encourage the Freeborn to be blaze new trails. Aim high and pursue your dreams, no matter the dangers.|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Brazen Propylaeum is completed and this mandate is enacted then it will encourage citizens across the Brass Coast to celebrate the trailblazers amongst them - they will applaud those Freeborn who are committed to overcoming challenges, regardless of the costs and heedless of the risks. The Freeborn have always craved adventure and excitement, these trailblazers would epitomise that willingness to throw themselves into any endeavour, no matter how risky or outrageous. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the trailblazer archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Brazen Propylaeum would cement the nature of Anduz as a city of adventure at the dawn of a new age. [[Wintermark_hearth_magic#Names|Names]], as any wise magician can tell you, have &#039;&#039;power&#039;&#039;. One of the most subtle hearth magics, the name of a thing can influence it&#039;s nature and change it&#039;s fate. If Anduz becomes the City of Adventure, then any future [[opportunity|opportunities]] involving the city and the surrounding territory are more likely to reflect it&#039;s commitment to adventure.&lt;br /&gt;
&lt;br /&gt;
==City of Deals==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to celebrate the city&#039;s position as a mercantile hub&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to cutting a deal and turning a profit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Deals&#039;&#039;&#039;&lt;br /&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;The Market of a Thousand Sails&#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; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 15 [[white granite]] and 15 [[weirwood]], and 90 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;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/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;
* Restores the Market of a Thousand Sails to its former glory&lt;br /&gt;
* Creates a new Freeborn archetype, the Hawker, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Deals&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;/div&amp;gt;&lt;br /&gt;
There was a time when Anduz was one of the richest cities on the Brass Coast. When the Towers of Anduz were first completed, the city became a marketplace for every imaginable trade, drawing merchants from foreign lands to hawk their wares at the legendary Market of a Thousand Sails. This vast outdoor market housed a thousand stalls, each one covered with a colourful tarpaulin fashioned from sailcloth. At the height of its power, Anduz was not just rich but important. The presence of so many wealthy dhomiro merchants in the city bred influence and power. Anduz was a place where the Prosperous truly understood that &#039;&#039;&amp;quot;all things can have a price.&amp;quot;&#039;&lt;br /&gt;
&lt;br /&gt;
At the height of its power, the merchants who worked the market place were called hawkers. Prosperous to a fault, they would ply their trade, hawking their goods to any who would listen. Always eager to cut a deal and make a profit, the most successful amongst them grew fabulously wealthy but they kept the name, to let others know that they were open to any proposition. Entrepreneurs, they understood that anything that could be bought and sold, could yield a profit. The hawkers would compete with each other on price, but they were united in fierce defence of their right to trade freely with each other. The Freeborn have always outlawed slavery, but it was said that anything else for sale in the world could be bought in the Market of a Thousand Sails. &lt;br /&gt;
&lt;br /&gt;
There are still plenty of hawkers in the nation, some are aspiring business owners, looking to make their first throne by hawking their wares. Some are wealthy merchants committed to increasing their power by cutting deals. But the market of a thousand sails is gone, long since destroyed by the Lasambrians who burned the stalls and stole the bright sailcloth. With it, the focus of Anduz was lost and the prominence of its wealthy merchants declined.&lt;br /&gt;
&lt;br /&gt;
It is time to arrest that decline? The remains of the Market are still there - some of the stone could be reused. New stalls could be erected, new sails could be woven. The Market of a Thousand Sails could be relaunched and with it the hopes and aspirations of the city of Anduz. It would not be cheap, a massive marketplace on this scale is an ambitious endeavour that would require 15 white granite, 15 weirwood and 90 crowns. But if it were endorsed by the Freeborn National Assembly, then it would help to inspire not just wealthy Freeborn but those who were hungry to join their ranks. It would remind everyone of the Freeborn belief that the fairest way to reckon the worth of something is to put a price on it. Enterprising merchants with money would be reminded that it is &#039;&#039;Prosperous&#039;&#039; to spend that wealth to wield power and influence. It would encourage Freeborn to seize the mantle of the hawkers, and embrace every opportunity to cut a deal.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=All things can have a price. We send (named individual) with 50 doses of liao to encourage the Freeborn to hawk their wares to all and sundry. Strive, toil, and claim the just rewards of your labours!|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Market of a Thousand Sails is completed and this mandate is enacted then it will encourage citizens across the Brass Coast to celebrate the hawkers amongst them. They will applaud those Freeborn who are committed to taking every opportunity to turn a profit, ignoring those who called for propriety or charity. The Hawkers were always committed to the idea that the items one traded should be too the conscience of the trader, and were staunch activists against the interdictions of the conclave, the proscriptions of the synod and the prohibitions of the senate. The Freeborn have always been comfortable peddling influence as easily as other nations sell wares, these hawkers would epitomise that willingness to cut a deal, no matter how risky or outrageous. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the hawker archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly of all, the Market would cement the nature of Anduz as a city of deals at this moment when the stars have aligned. An epithet for a city is no small thing - if Anduz becomes the City of Deals, then any future opportunities involving the city and the surrounding territory are more likely to reflect it&#039;s commitment to pursue wealth and the influence it brings.&lt;br /&gt;
&lt;br /&gt;
==City of Passions==&lt;br /&gt;
* &#039;&#039;&#039;An edifice could be built to commemorate the city&#039;s history as the birthplace of the firebrands&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create a new Brass Coast archetype committed to championing social causes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Passions&#039;&#039;&#039;&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;The Burning Agora&#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; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 20 [[weirwood]], 10 [[white granite]] and 90 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;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/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 the Burning Agora, a torchlit public space dedicated to the passionate exchange of ideas&lt;br /&gt;
* Creates a new Freeborn archetype, the Firebrand, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Passions&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;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anduz has always been a cosmopolitan city, a place where people thrived and ideas with them. Arguments were common place, often heated and passionate, but rarely would they come to blows. The Freeborn philosophy is that society is best served when every individual is responsible for themselves and to themselves. They left Highguard looking for a chance to make a new future for themselves, not to impose one on others. The city was known for it&#039;s passions, the high-minded ideals of its priests and sutannir and the dedication of its inhabitants to fight for the things they believed in. &lt;br /&gt;
&lt;br /&gt;
Maria i Contero i Guerra, the wife of [[Emperor Ahraz]] was born here, and many of the Firebrands, the followers of the young Emperor owned resources in the city at that time.  The city has a storied reputation as a place where people pursue Virtue, the way a corsair pursues a prize ship. A place where a passionate commitment to an ideal is regarded as more important to the Way than doctrine or dogma. Emperor Ahraz is long dead, but many in Anduz carry a torch for their adopted son. Those embers have been fanned into a raging fire by the recent publication of the [[The Courage of Ahraz|dramatic events of the doomed Emperor&#039;s life and death]]. &lt;br /&gt;
&lt;br /&gt;
More controversially, there are some (especially the Riquezans) with growing concerns about the exact nature and intention of the [[Blood_will_thicken#A_Question_of_Scale|Grand Inspiration of the Way]]. The goal to spread the Way of Virtue to the whole world is a laudable goal, yet, what version of the Way? There is a fear that the Highborn may seek to use the Grand Inspiration to try to push a rigidly-orthodox interpretation of doctrine and in doing so, stifle a commitment to a Virtuous life.&lt;br /&gt;
&lt;br /&gt;
As a counterweight to this &amp;quot;Grand&amp;quot; Inspiration, these concerned citizens propose the construction of an open space in the centre of Anduz, a torchlit [https://en.wikipedia.org/wiki/Agora agora] where people can exchange ideas in passionate debate. Segura is almost as far as you can get from [[Bastion]] and still be in the Empire, what better place for a safe haven for those who would seek to ask the right question and courageously face any unwelcome truths that might be found? Not a place for heretics or idolators, but for those who want to pursue a Virtuous way to live their lives without being tied down by dogma.&lt;br /&gt;
&lt;br /&gt;
The Burning Agora would cost 20 wains of weirwood, 10 wains of white granite and 90 crowns. It would need to be a substantial affair, lit with torches rather than lightstones, so that [[The_Brass_Coast_religious_beliefs#Dust,_Flame,_and_Glass|the Freeborn love of flame]] could inspire speakers and listeners alike. If it were commissioned, the Freeborn National Assembly could use a mandate to endorse its construction and the legacy of Ahraz and those who followed him. If that happened it would inspire orators and idealists across the Coast to pursue their beliefs. The impassioned, the driven, those who believed in a cause would draw inspiration from the grand structure. It would encourage firebrands, people unafraid to challenge the powerful and to prepared to commit to their cause no matter the cost.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=We prize freedom and disdain arrogance. We send (named individual) with 50 doses of liao to encourage the citizens of Segura to create a place to discuss where doctrine and encourage free thinkers. Every being deserves to live the life they want in the manner they wish.|assembly=Brass Coast National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If the Burning Agora is completed and this mandate is enacted then it will encourage citizens across the Brass Coast to celebrate the legacy of the firebrands - the historical example set by the followers of Emperor Ahraz as well as those living exemplars who share their forebear&#039;s commitment to Virtue without doubt or fear, regardless of the disapproval of others. The Freeborn have always prized freedom and responsibility and disdained arrogance, these firebrands would epitomise that willingness to challenge authority as they sought ways to make the Empire live up to its ideals, no matter how much opprobrium they faced. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; We will add the firebrand archetype to the Brass Coast character options).&lt;br /&gt;
&lt;br /&gt;
Crucially, the Burning Agora would dedicate the soul of Anduz to the passionate pursuit of ideals, during a time of revelation. If Anduz becomes the City of Passions, then any future opportunities involving the city and the surrounding territory are more likely to reflect it&#039;s commitment to idealism.&lt;br /&gt;
&lt;br /&gt;
==City of Wonders==&lt;br /&gt;
* &#039;&#039;&#039;A single commission could attempt to build all three edifices to transform the city&#039;s future&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If endorsed by the Freeborn Assembly it would create three new Brass Coast archetypes&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It would require a piece of art to inspire the project provided by the Cat&#039;s Graces or similar&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anduzers will provide a purse of 20 crowns to reward the winning artist&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Wonders&#039;&#039;&#039;&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;Dust, Glass and Flame&#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; Anduzjasse, Segura&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 50 [[white granite]], 35 [[weirwood]], 5 [[mithril]], 30 [[ilium]] and 120 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;Availability:&#039;&#039;&#039; Available up til the start of the Spring Equinox 389YE or until one of the other edifices on this opportunity is commissioned&amp;lt;/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; Requires a foundational piece of art depicting the new city to inspire architects &lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
* Creates the Burning Agora, a torchlit public space dedicated to the passionate exchange of ideas&lt;br /&gt;
* Erects a new propylaeum on the south side of the city&lt;br /&gt;
* Restores the Market of a Thousand Sails to its former glory&lt;br /&gt;
* Enchants the Fountain of Wonders at the centre of the city&lt;br /&gt;
* Creates a new Freeborn archetype, the Firebrand, if supported by the Freeborn National Assembly&lt;br /&gt;
* Creates a new Freeborn archetype, the Hawker, if supported by the Freeborn National Assembly&lt;br /&gt;
* Creates a new Freeborn archetype, the Trailblazer, if supported by the Freeborn National Assembly&lt;br /&gt;
* Changes the fate of Anduz, to become the City of Wonders&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;
&lt;br /&gt;
Of course nobody can agree on what &#039;&#039;should&#039;&#039; be built, so inevitably someone asks why can&#039;t they build them all? That turns out to have two major problems. The first is that each of the commissions draws on the powerful hearth magic of names to influence the nature of the city. Anduz &#039;&#039;can&#039;t&#039;&#039; be the City of Deals, Passions and Adventure - magic doesn&#039;t work like that. But if magic is a problem, then why not use magic to solve it?&lt;br /&gt;
&lt;br /&gt;
Instead of building one of the commissions, the Brass Coast could attempt a single &#039;&#039;grand&#039;&#039; project, that one romantic fool calls &amp;quot;Dust, Glass and Flame&amp;quot;. The actual idea is to build all three edifices, but to include a grand fountain at the centre of the city, one permanently enchanted with ilium by the hakima to invoke wonder. It would require a lot of ilium - 30 rings in total, but that would be sufficient to balance the influence of the three individual structures and bind them all together to serve the city harmoniously.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; margin-left: 10px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;OOC Note&#039;&#039;&#039;&amp;lt;br&amp;gt;Empire includes a large element of hard skills - the success and triumphs that your character has on the field are often down to your abilities as a player, whether that&#039;s fighting in battle, trading in the Bourse or giving a speech in the Senate. For that reason we would politely ask participants to only submit original compositions created by participants in the game. This competition is a chance for the many fantastic artists in the Empire community to achieve glory. It&#039;s fine for a player-character to hire another player-character if they pay them with in-character funds, but generative AI can&#039;t be used in Empire and submitting a piece of art that was purchased out-of-character, or created by someone who isn&#039;t an active participant in Empire is outside of the spirit of this contest.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At least it would if the designs were coherent. And therein lies the second problem. The plans for each of the three edifices have been created independently - at the moment the styles and arrangements don&#039;t quite gel. If it were just a matter of artistic choices that wouldn&#039;t be vital, but when trying to take advantage of hearth magic in this way it is &#039;&#039;vital&#039;&#039; that everything gels together.&lt;br /&gt;
&lt;br /&gt;
To solve &#039;&#039;that&#039;&#039; problem, the hakima suggest that asking the &#039;&#039;Cat Graces&#039;&#039; to hold a contest to create a foundational piece of art, once it is confirmed as a [[Imperial sodality|sodality]] by the Imperial Senate. What is needed is an artists impression of New Anduz to set the tone for the redevelopment of the whole city. The designs for the Agora, the Propylaeum and the Market could be updated to reflect the art produced. (The National Assembly would have to take up the challenge of organising an appropriate contest if the sodality fails to pass the Senate). The contest needs to challenge artists to create a beautiful piece of art depicting the new city, something to capture the imagination and inspire those who see it. Then the sodality need to pick the best one. Once a copy of the winning artwork is provided to the [[Civil Service|civil service]], inhabitants of the city will provide the artist who created it with a purse of 20 crowns in reward for their efforts.&lt;br /&gt;
&lt;br /&gt;
That leaves one final issue that is not so easily overcome. The cost. Creating all three edifices - and a huge magical fountain to tie them all together is exciting, it&#039;s romantic, it fires the imagination. It&#039;s also very expensive. Can the Brass Coast really afford it? Each of three individual edifices is a tall order, they&#039;re large impressive structures that would need a lot of investment. Any one of them could change the fate of Anduz and help bolster the fortunes of the nation. Just completing one would be a challenge and require everyone to pull together. It&#039;s a great accomplishment to achieve any one of these.&lt;br /&gt;
&lt;br /&gt;
It might appeal to the heart to try and do it all, but it&#039;s not the most efficient way to restore the fate of Anduz and even suggesting it, risks embracing the idea in a fit of enthusiasm and then discovering a year or more down the line that they can&#039;t raise the funds. The fate of Anduz is to continue its slow decline if nothing is done - the worst thing that could happen is to choose the most expensive option and then for it to languish for years unfunded. After all, look what happened to the [[Construct_Grand_Inspiration_of_the_Way|Grand Inspiration of the Way]], two years have gone by and still not complete...&lt;br /&gt;
&lt;br /&gt;
The nation would be ill-advised to attempt the most dramatic development of Anduz, unless there is genuine support to ensure that the resources are there to ensure it can be built.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if it could be done, it would transform the fate of Anduz, making it the City of Wonders. The place would rival the great cities of the Empire, and any future opportunities involving the city and the surrounding territory would be more likely to reflect it&#039;s nature as a city of wealth and adventure that embraced novelty and new ideas.&lt;br /&gt;
&lt;br /&gt;
==City of Stones==&lt;br /&gt;
* &#039;&#039;&#039;If nothing is commissioned, or no work begins within a year then Anduz will gain the ruins quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;That would change the fate of Anduz, making it the City of Stones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If nothing is done, if this opportunity to determine the fate of Anduz passes unmarked, then the city will continue much as it always has. Anduzjasse would gain the &#039;&#039;&#039;ruins&#039;&#039;&#039; quality, as the focus of people who living there turns to survival among the remnants of a previous age. That will happen if nothing is commissioned, or if one of the edifices is commissioned but a year passes with no progress on the building. If that happens, the city would gain the moniker the City of Stones and future [[opportunity|opportunities]] would reflect the focus on survival over success.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
* &#039;&#039;&#039;The three mandates are not competing, the Freeborn National Assembly can pass any or all of them&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandates are only available at this summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The mandates have no effect unless the commission associated with them is built&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the three mandates is only available at the forthcoming summit. They are &#039;&#039;not&#039;&#039; competing mandates, the Freeborn National Assembly could pass some or all of them, but they must be enacted in the coming season, otherwise the opportunity to benefit is lost.&lt;br /&gt;
&lt;br /&gt;
None of the mandates will have any effect until the commission it is associated with is built, either the single edifice linked to that mandate, or the grand edifice, Dust, Glass and Flame, that is linked to all three mandates.&lt;br /&gt;
&lt;br /&gt;
The Freeborn Assembly does not have to pass all the mandates. The Empire can build one of the three edifices, or the grand commission that combines them all, but the Assembly can pick and choose which mandates they wish to enact. They could skip one or more of the mandates for any reason.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Segura]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Region_qualities&amp;diff=139435</id>
		<title>Region qualities</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Region_qualities&amp;diff=139435"/>
		<updated>2026-05-29T13:05:45Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Rimebound */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Each region in a [[territory]] may have one or more qualities that describe key aspects or features, which may have important economic, strategic or magical considerations. &lt;br /&gt;
&lt;br /&gt;
Some negative qualities have specific methods that the Empire can use to remove them. Without that, it is not possible to create, remove or change the quality of a region without an [[opportunity]] or an [[appraisal]] - they reflect the essential nature of the land.&lt;br /&gt;
&lt;br /&gt;
==Geographic Qualities==&lt;br /&gt;
These qualities occur frequently and represent simple aspects of physical geography.&lt;br /&gt;
&lt;br /&gt;
===Arid===&lt;br /&gt;
This region has little in the way of fresh water, with wells being valuable commodities. They are often also sparsely settled. Building permanent settlements in these regions is a challenge, as is establishing fortifications. All farms in a territory with at least one region that has the arid quality suffer a 1 rank penalty. The curses [[Rivers Run Red]] and [[Rivers of Life]] are ineffective in a territory whilst any region is arid. At present, no Imperial regions have this quality&lt;br /&gt;
&lt;br /&gt;
===Coastal===&lt;br /&gt;
A &#039;&#039;coastal&#039;&#039; region does not simply border the sea or other large body of water, but has a sufficiently accessible shoreline to allow the construction of a [[shipyard]]. Such regions are also, by consequence, vulnerable to attacks by [[navy|navies]]. Coastal regions can be found in places such as the sprawling islands of [[Madruga#Free_Landing|Free Landing]], the smooth and fertile foothills of [[Redoubt#Naris|Naris]], and the storm-riddled clay slurries of [[Bregasland#North_Fens|North Fens]].&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
A &#039;&#039;forested&#039;&#039; region features large amounts of distinctive, often dense woodland. Whether the great stands of ancient oaks in [[Miaren#Goldglades|Goldglades]], the dense pine forests of [[Skarsind#Solvihill|Solvihill]] or the once-tainted vegetation of [[Liathaven#Westwood|Westwood]], the presence of large forests allows for casting of rituals such as [[Forge the Wooden Fastness]] and enables an Imperial [[Army_qualities#Guerrilla|guerrilla]] army to execute a &#039;&#039;hit and run&#039;&#039; order if the Empire controls the region.&lt;br /&gt;
&lt;br /&gt;
===Hills===&lt;br /&gt;
A &#039;&#039;hills&#039;&#039; region is mountainous, home to sharp inclines, rough escarpments or similar forms of difficult terrain. Although this does not limit the ability of armies to traverse the territory, it has important implications for strategic magic such as [[Frozen Citadel of Cathan Canae]], and enables an Imperial [[Army_qualities#Guerrilla|guerrilla]] army to execute a &#039;&#039;hit and run&#039;&#039; order if the Empire controls the region. Examples include the cave-filled slopes of [[Morrow#Altis|Altis]], the magnificent peaks of [[Hahnmark#Kalpamark|Kalpamark]], and the rugged valleys of [[Kahraman#Braydon.27s_Jasse|Braydon&#039;s Jasse]].&lt;br /&gt;
===Islands===&lt;br /&gt;
An &#039;&#039;islands&#039;&#039; region is made up of large amounts of water and a number of discrete landmasses. It is commonly also coastal, for obvious reasons. A region of islands cannot be entered, left, moved through, or attacked by an [[army]], unless it is being transported by a [[navy]]. The most prominent examples are the coastal islands of [[the Brass Coast]] - the [[Feroz#Cazar Straits|Cazar Straits]] and [[Madruga#Free Landing|Free Landing]].&lt;br /&gt;
&lt;br /&gt;
===Marsh===&lt;br /&gt;
A &#039;&#039;marshy&#039;&#039; region might contain swamps, bogs, fens, or similar wetland, sufficient for the casting of rituals such as [[Dripping Echoes of the Fen]], or for an Imperial [[Army_qualities#Guerrilla|guerrilla]] army to execute a &#039;&#039;hit and run&#039;&#039; order if the Empire controls it. These marshes can have tremendous diversity - compare the murky mangrove swamps of [[Therunin#East_Ashes|East Ashes]] to the misty bogs of [[Kallavesa#Rundhal_Marsh|Rundhal Marsh]] or the eerie grey meres of [[Bregasland#Grey_Fens|Grey Fens]].&lt;br /&gt;
&lt;br /&gt;
Following the [[Light upon the water|supernatural storms]] of 384YE which turned [[Light_upon_the_water#Price_of_the_Marshes|large sections of the Empire&#039;s marshes into boggy swamps]], the labour costs of any commission built in a region with the &#039;&#039;marsh&#039;&#039; quality increase by one fifth.&lt;br /&gt;
&lt;br /&gt;
==Historical Qualities==&lt;br /&gt;
These qualities reflect the history of a region; they are the by-product of human, orc or other creatures enacting their will upon the area.&lt;br /&gt;
&lt;br /&gt;
===Abandoned===&lt;br /&gt;
The region has been abandoned by those who once lived there. As a result of the lack of people and the stubborn spirit amongst those who do still reside here, no mandate enacted by the Imperial Synod will affect a territory with an abandoned region. There are still people living in the region, but there are far fewer inhabitants remaining than once called this bustling territory their home. The one positive is that there are countless abandoned farms, mines, businesses and likewise scattered across the territory. As a result, any character of the correct nation who chooses to move their personal resource to a territory with a region that is abandoned does not have to pay the standard fee of two crowns. At present, Afarjasse, Cazar Straits, Fontargenta, Morajasse, and Oranseri of [[Feroz]] have this quality.&lt;br /&gt;
&lt;br /&gt;
===Burnt===&lt;br /&gt;
Through a boon provided by the eternal [[Surut]], the forests of [[Liathaven#West_Ranging|West Ranging]] in [[Liathaven]] were consumed by an irresistible fire that left naught but grey ash in its wake.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
The city quality denotes a large, established settlement, but it is more than just having a built-up population area or a large town. [[Necropolis#Coursmouth|Coursmouth]] has the city quality due to the dead city of [[Necropolis#The_Necropolis|the Necropolis]].&lt;br /&gt;
&lt;br /&gt;
===Foreigners===&lt;br /&gt;
Some Imperial regions have large populations of foreigners living there.&lt;br /&gt;
&lt;br /&gt;
===Haunted===&lt;br /&gt;
The sites of massacres and the sacred resting places of myriad heroes can develop a &#039;&#039;haunted&#039;&#039; atmosphere, where unquiet spirits restlessly stalk the land. These ghosts are not necessarily malign, but they often require specially trained individuals - such as the [[Highguard_religious_beliefs#Stewards_of_the_dead|stewards of the dead]] in Highguard - to safely keep them restful.&lt;br /&gt;
&lt;br /&gt;
===Ruined===&lt;br /&gt;
The cruel reality of war can leave a once-prosperous region with little but &#039;&#039;ruins&#039;&#039;. Such regions often bear a melancholy air, with the echoes of past glories fading with the further passage of time. Despite this devastation, such regions can be crucial for the casting of rituals such as [[The Basalt Citadel]].&lt;br /&gt;
&lt;br /&gt;
==Political Qualities==&lt;br /&gt;
These qualities reflect current political events in a region; the result of social and economic events in the area over time. They are less durable than other qualities, more likely to come and go as a result of the most recent actions in the area.&lt;br /&gt;
&lt;br /&gt;
===Impoverished===&lt;br /&gt;
An impoverished region has seen much of its wealth and assets stripped and sold; the plundered wealth gone. Being impoverished does make it cheaper to build new civilian commissions here. People are desperate for paid work, anything that might earn them enough to feed themselves and their families. Any [[Commission#Civilian_Commissions|civilian commission]] that is built solely in a region or regions that have the impoverished quality cost only one crown per wain, rather than the usual three. At present, Cazar Straits, Fontargenta, Morajasse, and Oranseri of [[Feroz]] have this quality.&lt;br /&gt;
&lt;br /&gt;
===Lawless===&lt;br /&gt;
Bandits are a ubiquitous problem across the Empire, but the magistrates deal with them where they can. As a result, they rarely grow to the point where they threaten an entire region. A lawless region is infested with large bandit groups. Lawlessness is a problem for everyone - the threat of banditry is a terrible danger for any law-abiding citizen in the territory who cannot defend themselves from the bandits&#039; depredations. It also impacts the [[Imperial treasury]] - the taxation provided by a territory does not increase naturally while any region remains lawless. That reflects the impact thieves, bandits, and pirates have on local businesses and resources, as well as the tendency of more established criminal groups to attack tax collectors directly. At present, only Morajasse of [[Feroz]] has this quality.&lt;br /&gt;
&lt;br /&gt;
===Uncooperative===&lt;br /&gt;
An &#039;&#039;uncooperative&#039;&#039; region has some reason to make life difficult for Imperial armies stationed in the territory. Any Imperial army stationed in a territory has its upkeep increased by a tenth for every region that has the quality, and as long as any region has that quality the territory cannot support an Imperial army. At present Fleisardh of [[Mareave]] have this quality.&lt;br /&gt;
&lt;br /&gt;
===Under-developed===&lt;br /&gt;
&#039;&#039;Under-developed&#039;&#039; regions lack critical infrastructure. There are few roads or bridges over important rivers, and those that do exist are in poor condition or completely ruined. While the area may have natural resources, little has been done to develop them and there are few prosperous farms or businesses in the region. The presence of each under-developed region adds one-fifth to the labour costs of any commission in the territory. At present, no Imperial region has this quality.&lt;br /&gt;
&lt;br /&gt;
===Under Threat===&lt;br /&gt;
Regions that are &#039;&#039;under threat&#039;&#039; are threatened by insurgent forces that are hostile to the controlling power. These partisans engage in acts of sabotage or carry out attacks designed to undermine whoever rules the area. If the region is attacked by a force aligned with the partisans, then the attackers are considered to have a beachhead - that is they do not suffer the usual penalties for [[War#Supply_Lines|supply lines]]. &amp;lt;!--The regions of [[Ossium#Drownbark_Forest|Drownbark Forest]], [[Ossium#Echofell|Echofell]] and [[Ossium#Webwood|the Webwood]] in [[Ossium]] are currently under threat from [[Druj]] insurgents.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Underpopulated===&lt;br /&gt;
There are relatively few inhabitants in an &#039;&#039;underpopulated&#039;&#039; region. While hostile geography may limit the number of people who dwell in a mountainous or barren region, this quality reflects a history of depopulation in an area that means it sustains far fewer people than it otherwise might. Any region that is under-populated contributes &#039;&#039;&#039;nothing&#039;&#039;&#039; to support the armies of whichever nation controls the territory. At present, Afarjasse, the Cazar Straits, and Morajasse of [[Feroz]] have this quality&lt;br /&gt;
&lt;br /&gt;
==Magic Qualities==&lt;br /&gt;
These qualities are the result of unique magical effects afflicting a region. They may be the result of some ongoing curse or enchantment, or else the lingering effects that remain after powerful has run its course somewhere.&lt;br /&gt;
&lt;br /&gt;
===Accursèd===&lt;br /&gt;
The presence of  [[Spiral#The_Black_Plateau|{{Black Plateau}}]] in [[Spiral#Screed|Screed]], [[Spiral]] has left the region &#039;&#039;accursèd&#039;&#039;. The  {{Black Plateau}} appears to feed on negative emotions and amplify them, burgeoning the mind with hallucinations and oppressive, malign thoughts causing people to dwell on past failures, insults, and suspicions. Since the  {{Black Plateau}} was [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|fully awakened]] shortly before the Spring Equinox 382YE, this quality has the following effects on Spiral:&lt;br /&gt;
* Every army fighting in the territory takes 25% additional casualties&lt;br /&gt;
* It is impossible to receive natural resupply in the territory&lt;br /&gt;
* Any army that spends the season in the territory will lose 5% of its maximum fighting strength over the course of that season even if it is not engaged&lt;br /&gt;
* Fleets, military units, businesses, and farms have their production reduced by a quarter&lt;br /&gt;
* The upkeep of Bourse resources is doubled&lt;br /&gt;
===Infested===&lt;br /&gt;
The [[vallorn]] exists in several states, ranging from full domination to pending threat. The &#039;&#039;infested&#039;&#039; quality means there is a significant presence of vallornspawn and [[Vallorn#Vallorn_Miasma|vallorn miasma]], but that the loathsome entity has not &amp;quot;dug in&amp;quot; the way it has in a region with the vallorn quality. At the moment the only Imperial nation with this quality is [[Therunin#East Ashes|East Ashes]] in [[Therunin]]. Miasma hangs over its western and northern reaches, and there are numbers of vallornspawn in the region that will need to be dealt with. Unlike a region fully claimed by the vallorn it is not invulnerable to attack. Any [[army]] or armies trying to conquer the region will need to deal with the vallornspawn there; these function as a battalion with a strength of 4,000 that both defend the region and inflict casualties, similar to the effect of [[Forge the Wooden Fastness]]. Claiming the region will disperse this force and remove the infested quality.&lt;br /&gt;
&lt;br /&gt;
===Nightwoven===&lt;br /&gt;
The Druj have tainted the marshes of [[Zenith#Proceris|Proceris]] in [[Zenith]] with Night magic. As a result, any casting of [[Dripping Echoes of the Fen]] will increase the victory points necessary to claim the region by fifteen, up from ten.&lt;br /&gt;
&lt;br /&gt;
===Poisoned===&lt;br /&gt;
A region might become &#039;&#039;poisoned&#039;&#039; through the working of foul magics, tainting the land with venomous creatures, treacherous foliage and the like. Each Imperial campaign army that moves through, or fights in, such a region suffers 250 casualties during that season of campaigning. 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;
Historically, the Druj have inflicted this quality on regions of [[Holberg]] and [[Carnival_of_rust#Ghostlight_.28Battle_Opportunity.29|attempted]] to do the same to [[Zenith#Proceris|Proceris]] in [[Zenith]]. The Druj managed to use the [[Ashes#Poison_and_Ashes_(Battle_Opportunity)|Sephals Cauldron]] in [[Therunin]] and as of the start of the [[Blood_and_mire#Game_Information:_Therunin|Autumn Equinox 386YE]] Lower Tarn Valley is poisoned. Druj armies are not entirely untouched by this quality, but suffer half the expected casualties.&lt;br /&gt;
&lt;br /&gt;
===Rimebound===&lt;br /&gt;
Rimebound regions are touched by the influence of the Queen of Ice and Darkness, [[Cathan Canae]]. The weather in a Rimebound region is always &#039;&#039;intense&#039;&#039; - when it&#039;s hot elsewhere then it&#039;s baking hot here; when it rains the downpour is torrential; winds blow more strongly than anywhere else and gales are common. In winter the weather is even worse. Snowfall is heavy and lingers on the ground for weeks; winter blizzards are not unknown; and both lakes and rivers freeze over with ice thick enough to pull a caravan over it.&lt;br /&gt;
&lt;br /&gt;
Any [[Summer magic|Summer ritual]] that makes the land harder to take would likely be more effective when cast on a rimebound region, rituals of other realms are unlikely to be affected. A [[Frozen Citadel of Cathan Canae]] will have 3000 strength rather than 2000, while [[Golden Ramparts]] would increase the strength of a regular garrison in the region by 2250 rather than 1500. A fortification in the region that was targeted with [[Stalwart Stand on Solid Ground]] will not collapse until the ritual ends no matter how much damage it took.&lt;br /&gt;
&lt;br /&gt;
===Vallorn===&lt;br /&gt;
The Spring-fuelled &#039;&#039;[[vallorn]]&#039;&#039;, spawned from the disaster that ended the empire of Terunael, can infest regions with its rampant fecundity. Any such region falls out of Imperial control - it is not possible for civilisation as the Empire understands it to coexist with the overgrowth, miasma and strange monsters that the vallorn exudes.&lt;br /&gt;
&lt;br /&gt;
===Watchful===&lt;br /&gt;
The [[The_Barrens#Heart_of_Peytaht|Heart of Peytaht]] in [[The Barrens]] has the &#039;&#039;watchful&#039;&#039; quality. Anyone who presses into the dense woodland feels uneasy, and reports the sense of being unwelcome and watched by an unseen force. Rumours abound that the forest is possessed by some sort of dark spirit, perhaps akin to the sovereigns of Varushka.&lt;br /&gt;
&lt;br /&gt;
Attempts to explore the inside of the Heart of Peytaht have been met with failure. Any army moving through the region can expect to take significant casualties in doing so - it has been some time since a great force of Druj marched through it in 376YE, but corpses from it are still found hung by their entrails or huddled by the boles of massive trees, having died in great agony and terror.&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Other_monstrous_geographies&amp;diff=139303</id>
		<title>Other monstrous geographies</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Other_monstrous_geographies&amp;diff=139303"/>
		<updated>2026-05-27T17:10:50Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Wall Like A Dam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:388YE Spring]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 40%; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Monstrous Geographies.jpg|caption=Even without the Druj miasma there is plenty to fear in Sarangrave. The bottomless lakes and the creatures that dwell in their depths; the marshes and the woods that hide Druj assassins; and the shadow of the past that hangs over the entire wetland.|align=left|width=2000}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==The End of Winter==&lt;br /&gt;
The [[Rivers of Life]] flow through the [[Sarangrave]]. [[Spring magic]] in the clouds, in the streams, the ponds, in the water-bottles of the soldiers. In the Feverwater, in unplumbed depths of the lake of [[Sarangrave#Kroll|Kroll]]. They bring with them the promise of life, of wounds that will swiftly heal. They bring a threat as well - the blood-sucking, stinging insects of the Druj-corrupted wetlands swarm and bite in unprecedented numbers. There is a balance of a kind, though, to this indiscriminate magic. Wounds are less likely to fester in the filthy marshes, at least. Sickness less likely to spread. The rains of life fall on the just and the corrupt, equally.&lt;br /&gt;
&lt;br /&gt;
The Druj have kept their stronghold in the south. The massive [[Sarangrave#Tower of the Skink|Tower of the Skink]] looms over the [[Sarangrave#Thornfen|Thornfen]]. The Marshlizard Clan remains the final sept of the Druj still holding out against Imperial armies. To the south of the titanic castle, the [[Axos|Axou]] of [[Axos#Gates_of_Ipotavo|Ipotavo]] continue their own assault. They batter the massive fortified gate from which the [[orc|orcs]] of [[the Mallum]] sent out their raiders to attack [[Axos#Axou Territories|Kabanja]]. The portal is firmly closed, at least for the moment.&lt;br /&gt;
&lt;br /&gt;
Of the forces engaged with the Druj last season, only the [[Boyar&#039;s Hasta]], the [[Summer Storm]], and the [[Lions of Adelmar]] have remained. The [[Granite Pillar]] and the [[Golden Axe]] have pulled back to [[Dawn]], to recover perhaps from the horror of the Sarangrave. The [[Druj miasma]] still hangs heavily over the entire territory, of course, stronger and thicker than anywhere the Empire has encountered it before. It is no surprise that those who fight under such conditions need to fall back, to recover from wounds not just physical but spiritual as well.&lt;br /&gt;
&lt;br /&gt;
In their place come the [[Eastern Sky]], [[Gryphon&#039;s Pride]], and [[Citadel Guard]] out of [[Semmerholm]], and the [[Navarr]] of the [[Quiet Step]] from [[Astolat]]. They pass swiftly through [[the Barrens#The Bleaks|the Bleaks]]; the Karass mark their passage silently their faces unreadable. From there, across the [[Sarangrave#Turan Flats|Turan Flats]] to the wreck of Thornfen.&lt;br /&gt;
&lt;br /&gt;
Last season, the Druj [[Fire_and_the_flood#Jarangir&#039;s_Levy|broke Jarangir’s Levy]], unleashing a flood that scattered attackers and defenders alike. The waters have subsided now, for the moment at least, but they have washed away the few roads, as well as wrecking farms and smaller settlements across the northern region. It is in the wake of that flood that the Empire renews its assault against the Tower of the Skink.&lt;br /&gt;
&lt;br /&gt;
==Wall Like A Dam==&lt;br /&gt;
The Tower has weathered the joint Imperial and Axou attack so far. Even with their [[Fire_and_the_flood#Shield_of_Our_Ancestors|martial &amp;quot;necromantia&amp;quot;]], the ability of the allies to work together is limited thanks the the massive castle that lies between them. Spectral messengers still flit back and forth through the impassable hills, bearing messages and allowing the separate forces to coordinate, but it is no substitute for actually fighting together. The Empire, likewise, makes use of magic to help the disparate forces [[Clarity of the Master Strategist|adapt their strategies]] to the ever-shifting battlefield, and the wicked cunning of the Druj.&lt;br /&gt;
The garrison of the Tower itself is massive, well-equipped with potions and blade venoms, supported by the desperate residents of the fortress and those who fled the town of Sephals to that uncertain sanctuary. Five armies of the Empire move to lay siege to the place.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&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;Soldiers of the Eastern Sky, we stand now before the tower of the Skink. Our path is clear: A Glorious charge to bring an end to the taint of the Mallum. We will pay a heavy price but I will be there at your side and I will be the first over the walls and the last out. Fight with courage, gird yourself in pride and look to your loyalty. Glory to Dawn and Glory to the Empire.&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;Our Lions of Adelmar, for nine months we have pushed into the Mallum, stood proud against the venoms of the Druj and had the Courage to not only take on their most vicious cruelties, but to keep pushing and to keep winning. Resolve yourselves, our work amidst the Druj is still at hand. May your Swords turn to claws as you rip and rend the tower&#039;s stone. Even in their cruel desperation, let us show them what a lioness can do. May the knights of the Summer realm who join us repeat our tales. Now, hold your Virtues at heart and hand, and let them guide you back into war again.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Stormsteel Skorr, General of the Summer Storm&amp;quot;&amp;gt;Legionnaires, last season we did well repelling the Druj from Sanath and the Tower of the Skink. This season we keep pushing to take that tower. Be vigilant, we do not know where we will find Druj In the Swamp. Eyes up and open. We are after the slave masters and true Druj, leave the slaves be. Be careful, keep pushing and use pit fights to keep spirits up. We can do this.&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;My earliest memory is of the lightstone in my bedroom failing. I thought the Druj were coming for me. My cousin, a few years older than me, had told us stories she&#039;d heard about the Druj. I&#039;d asked my mother about them, and she told me as she thought I could bear. I had to get out of bed, feeling through the dark, and down two flights of stairs to find the light. I thought monsters with poison knives were chasing me the whole way. For years, people - Young and old, human and orc, Urizen and Dawnish and Highborn and sept - have woken up in the night and thought the Druj were coming for them - and been right. The fear they spread is anathema to virtue. There is no place for them in Utopia. We stand halfway up the mountain of their destruction and must only finish the climb. Sentinels. If you would bring light to their darkness. If you would save every child terrified of the night. If you will climb this mountain with me. Consider the Drowned Man.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Neve Agra, General of the Quiet Step&amp;quot;&amp;gt;Quiet Step, we advance into the Sarangrave and engage Druj forces. Support allied lines, protect the forest and drive the enemy out. Use the terrain to strike fast and act with ambition. Do whatever it takes to secure victory. Sarangrave must be clear of Druj forces. For us, for Urizen, for the Empire to grow and flourish. Listen for the Whispers of the forest and the trods will guide those who move with purpose. If the wind shifts, heed its warning. If the silence deepens, Prepare. You are Navarr. You are the storm in the leaves, the shadows between the branches and the voice that answers intrusion with fury. Go to the Sarangrave and ensure that when this war is over, the forest still stands and our enemies do not.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Eastern Sky are in the fore, leading the way for a great host of warbands under the command of Imperial [[military unit|captains, champions, and heroes]]. They are inspired by the [[Army_qualities#Favoured|favour]] of [[Eleonaris]], the [[Summer magic|Summer]] [[enchantment]]  flowing through and around them guided by a half dozen courtiers from the demesne of the &#039;&#039;Queen of the Pennants&#039;&#039;. Utterly committed to victory, no matter what it might cost, they pay a heavy price for their zeal even with the healing power of the waters this season.&lt;br /&gt;
&lt;br /&gt;
Fortunately these knights of Dawn do not fight alone. The Lions of Adelmar are at their side, their shield raised, ready to [[Army_qualities#Guardian|guard]] their fellows from the barbed arrows and envenomed spears of the Druj. The favour of Eleonaris is with the Lions, as well. Under the command of the stag-headed Ser Helvennan fight a cohort of warriors from the [[Knights of Glory|Fields of Glory]]. Resplendent in gold-and-scarlet chain, the warriors of the Fields of Glory, they inspire all who battle the Druj this season, their wroth waxing greater and greater each time they encounter another sign of the corruption of the Mallum. Love and Glory together, at the heart of the fray, the bright banners of Dawn undimmed by the mud and blood that surround them.&lt;br /&gt;
&lt;br /&gt;
Dawn at the heart then, against a grand stronghold of the Druj (and if there is an echo of [[Cost|that terrible battle]] two years past when the [[Hounds of Glory]] paid their ultimate price, it is spoken of with Pride). The Unshackled and the Urizen move more [[Army orders#Steady Conquest|steadily]], refusing to risk the lives of their soldiers more than necessary. Trapped like this, desperate, the tyrants of the Mallum are at their most cruel. They remain alert to the wiles of the Druj ensuring the stealthy guerillas of the Sarangrave do not have leave to ravage the baggage trains or the flanks of the Imperial force. &lt;br /&gt;
&lt;br /&gt;
The General of the Citadel Guard has invoked the stars, reminded the sentinels and war-magicians of the lesson of [[the Drowned Shepherd]]; that &amp;lt;i&amp;gt;things end&amp;lt;/i&amp;gt;. That the Druj, ultimately will end - and if there are [[astronomancy|astronomancers]] who worry about the invocation of a [[Astronomancy#Constellations|constellation]] in such time they speak only in whispers with their heads close together. The constellation that many still remember was once called the Drowned Man is an omen of ending, and it is dangerous to assume one knows what &#039;&#039;exactly&#039;&#039; is going to end when it is invoked.&lt;br /&gt;
&lt;br /&gt;
Finally, the Navarr of the Quiet Step. They are the storm in the leaves, fighting to ensure that the forest stands but the enemy does not. Where the Lions of Adelmar protect, the Navarr bring death. The cruel barbarity of the Druj is met with [[Army_qualities#Cunning|merciless cunning]], blow for blow. One cannot betray one’s enemies, after all. They exploit the forest and the marshes, not only in the Thornfen but in those other parts of Sarangrave where pockets of Druj assassins gather. A second war, quieter than the grand battle at the Tower of the Skink, is waged in the marshes this season.&lt;br /&gt;
&lt;br /&gt;
The Tower alone would represent a significant threat to all the forces in the Sarangrave this season. It’s garrison however is also supplemented by three Druj armies - the corrupt witches of the [[Druj_armies#Tainted Basilisk|Tainted Basilisk]], the desperate guerrillas of the [[Druj_armies#Hidden Snake|Hidden Snake]], and the relentless malice of the [[Druj_armies#Poison Crane|Poison Crane]]. These armies, their septs scattered, have nowhere to go; they &amp;lt;i&amp;gt;must&amp;lt;/i&amp;gt; resist the Empire or risk dissolution.&lt;br /&gt;
&lt;br /&gt;
And resist they do.&lt;br /&gt;
&lt;br /&gt;
==The Battle of Sephals==&lt;br /&gt;
Sephals is a ramshackle, spreading town. The floodwaters released by the broken levies have not been kind to it. The &amp;lt;i&amp;gt;Path of the Tail&amp;lt;/i&amp;gt;, the road that runs down toward town and tower, has been partially washed away. Regardless, that is the route the Empire follows. The Druj, again, launch a [[Army orders#Solid Defence|desperate defence]] of Sephals; they have not entirely finished moving the supplies of rice and grain and smoked meat out of the warehouses into the cellars of the Tower. In the past, the Druj have shown themselves more comfortable striking and withdrawing to attack from a different angle, from stealth, while their enemies are distracted. Here they have no such luxury, they must stand, and fight. The Poison Crane at least is prepared for the reality of being utterly outnumbered and outclassed; the Hidden Snake are experts at using the terrain to their advantage; the garrison of the Tower of the Skink know these streets, these defences, like nobody else.  But there is only so much they can do. Perhaps if the Tainted Basilisk had been here to bring their magic to bear? But they are conspicuous by their absence.&lt;br /&gt;
&lt;br /&gt;
The fighting rages across Sephals for two days before the Druj break. Their withdrawal is disorganised, closer to a rout than a retreat. As a final spit in the face, the Poison Crane try to start a fire in one of the abandoned grain stores, packed with flour, knowing it will spread quickly.&lt;br /&gt;
&lt;br /&gt;
But even here the Druj are stymied. It begins to rain, just as the fire begins to spread. A thunderous downpour that not only extinguishes the flames, but restores attackers and defenders alike as the Empire attempts to mop up. The rain, after all, is full of cursed healing magic.&lt;br /&gt;
&lt;br /&gt;
“Even the weather hates the Druj!” The joke spreads quickly, even as tired soldiers deal with their wounds and gather their fallen. It is grim humour, almost Varushkan, and not everyone laughs. The astronomancers of Urizen, the witches of Dawn, the vates of the Quiet Step, the spiritweavers and the oathwrights are less certain. They look to the skies, and the muttering becomes a murmur. Does anyone remember when people started calling the Drowned Man by a different name? Can anyone else feel the magic in the rain, stronger than it has any right to be? Where is this going to end?&lt;br /&gt;
&lt;br /&gt;
This concerns are not dismissed, but what can be done with them? There is a town - a small city really - that must be administered. Several thousand orcs, a few hundred humans. The majority certainly slaves of the Druj but &amp;lt;i&amp;gt;all&amp;lt;/i&amp;gt; of them? Even among the Druj, “slave” has different meanings as the [[Ossium#Ketsov|Ketsov]] or the [[Not_to_conquer#Menrothat|Menrothat]] or the [[Not_to_conquer#Karass|Karass]] could tell you. There are surely Druj among these wretched folk, and they introduce all the risk that come with allowing assassins and saboteurs to move around behind ones lines. If the [[Iron Helms]] were here some of them might make an unhelpfully pragmatic suggestion as to how to deal with that problem.&lt;br /&gt;
&lt;br /&gt;
The Axou have been very clear about their plans - once they claim Thornfen they will simply evict every orc living there without exception. For now, the Empire cannot safely simply let them go. A part of the town is set aside for the surviving folk of the Mallum, with Summer Storm soldiers doing their best to maintain order and ensure the Druj that are surely among them do no harm. They can do little to prevent scores being settled, and it is a rare morning that passes without a dead body found floating face down in a pond or an open sewer, arms spread as they drift lazily in the currents.&lt;br /&gt;
&lt;br /&gt;
==The Defence of Nesustak==&lt;br /&gt;
{{CaptionedImage|file=Centipede General.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=IrrahHurrah002a.png|align=right|width=240}}&lt;br /&gt;
There are folk in Sarangrave who might be able to offer some aid to the Imperial forces in Sephals, but their attention is unfortunately elsewhere. While the bulk of the Druj forces are corralled in Thornfen, the tyrants of the Mallum are always unpredictable. Not long after the Winter Solstice, a significant force made up of Banded Snake sept survivors and members of the Thornwasp clan isolated from Thornfen by [[Sarangrave#Bendol|Bendol]] and Imperial armies, attack the rebels of the [[Sarangrave#Nesustak_Forest|Nesustak Forest]]. Reinforced by supplies smuggled south from the Salt Flats, these counter-insurgents are hell bent of slaughtering as many of the rebels as they can. This is not an unfamiliar strategy by the Druj; they hate those who escape their clutches even more than they hate the Empire. So many times they have sought to make an example of those who throw off their yoke, in [[the Barrens]], in [[Ossium]], even in [[Holberg]]. This assault is no exception. It seems likely that they assume the Empire’s attention will be focused entirely in the south-east, at Thornfen. Their attack is double-pronged like an assassin’s blade. On hastily constructed rafts, surviving members of the Thornwasp paddle across the wide expanse of the Feverwater. The Banded Snake gather in secret in western Turan Flats and cross the river under cover of a moonless night.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ser Guy of the Twisted Rose, General of the Gryphon’s Pride&amp;quot;&amp;gt;Soldiers of the Pride! Three years ago, I stood with you as we marched forth through the mud and blood of the Steel Causeway and fell in behind the Hounds of Glory to break a dark and terrible bastion. The Hounds&#039; story ended there, but the tale they began there on the Plains of Teeth finishes its next chapter this Winter.  Now, the Tower of the Skink will fall in turn. Another monument to wickedness will be laid low. In seasons to come, the pillars will fall as well. The pall of dread and despair that hangs over this land will fade. But that is not our foremost duty. Not this time. If the Druj strike out we will answer them. But there is only one thing the free peoples of Sarangrave have asked for, of our Empire, and they have asked it of us. Make for Nesustak. We will reach out to the Bloodwater Spears and aid them in raising watchtowers to defend themselves. We will show them that the Empire are not the monsters that they think we are. Only we can do this. We are called and so we come. A new dawn is breaking over the Sarangrave. We will make flowers grow here, too.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The rebels are not caught sleeping; they are vigilant for counterattack from the Druj. Indeed, they are in the midst of preparing their own defences. Barricades and palisades to protect their rickety settlements; watch towers against the threat to their borders; armed patrols to root out the remaining threats of the land they have claimed. They are supported in this by a few dozen  [[Inhabitants of the realms#Heralds|heralds]] of the [[Irra Harah|Shacklebreaker]], whose swift feet and keen senses prove invaluable at keeping the loose alliance of survivors united. Their boons of health, healing, and [[Calls#Shatter|war]] are equally welcome. Unfortunately, with the Druj attackers comes a small host of heralds of the &amp;lt;i&amp;gt;[[Arhallogen|Centipede General]]&amp;lt;/i&amp;gt;, the &amp;lt;i&amp;gt;King of All Spiders&amp;lt;/i&amp;gt;. This stealthy assault, set on murder and mayhem, clearly suits the temperament of the &amp;lt;i&amp;gt;Scorpion Queen&amp;lt;/i&amp;gt; - and it can barely resist an opportunity to strike against those &amp;lt;i&amp;gt;Ward of the Young&amp;lt;/i&amp;gt; seeks to aid.&lt;br /&gt;
Unfortunately, as they have so many times before in this war for the Sarangrave, the Druj have miscalculated.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Pride came down through the Barrens with the other armies, but it did not accompany them to Thornfen. Instead, they struck camp in the western Turan Flats, and sent heralds of their own - mortal heralds - into Nesustak Forest. Under the quiet gaze of Irra Harrah’s childer, a cautious negotiation took place on the banks of the river. By all accounts, the Bloodwater Spears, one of the renegade septs of former Druj subjects, have reached out to the Dawnish army for support and the general has answered. Unfortunately, there are also many among the rebels who see the arrival of a Dawnish army on their borders as a thing of terror rather than reassurance.&lt;br /&gt;
&lt;br /&gt;
They have heard the stories of the Druj, of events in the Barrens, of the destruction of the [[Not_to_conquer#Vendarri|Vendarri]], the slaughter of the [[Not_to_conquer#Montanians|Montainians]], the brutal murders of the [[Not_to_conquer#The_Black_Wind|Black Wind]] and the attack by &amp;lt;i&amp;gt;this very army&amp;lt;/i&amp;gt; against the rebel heroes under the old banner of Rahvin. They have been told over and over that everyone who ever trusted the Empire has paid the ultimate price for it. So they do not welcome five thousand armoured warriors, no matter if they come beneath a banner of parley or not. Some few yeofolk are allowed to cross into Nesustak, to offer their expertise in constructing defences, but no knight is invited to join them. It is arguably more than might be expected; the Empire is used to the hammer-blow of the Druj miasma but its presence and its constant subtle creeping fingers of suspicion and fear make it very difficult for people to trust one another. That these septs have been able to come together at all is little short of a miracle.&lt;br /&gt;
&lt;br /&gt;
It would be easy for the Pride to crash across the river and force their will on the rebels of Nesustak, but their orders are clear. They are here to protect, not to conquer, and their presence in Turan will at least mean they are in position to intercept any attackers from the north.&lt;br /&gt;
{{CaptionedImage|file=GryphonPride_Colour.png|align=right|width=200}}&lt;br /&gt;
Then the Druj attack, and the Gryphon’s Pride acts. The Druj clearly expected the Dawnish to leave the rebels to their fate; the Banded Snake are taken by surprise when the knights and war-witches erupt into the forest to their rear. They are caught between the anvil of the defenders and the hammer of Glory, smashed and broken and left with little recourse but to flee.&lt;br /&gt;
&lt;br /&gt;
The Thornwasp from the south are more of a problem. As the knights march through Nesustak Forest, some of the rebels sadly scatter or seek to intercept them as an invading force. Wherever possible, the Dawnish seek to minimize losses to the confused warriors, their fellow defenders, but these people are &amp;lt;i&amp;gt;frightened&amp;lt;/i&amp;gt;. Even with the words of the Bloodwater Spears, there are accidents to be grieved. Yet these accidents cannot risk slowing the Dawnish response.&lt;br /&gt;
&lt;br /&gt;
The septs do their best to fight off the Thornwasp but they are not well armed, not as used to fighting as the tyrants of the Mallum even in their scattered state. Conversely, these ambushers are in no position to face the fury of an entire Dawnish army. At first they press inland, with some minor victories, but even so their actual aim - to slaughter the rebels - proves difficult to achieve. The heralds of Irra Harrah are no match for those of Arhallogen, but they do not attempt to fight. Instead, they serve as guides, getting people to safety - or helping defenders into positions where they can fight back.&lt;br /&gt;
{{CaptionedImage|file=GeneralGryphonsPride.png|caption=&#039;&#039;&#039;Ser Guy of the Twisted Rose&#039;&#039;&#039; (centre), General of the Gryphon&#039;s Pride|align=right|width=400}}&lt;br /&gt;
When the Gryphon’s Pride reaches the shores of the Feverwater, the Druj who once claimed Bloodwater Marshes have nowhere to go. Those who take to their rafts are easy marks for archers - orc and human alike. Those who stand and fight are quickly slain. When the first heavy rains of Spring begin to fall, the shores of the Feverwater are choked with dead Druj, their blood staining the drowning waters muddy red.&lt;br /&gt;
&lt;br /&gt;
After this, the rebels of Nesustak are more inclined to trust those who suggest the Pride is here to help not harm. Grudgingly, carefully, a detente is built. As the rains continue to beat down, the majority of the Dawnish forces withdraw back across the river to remain on watch but those who remain are, if not welcomed, at least tolerated. Few can deny that their aid has saved countless lives from the venom of the Druj, this time at least.&lt;br /&gt;
&lt;br /&gt;
Yet there are also difficult questions asked. What does this mean in the long run? The Empire has conquered Sarangrave and given these lands to strangers from the south to be their domain. What does this mean for the people left in the marshes? How is this better than being the slaves of the Buruk-Tepel? These are orc lands, the homelands of the Bloodwater Spears and the rest. What happens if they do not accept this Imperial domination? Where will the Gryphon’s Spears be when it is the Empire’s warriors looking to kill the free orcs of the Sarangrave - of the Mallum? There are impassioned exchanges, arguments on both sides, but no resolution is reached. The forest is safe for now but what of the future?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Vasiliki Terricos, General of the Shield of Ipotavo&amp;quot;&amp;gt;When Ipotavo was besieged, when Kaban was lost, the Druj took many of our beloved away as slaves and prisoners. Many assume them lost to the wicked wills of the Mallum. Yet the Sorcerer-Queen Ipotavo used to say: those who truly oppose the False Divinity with all their heart and all their soul and all their might are loyal even through hardship and misfortune. Though we know not whether our loved ones still dwell on this side of the abyssal dark of the Labyrinth, we fight as if they do. We will take the Tower, and every moment we fight to do so we will fight as if we will hold them, warm and living, in our arms once more: but between us and them are many Druj: they die, unmourned.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
What of the future indeed…&lt;br /&gt;
&lt;br /&gt;
==At the Gate of Despair==&lt;br /&gt;
&lt;br /&gt;
Through curtains of rain the Imperial force marches south to the Tower. Few are prepared for the sheer size of the fortification; it spreads across the horizon occupying the space between the foothills connect the Mallum and the lands of Axos to the south. Its towers are immense, dwarfing those of the Spires of the Dusk in their immensity. This is a chaotic structure of stone and weirwood, and mithril spikes, and ironbound ramparts. This is the last true stronghold of the Druj in Sarangrave, shouting defiance of the forces of virtue to the heavens.&lt;br /&gt;
&lt;br /&gt;
Not that it is easy to feel for its size through the sheets of rain falling all around. Its towers scrape the clouds, but to be fair the clouds are very low at the moment weighed down with water. The banners of the lizard and the snake hang limp and bedraggled, soaked through, cheap dyes running down the wall in streams of sickly green and bloody red.&lt;br /&gt;
&lt;br /&gt;
The walls are defended three ranks deep with Druj archers, but the rain makes it difficult for them to dark the sky any more than it already is. The Eastern Sky has great covered rams to manoeuvre into position, to assault the gates, but even they are a little taken aback at the sheer &#039;&#039;size&#039;&#039; of the things. Not of wood, not even weirwood, but of white granite these doors must need a team of slaves straining on a net of ropes to open and close. The rams of the Empire will struggle to do more than dent them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Aurum8565.png||caption=Dame Aurum De Castellan, General of the Eastern Sky|align=right|width=200}}&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=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=Neve Agra.jpg|caption=&#039;&#039;&#039;Neve Agra&#039;&#039;&#039;, General of the Quiet Step|align=right|width=200}}&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|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=EasternSky Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=LionsAdelmar Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=SummerStorm Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=QuietStep Colour.png|align=right|width=200}}&lt;br /&gt;
{{CaptionedImage|file=CitadelGuard Colour.png|align=right|width=200}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
A long siege suits the Druj better than the Empire, of course. The longer the Imperial forces are held here in Thornfen, the more time there is for the armies of the Mallum to rally their strength and return to squeeze them against the walls of the Tower, as the Banded Snake in Nesustak are being squeezed against the Feverwater by the Gryphon’s Pride.&lt;br /&gt;
&lt;br /&gt;
A triumphant charge can only take an army so far; to simply rush the Tower of the Skink would be to throw lives away pointlessly. A council is convened to discuss how best to assault the castle, to defeat the enemy sheltered within. A single ranking Axou, a &amp;lt;i&amp;gt;Toxatai&amp;lt;/i&amp;gt; war-necromantia, cousin of the Grand Ilarch of Ipotavo, has come at great risk through the foothills to attend in person.&lt;br /&gt;
&lt;br /&gt;
As the rain pounds the canvas above their heads, captains and commanders argue back and forth, seeking some solution to the walls and the gate. The opportunity to starve the defenders out is there, but there is no telling how well provisioned they are to withstand such a siege. The presence of two extra armies inside must be putting their supplies under pressure, but how much is difficult to say. There were many storehouses in Sephals and most were empty by the time the Druj were forced to abandon their position there. Worse, the healing power of the waters of life will help maintain the strength of the Druj just as it maintains the strength of the Empire.&lt;br /&gt;
&lt;br /&gt;
The heavy rains help, but also hinders. While it protects from long-range attacks, if it continues for much longer the Imperial armies risk becoming bogged down. And it shows little sign of letting up. Indeed, runners from the forces left behind in Sephals warn that the streets of the town are already starting to flood as the waters released from Jarangir’s Levy are deepened by a week of unrelenting rain.&lt;br /&gt;
&lt;br /&gt;
In the end, the decision is made to try and take the Tower while the opportunity still remains. A second heavy battering ram is constructed. Rather than being made of wood, it is formed from a white granite column ripped from a Druj palace in Sephals, carried south through the downpour by orcs of the Summer Storm, and shaped by Urizeni engineers. At the last moment, a contingent of Navarr arrive from elsewhere in Sarangrave with a quartet of [[Great Forest Orcs]] freed from the weirwood grove in Whisperwood. They set to work shaping a weirwood frame to carry the ram, with the aid of their Navarr friends. The Boyar&#039;s Hasta contributes an amount of looted mithril armour and weapons which, when swiftly melted down by Dawnish smiths, serve to bind and reinforce it with the snarling face of a great maned lion.&lt;br /&gt;
&lt;br /&gt;
The morning of the attack, the waters are already lapping at the walls of the Tower in places. The &amp;lt;i&amp;gt;Tail of the Skink&amp;lt;/i&amp;gt; holds the marshwaters at bay - where it approaches the walls it is raised up in a manner that puts some in mind of &amp;lt;i&amp;gt;Otterway&amp;lt;/i&amp;gt; back in [[Bregasland]]. The Druj know that this is the key moment, that they will have to face this attack and stand against it. The defenders continue to loose arrows, but the main source of danger are the catapults positioned atop the ramparts. Massive rocks hail down, interspersed with filth, dead bodies, and effluent. Some are bound in iron, but its clear the Druj supplies of catapult stones are also waning slightly. A few barrels of pitch are launched, but the rain quickly extinguishes their threat.&lt;br /&gt;
&lt;br /&gt;
With the Eastern Sky at the forefront, the massive battering ram is slowly maneuvered into position. The armoured covering protects those within from missiles thrown from the walls, but the pounding of rocks and arrows almost drowns out that of the rain - almost. Again and again the great fist smashes against the northern gates of the Tower of the Skink. The defenders are not content to simply sit and trust to the sturdiness of their door however. &lt;br /&gt;
&lt;br /&gt;
The Druj are monstrous, but they are cunning. It becomes clear that they have created their own ways to get troops into and out of the Tower. Without warning, two thousand warriors erupt out of the marshes to the east and west of the &amp;lt;i&amp;gt;Tail of the Skink&amp;lt;/i&amp;gt;. They fall on the Imperial forces on the flanks, fighting with bloodthirsty ruthlessness. It quickly becomes apparent that there are hidden tunnels under the walls that emerge nearly a quarter mile from the fortification itself and that for days now, the defenders have been carefully moving their troops into position.&lt;br /&gt;
&lt;br /&gt;
With the garrison come another thousand or so guerrillas of the Hidden Snake, and five hundred Poison Crane. All are equipped for killing, with venoms and poison, many dosed up on the battle-drugs the Druj call [[Double-sided_Blade#Warming_Armour|warspice]] and [[Double-sided_Blade#Weakning_Sun|corpse skin]] that grant near supernatural vitality but overwhelm the common sense and survival instinct of those who use them. This is a suicide attack, one aimed at breaking through the Empire&#039;s line to destroy the great ram. &lt;br /&gt;
&lt;br /&gt;
As the assault begins, the skies &#039;&#039;truly&#039;&#039; open. The wind rises, howling around the ramparts, driving the rain almost horizontal. Fighters struggle in the mud, their footing suddenly treacherous on the rainslick ground. Visibility plummets, a massive battle between Empire and Druj, between virtue and hate, reduced to a hundred scattered skirmishes by the walls of water. Thunder rumbles, barely audible over the pounding of the rain. Yet the deafening beat of the ram is louder still, ringing out across the battlefield like the heartbeat of some terrible beast of war. Orc and human, Druj and Imperial, alike fall in the sucking mud and the rising tides, eyes and lungs choking with earth and drowning with filthy water.&lt;br /&gt;
&lt;br /&gt;
And then, with the storm at its height, the lion-faced battering ram of stone and mithril hits something within the solid stone of the gate. A point of weakness that had endured for hundreds of years, since the doors were first raised. A fracture line buried in the rock where only a mighty blow would uncover it. Perhaps the terrible rhythm of the blows, has weakened the gate. Perhaps it is something else. But whatever the reason, the hammering blow causes the stone first to crack and splinter, and then with a terrible roaring noise, to break.&lt;br /&gt;
&lt;br /&gt;
Another blow, another, battering against that point of weakness, opening the hole, pounding through the feet-thick stone. The flaw exposed, the gate begins to fragment apart. A terrible cry of despair goes up from inside the Tower of the Skink. The door is falling! After centuries of defiance, one of the two great doors of the Tower of the Skink is  falling!&lt;br /&gt;
&lt;br /&gt;
The Lions of Adelmar are first through the breach, shields at the ready. Behind them, the soldiers of the Eastern Sky, and after them the rest of the Imperial forces pouring into the gatehouse of the Tower, as the waters of the flood poured over Jarangir’s Levy.&lt;br /&gt;
&lt;br /&gt;
Outside and inside, bloody slaughter leaves waves of blood on the stone, that mix with the mud to create a grim quagmire. Another cry goes up, another cry of despair. The Quiet Step erupt from the forests of the east, Navarr spears tearing into the Druj attackers assailing the flanks of the army. With spell, and spear, and sword, and axe, and unbreakable shield, the Empire fights the Druj at the Tower of the Skink under the roaring heavens, amid the thundering rain.&lt;br /&gt;
&lt;br /&gt;
The battle is not over simply because the gate has been breached. There are still two armies, and a garrison to match them, inside the castle who must be dealt with. There are screaming, fleeing orcs and humans in rags who will not fight. Sometimes the Druj use them to bait traps, or as shields of meat that cry and wail when forced toward the Empire’s soldiers. Even here there are traps, old and cunning, built into the stonework. Blades that snap from floor or ceiling if one moves the wrong way down a hall; walls that fall to allow defenders to attack from the side; chemicals that in a confined space blind or choke or assail the mind with terrible visions. All these and more the Druj have built into their home, driven by the fear that grips their own hearts. Fear of their enemies, of each other, making even their sanctuary a place where no-one is ever truly safe.&lt;br /&gt;
&lt;br /&gt;
Then the Axou are there, fighting their own way through the defenders. A small, fast moving group has slipped through the halls and courtyards of the castle to take the southern gate. The guards slain, they have managed to throw it wide and let the blades of Ipotavo go to work on the tyrants of the Mallum.&lt;br /&gt;
&lt;br /&gt;
Even here, the clarity granted by Day magic helps ensure that the attackers are able to mount the most efficient assault they can, preventing allies harming each other. For the better part of a day the fighting rages on and on, turning the Tower of the Skink into a charnel house. Whoever wins here, it will be Death that holds dominion when the day is done.&lt;br /&gt;
&lt;br /&gt;
In the end, though, the day &#039;&#039;is&#039;&#039; done. The Tower of the Skink still stands, but the banners of the Empire, of Dawn and Navarr, Urizen and the Unshackled, are raised over its ramparts. The fighting is not over - there are still Druj here in the nooks and the crannies - but the battle is won. The Tower of the Skink has fallen to the Empire and their allies, and with it the Thornfen. And with that victory, the dominion of the Druj over the Sarangrave is brought to a conclusive end.&lt;br /&gt;
&lt;br /&gt;
==Flight and Shadow==&lt;br /&gt;
The tower falls, the garrison scatters, but in the end the Poison Crane and the Hidden Widow are not entirely accounted for. They have taken significant losses, for sure, but the power of Spring magic protected them just as it did the Empire. When it is clear that the Tower is lost, many of the soldiers escape through the hidden tunnels beneath the fortification into the marshes. Scattered and hunted, they are forced to flee as best they can. They make their way north to the dubious safety of the Salt Flats, and they pay a heavy price for doing so. Easily another thousand Druj warriors fall as part of the rout, but in the end the armies manage to cross the border north through Kroll. It is a temporary sanctuary for the Druj; with the Sarangrave under the dominion of the Empire, they cannot help  but begin to collapse. Soldiers will desert, no matter how much they fear the Buruk Tepel. The writing is on the wall for the armies of the Thornwasp, the Banded Snake, and the Marshlizard.&lt;br /&gt;
&lt;br /&gt;
As in Sephals there is the question of what to do with the orcs and humans left behind in the Tower. The Axou do not want them; the Empire cannot trust them. Arguments break out almost immediately, as outside the rain begins to fall. Yet even these arguments take second place to a more pressing question.&lt;br /&gt;
&lt;br /&gt;
Where are the magicians of the Tainted Basilisk?&lt;br /&gt;
&lt;br /&gt;
==End of All Songs==&lt;br /&gt;
Last season the Druj [[Each_age_a_lens#The_Mallum|sent an ultimatum]] to the Empire from the city of Leen in the Salt Flats. Quit the Sarangrave, or the tainted Basilisk will release the [[vallorn]] of [[Sarangrave#Béantal_Dol|Béantal Dol]]. It seemed inconceivable to many that even the Druj would do such a thing. Others questioned whether even the Tainted Basilisk could achieve such a thing. What would it profit them to destroy the Sarangrave, their own people, likely themselves? What would it profit them indeed.&lt;br /&gt;
&lt;br /&gt;
Those who hoped the ghulai of the Tainted Basilisk might not be equal to the task of rousing Béantal Dol clung to false hope. These foul corrupted wizards have shown themselves not only capable, but willing to unleash the uncontrollable horror of the vallorn in Therunin. They have been exploring, examining, studying the matter for years - a pattern of odd encounters and inexplicable events slowly starting to come together into a skein of secrets and atrocity. They are also more than capable of moving through the Sarangrave under the shadow of [[Night magic]], avoiding those who might seek the stop them, bypassing the defences set against them. And it seems that this is exactly what they have done.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; max-width: 40%; width: 600px; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Serafina Semenov, General of the Boyar’s Hasta&amp;quot;&amp;gt;Hasta! You have worked like the bee at summers head, watched like the Spider watches it&#039;s web. Let&#039;s now use that vigilance to spy on the Druj, To see what Vallorn waking tactics they may use. But before the road calls us, raise a tankard high to our cousins in Ossium slaying peelers where they lie. With Hounds Hall, new forces ride along our own, and the best heckle from me earns a throne. With Courage, there is not a line that cannot break, there is not a thing the Druj hold that we cannot take.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When Sephals fell, they were already in motion. An army of Druj [[Night magic#Obfuscation|obfuscated]] beneath a shroud. The thunderous rain must have seemed a boon to them, making it even easier for them to move east from Thornfen to the edges of Bendol. To where the great ring of Terunael warding stones holds in the floodtide of this ancient terror. A vallorn with the full power of a [[Brocéliande]] or a [[Axos#Axos Territories|Visokumo]], packed into a single region of verdant ruins.&lt;br /&gt;
&lt;br /&gt;
Unmarked, the Tainted Basilisk come to Bendol and as the gates of the Tower of the Skink begin to splinter, they begin their terrible work.&lt;br /&gt;
&lt;br /&gt;
Unmarked? Oh no, not wholly unmarked. For while the Gryphon’s Pride fought in Nesustak Forest, and the armies of the Empire assailed the Tower of the Skink, the Varushkan army of the Boyar’s Hasta wove its own strategy in the Sarangrave. Where the Navarr of the Quiet Step hunted the Druj, Varushkan scouts helped them uncover their boltholes and hidden lairs. In Nesustak they helped the Dawnish root out the assassins of the Thornwasp and the Banded Snake. And as the armies moved south it was their scouts and spies who warned of the threat from the Poison Crane and the Hidden Widow in time to allow the Quiet Step to reach the battlefield.&lt;br /&gt;
{{CaptionedImage|file=BoyarsHasta_Colour.webp|align=right|width=200}}&lt;br /&gt;
But mostly what they have been doing is watching for the Tainted Basilisk. Watching the eaves of Bendol. Watching the pathetic Grynbor as they honoured the aberration at the heart of Sarangrave. When the ghulai make their move, the Varushkans are ready to oppose them at every turn.&lt;br /&gt;
&lt;br /&gt;
Observation indicates that the Tainted Basilisk have splintered as they moved, still hidden under their Night magic shroud. They spread their forces around the outskirts of Bendol, at key positions about the circumference of the warning stones. Their shroud protects them only while they are moving; the longer they stay in one place the easier it is to see where they are, to see the mists that hide them from prying eyes gather. When their agents reach the outskirts of Turan, the Boyar’s Hasta strike. A sudden ambush, a vicious fight of scouts and [[Arkad#Vikari|vikari]] that leaves most of the Druj dead. Most, but not all. Some of the ghulai are taken alive, interrogated, forced to reveal their intent. &lt;br /&gt;
&lt;br /&gt;
They plan to breach the warding stones, to undo what the Terunael did in those last days after the disastrous ritual that brought the vallorn into being. They will unleash Béantal Dol, and it will wash across the Sarangrave, devouring armies and rebels alike. A fitting retribution, laughs one half-mad sorcerer. The folly of ancient humans, killing and consuming their distant heirs.&lt;br /&gt;
{{CaptionedImage|file=Serafina Semenov.jpg|caption=&#039;&#039;&#039;Serafina Semenov&#039;&#039;&#039;, General of the Boyar&#039;s Hasta|align=right|width=200}}&lt;br /&gt;
Immediately the Hasta start to move - sending messengers and mobilizing their forces to scour the outskirts of Bendol for more groups of ghulai. A second encampment is intercepted in Thornfen with the aid of the Navarr, but they are much better defended. As the Empire consolidates its hold on the Tower of the Skink, another battle erupts on the outskirts of the vallorn. The magicians of the Druj hold nothing back; unleashing spell and ritual alike to try and drive the Varushkans and the Navarr away. They are supported by Dawnish and Urizeni from Sephals, and together they risk everything to disrupt that final desperate ritual of destruction. [[Spring magic]], aimed at rending the ancient standing stones apart with the power of [[Spring magic#Ruin|ruin]].&lt;br /&gt;
&lt;br /&gt;
In the end though, despite this valiant effort, it is too late to stop the Tainted Basilisk from achieving their goal. There is simply too much ground to cover, and the Druj have laid their plans too well. Even as they retreated from the Imperial advance, they left their agents behind to prepare for this unlooked-for day. Ghulai, vikkari, warriors of every Arkad, left behind on the outskirts of the vallorn itself to facilitate one final strike against the Empire should the defence of the Sarangrave fail. And fail it has.&lt;br /&gt;
&lt;br /&gt;
Three days before the Spring Equinox, the deluge that has fallen uninterrupted from the cloud-choked sky since the liberation of Sephals ends as suddenly as it began. In that instant, every head in Sarangrave, no matter where they are in the marshlands, turns to look toward the heart of the territory. Whether arguing with Mallum orcs in Sephals, scouring the Tower of the Skink for remaining Druj, discussing the matter of freedom and security in the Nesustak Forest, or fretting about the Drowned Shepherd and the wisdom of invoking constellations in times such as this, everyone feels it. Like the air changes before a storm breaks, but this comes at the end of the storm. For a moment it overpowers even the banal humdrum thrum of the Druj miasma. An awareness in a split second of a profound finality, of an ending that has been waiting for a thousand years to come to fruition.&lt;br /&gt;
&lt;br /&gt;
The last great working of the Terunael has been broken. The vallorn of Béantal Dol rises, shaking off the remnant of its chains. Fattened by months of Spring-infused waters, it stretches, rousing itself in a way it has never, ever done before since it was first trapped.&lt;br /&gt;
&lt;br /&gt;
And it begins to spread.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Regions of Sarangrave.png|caption=Sarangrave is mapped, but parts of the territory remain unknown.|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Game Information : Dominion==&lt;br /&gt;
* &#039;&#039;&#039;The region of Thornfen, and the Tower of the Skink, have fallen &lt;br /&gt;
* &#039;&#039;&#039;An administrative motion related to their disposition will be raised during the Spring Equinox&lt;br /&gt;
* &#039;&#039;&#039;The Hidden Widow and Poison Crane have fled the territory taking serious casualties&lt;br /&gt;
* &#039;&#039;&#039;The remaining garrison of the Tower of the Skink has scattered across southern and eastern Sarangrave&lt;br /&gt;
The Empire has captured the region of Thornfen, and with it the Tower of the Skink. The entire territory save for the Nesustak Forest and Bendol are Imperial now. They achieved their goal with the aid of the Axou army of Ipotavo, and while that contribution was valuable it was relatively minor next to the impact of the Empire. There is an existing treaty with the Axou, signed when they joined the war in the Sarangrave, that indicates the intent to not contest Axou claim to Thornfen, including the Tower of the Skink, and the settlement Sephals. During the Spring Equinox, the Civil Service will raise an administrative motion during Saturday afternoon Senate session to confirm that this is still their intent. This motion, if it passes, will be available for the Urizen assembly to [[veto]], as it effectively involves the concedence of a region under their control.&lt;br /&gt;
&lt;br /&gt;
The Gryphon’s Pride spent the season defending, specifically offering aid to the rebels of the Nesustak Forest. Without their intervention, it is likely the rebels would have eventually repelled the attacking Druj but they would have suffered serious losses in the process. The Gryphon’s Pride ensured that the vicious Mallum septs were unable to enact their revenge, and while this has not lessened the rebels desire to see Sarangrave as a free land under their control it has helped to establish the Dawnish army as allies, albeit allies that many are still suspicious of.&lt;br /&gt;
&lt;br /&gt;
The Boyar’s Hasta committed themselves to supporting the other armies, but specifically to watching for signs of the Tainted Basilisk. Thanks to their vigilance, the ghulai of the Druj magical army were only partially successful in their goal. Further details are discussed below.&lt;br /&gt;
&lt;br /&gt;
The armies of the Hidden Widow and the Poison Crane were badly damaged during their defence of the Tower of the Skink, but not destroyed. They have managed to use the confusion to escape back to the Salt Flats of Sanath, but both armies took an additional 500 casualties each during their desperate retreat through Imperial-held Sarangrave, pursued and harried by the Empire. More troubling is the garrison of the Tower of the Skink. While the tower has fallen, and the garrison been seriously damaged, the orcs that make up the garrison have likewise managed to desert the sinking ship. As such Thornfen, Turan Flats, Kroll, and the Whisperwood have all gained the ‘’Outlaw Druj‘’ qualities. Until these outlaws are dealt with, any settlement of those regions are in danger. In addition, any commission built in the territory will have its labour costs increased by a fifth for each region under Imperial control with that quality.&lt;br /&gt;
&lt;br /&gt;
==Game Information : Drowning==&lt;br /&gt;
* &#039;&#039;&#039;The Drowned Shepherd constellation has exerted unexpected influence in Sarangrave this season&lt;br /&gt;
* &#039;&#039;&#039;The name of the constellation has changed; nobody is sure where this change originates&lt;br /&gt;
This season, the influence of the [[The Drowned Shepherd|Drowned Shepherd]] constellation in Sarangrave has been unmistakable by those who know what to look for. It&#039;s unlikely that this is due to its invocation by the general of the Citadel Guard. More likely it is simply that events in the Sarangrave have foreshadowed a profound ending. The constellation is strongly associated with curses, and for all its perception as being generally helpful, [[Rivers of Life]] is still a [[curse]].&lt;br /&gt;
&lt;br /&gt;
There are two elements to this influence that are worth noting. The first is that the constellation appears to have a new name; the Drowned Shepherd. Previously known as the Drowned Man, there has been a notable shift in awareness over the last few months. Much as with the way the understanding of the names of the stars has shifted over the last year or two, so too has awareness of its name shifted. It&#039;s up to individual characters how to respond to this. Some will continue to call it the Drowned Man, but this name will feel increasingly archaic and old fashioned. It won&#039;t impact magic to use either name, but the name of the wiki has been changed. Speculation about what the difference between a Drowned Man and a Drowned Shepherd symbolise is encouraged.&lt;br /&gt;
&lt;br /&gt;
The other element is that the catastrophic rainstorm has caused water to rise all over the territory. In time that water may subside, but it has resulted in breached damns and ruined farms, herb gardens drowned, and even some structures collapsing. At the same time the unnatural vitality the Rivers of Life bring has been heightened - not only by preserving the lives of soldiers and civilians alike, but also resulting in an explosion in the population of creatures of the Sarangrave including bog octopuses, mosquitos, wasps, spiders, and other small fast-breeding creatures few of which are wholesome in their interactions with humans and orcs.&lt;br /&gt;
&lt;br /&gt;
==Game Information : Béantal Dol==&lt;br /&gt;
{{CaptionedImage|file=Blood for Poppies.jpg|caption=The vallorn is the most monstrous of all geographies.|align=right|width=500}}&lt;br /&gt;
* &#039;&#039;&#039;The vallorn of Béantal Dol has been unleashed&lt;br /&gt;
* &#039;&#039;&#039;The Tainted Basilisk have been only partially successful and only two regions are seriously threatened&lt;br /&gt;
* &#039;&#039;&#039;There are opportunities to try and stem the flow of vallorn power in uptime and downtime following the event&lt;br /&gt;
* &#039;&#039;&#039;The warding stones that once surrounded Béantal Dol are gone&lt;br /&gt;
The ghulai of the Tainted Basilisk have breached the circle of warding stones that contains the vallorn of Béantal Dol. Thanks to the Boyar’s Hasta their efforts have been only partially successful. Unfortunately, where the vallorn is concerned “partially successful” is still a significant threat.&lt;br /&gt;
&lt;br /&gt;
Two regions are directly threatened by the expanding vallorn - Nesustak Forest and Bloodwater Marsh. Had the wards simply collapsed, the Vallorn would have burst forth towards the nearby fortification, the Tower of the Skink. Sadly, this release is no accident. The magicians of the Tainted Basilisk have seized an [[opportunity]] to deliberately weaken the wards in such a way as to direct the threat against the Empire and the rebels and away from their allies. There is a single [[#Battle_Opportunities|narrow window]] to take action and save one region or the other from desolation.&lt;br /&gt;
&lt;br /&gt;
The actions of the Boyar’s Hasta may still have saved the rest of the territory. They have managed to save most of the warding stones - not enough to hold the vallorn back, but enough to have a vital effect. The vallorn will wash over the stones, as it attempts to expand and in the process the magic that sustains them will be overwhelmed, and destroyed. By the start of the Summer Solstice, the warding stones will be no more - there is no way now to stop them being destroyed. However, they will serve to protect against the vallorn for one final time. In doing so they will absorb some of the devastating verdant power of the vallorn. By the start of the Summer Solstice, the vallorn of Béantal Dol will be to all intents and purposes a “normal” vallorn. It will still be disproportionately potent, but it will no longer present the threat of expanding to completely fill the Sarangrave that it previously did. That threat, like the warding stones, is ended.&lt;br /&gt;
&lt;br /&gt;
What happens to Nesustak Forest and the Bloodwater Marshes, however, will depend on [[#Battle_Opportunities|what the Empire chooses to do]]…&lt;br /&gt;
&lt;br /&gt;
==Participation : Power of the Druj==&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit supported an army in Sarangrave this season will receive a lingering wound&lt;br /&gt;
Any character whose military unit supported an army fighting in the Sarangrave this season will receive a lingering [[Combat#Traumatic_Wounds|traumatic wound]] in their pack. These wounds represent serious injuries or lingering [[curse|curses]] sustained during the fighting that the [[Rivers of Life]] have been unable to restore. Some of these wounds are potentially lethal if they are not treated before the end of the Spring Equinox, so those bearing them may wish to consult a [[surgical skills#Physick|Physick]].&lt;br /&gt;
In addition, however, every military unit that fought in the Sarangrave this season has been in a position to secure a small trove of [[herb|herbs]] and [[potion|potions]], and potentially other things as well. If your character would not have approved of your soldiers taking things from the defeated Druj, you can simply drop these additional items back at GOD when you pick up your pack.&lt;br /&gt;
&lt;br /&gt;
==Battle Opportunities==&lt;br /&gt;
* &#039;&#039;&#039;Two major conjunctions to Sarangrave have been identified for the Spring Equinox but the Military Council can take advantage of only one of them&lt;br /&gt;
The prognosticators have identified two &#039;&#039;&#039;simultaneous&#039;&#039;&#039; opportunities in the Sarangrave during the Spring Equinox. The first will allow the Empire to intercede in Nesustak Forest and fight the vallorn here. The other will allow them to do the same, but in Bloodwater Marsh. If the Military Council choose this battle, they will be forced to pick &amp;lt;i&amp;gt;one&amp;lt;/i&amp;gt; of these two conjunctions.&lt;br /&gt;
&lt;br /&gt;
The vallorn of Béantal Dol can also be combatted following the Spring Equinox, but it will require a significant commitment of [[army|armies]] to prevent it consuming one or both of the threatened regions. Due to the long storing up of power, it will be attacking both regions separately with a strength of 30,000. To prevent it claiming the region and devouring almost everyone and everything in it, the Empire would need to ensure it did not get 10 victory points. Fewer than that and it is likely the region would still be left with a quality similar to [[region qualities#Infested|infested]].&lt;br /&gt;
&lt;br /&gt;
The good news - and there is some good news - is that the brave actions of the Boyar&#039;s Hasta and the destruction of the remaining warding stones means that the vallorn will become quiescent again after this season, whatever happens. In addition, the explosive speed with which the vallorn is unfolding into the two regions means that any downtime fighting will &#039;&#039;not&#039;&#039; be taking place under the influence of the [[vallorn miasma]].&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_peerless_sacrifice&amp;diff=139251</id>
		<title>A peerless sacrifice</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_peerless_sacrifice&amp;diff=139251"/>
		<updated>2026-05-27T15:35:48Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* A Virtuous Benefaction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:387YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Here&#039;s one. &amp;quot; said Portia, thumbing threw the lists. &amp;quot;Cilicia of Athiliah&#039;s Handiwork&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Definitely a benefactor?&amp;quot; queried Marcus.&lt;br /&gt;
&lt;br /&gt;
No thought Portia to herself, I&#039;ve called their name out because they&#039;re a corsair from Madruga... &amp;quot;Yes, definitely a benefactor&amp;quot; she responded in a deliberately even voice. Going through the list of names of who was coming to Anvil was the second most boring job in the entire civil service. The first most boring job was doing it with Marcus.&lt;br /&gt;
&lt;br /&gt;
She kept her cool and kept leafing through the lists. &amp;quot;Here&#039;s another. Ehud of Reumah&#039;s Redoubt.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marcus wrote this one down without querying it, which felt like a trap. &amp;quot;You&#039;re not going to ask me if Ehud is &#039;&#039;definitely&#039;&#039; a benefactor?&amp;quot; said Portia warily.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No need.&amp;quot; said Marcus cheerfully. &amp;quot;Everyone knows Ehud is a benefactor, has been for years now. He used to be the egregore. He&#039;s notorious for overcommitting to things. Never has enough time to do all the things he wants to help with... So he&#039;s &#039;&#039;definitely&#039;&#039; a benefactor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right, well in that case, here&#039;s another one. Abraham of the Constitutional Court.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What? That can&#039;t be right. He&#039;s a magistrate. He can&#039;t be a benefactor.&amp;quot; protested Marcus.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That&#039;s what it &#039;&#039;definitely&#039;&#039; says on the list&amp;quot; said Portia, &amp;quot;So you&#039;d better write it down, just in case he turns up.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pfft, no chance of that,&amp;quot; replied Marcus laughing at the very idea. &amp;quot;He&#039;ll be far too busy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well then that must mean he&#039;s &#039;&#039;definitely&#039;&#039; a benefactor then, isn&#039;t he?&amp;quot; said Portia smiling. Sometimes scoring cheap points was the only way to make the medicine go down.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Captain Overcommitted.png|caption=Highguard stands ready to support and protect its &amp;quot;younger siblings&amp;quot; in virtue, in war, and in building up the great Empire they helped create.|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=17OxNu7X8DM}}&lt;br /&gt;
Over recent years, the [[Highguard|Highborn]] Assembly have sought ways to support their fellow nations in the Empire by expressing their peerless kinship. Originally part of [[Full of sacred sound|a sweep of opportunities]], that arose in response to the extraordinary achievements of recent years, it allowed the nation to reach out to others to seek ways to help and support them.&lt;br /&gt;
&lt;br /&gt;
The original author &#039;&#039;Eli&#039;&#039;, the custodian of [[Emperor Walter|Walter&#039;s Tomb]], has passed now, but he entered the Labyrinth content in the knowledge that Highguard had done all it could to strengthen the Empire, with efforts to [[Questions_of_virtue#Our_Freeborn_Cousins|help the Freeborn]] in [[Kahraman]]; aid the [[Dawn|Dawnish]] [[Not to conquer|contact the factions]] in [[the Barrens]]; help the [[Imperial Orcs]] in [[Skarsind]] to [[Standing in the sun|better understand the Ossium septs]]; and [[the Marches]] [[Kith and kin|deal with threats]] in the [[Mournwold]]. &lt;br /&gt;
&lt;br /&gt;
The fervour to aid others is beginning to diminish, even as the nation prepares to the next great challenge, with the return of the [[grey pilgrim|grey pilgrims]] in readiness for war with the [[vallorn]]. Some were unwilling to let this window close, and called on the national assembly to remind the Highborn of the achievements won and the importance of the cause. Why let a good thing end they say? There was a grim acceptance that exerting their efforts to express peerless kinship has tested the resolve on the nation on more than one occasion. To stick to that course and embrace the power permanently, would inevitably need to sacrifice something of equal significance.&lt;br /&gt;
&lt;br /&gt;
The Highborn Assembly are not the only group in Highguard who have consistently sought to do what they can to support Virtue across the nation and the Empire. The benefactors of Highguard, operate a wide range of entrepreneurial endeavours, but always with the intention to encourage Virtuous behaviour in those they deal with and support. Those benefactors who attend Anvil hold regular meetings, a Benefactors&#039; Council to discuss matters. With so many Senate projects in need of support, the nation is looking to the Council to guide them on where they should place their support.&lt;br /&gt;
&lt;br /&gt;
==A Clear Statement==&lt;br /&gt;
* &#039;&#039;&#039;The Highborn Assembly has overwhelmingly backed the call to retain Peerless Kinship&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly must chose between this power and crusade&#039;&#039;&#039;&lt;br /&gt;
{{SOP|statement=The Virtuous raise up their fellows. In Peerless Kinship, we have aided our sibling nations in Kahraman, the Barrens, Skarsind, the Mournwold, and, in the weeks to come, Therunin. This National Assembly wishes to continue to offer our nation&#039;s labours in Peerless Kinship, for however long there is need. Let all that is worthwhile be shared.|by=Nicodemus of Balthazar&#039;s Vineyard, Highborn Assembly|vote={{GM}} 520-22|when=Winter Solstice 386YE}}&lt;br /&gt;
&lt;br /&gt;
Peerless kinship began in the Highborn Assembly with a mandate enacted by [[384YE_Winter_Solstice_Synod_judgements#Judgement_79|Jared of the Sons of Couros]]. If the drive to promote Virtue across the Empire was to continue it was clear that it could not do so without the emphatic support of Highguard&#039;s priests.&lt;br /&gt;
&lt;br /&gt;
The [[statement of principle]] submitted by &#039;&#039;&#039;Nicodemus of Balthazar&#039;s Vineyard&#039;&#039;&#039; received overwhelming support from the Assembly, with only a pair of priests expressing reservations. Of course it is easy to feel something is worth the cost, before the bill comes due. Still, the Highborn have never been a nation to balk at sacrifice in pursuit of Virtue, and the search begins to see how this might best be done.&lt;br /&gt;
&lt;br /&gt;
To the surprise of many it does not take long to find the solution; it is practically staring people in the face. In discussions with their congregations, priests confirm that many of their followers have welcomed the opportunity to support Highguard&#039;s efforts to strengthen Virtue across the Empire and stood ready to do so again. Even those who were expecting not to hear a plea for aid from the Highborn Assembly, are surprised there is no call to march to war from the Highborn generals. The Highborn armies are taking a much-needed rest this season, resupplying in Astolat and Upwold, so there has been no crusade - the result is that there has been no call to action and people have had a chance to relax for the first time in years.&lt;br /&gt;
&lt;br /&gt;
The rest has been well received, but now there is work to be done, the truth is clear. People stand ready to support the Highborn Assembly in their call to show Peerless Kinship. They stand ready to support the Highborn generals in their call to battle. But they cannot do both, not indefinitely. To pursue both endeavours has exhausted even the people of Virtue. The nation must now make a choice - they can either continue to show peerless kinship towards the other nations in the Empire, or they can send the faithful to support the armies but it must be one or the other.&lt;br /&gt;
===A Renewed Kinship===&lt;br /&gt;
* &#039;&#039;&#039;Highguard could use a mandate to retain the power of peerless kinship&#039;&#039;&#039;&lt;br /&gt;
If the nation deems peerless kinship to be of greater value that crusade, they can use a [[mandate]] to summon the necessary conviction to make it persist. Those who argue in favour of this approach point to the flexibility that peerless kinship provides, allowing the nation to tackle a wide range of problems. They argue that [[Wisdom]] underpins peerless kinship because it allows the Highborn to ask the right questions rather than assuming they have the answers.&lt;br /&gt;
{{Mandate|mandate=Wisdom is finding the right question. We send {named priest} with 25 doses of liao to urge Highguard to embrace the value of peerless kinship. The Virtuous apply what they have learned.|assembly=Highborn Assembly}}&lt;br /&gt;
{{CaptionedImage|file=Ten-ish Siblings.png|align=right|width=400}}&lt;br /&gt;
If this mandate is enacted, then Highborn armies will [[Full_of_sacred_sound#The_Sticking_Place|no longer automatically generate a mandate]] for the nation to consider. Instead the Highborn Assembly would be able to use a single statement of principle that identified an Imperial nation that they wished to support, just as they do to date with peerless kinship.&lt;br /&gt;
&lt;br /&gt;
Throwing the support of the nation behind this choice would see some of the previous restrictions lifted. The Assembly would be able to choose any nation to help, provided they didn&#039;t chose the same nation two seasons running. Asking Highguard to find ways to help a fellow nation would be bound to fail if they had already identified all the ways they could help the season before. Other that this restriction, the Assembly could pick whichever nation they felt was most deserving of aid.&lt;br /&gt;
&lt;br /&gt;
A guiding principle of peerless kinship is the idea that Highborn citizens would talk to the nation to find out what help would be most welcome. That remains true, but the Assembly could guide that conversation by indicating a single statement of principle or mandate passed that season or last by the peer nation&#039;s Assembly. Provided that statement &#039;&#039;passed&#039;&#039; the Assembly - indicating it had the support of the people of that nation, then attempts to provide peerless kinship would, where possible, focus on the issue identified in the statement or mandate.&lt;br /&gt;
&lt;br /&gt;
===A New Crusade===&lt;br /&gt;
* &#039;&#039;&#039;Highguard could use a mandate to retain the power of crusade&#039;&#039;&#039;&lt;br /&gt;
If the nation deems crusade to be of greater value than peerless kinship, they will need to use a mandate to remind people of its importance. Those who argue in favour of this approach point to the many threats faced by the Empire - while crusade is not guaranteed to offer martial benefits it does offer that prospect more often than peerless kinship. Perhaps, when the day comes that all wars have ended the Highborn can put down their armies. Until then they argue that [[Ambition]] demands they do everything possible to defeat the Empire&#039;s enemies and set aside all other goals.&lt;br /&gt;
{{Mandate|mandate=Aim high and pursue your dreams. We send {named priest} with 25 doses of liao to urge Highguard to continue to crusade all the last war is won. If we stand together then nothing is beyond our grasp.|assembly=Highborn Assembly}}&lt;br /&gt;
{{CaptionedImage|file=HighbornFour.jpg|align=right|width=400}}&lt;br /&gt;
If this mandate is enacted, then Highborn armies that engage in a military campaign will [[Full_of_sacred_sound#The_Sticking_Place|automatically generate a mandate]] for the nation to consider. In the near future, any opportunity would be likely to take the same form as the recent call for an [[Over_western_hills#Highguard|ongoing crusade against the Jotun]] rather than more short term responses.&lt;br /&gt;
&lt;br /&gt;
The orders given by the generals will continue to be critical, with the precise wording of the order given by the general shaping any mandate. Wisdom is a Virtue of course. While it may be appealing to generals to submit their orders in the form of a sermon the reality is that the best orders are those that are concise and direct - that lay out in simple terms what the goal is and why. The longer the orders, the easier it becomes for people to misunderstand what is desired. &#039;&#039;&amp;quot;Let every word you speak carry meaning; do not use forty when four will do.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cost of this renewed focus on the actions of the Highborn armies would be the end of peerless kinship. It would no longer be possible to reach out to other nations to help them.&lt;br /&gt;
&lt;br /&gt;
===Competing Mandates===&lt;br /&gt;
* &#039;&#039;&#039;Both these mandates are in competition with each other&#039;&#039;&#039;&lt;br /&gt;
These mandates are in [[Mandate#Competing_Mandates|competition]] with each other. If more than one is upheld - assuming any are - whichever judgement passed with the greatest margin is considered to be successful and the other mandate fails. If neither mandate passes, then &#039;&#039;neither&#039;&#039; power will be available going forwards, and Highguard will look for other ways to pursue Virtue in the future.&lt;br /&gt;
&lt;br /&gt;
==A Virtuous Benefaction==&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors could redirect the stream of donations currently going to the Grand Inspiration of the Way&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council could choose to direct this support towards any single civilian commission&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Council of Benefactors meets at 11am on Saturday and Sunday of the summit&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This summit the meetings are planned to be held in the main tent of the Shattered Tower&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since the death of [[Empress Britta|Britta]], the Council of [[Benefactor|Benefactors]] has played an important role in the nation, pooling the resources of some of the most wealthy Highborn citizens and providing backing to crucial projects that might otherwise have gone without. The goal of constructing the [[Construct_Grand_Inspiration_of_the_Way|Grand Inspiration of the Way]] shows what can be accomplished when Virtue comes before profit.&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;Known Benefactors&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Abraham of the Constitutional Court&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Acheron	of the Silent Tide&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arlen of the The Suns of Couros&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Asael of the Reumah&#039;s Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Cilicia of Athiliah&#039;s Handiwork&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Dagon of the Shattered Tower&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Edni Adomait&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Ehud of Reumah&#039;s Redoubt&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Enoch Cobroc&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hannah Lleweuraidd	of the Coven of Barabbas&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Icarus of the Sepulchre of the Red Sun&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Jacob of the The Flame Beneath The Earth&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leah, born of Leah of Ebon&#039;s Hall&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Liora Daughter of Rebekah of the Chantry of the Silver Skull&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Miriam Daughter of Esther of the Suns of Couros Sect&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Naomi of Felix&#039;s Watch&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;
The recent revelations about the nature of [[Vardas]] have shaken people&#039;s faith and that has caused many citizens to question the value of donating what wealth they can spare to support the Grand Inspiration. Only the Highborn have remained true to their word, consistently donating ten wains of white granite each season to ensure that the work can progress. At that rate the work will take many years to complete, but even the most impenetrable forest may fall one tree at a time.&lt;br /&gt;
&lt;br /&gt;
But what of other grand ideals? The drive to [[One_of_us#Establishing_the_Way|anchor the Way in Asavea]] is in danger of foundering before it has even set sail. Is this not a better use of what funds Highguard can spare? Or the war against the vallorn, which the Assembly have repeatedly stressed is the Empire&#039;s &#039;&#039;highest&#039;&#039; calling. Should these wains not be dedicated to &#039;&#039;that&#039;&#039; goal?&lt;br /&gt;
&lt;br /&gt;
And what of profit itself? Benefactors know that profit is not something to be reviled. Profits that are built virtuously, in partnership with others spread [[Prosperity]] and build Virtue. And they enable more investment in the future. Should the benefactors not be looking at those possibilities instead?&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the Highborn look to their Assembly for leadership, but on this issue, they recognise that their benefactors are those best placed to make this decision. Virtue is everything, but resources are limited, and no one person can do everything. The benefactors are the group best placed to decide what should happen to the donations the nation produces each season.&lt;br /&gt;
&lt;br /&gt;
There are two formal meetings of the Benefactors&#039; Council at each summit, at 11am on Saturday and Sunday morning. They are likely to be held in the main tent of the Shattered Tower. If the Council want to change where their nation&#039;s donations are going, then they must ensure that their egregore is present when they make the decision. The egregore will make a note of the decision and pass word on to the other benefactors in the nation.&lt;br /&gt;
&lt;br /&gt;
The Council can choose to redirect the flow of donations currently going to the Grand Inspiration of the Way, towards any &#039;&#039;civilian&#039;&#039; commission. If there is some debate over the decision, then the egregore will expect a decision to be taken by a simple majority vote of those present who are well known for their role as benefactors. A list above contains all the eligible benefactors currently known to be attending Anvil.&lt;br /&gt;
&lt;br /&gt;
Whatever commission is chosen, the people of Highguard will donate ten wains towards it, each season, until it is complete. They can only donate mithril, white granite or weirwood, but they will find the means to donate whichever of these is most needed to finish the work. They will continue to support the commission until the benefactors council nominate a new commission to receive the support of the nations&#039; benefactors.&lt;br /&gt;
&lt;br /&gt;
The commission can be &#039;&#039;any&#039;&#039; [[Commission#Civilian_Commissions|civilian commission]] - the benefactors of Highguard trust their council to identify the commission most deserving of their support, whether that be continuing to support the Grand Inspiration of the Way, a different prestigious monument to Virtue, essential new infrastructure, or just a great work that is needed to raise Prosperity.&lt;br /&gt;
&lt;br /&gt;
==Resolution==&lt;br /&gt;
The Highborn Assembly voted to uphold [[387YE_Spring_Equinox_Synod_judgements#Judgement_116|Judgement 116]], raised by &#039;&#039;&#039;Nicodemus of Balthazar&#039;s Vineyard&#039;&#039;&#039;, that saw &#039;&#039;&#039;Brother Olyvar of Esther&#039;s Sanctum&#039;&#039;&#039; urge citizens of Highguard to embrace peerless kinship. The Benefactors Council voted to continue supporting the [[Construct Grand Inspiration of the Way|Grand Inspiration of the Way]].&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Highguard]]&lt;br /&gt;
* [[Benefactor]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_economic_interests&amp;diff=139249</id>
		<title>Highguard economic interests</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_economic_interests&amp;diff=139249"/>
		<updated>2026-05-27T15:24:06Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote&amp;gt;“The pursuit of wealth is the foundation of suffering.”&amp;lt;/quote&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=ProsperityCantiarch.png|title=Lyaconia of Cantiarch&#039;s Hold considers her next move.|caption=The Prosperous are not selfish; all that is worthwhile is shared with those who deserve it.|width=500|align=right}}&lt;br /&gt;
There is a deep-seated distrust of the pursuit of wealth for its own sake amongst the Highborn. Highguard is founded on the concept that only action can be virtuous, and their culture rewards assiduous effort and self-improvement. “Wealth” by itself is a passive force; usury – charging interest on a loan – is considered despicable because the lender has no active role in what transpires.&lt;br /&gt;
&lt;br /&gt;
In place of the moneylenders common elsewhere, the Highborn are proud of their [[Benefactor|benefactors]]. Often older merchants, benefactors make their wealth work for themselves and others. They try to encourage virtue by acting as patrons to other merchants. They may help a young trader get established, or participate in a risky but ambitious venture that has potential benefits beyond purely economic ones. Rather than lending money and charging interest, benefactors invest in enterprises and in individuals, sharing the risk – and sharing the profits.&lt;br /&gt;
&lt;br /&gt;
Gambling on games of chance is as dubious as usury, since there is no action the participants can take to improve their chances of winning other than to cheat. That said, the Highborn love to wager on contests of skill, whether they are participating or not. Professional book-keepers collect wagers and distribute winnings, taking a small percentage for their service; some specialise in organising contests and competitions specifically to encourage wagering.&lt;br /&gt;
&lt;br /&gt;
Permanence is a civic virtue in Highguard and there is no doubt that the nation produces the best architects and masons in the Empire. The quarries of Casinea produce a breathtakingly beautiful marble that absorbs heat when it is warm and exudes it when cold, making it the ideal building material. Other crafts include the creation of decorative mosaics and fabrics with complex geometric patterns. The Highborn also produce fine quality paper and coloured inks, used extensively to record the histories and archives of the nation.&lt;br /&gt;
&lt;br /&gt;
{{Highguard Links}}&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_history&amp;diff=139112</id>
		<title>Highguard history</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Highguard_history&amp;diff=139112"/>
		<updated>2026-05-22T22:03:37Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: /* Imperial History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=HighguardHistory.jpg|caption=Flight, civil war, and the standard of Virtue. The Highborn never forget where they came from.|width=500|align=left}}&lt;br /&gt;
===The Founding===&lt;br /&gt;
Seven centuries ago, the Highborn arrived on the [[Bay of Catazar]]. Seventeen great vessels carrying pure souls crossed the sea from the south looking for new lands. They [[Origins of the Highborn|left behind]] a land and people slowly being consumed by corruption and darkness. They were steered by the legendary navigators, a pair of visionary twins named [[Atuman]] and [[Atun]] who were later acknowledged as an Exemplar of [[Ambition]] and a Paragon of [[Wisdom]] respectively.&lt;br /&gt;
&lt;br /&gt;
Upon landing, Atuman founded the city of [[Necropolis#The Necropolis|Pharos]] at the mouth of the river Couros. Atun – following a vision of her own – took the flagship, bade her brother farewell and set sail, never to be seen again. The navigators of the first vessels formed a Patrician Council to advise Atuman the Navigator. The Highborn armada was made up of seventeen ships, three were lost and one was navigated by Atun and Atuman, so the Council was made up of thirteen members. &lt;br /&gt;
&lt;br /&gt;
Some scholars question whether the use of the word &amp;quot;ships&amp;quot; is correct at all - it is more likely that rather than individual vessels the term applies to a number of ships owned by an extended family and led by an individual that came to be called a &amp;quot;navigator&amp;quot;. They point to the difficulties of imagining an entire nation coming into being from just thirteen ships&#039; worth of people. Regardless of the questions around precisely how many vessels came to the Bay of Catazar, the number of people on the Patrician Council is not contested.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The horses of Highguard&#039;&#039;&#039;&amp;lt;br&amp;gt;The Highborn fleet carried with them a great herd of [[horse|horses]]. These legendary beasts embodied noble virtues of loyalty, strength and dignity. Mounted on their mighty warhorses, the Highborn were unbeaten in battle and the creatures became the iconic symbol of the nation, reflecting the martial spirit of the people. The venal ways of the patricians caused the herds to dwindle until none remained and since the dawn of the Empire they have passed into legend. Highborn parents tell their children the tale of the loss of their horses to teach them never to take blessings for granted.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Rule of the Patricians==&lt;br /&gt;
After Atuman&#039;s death his eldest daughter, Acenath, took the title of navigator and ruled in his place while the patricians also named heirs from amongst their offspring. The council ruled wisely for many years but as the generations passed the navigator and the patricians became increasingly focused on preserving their power and their bloodlines and their rule fell victim to self-interest and corruption.&lt;br /&gt;
&lt;br /&gt;
Each patrician (and the navigator themselves) was responsible for appointing their own successor, usually one of their own children, almost invariably a close blood relative. Wealth and power in Highguard was primarily concentrated in the hands of the patrician councillors and their families. Those Highborn with a familial connection to a member of the Patrician Council could usually count on the Council&#039;s patronage and support bringing them benefits and privileges unavailable to others. These extended families are also referred to as patricians in many documents of the time, the term being used to refer both to the thirteen members of the Patrician Council who advised the navigator, and to the entire class of nobility descended from them. Some modern historians attempt to differentiate between the two by referring to the patrician councillors and the patrician class to avoid this confusion.&lt;br /&gt;
&lt;br /&gt;
Beyond the ruling council and their immediate families, an entire class of patrician nobility grew up over time. These noble families were wealthy and well-connected but were essentially disenfranchised; in theory any of them might inherit a seat on the Patrician Council but in practice never did. Most members of these families vied for the favour of the Council, supporting them in the hope of gaining favour. Those who openly opposed the Council risked persecution, financial ruin or even arrest.&lt;br /&gt;
&lt;br /&gt;
Throughout early Highborn history, the power of the Patrician Council waxed and waned. Sometimes the navigator was able to wield more power than the Council; at other times the councillors effectively ran Highguard. The last navigator, Permion, came at the end of an extended period of domination by the Patrician Council, perhaps giving some explanation as to why the Council&#039;s response was so extreme. By the end of the civil war, the majority of the councillors were dead and those who survived were either executed, exiled, or bound to dire oaths to set aside their claim to rule Highguard. The genealogies of the patricians were destroyed, and for several decades it was a mark of shame to claim to be able to trace one&#039;s line of descent back to a patrician family. Today, even the names of many patrician families have been lost.&lt;br /&gt;
&lt;br /&gt;
==The Diaspora==&lt;br /&gt;
After establishing themselves in Pharos, the Highborn expanded west into [[Casinea]] and north into [[Bastion]]. The patricians claimed great swathes of land, using the protection they granted to the people who lived in these new frontiers to further cement their position as the rulers of Highguard. Wherever they encountered [[orc|orcs]], they drove them from their lands, put them to the sword, or enslaved them. Some pressed even further north into what is today [[Reikos]], but there the Highborn encountered a powerful and vicious orc nation, their numbers bolstered by the clans that had been driven from Pharos and Bastion, and northern expansion slowed and eventually stopped.&lt;br /&gt;
&lt;br /&gt;
In theory the rule of the Patrician Council extended throughout Highguard, but in practice it was concentrated in Pharos - the city where the Council lived and met. The further from Pharos you travelled, the less concerned with its machinations and edicts people became. Those who were least in favour with the Council were often at the forefront of the nation&#039;s expansion, as they sought to establish themselves and prosper away from its corrupt rule. Two such disgruntled families, the Saravos and Tassata, led expeditions as far from Pharos as they could, establishing the towns that still bear their names, in [[Sarvos]], [[Tassato#Tassato Mestra|Mestra]], and [[Tassato#Tassato Regario|Regario]].&lt;br /&gt;
&lt;br /&gt;
Later still, amid first stirrings of the political turmoil that would become the Highborn civil war, three influential patrician &amp;quot;sisters&amp;quot; - known today as [[Riqueza]], [[Erigo]], and [[Guerra]] - spoke out against the corruption of the age. They decided to leave Highguard entirely and gathered their households around them resolving to find a new home. In time they, and those who heard their offer of a new life free from the stifling traditions of Highguard, established themselves on the western shores of the [[Bay of Catazar]] and founded [[the Brass Coast]].&lt;br /&gt;
&lt;br /&gt;
==The Revelation and the Civil War==&lt;br /&gt;
During this time, trade with the Navarr introduced the Highborn to vinum, a herb which was used medicinally and recreationally. However, the Scions of Atun, a group of ascetics and mystics, discovered a process of refining into a substance called liao. They used liao to experience visions, and in other ceremonies, that revealed the Labyrinth of Ages. This enlightenment, about the immortal nature of the human spirit and the power of virtue, sparked a period of time now referred to as the Revelation.&lt;br /&gt;
&lt;br /&gt;
The Revelation stirred a spiritual yearning within the people and swept across the land, awakening many to a new and profound understanding of life. This awakening was further fuelled by widespread disillusionment with the venal ways of the patricians. The Scions and other groups born of the Revelation left Pharos, sickened by the corruption that riddled the city. Along the borders of the nation they built their own communities, called [[chapters]], each dedicated to teaching a profound way of living inspired by the Revelation and guarding against corruption.&lt;br /&gt;
&lt;br /&gt;
As the chapters grew, the patricians became jealous of their influence and passed laws to try to control them. Things came to a head in the time of the Navigator [[Permion]], who later generations would call the Lawmaker – a navigator who strove to serve the people rather than his own interest. Permion sought to reach out to the leaders of the chapters, starting with the most influential, [[Lepidus]] of the Seven Stars. Lepidus is now acknowledged as a Paragon of Pride. He taught Permion about the greatness of the Highborn, what they had been and could be again, and helped him find the will to oppose the wickedness of the patricians.&lt;br /&gt;
{{CaptionedImage|file=Highguard.jpg|align=right|width=350}}&lt;br /&gt;
Permion the Lawmaker&#039;s judgements and actions brought the patricians into conflict with him and also with each other. Rather than allow the nation to fall into anarchy, Permion declared martial law and dissolved the Patrician Council. In its place, he invited the chapters to form an Assembly of the Virtuous to advise him.&lt;br /&gt;
&lt;br /&gt;
The response of the Patrician Council was swift and bloody, and a bitter civil war ensued. Permion was assassinated, along with his wife and three of his four children. Various patricians tried to claim the title of navigator, and chaos reigned. Eventually the Assembly was forced to act. After mobilising the military strength of the chapter-houses it crushed the remaining patrician forces and assumed the governance of the nation, although in the process the city of Pharos - the scene of the final battle of the civil war - was burned to the ground. This tumultuous time in the history of Highguard is remembered in countless stories and songs, and gave the victorious Assembly of the Virtuous many of their new [[paragons and exemplars]] including Permion, Exemplar of [[Courage]]; Lepidus, Paragon of [[Pride]] and [[Ruth]], Exemplar (or perhaps Paragon) of [[Loyalty]].&lt;br /&gt;
==Rebuilding==&lt;br /&gt;
The Assembly of the Virtuous elected to turn the ruins of Pharos into [[Necropolis#The Necropolis|the Necropolis]], a great mausoleum to house the bodies of all those slain in the war. They also ordered the construction of [[Bastion#Bastion.2C_the_White_City|Bastion]], a new city which would serve as a civic and religious centre for the Highborn thereafter and vowed that no Highborn would ever war with other Highborn again.&lt;br /&gt;
&lt;br /&gt;
Over the next few decades, the Assembly united the people of Highguard and reached out to the exiles in Sarvos, Tassato, and the Brass Coast. The city-dwellers had chosen to secede from Highguard during the civil war, claiming independence. To their surprise, a loose alliance of western émigrés banded together to resist Highborn attempts to bring them back under the aegis of the Assembly. In time, treaties were signed and peaceful trade established, but it would be many years before the Highborn finally accepted that the western nations would not see the wisdom of reuniting with their parents.&lt;br /&gt;
&lt;br /&gt;
There were other conflicts; with the orcs to the north-east, with the enigmatic magicians of [[Urizen]] to the east, and with the people of [[Dawn]] who had established themselves on the shores of [[the Semmerlak]] far to the north. Many Highborn chafed at their inability to expand their nation further, to conquer their human neighbours and crush their orc opponents. In the end, however, the Assembly of the Virtuous achieved a different kind of victory as missionaries and [[Highguard_religious_beliefs#Wayfarers|wayfarers]] slowly spread the true faith of the Way to the neighbouring nations.&lt;br /&gt;
==Imperial History==&lt;br /&gt;
The First Empress was Highborn, and the last to ride a legendary Highborn steed. After taking liao, she revealed that all human souls are reincarnated on the same wheel, regardless of whether they were Highborn. Therefore, to preserve the future of Highguard and enlighten all worthy human souls, it was essential to unite all of humanity under a single banner, such that Highborn reborn elsewhere would still come to know their heritage and the Way of Virtue. From Highborn faith, the Empire came into being, changing the face of the world forever.&lt;br /&gt;
&lt;br /&gt;
As a consequence, many Highborn view the Empire as their child; a wilful child that often does not know what is best for it. They were instrumental in helping to establish and build the powers of the [[Synod]], most notably during the time of [[Empress Teleri]] where Highborn priests and [[Cardinal|cardinals]] worked alongside the Navarr [[the Throne|Throne]] to help define and exercise the powers of the faithful. They have worked hard over the centuries to keep the fragile alliance of nations together through the [[Senate]], and resolutely supported the expansion of its borders by the [[Military Council]]. Likewise, Highguard has worked hard to keep the [[Conclave]] focused on its role as protector of the Empire - in particular a significant number of prominent [[Grandmaster|grandmasters]] of the [[Sevenfold Path]] order, and [[Archmage|archmages]] of [[Winter magic|Winter]] have been Highborn. Perhaps the only place where their influence has been blunted is in the [[Bourse]]; the natural Highborn suspicion of economic factors has often left them frustrated that the ruthlessly pragmatic wealth-seeking nature of the Bourse does not perform more virtuously.&lt;br /&gt;
&lt;br /&gt;
==Highborn on the Throne==&lt;br /&gt;
Aside from the First Empress herself, two other Highborn have occupied the [[The Throne|Imperial Throne]]. &lt;br /&gt;
&lt;br /&gt;
[[Empress Aenea]] was appointed in 103YE, and instituted a wide-scaled program of public works. Among other things, her reign saw the creation of the [[Madruga#The_Lyceum|Lyceum]] - the Empire&#039;s premier [[college of magic]]; the creation of many roads and highways still in use today; the construction of several [[fortification|fortifications]]; and a general overhauling and refinement of the [[Bourse]], the [[Senate]], and [[Imperial law]]. Her reign is also marked by conflict - she had little interest in [[Foreign_nations|foreign affairs]], being focused entirely on building and strengthening the Empire.&lt;br /&gt;
&lt;br /&gt;
[[Emperor Barabbas]] took the throne in 180YE, and like his predecessor he focused on strengthening and expanding the Empire. Unlike Aenea, whose interests were very much in the land and its structures, he was fascinated by the sea. An ambitious and charismatic man, he had a vision of an Empire that dominated the entire Bay of Catazar. He is best known today for the manner of his [[Emperor_Barabbas#Death_and_Legacy|death]] - lost at sea during a terrible storm along with the great armada he had nearly bankrupted the Empire to create. While modern historians are not kind to Barabbas, the Highborn are often quick to point out that his reign was also a time of great Imperial [[Ambition]] and a period of expansion and improved emphasis on securing diplomatic relations with foreign powers.&lt;br /&gt;
{{CaptionedImage|file=Archivist1.jpg|title=Zephaniah of Felix&#039;s Watch carefully recording important events at the King&#039;s Stoke Wassail|width=600|align=right}}&lt;br /&gt;
&lt;br /&gt;
==Archivists==&lt;br /&gt;
Highguard looks to the past to understand the present and predict the future. Its scholars, priests and wizards thirst for tomes and artefacts that reflect on the Empire. There is a roaring trade in books, scrolls and tablets, the more obscure the better. While relics of the holy prophets or antique magical articles are valuable in and of themselves, high prices are also paid for tangible evidence of past life experiences.&lt;br /&gt;
&lt;br /&gt;
Archivists collect the histories of Highguard, and of the Empire. They see history as a story that exists not to record dead facts, but to inspire the living. As a consequence, facts that undermine the central truth of an event or the life of a historical character are actually dangerous. A new fact that suggests a wise historical judge never existed, or that a brave general was actually a coward, could do irreparable damage. It could destroy the faith of the living in the individual hero but also undermine the very idea of learning the lessons from history. Destroying or discrediting such lies is as important as revealing the facts that encourage and inspire the living.&lt;br /&gt;
&lt;br /&gt;
This means the Highborn archivists are often at odds with their counterparts in other nations, especially the Urizen [[Urizen Magical Traditions#Seers|seers]] and [[Urizen Leadership#Torchbearers|torchbearers]]. In recording and publicising “facts”, without applying any moral judgement, Urizen historians deny the inspiration offered by history and its role in making the present and the future better. A common rumour suggests that Highborn archivists maintain hidden storehouses of knowledge deemed too dangerous for the common people. This rumour is baseless. If a piece of information uncovered is considered dangerous to the Empire, it is destroyed so that no future generation can be harmed by its rediscovery.&lt;br /&gt;
&lt;br /&gt;
Archivists are romantic figures in Highguard. While the truth is that many of them are quiet scholars and scribes, the popular image is of them as active, energetic people who go to dangerous locations to retrieve valuable information or artefacts for the good of the nation and the Empire as a whole. They face danger frequently, and often have to work against those who want to foolishly spread dangerous information or unleash deadly magic.&lt;br /&gt;
==More Highguard History==&lt;br /&gt;
* [[Horse]] - Discussion of the Highborn horses.&lt;br /&gt;
* [[On the Doctrine of Human Destiny]] - Historical research relating to the origins of the Doctrine of Human Destiny that also discusses some Highborn history&lt;br /&gt;
* [[Origins of the Highborn]] -  Document compiled by scholars visiting the [[Sarcophan Delves]] regarding the origins of the Highborn people.&lt;br /&gt;
{{Highguard Links}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Highguard]]&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
[[Category:Archetype]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Empire_overview&amp;diff=139111</id>
		<title>Empire overview</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Empire_overview&amp;diff=139111"/>
		<updated>2026-05-22T22:01:54Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Ten Nations.jpg|align=left|caption=Ten [[nation overview|nations]], united (more or less) in a single Empire.|width=600}}&lt;br /&gt;
Formed nearly four hundred years ago when the [[First Empress]] began her crusade to unite all humanity, the Empire has grown and prospered ever since despite being surrounded by barbarian enemies. Made up of ten great nations, the Empire is politically and legally unified. Everyone is an Imperial citizen but the Empire seeks to maintain the unique culture and customs of the different nations.&lt;br /&gt;
&lt;br /&gt;
The Empire has a complex political system that shares power between a number of institutions. At its head is The [[Throne]], the seat of the Emperor or Empress and the most powerful political position in the Empire. The Throne is not hereditary; the occupant is chosen by the [[Senate]] (a council of representatives chosen from each nation) to oversee the running of the Empire. When the Throne is empty, most of its powers are held by the Senate.&lt;br /&gt;
&lt;br /&gt;
The [[Synod]] exists to keep the Empire virtuous. This august body is formed from every priest in the Empire who has a recognised congregation. It has many powers defined in the Imperial Constitution, and is the only body able to dismiss an Imperial citizen from a position once they have been appointed. The prosecution of wars and the defence of the Empire is the responsibility of the generals appointed to the [[Military Council]], whilst the most powerful magicians in the Empire protect and support their own through the [[Conclave]]. The [[Bourse]] oversees matters of economics, helping to build the Empire and enrich its citizens.&lt;br /&gt;
 &lt;br /&gt;
The day-to-day operation of the Empire is attended to by the magistrates and functionaries of the [[Civil Service]]. These NPCs (non-player characters) ensure that the laws are upheld. They also ensure that the tedious business of logistics and administration is attended to without those who rule having to waste their time with such matters. They have an untarnished reputation for integrity and impartiality. The magistrates ensure that everyone has recourse to the law, while the functionaries see that armies are fed and transported where the Generals order and that workers are hired and paid for building projects that the Senate authorises. &lt;br /&gt;
&lt;br /&gt;
What binds the Empire together is the [[The Way|Way of Virtue]], a single religion shared by every citizen which teaches that humans enjoy reincarnation after death and that adherence to the seven great Virtues will ensure a swift reincarnation. The Way recognises the legacy of the heroes of the past, while encouraging every citizen to work towards the triumph of humanity.&lt;br /&gt;
&lt;br /&gt;
That triumph is not assured; the Empire has enemies on all sides, that look on the success of humanity with jealous eyes. They remember a time when they ruled this land and pounce on any opportunity to restore their own fortunes. The dream of the First Empress will not be complete until these barbarians are defeated once and for all.&lt;br /&gt;
&lt;br /&gt;
==Five things to know about the Empire==&lt;br /&gt;
*&#039;&#039;&#039;It is an enlightened republic.&#039;&#039;&#039; The Empire belongs to its citizens and at its best it serves their interest. It does not keep slaves or discriminate between its citizens on grounds of age, gender, sexuality or lineage.&lt;br /&gt;
*&#039;&#039;&#039;It is unified by faith.&#039;&#039;&#039; The Way of Virtue is the official state religion based on philosophy and reincarnation. It is the only legal religion allowed in the Empire and is accepted in some form by almost all citizens.&lt;br /&gt;
*&#039;&#039;&#039;It does not tolerate murder.&#039;&#039;&#039; The Empire has a strong legal system that serves to identify and prosecute criminals especially murderers. Our NPC magistrates will use every possible in-character resource to punish those who break the law.&lt;br /&gt;
*&#039;&#039;&#039;It has many enemies.&#039;&#039;&#039; The Empire is surrounded by barbarians, the majority of whom are orcs. There has never been a year when the Empire was not at war with at least one of them.&lt;br /&gt;
*&#039;&#039;&#039;It is defended by its heroes.&#039;&#039;&#039; The Empire relies on its heroic citizens to defend it. Many elements of Imperial society works to encourage the citizenry to step up to this challenge. Children are taught to be the heroes of tomorrow.&lt;br /&gt;
&lt;br /&gt;
==What the Empire is not==&lt;br /&gt;
*&#039;&#039;&#039;An aristocracy.&#039;&#039;&#039; The Senate appoints an Emperor or Empress and the senators are in turn chosen by the prominent inhabitants of the nations. This pattern is widespread throughout the Empire; it has no aristocratic or dynastic family lines and no tradition of inherited power or titles. Wealth may be inherited, but power is granted by your peers.&lt;br /&gt;
&lt;br /&gt;
==Further reading==&lt;br /&gt;
The wiki contains a great deal of information about the Empire and the world in which it lies. Everyone is given explicit permission to know anything they find on this wiki in-character if it is appropriate to their characterisation.&lt;br /&gt;
* [[The Throne]]&lt;br /&gt;
* The [[Senate]]&lt;br /&gt;
* The [[Synod]]&lt;br /&gt;
** [[The_Way|Religion]]&lt;br /&gt;
* The [[Military Council]]&lt;br /&gt;
* The [[Conclave]]&lt;br /&gt;
* The [[Bourse]]&lt;br /&gt;
** [[Currency]]&lt;br /&gt;
* [[Imperial Law]]&lt;br /&gt;
* [[Imperial history]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Empire]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Citizens,_priests,_pilgrims_and_dedication&amp;diff=139110</id>
		<title>Citizens, priests, pilgrims and dedication</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Citizens,_priests,_pilgrims_and_dedication&amp;diff=139110"/>
		<updated>2026-05-22T22:00:17Z</updated>

		<summary type="html">&lt;p&gt;GuiltyConscience: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
For the average citizen of the Empire, it is simply enough to know of the [[The_Way#The_Paths_of_Virtue|seven Virtues]] and how they apply to their lives. There is no requirement to honour one above another for all seven are part of the Way and will guide their spirit through the Labyrinth of Ages.&lt;br /&gt;
&lt;br /&gt;
Priests of the Way have made greater study of the mysteries and [[Imperial Theology|doctrines of the faith]]. They provide guidance to citizens about how to live virtuously and have learned ceremonies that enrich the lives of virtuous citizens and enhance an individual’s understanding of the Virtues.&lt;br /&gt;
&lt;br /&gt;
The [[religious skills|liao ceremony]] of [[dedication]] allows a human to more sharply focus their spirit onto one particular Virtuous path. This focus enables a dedicated priest to perform other ceremonies that provide greater insight and illumination into the Virtue. Consequently, dedication is reasonably common amongst priests who wish to provide ministry and guidance relating to a specific Virtuous path, whilst other priests choose not to dedicate and so represent all seven Virtues equally.&lt;br /&gt;
&lt;br /&gt;
Dedication is regarded as being of little benefit to the average citizen as it is not believed to aid reincarnation by itself. However, some layfolk do choose to become dedicated for their own reasons. Such individuals are called pilgrims and are said to walk in the path of the paragon. A few pilgrims even go on to be recognised by the Synod as exemplars of the Virtue, whose words and deeds are an inspiration to others.&lt;br /&gt;
&lt;br /&gt;
Despite some claims to the contrary, the evidence is that whilst a pilgrim or dedicated priest may continue to respect all Virtues, a spirit can only be dedicated to one Virtue and attempts to dedicate to more than one results in a loss of focus and, consequently, dedication. The individual is then free to seek to dedicate themselves anew.&lt;br /&gt;
&lt;br /&gt;
==The Paths of Virtue==&lt;br /&gt;
Imperial [[The Doctrines of the Faith|doctrine]] currently states that there are seven paths of Virtue that make up the Way. These are:&lt;br /&gt;
* [[Ambition]]&lt;br /&gt;
* [[Courage]]&lt;br /&gt;
* [[Loyalty]]&lt;br /&gt;
* [[Pride]]&lt;br /&gt;
* [[Prosperity]]&lt;br /&gt;
* [[Vigilance]]&lt;br /&gt;
* [[Wisdom]]&lt;br /&gt;
&lt;br /&gt;
===Further Reading===&lt;br /&gt;
*[[The Way|The Way of Virtue]]&lt;br /&gt;
*[[Imperial Theology]]&lt;br /&gt;
*[[Synod]]&lt;br /&gt;
*[[Religious skills|Religious Skills]]&lt;br /&gt;
*[[Recent history|Recent History]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Religion]]&lt;/div&gt;</summary>
		<author><name>GuiltyConscience</name></author>
	</entry>
</feed>