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		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Guerra&amp;diff=138820</id>
		<title>Guerra</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Guerra&amp;diff=138820"/>
		<updated>2026-05-19T13:31:57Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* The Exodus from Highguard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Brass Coast]][[Category:History]]&lt;br /&gt;
==Overview==&lt;br /&gt;
Guerra is one of the three Founders of the Brass Coast, an acknowledged master of [[day magic]] though she was the youngest of the three sisters. Some hakima claim that it was Guerra, not [[Riqueza]], who led the Freeborn to the Brass Coast, using a dowsing pendulum marked with the [[Sular|rune of discovery]]. She was known both for her quick temper and for the courage with which she spoke her mind. She was the most politically minded of the three founders, and an accomplished negotiator, responsible for creating treaties with scattered Navarr stridings as well as the merchants of the League.&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;Was Guerra a merrow heretic?&#039;&#039;&#039;&amp;lt;br&amp;gt;Some Highborn sources claim Guerra possessed the [[merrow]] lineage, but this theory has largely been discredited. Its roots can be traced to the writing of Ham of Valour&#039;s Peak writing several decades after Guerra&#039;s death. There is some evidence that this was part of a larger attempt to diminish the significance of the Freeborn exodus in the years following the reformation of Highborn society. It must be remembered that for many of the Highborn at that time, being a merrow would have been seen in a negative light. The overwhelming majority of Freeborn scholars agree that the three Founders were unlineaged humans.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;There are also attempts to brand Guerra as a heretic, a follower of the false spiritual power of anarchy. Again, these claims are largely refuted by modern historians. Parallels are often drawn with both [[Emperor Frederick]] and [[Emperor Ahraz]], both proponents of philosophies that focused on the importance of personal responsibility and personal liberty. Guerra herself is never depicted as particularly religious or spiritual, but rather being an idealistic political and social reformer. Suggestions that she might have openly embraced Anarchy can again largely be traced back to Highborn archivists writing years or centuries later and with a vested interest in securing a narrative that cast the Brass Coast exodus in a negative light.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Before the Exodus==&lt;br /&gt;
Although Guerra was the scion of one of the powerful patrician families, she was an outspoken critic of the Patrician Council from an early age. She spoke out in public about the corruption and nepotism that had become rife in that time. In particular though, she was driven to oppose the practice of slavery in Highguard which she saw as an abomination. Although slavery was not endemic in Highguard at that time, it was not uncommon, with both humans and orcs kept as slaves by some of the larger and more powerful families. There was a small group who had sought to abolish slavery for some time but it had negligible political influence or support and was relegated to the fringe of Highborn society until Guerra took up the cause.&lt;br /&gt;
&lt;br /&gt;
Guerra repeatedly brought the issue of slavery before the Patrician Council, certain of the righteousness of her cause, and confident that she could persuade her fellow patricians to pass laws to forbid it. Unfortunately a number of the patrician families were heavily invested in slavery, owning estates and mines whose profitability depended on it. All these families would be expected to vote against her with their self-interest on the line, but it was the heavy bribes they provided to other council members that ensured that Guerra&#039;s efforts were firmly rebuffed. &lt;br /&gt;
&lt;br /&gt;
Frustrated by her failure, Guerra became increasingly vocal in public, decrying the Council as venal, and accusing members of taking bribes. Although her accusations were almost certainly correct, she had no proof, and she was repeatedly censored by the Council and eventually placed under virtual house arrest. Because of her high birth, it was difficult for the Council to take punitive action against Guerra herself, but some of those fighting with her were not so fortunate. They found themselves arrested and facing charges of sedition and treason, crimes that would likely result in their death if found guilty. It was made clear to Guerra that her friends would only be released if she ceased her campaign against the Patrician Council. &lt;br /&gt;
&lt;br /&gt;
Many Highborn whose views caused them to fall foul of the Patrician Council left Pharos to join one of the chapters which were growing in power and importance as a result. Guerra refused to take that path; she had never taken much interest in the virtues seeing the issue of slavery and the way Highguard was governed as much more significant than personal morality. Moreover, she felt that the chapters had recognised the fundamental flaws in Highguard, but rather than do anything about it simply moved to the outskirts of society and attempted to pretend that they were not part of society while remaining Highborn. Guerra refused to acknowledge that this compromise enabled both parties to attempt to live as they chose without coming into conflict with the other. Instead she saw it as an abdication of responsibility, and an act of moral cowardice, either she would change Highborn laws or she would leave the nation completely, she would accept no compromise.&lt;br /&gt;
&lt;br /&gt;
The execution of a man called Rufus, either a close friend or possibly a cousin of Guerra, seems to have been the final straw. Guerra was forced to accept that the Patrician Council could not be changed and that her actions had reaped a dangerous harvest for those closest to her. After length discussions with Erigo and Riqueza, and the three Founders agreed to depart Highguard together, along with any they could persuade to go with them.&lt;br /&gt;
&lt;br /&gt;
==The Exodus from Highguard==&lt;br /&gt;
Guerra&#039;s household attracted small groups of philosophers and reformers dissatisfied with the shape of Highborn society as well as three Highborn chapters to her banner. Writing in the time of [[Empress Aenea]], the Highborn historian Evangeline of Valour&#039;s Peak claims that Guerra brought to her household the newly formed chapters that dedicated themselves to the study of the false spiritual power of Anarchy, but later writers criticise her scholarship and suggest she was attempting to cast doubt on the legitimacy of the Freeborn exodus. Guerra herself held little interest in the virtues, though many of those who supported her were dedicated, however a letter from her to Erigo (who was a known devotee of [[Prosperity]]) states that her supporters were &#039;&#039;&amp;quot;followers of all the virtues and none&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is largely agreed that Guerra marched at the head of the caravan as it travelled west toward Sarvos, and it is likely that this is where the widely accepted story that Guerra led the pilgrims with her enchanted dowsing crystal. In reality the three Founders appear to have shared the burden of leadership, taking most crucial decisions together. A letter from Guerra to one of her cousins in Highguard first refers to the three Founders as sisters at this time. The romantic view that the three had blood ties likely stems from this, but it is more likely she was referring to way in which the three worked together.&lt;br /&gt;
&lt;br /&gt;
League historians agree that it was Guerra who led the negotiations with the people of Sarvos during the winter that the Freeborn caravan spent camped outside the city walls. There are a number of humorous stories about Guerra and Benedict Saravos, the powerful patrician of [[Sarvos]], in which he and his family repeatedly tried to woo her into political (and romantic) entanglements that she cleverly turns to her own advantage. Guerra was an experienced politician and a skilled public speaker with a reputation as a free-thinker. She found many kindred spirits in Sarvos, who likewise chafed under the yoke of the Patrician Council; and she encouraged everyone she spoke with to question the idea of inherited authority.&lt;br /&gt;
&lt;br /&gt;
After many weeks of negotiations, Guerra was able to secure an alliance with the rich merchants of Sarvos. These traders had long suffered the depredations of pirates attacking their shipping from the Grendel port of Trivento. Appeals for aid to Pharos in dealing with the local Naguerro orcs had gone unheeded, but Guerra was able to persuade them that by pooling their resources, they could deal with the threat together. They pooled their forces, hired mercenaries to bolster their strength and launched a successful surprise attack on Trivento, seizing the pirate fleet, and breaking their power on the northern Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
Benedict had tried and failed to persuade Guerra and her sisters to remain in Trivento, taking the town as their own. Instead they had agreed to leave the entire town and its spoils to Sarvos, but in return they took possession of the captured fleet. By this time Erigo had located Atalaya, the final destination for the caravan, but they needed the newly captured fleet to reach it safely. For perhaps as long as a year the Freeborn remained in control of Trivento, as Erigo and her fellow mariners secured Atalaya and the more northerly islands and slowly ferried the people to their new homes. Guerra split her time between Atalaya and Sarvos, and even after the Brass Coast became a reality, relations between the Freeborn and the merchant city remained excellent.&lt;br /&gt;
&lt;br /&gt;
The Spider&#039;s Dream, the elegant suspension bridge that spans the Vassa at its widest, stands partly in recognition of the importance of trade between the Coast and Sarvos, and partly as a memorial to the cooperation that had helped the Freeborn secure their destiny. Ever since the early Freeborn secured their claim on Madruga, there have always been a series of bridges crossing the Vassa. Through a combination of Freeborn enthusiasm and League engineering, Guerra and Benedict between them are said to have paid half of the money required for the initial series of projects. But the Vassa is a furious river, and particularly wide near the town of Trivento. There was no bridge there until the reign of Emperor Giovanni when the ambitious architect Carmen i Dehasa i Erigo put forward the designs she is most famous for. In recognition of the cooperation of Guerra and Benedict, the Guerra dhomiro and Sarvosi merchant princes of the day came together and emulated Guerra and Benedict, each paying half the costs of the Spider’s Dream.&lt;br /&gt;
&lt;br /&gt;
==The Founding of the Brass Coast==&lt;br /&gt;
The foundation of the Brass Coast involved a long drawn out conflict between the followers of the Founders and the Grendel orcs who dwelt on the coast. This nation kept thousands of humans and orcs as slaves, just as the Grendel do today, and Guerra was determined to take the fight to them. If she could not free the slaves of Highguard, then she would achieve something even greater, by freeing the slaves of the Brass Coast. As each Naguerro settlement fell to the Freeborn, the Guerra would liberate the slaves and offer them a chance to join the Freeborn. This strategy was not universally popular - members of both the Riqueza and the Erigo are said to have questioned the wisdom of welcoming folk of unknown provenance as equals, but Guerra would brook no argument. Guerra said time and again that &#039;&#039;all&#039;&#039; people were siblings, regardless of their bloodline. If the Freeborn were to avoid the failures of Highguard, it was vital that they remember that simple fact.&lt;br /&gt;
&lt;br /&gt;
The offer to join the Freeborn did not extend to the orc slaves kept by the Naguerro. What happened to these orcs is unclear, though it is certain that they were not taken as slaves by the Freeborn - all the histories agree that all forms of slavery have always been illegal on the Coast - but clearly they were not accepted by the Freeborn either. Some scholars theorise that they were simply killed, others point out that while Guerra and her sisters believed strongly in human rights, it is clear that they were talking about humans and did not regard orcs the same way. The Founders and their followers came from Highguard, where orcs were considered intelligent but savage beasts - clearly not animals like oxen or horses but not civilised like humans. Some Freeborn historians claim that the orcs were freed, and told to leave. There is some evidence that they were armed, and sent west to survive on their own merits and it is possible that some of the bandits that inhabit the mountains of Kahraman may descend from orcs liberated by the Freeborn and exiled from their lands. More cynical scholars suggest that the freed orcs were either simply re-enslaved by the Naguerro, or formed their own clans. A recent fanciful tale by Ludwig von Temeschwar suggests that the Naguerro orc slaves rejected by the Freeborn went on to form the core of the Hierro clan; but Ludwig is better known as a provocateur and satirist than as a historian.&lt;br /&gt;
&lt;br /&gt;
Throughout this period, Guerra continued to send emissaries to Sarvos and Tassato, and even as far east as the streets of Pharos. Her followers still spoke out against the evils of slavery, but now they carried an important new message. They talked of the Brass Coast, a land without nepotistic rulers and corrupt laws, a land where everyone was Freeborn. These messengers recruited a second wave of exiles to join the Founders, much to the dismay of the patricians who it seems had expected the Founders journey to end in disaster. Some scholars have suggested that the departure of those who disgruntled with the rule of the Council may have hastened the oncoming conflict, for those who remained increasingly supported either the Council or the chapters, making civil war increasingly inevitable.&lt;br /&gt;
&lt;br /&gt;
Guerra also negotiated treaties of recognition with the scattered [[Navarr]] [[striding|stridings]], giving them the freedom to walk the [[trods]] on the Brass Coast in return for helping the nascent Freeborn nation maintain lines of communication between scattered settlements. The Navarr further helped to bring a steady trickle of dissatisfied new citizens to the Coast, some from as far afield as Varushka and Dawn, a practice which continues to this day.&lt;br /&gt;
&lt;br /&gt;
Guerra is also recognised as the builder among the Founders. She founded the city of [[Madruga#Siroc|Siroc]], overseeing the construction of the first harbour. While Atalaya was the first major settlement of the Freeborn, it was also a hard-to-reach island surrounded by treacherous seas. Its small size, isolated location, and limited potential for expansion all made it a poor choice for the capital of the Brass Coast. Guerra was visionary enough to realise that once the Freeborn nation became established they would need a capital that was more central, and easy to reach for both ships and caravans. With the conquest of Feroz, Siroc enjoyed a central location that made it ideal as the heart of the nation.&lt;br /&gt;
&lt;br /&gt;
==Death and Legacy==&lt;br /&gt;
Guerra was the last of the three Founders to die. She passed away peacefully in her late eighties, surrounded by friends and families. A passionate politician to the last, her final words are said to have been an exhortation to her people saying that their task could only really be complete when every person was as free as they were. The Guerra were the first group to formally organise themselves as a tribe, instituting the practice of allowing their hakima to recruit those who shared their Founder&#039;s vision to join them. The Riqueza and the Erigo quickly followed suit, and the three tribes as they are known today came into being.&lt;br /&gt;
&lt;br /&gt;
Unlike Erigo and Riqueza, Guerra left comparatively few physical relics behind. An apocryphal tale says that the crystal she used as the focus of her [[Day magic|magical arts]] was infused with light with the aid of an [[eternal]] and incorporated into the [[Madruga#Free_Landing|Shining Pillar]] that watches over Free Landing and the coast of Madruga. [[Roshanwe]] is the eternal most often credited with the deed; while Guerra is remembered as a politician she was also a master of the lore of Day and according to contemporary accounts enjoyed a friendly relationship with several of the eternals of that realm especially Roshanwe and [[Leviathan]]. The only other relic associated with Guerra was a crimson sash she wore at all times that greatly enhanced the magic abilities of the wearer (in a manner similar to an [[Ashen Mantle]] or [[Glamourweave Robe]] - scholars are divided on this issue). It was passed down from i Guerra to i Guerra under the watchful eye of the [[hakima]] until it was finally lost in 300YE. The last wearer was Callia i Arkaitz i Guerra, [[general]] of the [[Fire of the South]], who fell in battle against the [[Grendel]] during the pivotal battle of [[Necropolis#Sanctuary_Sand|Sanctuary Sand]].&lt;br /&gt;
&lt;br /&gt;
Most of Guerra&#039;s legacy lies in her passionate idealism; her commitment to abolitionism; and her belief that a free society based on mutual respect was the ideal state for all human beings to aspire to. Perhaps the most famous of the Freeborn inspired by Guerra was [[Emperor Ahraz]], idealist and abolitionist who eventually ended centuries of injustice by welcoming the [[Imperial orcs]] as the tenth nation of the Empire. It is often a source of pride to the Guerra that the only Freeborn [[the Throne|Throne]] to date embraced the ideals of their Founder, and did so in a way that had such a profound impact on the Empire.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sarvos&amp;diff=136048</id>
		<title>Sarvos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sarvos&amp;diff=136048"/>
		<updated>2026-03-23T14:42:05Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Riposi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofSarvos.png|caption=A beacon of light in the water|title=Regions of Sarvos|align=left|width=600}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Sarvos refers both to a territory and the city that sits at the heart of that territory. [[The_League_history#Origins_of_the_League|Founded]] long ago by [[Highguard|Highborn]] colonists, it seceded from that nation during the [[Highguard_history#The_Revelation_and_the_Civil_War|civil war]] and has remained independent ever since. &lt;br /&gt;
&lt;br /&gt;
The city itself is constructed on [[#Cigno|an island]] just off the coast, like a beacon of light in the water. It sees itself as the cultural centre of the League, and arguably the whole Empire. Once, the many mirrors found upon the roofs of the city, said to &amp;quot;sparkle like gems&amp;quot; during the day, gave the city the common epithet of &#039;&#039;Jewelled City&#039;&#039;. Folk legend suggested that if the mirrors were shattered the city would surely fall... and then in Summer 383YE this belief was put to rest when the [[The_Thrice-cursed_Court#Skathe|Hag Queen]] cursed the city. After a period of uncertainty, the people of the city have reforged their identity, drawing strength from calamity, and become the City of Masks.&lt;br /&gt;
&lt;br /&gt;
Sarvos is as driven as any city in the League, but art is its true passion. They claim to have invented theatre, a ludicrous claim but believable in a city graced with so many theatre-houses. They are certainly the originators of the magician [[troupes]] that are now commonplace throughout the League and they are usually the centre of League performance magic. Not just theatre is popular however; there are rival opera houses whose bitter divisions are every bit as keen as those of the leading theatre troupes. Several wealthy merchant princes have endowed their collections of art on the city and there are public galleries where the most beautiful pictures and sculptures can be viewed in exchange for a ring or two. &lt;br /&gt;
&lt;br /&gt;
The land around the Bay of Catazar is lush and fertile, with low flood-plains; olive farms and prime grazing lands fed by the waters of four rivers: the lazy Couros that flows along the border of Highguard and Urizen; the flighty Scorrero, whose capricious nature has drowned many an unwary river captain on its course through the Brass Coast; the broad-banked Gancio, solid and well-defended; and the furious Vassa that flows down through Tassato.  The four rivers are central characters in the art and folklore of the city. All the classic literature and theatre includes them in one form or another, whether as central characters or “clowns” during the interludes. A popular game between playwrights and critics is to conceal the characters in some way and challenge the critic to locate them.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Sarvos was the birth-place of the [[Empress Giselle]], who held the [[Throne]] between 331YE and 346YE. Sometimes called the &#039;&#039;Unwise&#039;&#039;, she was a shameless League patriot who put the needs of her nation above those of the Empire. Unlike the vast majority of Emperors and Empresses, after her death she was interred in a marble tomb in the Alivetti guild estates in [[Caricomare]], where she remained until [[the sack of Sarvos]] in 380YE. After the Grendel attempted to steal her body, and destroyed her tomb, there was [[The other empress|discussion]] about where best to reinter her. In the end, the Senate decided to inter her in a new tomb in [[Temeschwar]]. She remained there until 387YE when her remains were reinterred - hopefully for the final time - in [[Archbishop of Capodomus#Capodomus Cathedral|Capodomus Cathedral]].&lt;br /&gt;
{{CaptionedImage|file=Emilio di Sarvos.jpg|caption=Sarvos is without a doubt the most fashionable city&amp;lt;br&amp;gt;in [[the League]].|align=right|width=250}}&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, with Sarvos as a major hub. They providing merchants and traders from across the Empire with easy access to the markets of Sarvos, and vice versa. For more than half a decade the roads provided a major boon to the [[farm|farms]] and [[business|businesses]] of the territory. In the Winter of 386YE, however, the Imperial Senate determined to [[386YE_Winter_Solstice_Senate_sessions#Levy_Tolls_on_Blood_Red_Roads|levy tolls]] on traffic using the road, meaning they no longer increase the income of individual citizens but provide a significant boost to the Imperial Treasury, in part to pay for the war against the [[vallorn]].&lt;br /&gt;
&lt;br /&gt;
In 348YE, the city was struck by a terrible tempest that did significant damage to many coastal parts of the city and led to the flooding and eventual sinking of the southern district of Caricomare. Reclaiming the ruined quarter of the city was deemed &amp;quot;too expensive&amp;quot; by the Senate - a move that some bitter Sarvosans believed to have been intended as a punishment for the League and the city of Sarvos in particular, in the wake of the unpopular Empress&#039;s death. In 378YE, on the thirtieth anniversary of the destruction, work finally began to regenerate the ruined district thanks to generous donations and hard work by the citizens of Sarvos. Also of note is the establishment of the [[#Asavean Embassy|Asavean Embassy]] in Sarvos. Senator Mirislav (who was also responsible for the restoration of Caricomare) arranged the establishment of a formal embassy with the [[Asavean Archipelago]] in 378YE.&lt;br /&gt;
&lt;br /&gt;
At the Summer Solstice 383YE, the [[The_Thrice-cursed_Court#Skathe|Hag Queen]] cursed Sarvos, shattering every mirror in the Jewelled City. The curse did more than just shatter the city&#039;s mirrors, it tore the soul of the city, shredding its identity. What is the City of Mirrors... without any mirrors? Some feared that the City was doomed - superstition has long held that if the mirrors were shattered then the city would surely fall. &lt;br /&gt;
&lt;br /&gt;
However the greatest city in the world is not so easily destroyed, and the people of Sarvos were soon at work &lt;br /&gt;
[[The DOOM that came to Sarvos|developing bold ideas to renew the city&#039;s identity and purpose]]. Support [[The winds of fashion|quickly coalesced around the ideas presented by House Bourné]] for Sarvos to become the City of Masks. After a short delay, the League National Assembly endorsed [[383YE_Winter_Solstice_Synod_judgements#Judgement_25|the mandate urging Sarvosans to embrace their new identity]] with a greater majority.&lt;br /&gt;
&lt;br /&gt;
Now Sarvos has [[Dressed_in_smoke_and_fire|become the City of Masks]]. The doom that threatened the city is gone, and the Hag Queen has lost. She destroyed the mirrors, hoping to mar the city&#039;s beauty.  In its place the city is fast gaining a new reputation as a place of elegance and refinement, renowned for exquisite couture and high fashion, and famed for the grace and style of the people who live there. The city has always seen many visitors from foreign lands; only Siroc does more trade with far-flung lands. As the City of Masks, it is fast being talked about as the most elegant and sophisticated city in the known world.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Sarvos ===&lt;br /&gt;
The city of Sarvos covers the island of [[#Cigno|Cigno]] and in some places extends into the Bay on sturdy pontoons. It is widely said to be one of the most beautiful cities in the world - when the sun strikes the mirrored roofs at sunrise and sunset, the whole island glows like a star. Space is at a premium in Sarvos - cramped streets flow between soaring towers, choked with merchants, tradesmen and students. There are no &amp;quot;green spaces&amp;quot; in Sarvos - the island is simply too crowded and any parks that might once have existed have been built over in recent centuries. To combat this, the citizens often cultivate roof gardens and window-boxes, bringing beautiful and practical plants into their homes. The richest Sarvosan guilds maintain estates on the mainland, allowing them to &amp;quot;get away from it all&amp;quot; when the press of humanity becomes too much. The city is divided into several distinct districts, of which the more famous is probably the dockside ward of Caricomare.&lt;br /&gt;
&lt;br /&gt;
Fire is a constant worry. While there has never been a significant blaze in Sarvos many residents have regular nightmares that a major fire could destroy the entire city before it could be dealt with (although as one Tassatan wit said, &amp;quot;&#039;&#039;The whole place is so damp it would take a great deal of effort to set fire to even a small tower.&#039;&#039;&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
It is the site of &#039;&#039;&#039;[[#Diora University|Diora University]]&#039;&#039;&#039;, a prominent seat of learning that specialises in researching obscure topics for money. Here can also be found &#039;&#039;&#039;[[#Capodomus Cathedral|Capodomus Cathedral]]&#039;&#039;&#039;, one of the largest religious structures in the Empire, a towering monument encrusted with precious materials and objets d’art. It is most famous for its theatres, opera houses, galleries and conservatories - it is truly a city where art is held up as the highest aspiration of humanity. &lt;br /&gt;
&lt;br /&gt;
Sarvos is also a byword for excellent food, and every bar, street vendor and hostelry prides itself on providing its own speciality snack: perhaps a particular way of spicing ham, or salting and smoking beef, or an excellent dipping sauce for vegetables. It is said that an epicure can dine out every night of their life in Sarvos and never eat the same meal twice - it is also home to a great many establishments that serve dishes native to distant nations, often in settings designed to cleverly evoke the sensation of actually being in one of those nations. &lt;br /&gt;
&lt;br /&gt;
Sarvos is also a highly cosmopolitan city - it is common to hear a half-dozen tongues being spoken in the markets and bazaars. Captains from across the known world come to trade with the Empire here - there are docks and quays all around the circumference of the island. It is also a popular stopping-off point for ships that have travelled from the central Empire before they embark on journeys to more distant lands.&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice 383YE, the Imperial Senate [[Construct_Sweetwater_Springs|authorised the construction]] of the &#039;&#039;&#039;Sweetwater Springs&#039;&#039;&#039;, improving existing wells and building a series of new ones strategically across the city. This ready access to water not only secures the City of Masks against fire and arson, but also helps the herb gardens of the city optimise their irrigation, producing a bounty of herbs split between them each season.&lt;br /&gt;
===Diora University===&lt;br /&gt;
A prominent seat of learning, Diora University has long supplemented the fees paid by students by researching obscure topics for money. Following the [[The_sack_of_Sarvos|Grendel invasion]], and subsequent [[380YE_Summer_Solstice_winds_of_war#The_Defiance_of_Sarvos|liberation]], the University apparently encountered financial difficulties. These monetary concerns are now resolved thanks to generous donations from citizens of [[the League]] and [[Highguard]] during the Autumn Equinox 382YE, which has seen a degree of renovation and expansion of the university.&lt;br /&gt;
&lt;br /&gt;
The old buildings have now been joined by the &#039;&#039;&#039;Lorenzo &amp;quot;La Volpe&amp;quot; School of Architecture&#039;&#039;&#039;, opened by the master architect himself in a grand ceremony during which he received an honorary degree. He gave regular lectures before his death, and his support brought a great deal of attention to the new school. Significant donations also came from Highguard - Dagon of the Shattered Tower, Asael of Cantiarch&#039;s Hold, the Virtues of Autumn Coven, and Hepzibah of Reumah&#039;s Redoubt all made considerable contributions. As a consequence, the main historical library has been renamed the &#039;&#039;Shattered Tower Reliquary&#039;&#039;, while major renovations to the faculty for theology and metaphysics have seen the wing that houses the main lecture halls for religious studies renamed &#039;&#039;Permion&#039;s Thoughts&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Archbishop of Capodomus.jpg|caption=&#039;&#039;&#039;Estella Lucati&#039;&#039;&#039;, first Archbishop of the restored Capodomus Cathedral.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Capodomus Cathedral===&lt;br /&gt;
One of the largest religious structures in the entire Empire, [[Archbishop_of_Capodomus#Capodomus_Cathedral|Capodomus Cathedral]] is a towering edifice of white granite and stained glass, a monument to the seven virtues with halls are encrusted with precious materials and objets d’art. Built centuries ago, it is widely recognised as the first major site dedicated to study of the Way in any of the four cities that would later form the League. Indeed for some time it was the largest and most prestigious religious building among all the nations that would become the Empire, larger even than the [[Speaker_of_the_Highborn_Assembly#Basilica_of_Seven_Doors|Basilica of Seven Doors]] in [[Bastion#Bastion,_the_White_City|Bastion]]. Built in part in the image of the &#039;&#039;Basilica&#039;&#039; it was intended as a place for the bishops of Sarvos to meet and explore the virtues. After the formation of the League, it became a place of pilgrimage, and was widely recognised as one of the foremost places to learn about the Way in the Empire.&lt;br /&gt;
&lt;br /&gt;
When the [[Grendel]] [[The sack of Sarvos|sacked Sarvos]] in early 380YE they looted many of the artworks from the Cathedral, and damaged the structure by ripping out many of the precious metals. The damage was not fully repaired until the Senate [[Repair Capodomus Cathedral|commissioned repairs]] in 386YE. Restored to its former glory. Capodomus Cathedral now serves as the seat of the [[Archbishop_of_Capodomus|Archbishop of Capodomus]].&lt;br /&gt;
&lt;br /&gt;
In winter 386YE, after a brief delay brought about by the [[True faith|Vardas debacle]], the Cathedral was [[consecration|consecrated]] as an [[Inspirational location]] by Estella Lucati. The [[Golden_light#The_Atrium_of_Golden_Light|Atrium of Golden Light]] serves as the centre of the consecration, which dedicates the Cathedral to [[Ambition]] and has transformed it into a beacon of the Way that shines far beyond the borders of Sarvos. More details of the consecration can be found in the [[Golden light]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Colossus of Sarvos===&lt;br /&gt;
A wonder of the modern world the [[Lorenzo&#039;s Legacy#The Colossus of Sarvos|Colossus of Sarvos]] is the first sight of the City of Masks seen by ships approaching from the Bay of Catazar. The statue itself is some seventy-five feet of stone on a granite plinth twenty-five feet high. It is placed on a small island at the mouth of the main harbour, and maintained by a small group of dedicated stonemasons. For a brief while the statue bore the distinctive countenance of [[Empress Giselle]], but that enchantment faded after a year.&lt;br /&gt;
&lt;br /&gt;
After the Spring Equinox 383YE, with the [[383YE_Spring_Equinox_Synod_judgements#Judgement_56|support of the League national assembly]], &#039;&#039;&#039;Astrid Fjellrevening Rezia di Tassato&#039;&#039;&#039; [[consecration|consecrated]] the Colossus with a dose of [[Liao#True Liao|true liao]] with the [[Auras_of_Pride#Partner_of_Greatness|Partner of Greatness]]. This act greatly increased the influence of the Colossus and secured its status as a [[More_love,_less_paperwork#Bloody_Great_Statue|wonder of the known world]].&lt;br /&gt;
&lt;br /&gt;
The plinth that supports the immense statue bears inscriptions commemorating the [[380YE_Summer_Solstice_winds_of_war#The_Defiance_of_Sarvos|liberation of Sarvos]] from the [[Grendel]] in Summer 380YE. Significant space has been dedicated to honouring those who fell during the fighting to defend, and later recapture, the city.&lt;br /&gt;
&lt;br /&gt;
===Asavean Embassy===&lt;br /&gt;
Following the Spring Equinox 378YE, [[Construct Asavean Embassy|construction began]] on an official [[embassy]] to the [[Asavean Archipelago]] under the watchful eye of Miroslav, [[Senator]] for Sarvos. Shortly after the Embassy was complete, accusations of excessive piracy from [[Asavean_Archipelago_ports#Nemoria|Nemoria]] led to a minor international incident, but a [[Reparations_to_the_Asavean_Archipelago|sizeable gift]] organised by the Senator for [[Temeschwar]] helped smooth over the growing conflict between Asavea and the Empire. There is now an ambassador in residence, and an influx of Asavean traders has led to several luxurious goods from the far west becoming more freely available on the streets of Sarvos; in turn, the Empire has appointed an [[Ambassador to Asavea]] of their own.&lt;br /&gt;
&lt;br /&gt;
===Suranni Embassy===&lt;br /&gt;
During the Spring Equinox 379YE, the Senate commissioned the [[Construct_Iron_Confederacy_embassy|construction]] of an official embassy to the [[Iron Confederacy]]; work was completed shortly before the Summer Solstice. The building is particularly severe by Sarvosan standards; a circular granite and marble keep surrounded by six stubby towers.&lt;br /&gt;
===Sarcophan Enclave===&lt;br /&gt;
In 383YE, the [[Senate]] [[Powers_of_the_Imperial_Senate#Concedence|conceded]] the old Alivetti estates to the [[Sarcophan Delves]] as part of a [[The_mathematics_of_tears#The_Vandersaar_Proposal|proposal]] presented by the powerful Vandersaar family - allowing them to [[All_at_sea#Enclaves|build a substantial trading enclave]] on the southern coast of the Empire. The ruined estates - that once belonged to the [[guild]] of [[Empress Giselle]] - were transformed by Sarcophan engineers with experience draining marshes and building on flooded ground. Towers in the Sarcophan style now rise over the ruins of the former Empress&#039; estate. One set of ruins remains untouched however; the broken tomb of Empress Giselle is preserved as a historic landmark, which the Vandersaar (the Sarcophan family who operate the enclave) have made clear can be visited at any time by Imperial citizens eager to explore their history. Indeed, a small team of historians and guides have been provided to give guided tours of the tomb and several other key locations, and a number of souvenirs have been made available at reasonable prices. The enclave provides several benefits to Imperial citizens, but one that may prove slightly contentious is that, as Sarcophan territory recognised by the Senate, it is Sarcophan law that holds sway here. The Delves have a &#039;&#039;remarkably&#039;&#039; relaxed attitude to the law compared to the Empire, and entertainments, items, and substances that might be quite illegal elsewhere are available to any Imperial citizen who wishes to visit. The enclave is rapidly gaining a reputation for license that makes visiting it especially appealing for a certain kind of citizen, and almost irresistible to the more jaded residents of Sarvos.&lt;br /&gt;
{{CaptionedImage|file=Caricomare.png|title=In its prime, Caricomare was one of the greatest ports in the Empire|caption=Caricomare in its prime|align=right|width=500}}&lt;br /&gt;
&lt;br /&gt;
=== [[Caricomare]] ===&lt;br /&gt;
On the south side of [[#Cigno|Cigno]], [[Caricomare]] was for thirty years a ruined and abandoned suburb of Sarvos, destroyed by an Autumn storm during the equinox of 348YE. Today, however, the once devastated district has been restored and is once again a centre of commerce and culture. &lt;br /&gt;
&lt;br /&gt;
===The Blood Red Quays Art Gallery===&lt;br /&gt;
This extravagant structure was commissioned by Magdelena Alanga di Sarvos, in the wake of the [[opportunity]] offered by the potent [[Night magic]] [[enchantment]] that [[In_brightest_day|blanketed the Empire]] toward the end of 380YE. Paid for by The Bloody Butchers Guild of Temeschwar, it stands on the harbour front of [[#Caricomare|Caricomare]]. The [[Lorenzo%27s_Legacy#The_Blood_Red_Quays_Art_Gallery|Blood Red Quays Art Gallery]] is one of the most prominent structures in Sarvos, providing inspiration and encouraging [[Pride]] in citizens across the territory.&lt;br /&gt;
&lt;br /&gt;
===Our Lady of Pride===&lt;br /&gt;
This fortification stands in [[#Foracci|Foracci]]. It was [[Fortify_Foracci|commissioned]] by the [[Senate]] in Autumn 380YE. It was completed shortly before the Winter Solstice 381YE. During Autumn 382YE the [[Imperial Master of Works]] [[Improve_Our_Lady_of_Pride|commissioned]] additional work to further improve the fortification - which benefitted from [[Sing_your_name#Securing_the_borders|the efforts of vigilant citizens]] inspired by the creation of a place of pilgrimage at the [[Casinea#The_Silent_Sentinel|Silent Sentinel]] in [[Casinea]]. Work was completed following the Summer Solstice 383YE.&lt;br /&gt;
&lt;br /&gt;
===The Great Chain===&lt;br /&gt;
This fortification was designed by Menno von Rijshof, who also planned the [[Madruga#The_Salt_Guard_(Ruined)|Salt Guard]] in [[Madruga]]. The original plans were [[The_parents_of_security#A_Chain_Against_Chains|presented]] in Autumn 381YE, but work did not begin until four years later. It consists of a series of walls, towers, and barracks, coupled with great iron chains attached to blocks of white granite that can be raised or lowered to provide a serious obstacle to naval forces attempting a shore offensive aimed at capturing [[#Cigno|Cigno]]. The work was, ironically, completed at the same time that its sibling fortification in [[Madruga#Siroc|Siroc]] was [[A beacon of smoke|being destroyed]] by the Grendel and their [[Asavean Archipelago|Asavean]] allies. The early completion of the fortification was made possible by the use of [[Autumn magic]], and there was some fear that the [[orc|orcs]] of the Broken Shore would attack before the defences were finished. The Great Chain was further [[Improve_the_Great_Chain_of_Sarvos|reinforced]] following the Winter Solstice 386YE by the &#039;&#039;koboldi&#039;&#039; under the instruction of &#039;&#039;&#039;Dima Vasilyevna Novosad&#039;&#039;&#039;, as [[Master of the Koboldi]].&lt;br /&gt;
&lt;br /&gt;
===Lorenzo&#039;s Legacy of Pride===&lt;br /&gt;
Spread across the entire territory of Sarvos are red stone [https://en.wikipedia.org/wiki/Stele stelae]  adorned with images of suns and flags, surmounted by a pair of crossed butcher&#039;s cleavers forged of pure mithril. Inscriptions around the base emphasise the virtues of [[Ambition]], [[Prosperity]], and [[Pride]]. A central, large stone stands in the City of Masks itself, in the middle of Bertram&#039;s Square - an open air market not far from the cleaver gate that marks the terminus of the [[Lorenzo&#039;s_Legacy#Blood_Red_Roads|Blood Red Roads]]. [[Construct Lorenzo&#039;s Legacy of Pride|Commissioned]] in Autumn 381YE by Silas di Sarvos, an [[Bearer_of_an_Imperial_Wayleave|Imperial Wayleave bearer]], and paid for by  Lorenzo “La Volpe” Macelliao von Temeschwar, these [[Lorenzo&#039;s_Legacy#The_Legacy_of_Pride|crimson monoliths]] help to harness the flows of mana through Sarvos.&lt;br /&gt;
&lt;br /&gt;
=== The Spider&#039;s Dream ===&lt;br /&gt;
An elegant bridge spans the river Vassa, connecting the town of [[#Bocche|Trivento]] to [[Madruga#Torres|Torres]] in the Brass Coast. It is a marvellous piece of engineering that resembles a spider&#039;s web. The [[Spider%27s_Tollkeep#The_Spider%27s_Dream|Spider&#039;s Dream]] has significant strategic importance - without it armies cannot cross the Vassa between Sarvos and Madruga without going north and passing through Tassato and the Mournwold. It is overseen by the [[Spider%27s_Tollkeep|Spider&#039;s Tollkeep]], an [[Imperial title]] uniquely appointed by both the [[senator|senators]] of the League and the Brass Coast together.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Bocche===&lt;br /&gt;
*&#039;&#039;&#039;Quality: &#039;&#039;&#039;Coastal&lt;br /&gt;
This western region shows some influences of the [[The Brass Coast|Brass Coast]]. A major highway passes through Bocche to [[Madruga]], passing over the marvellous suspension bridge, the [[#Spider&#039;s Dream|Spider&#039;s Dream]]. On the eastern side of the bridge is the town of &#039;&#039;&#039;Trivento&#039;&#039;&#039;. Once Trivento had ambitions to become a city to rival Sarvos, but this was before the bridge effectively removed their control of the Vassa crossing. Centuries later there is still some bitterness; Sarvosan sophisticates love to characterise inhabitants of Trivento as &amp;quot;country cousins&amp;quot;, while the broadsheets of Trivento regularly depict Sarvos proper as a hive of vice and corruption that needs to be washed away. The people of [[Tassato]] are known to gleefully poke both sides of this ancient enmity - and to be quietly pleased that there is not a second city on the Vassa. The establishment of [[College of the Liberated]] here in early 380YE went some way towards revitalising the economy of Trivento - as did [[the sack of Sarvos]].&lt;br /&gt;
&lt;br /&gt;
===Cigno===&lt;br /&gt;
*&#039;&#039;&#039;Qualities: &#039;&#039;&#039;City, Coastal&lt;br /&gt;
This is where the City of Masks, [[#Sarvos|Sarvos]] proper, is found. It spreads across the entire island, and in some places extends a short distance into the bay on sturdy quays and pontoons. On the southern side of the island is the bustling mercantile district of [[#Caricomare|Caricomare]] - newly restored by the [[Senate]].&lt;br /&gt;
&lt;br /&gt;
In 386YE, work was completed on [[Sound_the_bells#Flooding_of_Caricomare|flood defences]] to protect the city, and the low-lying Caricomare in particular, from the threat of flooding. Designed with the aid of the Vandersaar family of the [[Sarcophan Delves]], as long as they are intact they protect against the risk of the city being [[The_DOOM_that_came_to_Sarvos#Rising_Waters|drowned]] in the [[Bay of Catazar]] by rising flood waters. The defences were seriously tested during the [[The_tune_without_the_words#Sarvos|magical storms]] following the 387YE Autumn equinox, but they proved to be sturdy. The city incurred only minor damage, even in low-lying Caricomare.&lt;br /&gt;
&lt;br /&gt;
===Foracci===&lt;br /&gt;
The wide plains and scattered woodlands of Foracci are the site of many &amp;quot;country estates&amp;quot; owned by guilds and wealthy individuals from Sarvos. Some bring additional profit to their owners, maintaining  [[farm|farms]] or [[forest|woodland preserves]]. Examples include the hamlet of Aversa, known for strong red wines and cheeses and home to the well-to-do Corvinoscuri family (and also the location of the [[Jade Custodian|Wellspring of Jade]]), or the [[Signori_d&#039;Argento_Vine_Tender|Signori d&#039;Argento Vineyards]] planted at the outskirts of Aversa Estate. While the region appears on the outside to be reasonably idyllic, there are enough nooks and crannies that travellers here are occasionally confronted with unscrupulous bandits, and most of the estates maintain a small cadre of guards in case these bandits become too ambitious. The wealth of Foracci is protected by [[#Our_Lady_of_Pride|Our Lady of Pride]], a fortification built in Winter 381YE.&lt;br /&gt;
&lt;br /&gt;
Upriver along the Gancio is &#039;&#039;&#039;Rodez&#039;&#039;&#039;, more of an extended suburb of Sarvos than a settlement in its own right. Its harbour is alive with many-oared craft of all sizes; river-boats stopping off from the north, freighters from foreign lands and pleasure-cruisers carrying the wealthy from Sarvos to their inland estates. Many overland visitors to Sarvos stop here to take a ferry to the island. On the outskirts of Rodez stands the famous Aldo di Saverio private hospital and the beautiful [[Keeper_of_Emilio&#039;s_Herbarium#Emilio.27s_Herbarium|Emilio’s Herbarium for Anvil Hospital]].&lt;br /&gt;
&lt;br /&gt;
Along the [[trods|trod]] that passes Rodez towards [[Casinea]] stands the [[Armarius of the Anvil Library#The Library Scriptorium|Anvil Library Scriptorium]]. A converted [[wayhouse]], the Scriptorium has been expanded and now also serves both as a seminary to train priests with a particular emphasis on the work of [[Avigliana di Sarvos]] and as the offices of the Anvil Library Press and the associated industries (paper making, bookbinding and repair, and production of ink). The Scriptorium is quite well defended; as with anything associated with the [[Anvil#The_Anvil_Library|Anvil Library]] there is the ever-present threat of attack from agents of the [[Whisper Gallery]].&lt;br /&gt;
&lt;br /&gt;
The banks of the Gancio in Foracci once served as the nesting grounds for the colonies of huge, white cranes that picked their way through the reed-beds of the river. Sometimes seen by the people of Sarvos as beautiful symbols of the city&#039;s Pride, other times as bloody nuisances, the population of Gancio cranes was nearly obliterated during the sack of Sarvos in 380YE. Grendel raiders and looters, pushing further upriver from the occupied city, ruthlessly hunted and butchered the cranes for their meat, feathers and eggs; in the aftermath, so few adult birds were left that their future was in grave doubt. However, following the use of [[dramaturgy]] and [[The League hearth magic|hearth magic]] by League performers of the Four Rivers Theatre and Single Ring Strolling Players, the colonies have survived the worst of the disaster and begun the long, slow path to recovery. It will be years, even decades, before the &#039;white ships of the Gancio&#039; are restored to their former numbers, but for many inhabitants of the city these proud cranes have come to represent the resilience and determination of Sarvos in the aftermath of the sack.&lt;br /&gt;
&lt;br /&gt;
===Riposi===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal&lt;br /&gt;
Riposi is a flat, open land with poor, chalky soil. The few farms here tend to own large herds of sheep and goats, and little else. Riposi was at one time known for the cleverness of its wolves and foxes, but in recent decades both species have been hunted to the point where they are rarely seen. The plains are always described as &amp;quot;mournful&amp;quot; or &amp;quot;gloomy&amp;quot; - cold winds regularly roar in off the Bay, and the influence of nearby [[Necropolis]] helps contribute to the general atmosphere of sadness and desperation. A phrase that sees vogue in Sarvos from time to time refers to someone as being &amp;quot;&#039;&#039;&#039;as poor as a Riposi dirt farmer&#039;&#039;&amp;quot; - which explains why few guilds admit to having holdings here. In the days before the [[The Orc Rebellion|orc rebellion]], large numbers of slaves worked here and it was the site of a bloody confrontation between the revolting orcs and Imperial forces. The battlefield here has become a minor site of pilgrimage for some [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
During the [[The_tune_without_the_words#Sarvos|terrible storms]] following the Autumn Equinox 387YE, the [[Thunderous Deluge|thunderous deluge]] pelted the farmlands of Riposi with particular virulence. While the city of Sarvos weathered the storm with minimal damage due to its excellent flood defences, the low cliffs that ran along the southern side of the region gave way and collapsed into the hungry sea. Waves washed inland nearly a quarter of a mile in places, carrying away what little topsoil there was. When the weather abated a little, and there was time to assess the damage, it was clear that a large stretch of coast previously protected from the sea by the cliffs was now exposed to anything the [[Bay of Catazar]] might choose to throw at it (giving the region the [[Region_qualities#Coastal|coastal]] quality).&lt;br /&gt;
&lt;br /&gt;
In the far east of Riposi, where it touches the coast, is the large cave system known as &#039;&#039;&#039;Orphan’s Haven&#039;&#039;&#039;. It takes its name from a tale that two shipwrecked children found a fortune in ancient pearls here, stashed by someone long-forgotten. Upon being rescued by local fisherfolk, they used the greater part of their wealth to finance a home for orphans in Sarvos in the name of [[the Little Mother]]. The cave itself contains carvings from [[Navarr_history|lost Terunael]], and some people believe it was used in pre-Imperial times as a covered port.&lt;br /&gt;
&lt;br /&gt;
===Uccelini===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal&lt;br /&gt;
Uccelini extends along the southern coast, and includes a number of small and medium-sized islands that cluster along the northern shores of the Bay of Catazar. Many of these islands are uninhabited, or the site of estates or [[business]] concerns that have long-since fallen into ruin. The remaining estates here tend to be quite well fortified - they need to be able to endure occasional raids by [[Grendel]] pirates that slip past the [[The Brass Coast|Freeborn]] [[corsair|corsairs]].&lt;br /&gt;
 &lt;br /&gt;
The highest point along the coastline from Calvos to Sanctuary, &#039;&#039;&#039;Glass Point&#039;&#039;&#039; has a look-out point and a beacon set on a high tower above the cliff. A small town has grown up around it that shares its name. Some sailors who spent a great deal of time away from shore have adopted the beacon of Glass Point as a tattoo. The rich mana [[sinecure]] known as [[Custodian of Glass Point Cove|Glass Point Cove]] is assumed to be somewhere in the vicinity of Glass Point - although its precise location is not public knowledge.&lt;br /&gt;
&lt;br /&gt;
Some ship captains prefer to trade out of Glass Point rather than Sarvos proper, and those that do have a reputation for smuggling and dealing with barbarians and miscreants in search of a profit - they have taken [[Employ_Civil_Service_to_observe_Fleets|recent decisions in the Senate]] very poorly.&lt;br /&gt;
{{CaptionedImage|file=Laurencio Lemmini di Sarvos.jpg|caption=&#039;&#039;&#039;Laurencio Lemmini di Sarvos&#039;&#039;&#039;, Senator for Sarvos|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Sarvos|Territory=Sarvos|Season=Summer}}&lt;br /&gt;
&amp;lt;!--==Strategic Considerations==&lt;br /&gt;
* &#039;&#039;&#039;The damage to the Spider&#039;s Dream bridge hampers movement between Sarvos and Madruga&#039;&#039;&#039;&lt;br /&gt;
The damage to the Spider&#039;s Dream bridge presents significant difficulties to [[Army|armies]] trying to move between Sarvos and [[Madruga]] (or vice versa). Any army that does so must immediately stop in the other territory, even if they still have movement remaining. The Imperial Senate [[385YE_Autumn_Equinox_Senate_sessions#Appraise_Spider.27s_Dream_Bridge|instructed]] Eilian Sweetwater to investigate solutions to repairing the bridge which were presented in the &#039;&#039;&#039;[[Dreaming in strands]]&#039;&#039;&#039; wind of fortune.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Sarvos are under the control of the League (and by extension, the Empire), making Sarvos a staunchly Imperial territory.&lt;br /&gt;
* [[#Our_Lady_of_Pride|Our Lady of Pride]] is a rank two [[fortification]].&lt;br /&gt;
* [[#The Great Chain|The Great Chain]] is a special rank two [[fortification]]. Its [[Fortification#Garrison|garrison]] has an effective strength of 12,000 for the purpose of determining [[War#Victory|victory]] against any shore offensive aimed at capturing Cigno.&lt;br /&gt;
* [[business|Businesses]] in the territory benefit from the [[College of the Liberated]], and the [[#The Colossus of Sarvos|Colossus of Sarvos]] and produce an extra 72 rings each season.&lt;br /&gt;
* [[Congregation|Congregations]] in the territory benefit from the [[#The Blood Red Quays Art Gallery|Blood Red Quays Art Gallery]] and produce an extra 2 doses of [[liao]] each season.&lt;br /&gt;
* [[Herb garden|Herb gardens]] in the territory benefit from the Sweetwater Springs and produce an extra 2 drams of [[true vervain]] and 1 dram of [[Cerulean Mazzarine|cerulean mazzarine]] each season.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory no longer benefit from [[#Lorenzo&#039;s Legacy of Pride|Lorenzo&#039;s Legacy of Pride]]  following a senate motion to [[385YE_Winter_Solstice_Senate_sessions#League_Crystal_Mana_to_Spiral|divert production to Spiral]].&lt;br /&gt;
* The [[#Enclaves|Sarcophan Enclave]] at what was previously the Alivetti estates provides [[All_at_sea#Enclaves|several benefits]] to Sarvosan businesses and the Empire as a whole.&lt;br /&gt;
* [[#Cigno|Cigno]], and Caricomare in particular, are protected by extensive [[Construct_Flood_Defences_in_Caricomare|flood defences]] that protect against [[Foam and Spittle of the Furious Sea]] and similar rituals or natural effects causing extensive damage to the city.&lt;br /&gt;
[[Category:The League]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Frozen_Citadel_of_Cathan_Canae&amp;diff=136017</id>
		<title>Frozen Citadel of Cathan Canae</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Frozen_Citadel_of_Cathan_Canae&amp;diff=136017"/>
		<updated>2026-03-23T09:10:39Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rules==&lt;br /&gt;
{{Season|Summer|120}}&lt;br /&gt;
===Performing the Ritual===&lt;br /&gt;
{{Casting time|10}} {{Imperial Reduction}} &lt;br /&gt;
&lt;br /&gt;
{{Regio|Summer}} &lt;br /&gt;
&lt;br /&gt;
This ritual targets a specific region. During the performance of the ritual the casters must name a region within the target territory which has the [[Region qualities#hills|hills]] quality and does not already contain a [[fortification]].&lt;br /&gt;
&lt;br /&gt;
The ritual may target a region in a territory which is under Imperial control (that is, which is eligible to appoint a Senator) when cast from the [[Regio#The_Imperial_Regio|Imperial regio]]. To affect a region in a territory that is not under Imperial control, the ritual must be performed at a regio within the target territory.&lt;br /&gt;
&lt;br /&gt;
{{enchantment}}&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
The ritual targets a single region with the [[Region_qualities#Hills|hills]] [[Region qualities|quality]] within a territory. Over the course of the next few days, a powerful [[enchantment]] settles over the region, which conjures a magical citadel and a battalion of [[Inhabitants of the realms#Soldiers|hardened warriors]] from the domain of [[Cathan Canae]]. The citadel and the battalion support whoever controls the region, defending their land and fighting alongside their forces.&lt;br /&gt;
&lt;br /&gt;
The citadel makes it more difficult for an enemy to claim the region, increasing the total number of victory points needed by ten. The battalion of heralds provides 2,000 strength towards determining victory and inflicts casualties. Much like a [[fortification#garrison|garrison]], the battalion takes part in a military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies.  &lt;br /&gt;
&lt;br /&gt;
Neither the citadel nor the battalion suffers casualties. It is not possible to enchant them, nor support them with [[military unit|military units]]. If the region is attacked by an army taking the [[Army qualities#Siege|Storm the Walls]] order, the armies&#039; ability to do so is increased just as if they were attacking a [[fortification]].&lt;br /&gt;
&lt;br /&gt;
{{Season Duration}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;[[file:CathCane002.webp|align=right|width=250]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Assurance===&lt;br /&gt;
This ritual [[Ritual_theory#Conjuring_and_Summoning|calls forth]] a citadel and battalion from the Summer realm,  and as with other such rituals, draws on the power of an [[eternal]], in this case [[Cathan Canae]]. The [[Ritual_theory#Agreement|assurance]] connected with the ritual was lost for several centuries but unearthed by members of the [[Unfettered Mind]] shortly before the Winter Solstice 386YE. The ritual loses all power and ceases to function if the city of [[Hahnmark#Kalpaheim|Kalpaheim]] ever falls to the enemies of [[Wintermark]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oswiu Thrice-Runed&#039;&#039;, one of the magicians of the order, points out that this assurance specifically references the enemies of Wintermark rather than simply barbarians. The runesmith is certain that if barbarians were to ever conquer Kalpaheim, then the ritual would cease to function, but ey are uncertain if the Lady of the Frost would consider the Imperial Senate [[Powers_of_the_Imperial_Senate#Relinquishment|relinquishing]] Hahnmark to be a violation of the assurance. Oswiu advises that the [[Archmage of Summer]] contact the Queen of Ice and Darkness if such a motion were to ever be considered.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This [[enchantment]] causes a citadel drawn from the [[Realms#Summer|Summer realm]] to manifest at a strategically significant location in the target region. This castle is called forth from the frigid domain of [[Cathan Canae]], the Queen of Ice and Darkness, and may take any one of a number of forms such as a great keep of translucent ice, a black basalt fortress, or a sequence of towers and walls forged from iron. It is defended by a battalion of warriors, loyal to the &#039;&#039;Mistress of Blizzards&#039;&#039;, who will issue forth from it to support the force that controls the area. As with the castle, the nature of these warriors varies wildly. Sometimes they are squat one-eyed giants armed with hooked polearms; sometimes armoured bears or lithe wolf-like humanoids with deadly bows. The decision as to which of her many fortifications, and which garrison, to send is up to the eternal herself. In some cases, especially in winter, howling winds and unseasonal snowfall accompany the batallion or swirl around the citadel, harrying besieging forces who dare to stand against the will of the &#039;&#039;Iron Glacier&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The citadel is [[Summer magic#Adamant|extremely resistant to damage]]; no matter what form it takes fire does not melt it, and siege engines find it impossible to damage. The ritual is an enchantment, and could in theory be [[Ilium#Using_Ilium_in_Rituals|made permanent]] with [[ilium]]. The Empire has not achieved this feat - although the [[Thule]] &#039;&#039;Citadel of Silver and Bone&#039;&#039; in [[Sermersuaq#Silver_Peaks|Sermersuaq]] was apparently bargained from the &#039;&#039;Queen of Ice and Darkness&#039;&#039; and permanently manifested with her blessing. As near as anyone can tell, the citadel has lost its potent protection from damage, and the garrison is made up of orcs rather than heralds, but its not impossible that the fortification still has some magical qualities that have yet to be encountered.&lt;br /&gt;
&lt;br /&gt;
Regardless, the presence of the magical fortressincreases the difficulty a hostile force will have in claiming a territory; defending forces may take advantage of the citadel, as the batallion  ranges across the territory, hunting enemies as they go.&lt;br /&gt;
&lt;br /&gt;
==Common Elements==&lt;br /&gt;
It is common with this ritual to invoke the name of Cathan Canae, or to call on the memory of famous castle builders such as [[Semmerholm#Semmer.27s_Rose|Willard d&#039;Onnecour]] or [[the Sentinel]]. [[Dramaturgy]] involving the erection of a castle, especially on [[The Battlefield]] at the orders of [[The Captain]] might be appropriate, as might evocations of the constellation of [[The Oak]].&lt;br /&gt;
&lt;br /&gt;
A map is sometimes used as an additional element, often obscured during the casting with water or exposed to snow or ice. Sometimes the map is created from sand or painstakingly drawn with salt or coloured powders as part of the ritual, reinforcing the idea of raising a magical fortification. &lt;br /&gt;
&lt;br /&gt;
The runes [[Verys]] and [[Feresh]] are commonly used during this ritual, and the constellation of [[The Oak]] is often invoked.&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer Ritual]]&lt;br /&gt;
[[Category:Rituals]]&lt;br /&gt;
[[Category:Warfare]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anvil&amp;diff=135986</id>
		<title>Anvil</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Anvil&amp;diff=135986"/>
		<updated>2026-03-21T14:16:56Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* The Forge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gazetteer]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 550px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Anvil.png|caption=The heart of the Empire.|align=left|width=550}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Anvil is a small settlement in north-eastern [[Casinea]], not far from the grim shadow of the [[fortification]] known as the [[Casinea#Silent Sentinel|Silent Sentinel]] that watches the borders of [[vallorn]]-haunted [[Brocéliande]]. While the place itself is ordinary, four times each year it hosts the quarterly summits that chart the course the Empire travels through history. In the fields near the town, each of the ten nations of the Empire gather to establish national camps with the assistance of the civil service.&lt;br /&gt;
&lt;br /&gt;
Everyone camps by nation at each summit - it is a matter of some pride for most nations to make the camp as welcoming as possible. In addition to sleeping and hosting tents, the nation camps contain any number of businesses, trading posts, and areas that reflect the unique nature of their nation such as the theatre in [[the League]] camp or the Glory Square that forms the heart of the [[Dawn|Dawnish]] camp.&lt;br /&gt;
&lt;br /&gt;
Between the nation camps stand a cluster of buildings and tents that, while humble in appearance, amount to the heart of the Empire. Camping here is carefully controlled by the civil service as the small amount of space between the historic buildings - the [[#The Senate|Senate chamber]] and [[#The Forge|the Forge]] - is mostly reserved for the institutions that govern the Empire.&lt;br /&gt;
&lt;br /&gt;
Although there is no formal or geographical distinction, the business of Anvil is most easily split into three primary areas - political, cultural, and magical.&lt;br /&gt;
&lt;br /&gt;
==Political==&lt;br /&gt;
===The Senate Chamber===&lt;br /&gt;
One of the few solid buildings in Anvil, the Senate is a sturdy structure where the [[Senator|senators]] of the [[Senate]] meet during the quarterly summits to discuss the direction the Empire will take. The main hall is where the [[Senate session|Senate sessions]] take place, in front of [[the Throne]] of the Empire. There is also a witness gallery, initially intended for the use of [[Synod]] priests to observe the business of the Senate, but today open to anyone who wishes to watch their senators debate the business of the day.&lt;br /&gt;
&lt;br /&gt;
There is only one entrance to the Senate proper. While the Senate is meeting, this entrance is guarded by the [[Captain of the Senate Guard]] and their hand-picked recruits. They carefully enforce the rules prohibiting entry to anyone who is not entitled to be on the floor during a Senate session.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the Senate Chamber is also home to the various auctions conducted by the [[Bourse]]. Unlike a Senate session, these auctions are open to anyone, though the best prizes usually go to those with the heaviest purse.&lt;br /&gt;
{{CaptionedImage|file=Military Council Meeting.png|align=right|caption=The chamber where the Military Council meets.|width=600}}&lt;br /&gt;
The rest of the time, the Senate is available for use by private citizens and is a regular venue for concerts, plays, and debates. During the quarterly summits, recent fashion has seen the respected [[Senate Motions]] organisation make use of the Senate after all business is concluded, in their quest to educate and divert through music and dance.&lt;br /&gt;
&lt;br /&gt;
===The Military Council Tent===&lt;br /&gt;
The Military Council chambers are where the [[Military Council]] meet to decide the Empire&#039;s military strategies. The [[Muster]] takes place here on the first night of the summit, when the [[general|generals]] determine which [[conjunctions]] of the [[Sentinel Gate]] the heroes of the Empire will take advantage of. It&#039;s also where [[Council_session|formal]] and often informal meetings of the military council take place during the summits. The chambers contain benches and chairs for the generals and their [[General#Appoint_an_Adjutant|adjutants]], as well as a grand map of the Empire that is crucial for the strategic planning of the Council.&lt;br /&gt;
&lt;br /&gt;
Unique among all the structures at Anvil, it is illegal for any serving senator to enter the Military Council tent while official meetings are in session, a prohibition that arises directly from the [[Imperial Constitution]]. Those who openly flout this rule risk severe legal consequences for doing so.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Hub.png|caption=The hub is a place to go for information, and to find civil servants.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Hub===&lt;br /&gt;
The Hub is akin to the beating heart of Anvil, a bustling tent filled with people coming and going. Although their offices lie in far away [[Astolat]], at the [[Astolat#The_Castle_of_Thorns|Castle of Thorns]], the Hub is home to all the civil servants who support the summits at Anvil and the day-to-day administration of the summit takes place here. The civil servants on duty here are available to answer queries or offer advice to concerned citizens, and messages can be left here for the attention of specific civil servants. The structure itself, a large white marquee, is deliberately fluid and expands or contracts over time based on the needs of the citizenry and the available resources.&lt;br /&gt;
&lt;br /&gt;
It is here that [[judgement|judgements]] of the [[Synod]] are presented, voted on, and resolved. Every judgement that has been submitted for consideration by the Synod is pinned to the walls of the Hub so that priests who visit can read and judge them accordingly. Priests lodge their votes with the [[Tribune of the Synod]], who announces the verdicts here once they are decided.&lt;br /&gt;
&lt;br /&gt;
The magistrates are also based here. Anyone who needs assistance with a legal matter or wishes to report a crime can find a magistrate within. In addition, although Senate and the [[Conclave]] sit in session elsewhere, the civil servants who support them, the [[Speaker_for_the_Senate|Speakers for the Senate]] and the [[Prefect of the Conclave]] can be found here outside of these times for anyone who needs to submit business for either house.&lt;br /&gt;
{{CaptionedImage|file=Imperial Offices.jpg|title=The Imperial Offices at Anvil|align=right|width=500}}&lt;br /&gt;
&lt;br /&gt;
===The Imperial Offices===&lt;br /&gt;
The Imperial Offices were [[Establish_Imperial_Offices|established]] by [[Empress Lisabetta]], with the support of the [[Senate]], and began as an organization dedicated to supporting [[the Throne]] in the performance of their duties and the furtherance of the Imperial agenda. It also seeks to encourage politically minded citizens and to provide them with experience of the Empire’s system of government. Over time, the Imperial Offices have gradually matured into a more formal structure offering support and assistance to those looking to participate in diplomacy and the politics of the Empire. It provides a single central location at Anvil where citizens with knowledge pertinent to the Throne’s responsibilities can share that information with those who needed to use it.&lt;br /&gt;
&lt;br /&gt;
The Imperial Offices serves as a place where members of the diplomatic corps can congregate and (by arrangement) receive foreign dignitaries. The Imperial Offices are sometimes used by the Assembly of Nine to meet. It can also serve as a convenient location for some Imperial Title holders to meet, particularly where the meeting is pertinent to the Throne’s agenda.&lt;br /&gt;
&lt;br /&gt;
Following the disappearance of Empress Lisabetta, the civil service [[Crowned_in_rose_and_heather#The_Imperial_Offices|issued some guidance]] regarding the Imperial Offices. While they remain useful to the citizens attending Anvil, they will continue to be placed in the heart of Anvil. If it becomes clear that they are no longer serving a useful purpose, they will be moved further out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Imperial Offices are an important location at Anvil but they are run by players for players, not by Profound Decisions and our civil service. As such they set their own schedule and operate to their own agenda.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=The Forge 2.png|caption=Legend says the foundations of the Empire were laid in a tavern at Anvil.|align=right|width=450}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Cultural==&lt;br /&gt;
===The Forge===&lt;br /&gt;
According to legends, the Forge is the tavern where the [[First Empress]] originally met with the leaders of the nations that would go on to form the Empire. The tavern still runs today, offering warm shelter and a cold beer to any who complete the long journey to Anvil. It is a site of pilgrimage for many Imperial followers of [[the Way]], steeped as it is in historical [[Pride]] and [[Ambition]]. While there are many other places of hospitality in Anvil, the Forge continues to serve as a place for people of all nations to meet and relax - or to talk business over a pint of beer.&lt;br /&gt;
&lt;br /&gt;
===The Academy===&lt;br /&gt;
The [[the Academy|Imperial Academy of Young Heroes]] is a school intended for the education of the young folk who attend Anvil summits. Between summits, the Academy operates a prestigious school currently based in [[Astolat]].&lt;br /&gt;
&lt;br /&gt;
The civil service oversees the school - the head of the Academy and most of the staff are dedicated civil servants as well as educators. During the summits, the Academy staff also perform important tests - of citizenship and of war - that help young heroes of the Empire to fulfil their potential and join Imperial society. &lt;br /&gt;
&lt;br /&gt;
The Academy staff run a schedule of lessons, but are always interested in engaging Imperial citizens to provide lessons on specific topics of interest to their students.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Anvil Hospital.jpg|caption=The Anvil Hospital banner shows the rune [[Rhyv]], associated with healers.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Anvil Hospital===&lt;br /&gt;
The Anvil Hospital and Imperial School of Medicine is an organisation dedicated to the protection and promotion of the healing arts. During quarterly summits, it maintains a hospital near the [[#Sentinel Gate|Sentinel Gate]]. The hospital provides practical medical services to citizens, especially those returning through the Sentinel Gate from engagements with the enemies of the Empire. In addition, it runs frequent medical lectures and otherwise actively supports the [[Surgical skills#Physick|physicks]], [[Surgical skills#Apothecary|apothecaries]], and [[Surgical skills#Chirurgeon|chirurgeons]] of the Empire.&lt;br /&gt;
&lt;br /&gt;
The School also collates and prints their Guide to Medicine. This bound volume strives to cover every [[herb]], [[potion]], recipe, and healing [[Rituals|ritual]] known to Imperial scholars, as well as detailing common diseases and [[Combat#Traumatic_Wounds|major medical conditions]] encountered by its members. Copies can be purchased directly from the Hospital. The School also publishes, and will help publish, other texts, treatise, and other materials relevant to medicine and medical treatment at Anvil and the wider Empire.&lt;br /&gt;
&lt;br /&gt;
This School of Medicine is open to all citizens of the Empire and has a membership fee which goes toward the running of the institution. Any medic of skill and dedication is welcome to come and help out in the Hospital, and those who work there give their services freely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Hospital is an important location at Anvil but it is run by players for players, not by Profound Decisions and our civil service. As such they set their own schedule and operate to their own agenda.&lt;br /&gt;
&lt;br /&gt;
===The Anvil Library===&lt;br /&gt;
{{CaptionedImage|file=E1 2019 Tom Garnett.jpg|title=The Anvil Library stores a great many books and pamphlets.|align=right|width=450}}&lt;br /&gt;
The Anvil Library is an organisation dedicated to the protection and promotion of knowledge across the Empire. It collates and prints a multitude of publications, covering subjects from medicine to religion, politics to magic, and everything in between. The Library also publishes, and will help publish, other texts, treatise, and other materials relevant to the citizens attending the summit at Anvil and the wider Empire. Citizens are free to read a selection of the thousands of pamphlets, books and papers the Library has in its possession, covering a wide variety of topics and subjects. Copies of most of these works can be purchased for a modest fee which, in turn, helps to financially support the Library with its running costs.&lt;br /&gt;
&lt;br /&gt;
The Library also looks to collect and preserve special artefacts, historic documents, maps and articles from expeditions. These are kept in a special reference section of the Library for researchers to access (they are not available for sale or lending outside of the Library). There is also a back catalogue of newspapers from each of the Anvil Summits, including such notable publications as the Oathwright, the Looking Glass, the Thrifty Squid, and The Pledge. The Library is always interested in receiving copies of any publications produced at each Anvil Summit for inclusion in the reference section.&lt;br /&gt;
&lt;br /&gt;
The Library also produces a newsletter at each Anvil Summit that covers important updates and news items concerning the library, and articles on various other matters. This pamphlet can be picked up for just a few rings. In addition, the Library runs frequent lectures. There is a small charge for entrance to these lectures for non-members and for lecture materials (provided by the lecturer), a portion of this fee going to the Library and the rest to the lecturer themselves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Library is an important location at Anvil but it is run by players for players, not by Profound Decisions and our civil service. As such they set their own schedule and operate to their own agenda.&lt;br /&gt;
{{CaptionedImage|file=Anvil Regio.png|title=The Imperial Regio.|align=right|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Magical==&lt;br /&gt;
===The Imperial Regio===&lt;br /&gt;
The [[Regio#The_Imperial_Regio|Imperial Regio]] is of particular importance to the [[Magical skills#magicians|magicians]] of the Empire. This powerful [[regio]] is a site of great magical power, unique in the Empire (and perhaps even the world) in that it is connected to all six realms of magic. It is freely available to any ritual magician who wishes to draw on the power of the regio to strengthen their rituals. It is marked out by a wide circle of black monoliths.&lt;br /&gt;
&lt;br /&gt;
Some historians believe it was the presence of this regio, more than the important role played by [[#The Forge|the Forge]], that caused the founders to make Anvil the heart of the Empire. The Imperial Regio enhances rituals performed within it, and can also be used to cast powerful magic that affects an entire [[territory]] anywhere in the Empire. This allows Imperial magicians to perform rituals from Anvil that would otherwise require them to be in a regio situated in the target territory. As a result, during the summits, the Imperial Regio understandably can be extremely busy.&lt;br /&gt;
&lt;br /&gt;
The regio also provides entrance to the [[#Hall of the Worlds|Hall of the Worlds]] - the magical space beyond the mundane world where the [[Conclave]] meets during the quarterly summits.&lt;br /&gt;
&lt;br /&gt;
===The Hall of Worlds===&lt;br /&gt;
Technically, the Hall of Worlds is not actually &#039;&#039;in&#039;&#039; Anvil. Rather it exists beyond Anvil in some fashion - a magical space that can be reached from the mortal world only via the [[Regio#Imperial Regio|Imperial Regio]]. The Hall changes size and decoration seemingly at random.&lt;br /&gt;
&lt;br /&gt;
By law, the [[Conclave session|formal sessions]] of the [[Conclave]] must be held in the Hall of Worlds if it is accessible. Any Imperial citizen who can reach the Hall of Worlds is de facto considered to be a part of the Conclave, although participation is controlled by the [[Grandmaster|grandmasters]] of the [[Conclave order|Conclave orders]].&lt;br /&gt;
&lt;br /&gt;
At the rear of the Hall of Worlds is a second portal that connects in some fashion to the nothingness that lies between the mortal world and the six magical realms. This portal allows heralds in the service to the powerful [[eternal|eternals]] to reach the Hall, and sometimes to pass through it to Anvil. Although it is impossible for a mortal to travel to one of the realms and survive, the portal is sometimes used by Imperial citizens to attend audiences with eternals or their servants in chambers that, like the Hall of Worlds, somehow lie between the mortal world and each of the six realms.&lt;br /&gt;
&lt;br /&gt;
Although the gate allows travel to and from other chambers - it does not permit a herald or similar creature to listen in on business taking place in the Conclave. All experimentation has repeatedly demonstrated that the only way for an inhabitant of the realms to hear what is said in Conclave is to physically enter the Hall of Worlds. Despite this categoric fact, the mistaken belief that such beings might be listening remains impossible to completely quash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; It is only possible to reach the Hall of Worlds by using the [[operate portal]] spell or an equivalent magical ability while standing in the [[Regio#Imperial Regio|Imperial Regio]]. Likewise returning to the mortal world from the Hall of Worlds requires one to perform this cantrip again while passing through the entrance to the hall. The spell works slightly differently when used to move between the mortal world and the Hall of Worlds, as detailed in the [[Regio#The Anvil Portal|description]].&lt;br /&gt;
{{CaptionedImage|file=Sentinel at the Gate.jpg|caption=The Sentinel Gate is an ancient magical device.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
===The Sentinel Gate===&lt;br /&gt;
The [[Sentinel Gate]] is one of the wonders of the Empire, and allows Imperial citizens to travel instantly from Anvil to specific locations around the Empire and occasionally beyond. The arch itself stands a short distance from the heart of Anvil, giving ample space for armies of Imperial heroes to muster before passing through to face the enemies of the Empire.&lt;br /&gt;
&lt;br /&gt;
Characters intending to take the battlefield in support of the Empire must muster before the gate when the time is ready. Likewise any character seeking to take advantage of the gate&#039;s magic to partake in a quest or skirmish will begin their journey at the Gate. Punctuality is essential - the gate operates to a rigid time-scale - once a doorway to a destination closes it cannot be reopened.&lt;br /&gt;
&lt;br /&gt;
==Outer Anvil==&lt;br /&gt;
Outside the fields surrounding the Forge and the Senate Chamber there is a bustling village that serves to provide support to the people attending the Anvil summits. There are a large number of inns that offer reasonably priced rooms, eating and drinking establishments, and more. This cluster of buildings includes the [[Custodian_of_the_Imperial_War_Memorial|Imperial War Memorial]] and the [[Long_Tom_Goodfellow#Long_Tom.27s_Brewery|Distillery of Tom Goodfellow]] among others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; &amp;quot;Outer Anvil&amp;quot; refers to the parts of the village that don&#039;t appear on the field. They serve to explain where people sleeping in their out-of-character sleeping tents are spending their nights, and where people are going in-character when they drop out-of-character to visit the caterers off the in-character field. Very occasionally Profound Decisions may create a quest or meeting that takes place in the &amp;quot;outer Anvil&amp;quot; area in a meeting room somewhere off the main field.&lt;br /&gt;
&lt;br /&gt;
For more guidance on in- and out-of-character sleeping arrangements can be found in this article by Clare Evans [[Writing_about_Empire#In_Character_Tents|here]].&lt;br /&gt;
==Booking Civil Service Spaces==&lt;br /&gt;
&lt;br /&gt;
The Senate building, Military Council tent, Civil Service Hub and the Hall of Worlds are spaces managed by the Imperial Civil Service on behalf of the Empire. When not in use for official business of state, these spaces can be booked by citizens wishing to use them for meetings, announcements and events, at the discretion of the Civil Service.&lt;br /&gt;
&lt;br /&gt;
Anyone wishing to book one of these spaces should [mailto:civil.service@profounddecisions.co.uk?subject=Booking%20Request%3A&amp;amp;body=Character%20name%3A%0APlayer%20name%3A%0ABooking%20details%3A%0A email us] with details of which character is trying to book the space, for what purpose, and at what time. So long as the booking does not conflict with any official meetings, we will add the booking to that event&#039;s [[Event schedule]] page and publish a list of such bookings in the Hub at the event.&lt;br /&gt;
&lt;br /&gt;
This email inbox will not be monitored from the Wednesday of the week the event starts. If you wish to book a space after this time, including during an event itself, please speak to the Civil Service in the Hub in character to discuss your needs. The Hub generally has civil servants available from time in until 10pm each day.&lt;br /&gt;
&lt;br /&gt;
The Civil Service will usually not get involved if there are conflicts about the use of a Civil Service space outside of official meetings. There is a 30-minute window before and after each official, Civil Service administered meeting during which no bookings can be made, in order to ensure the business of state can begin and close in an orderly fashion.&lt;br /&gt;
&lt;br /&gt;
The Hub is in some form of official use until 10:30pm each evening, and cannot be booked before this time.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=The Forge.png|caption=The Forge.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Anvil By Night.png|caption=Anvil by Night.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=The League Board.png|caption=Noticeboard in the League camp.|align=left|width=450}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Marcher Dusk.png|caption=A Marcher tent at dusk.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Orc Entry.png|caption=Gateway to the Imperial Orcs camp.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Orc Cooking.png|caption=The Imperial Orcs camp.|align=left|width=450}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Anvil Scale.png|caption=The fields of Anvil.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Dawn Entry.png|caption=Part of the Dawnish camp.|align=left|width=450}}&lt;br /&gt;
{{CaptionedImage|file=Military Council Tent.png|caption=The chamber where the Military Council meets.|align=left|width=350}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;br /&gt;
&amp;lt;row-fluid&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Anvil Dust.png|caption=The approach to Anvil.|align=left|width=450}}&lt;br /&gt;
&amp;lt;/row-fluid&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral&amp;diff=133928</id>
		<title>Spiral</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Spiral&amp;diff=133928"/>
		<updated>2026-02-03T20:57:54Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Bridge of the Air */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; max-width: 500px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|RegionsofSpiral.png|WiderSpiral.png|500x500px|Caption1|Caption2|Caption3|Caption4|Caption5|Caption6|A rising city in the shadow of the {{Black Plateau}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Spiral is a hard place to live; its arid and rocky valleys mean that the majority of food needs to be imported in from Highguard, the Marches, and Dawn. Where there is vegetation it is more often than not light scrubland except in [[#Apstrus|Apstrus]] and [[#Cinion|Cinion]] which are home to light rolling woodland and a tangled mess of [[Beware_my_power#The_Rejuvenation_of_Cinion|vines and trees]] respectively. And at the heart of the territory sits the oppressive malignancy of the {{Black Plateau}}.&lt;br /&gt;
&lt;br /&gt;
Spiral has always been isolated, and has always had a haunted reputation. The [[Urizen]] lived here long before there was an Empire, although the main focus of pre-Imperial Urizen settlement was in [[Morrow]] to the north. The two territories were connected by a tenuous &amp;quot;bridge&amp;quot; of spires stretching across south-western [[Zenith]]. At some point in the far distant past, before even the Urizen lived here, powerful magic was enacted in Spiral. At the heart of the territory is the {{Black Plateau}}, a great plateau of volcanic glass with a dire reputation. Artefacts from the {{Black Plateau}} are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. Since being [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|roused to full wakefulness]], its oppressive miasma penetrates the entire territory, inescapable save in scattered oases bound with magically infused mithril. &lt;br /&gt;
&lt;br /&gt;
Spiral has always been a battleground, most recently between the Empire and the Grendel to the south. Where it was once an Urizen territory, it is now part of the League. A clever political stratagem saw the Grendel governor of the territory, Salt Lord Kaliact, split from the orcs of the Broken Shore and become an Imperial citizen. The repercussions of this profound change to Urizen and the Empire are still being felt. Today Spiral is home to citizens of [[the League]] - a mixture of immigrants from the other cities, former Grendel [[orc|orcs]], and former Urizen who chose to embrace city life - as well as many Urizen who [[A_question_of_loyalty#Serve_Your_Cause|refuse to abandon their loyalties]].&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Spiral was lost to the Empire over fifty years ago. In 331YE. Barbarians from the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]] came up through [[#Apulus|Apulus]] along the coast, and with weapons fashioned from the glass taken from the {{Black Plateau}} overran the defenders of Spiral, resisting all efforts to throw them back. Refugees streamed into [[Morrow]] and [[Zenith]], and many of them - and their descendants - remain in their new homes.&lt;br /&gt;
&lt;br /&gt;
During Winter 377YE there was a concentrated effort to shore up the defences of [[#Ruins of Fort Mezudan|Fort Mezudan]]. Identifying a weakness in the Grendel supply lines, a [[378YE_Summer_Solstice_winds_of_war#Dawn|concerted campaign of seaborne raiding]] was followed in Autumn by the invocation of a [[378YE_Autumn_Equinox_winds_of_war#The_Tempest|cataclysmic tempest]] that devastated the docks at [[#Apulus|Apulian]]. Shortly after the Autumn Equinox 379YE the Grendel responded in kind when a [[379YE_Winter_Solstice_winds_of_war#The_Ruin_of_Fort_Mezudan|powerful magical storm]] left the fort in ruins.&lt;br /&gt;
&lt;br /&gt;
In Spring 381YE, the Grendel orcs launched a [[381YE_Spring_Equinox_winds_of_war#Patterns_of_Force_.28Spiral.29|major offensive]] on all fronts that saw Imperial forces driven back to Cinion, and the territory again fell into barbarian hands. Over the next year, war raged relentlessly across the territory, accompanied by the slow rousing of the {{Black Plateau}} in [[#Screed|Screed]]. The situation came to a head shortly after the Winter Solstice 381YE when the [[Varushka|Varushkan]] army of the Iron Helms were [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|unleashed against the Grendel]]. During the Battle of Solen&#039;s Doubt in [[#Apstrus|Apstus]], three Grendel armies were permanently destroyed as a wave of madness swept through both Imperial and orc forces that culminated in the awakening of the {{Black Plateau}} - an event whose repercussions are still not entirely understood.&lt;br /&gt;
&lt;br /&gt;
The [[Cambion#Stubborn Will|stubborn will]] of the [[cambion]] lineage has proved to provide a measure of protection from this oppressive atmosphere. As such, [[Urizen]] cambions are increasingly in demand as messengers between the [[spire|spires]] of the south-eastern [[territory]] and are often sought out to perform scouting, support, or rescue missions here, although the very quality that makes them so useful also means they tend to be [[Cambion#independent|frustratingly intractable]] and prone to embarking on unrelated side quests that they have decided are more important&lt;br /&gt;
&lt;br /&gt;
The Senate ratified a peace treaty with the Grendel during the [[Ratify treaty with the Grendel Autumn 383YE|Autumn Equinox 383YE]] that saw the Empire cede the regions of Ankra, Cinion and Ateri to the Grendel. Over the next three months [[From_the_sieve_of_your_hands#The_New_Boss|Salt Lord Kaliact]] established herself as the new, almost reasonable, ruler of the territory. Over the next year the new inhabitants of Spiral engaged with the Empire, helping to create the position of [[Spiral Envoy]] to encourage trade with the people of Apulian. The Senate voted against [[Ratify treaty with Salt Lord Kaliact|ratifying a treaty]] with Kaliact that would see the territory treated as a separate entity to the rest of the Broken Shore. Undeterred, Kaliact tried again and a season later, in [[Ratify_treaty_with_Salt_Lord_Kaliact_Spring_385YE|Spring 385YE]], the Senate voted to ratify a historic treaty that ceded the territory to the Empire and saw it [[A tide in the affairs|claimed]] by the [[Wolves of War]] shortly after.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice 385YE Merchant Prince Kaliact and the rest of the Apulians swore to [[League Egregore|Guise]] and [[Windfall|joined the League]] as full Imperial citizens. &#039;&#039;&#039;Genoveva Barossa d&#039;Apulian&#039;&#039;&#039;, one of the many immigrants from the other cities, was elected as the first League senator of Spiral. Now, with the Empire once again [[385YE_Autumn_Equinox_Senate_sessions#Declare_war_on_the_Grendel|at war]] with the Grendel, the territory looks south to the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]].&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
===Apulian===&lt;br /&gt;
Standing on the coast of [[#Apulus|Apulus]], the fortunes of the town of Apulian have waxed and waned in recent years. A centre for sea-trading, as well as a regular destination for [[the League|League]] and [[the Brass Coast|Freeborn]] vessels operating in the eastern [[Bay of Catazar]], it was a jewel of the Urizen coast. This changed with the Grendel invasion. Perhaps the worst casualty of the barbarian invasion, the &#039;&#039;&#039;Lighthouse at Apulian&#039;&#039;&#039; was a [[great work]] that served as both a spire dedicated to foreign trade and a beacon for all the Urizen fleets based in Spiral. The last Keeper of the Lighthouse, Hadrian of Apulian, burst the entire structure apart once it became clear it would fall to the orcs, shattering the magical stone (a gift from the [[eternal]] [[Kimus]]) that served as the light. The white granite tower exploded in a thunderous detonation, the echoes of which were reportedly heard as far away as [[Sarvos]] and the island of the [[Madruga#The_Lyceum|Lyceum]]. The release of magical power incinerated several hundred orcs, along with all the defenders of Apulian. Some refugees from Spiral attempted to have Hadrian declared an [[Paragons_and_Exemplars#Exemplars|Exemplar]] of [[Loyalty]], but received little support from the [[Synod]]. Most of the survivors are dead now, of course.&lt;br /&gt;
&lt;br /&gt;
In 378YE the [[378YE_Autumn_Equinox_winds_of_war#The_Tempest|invoked devastation]] finished what Hadrian of Apulian had started - the rebuilt waterfront at Apulian was smashed to pieces. Then in 380YE, during a [[Tree_of_ice_(conjunction)|conjunction of the fountain]], powerful ritual magic sank the entire coastline of Apulus into the Bay, transforming the region into a stinking mire. Many of the remaining buildings collapsed and sank in the marshes, leaving the entire area in ruins. Since then, Apulian has switched between Urizen and Grendel control several times. The Grendel seem to see it as a prize, rebuilding the docks and many of the buildings. When Merchant Prince Kaliact took control of Spiral, she spent [[white granite]] like water to restore Apulian. Reports say that she had the support of both local Urizen architects, and [[Principalities of Jarm|Jarmish]] magicians in not only building the city but also establishing a [[fortification]] here.&lt;br /&gt;
&lt;br /&gt;
Apulian is now the &amp;quot;&#039;&#039;City of Nets&#039;&#039;&amp;quot; and an established city of the League, equivalent to [[Mitwold#Meade|Meade]] in the Marches or [[Skarsind#Gildenheim|Gildenheim]] in distant Skarsind. It boasts strong walls of solid granite, extensive docks, and a melange of architectural styles both Grendel and Urizen. All the newer structures have been built with the aid of Urizen scholars, and incorporate mithril weaves that protect those within from the worst effects of living in Spiral; the intricate designs give a certain continuity of theme to the otherwise disparate building styles, and have led to the name &amp;quot;City of Nets.&amp;quot; The beautiful, well-fortified palace takes pride of place near the docks. &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Palace of Apulian is a rank one fortification.&lt;br /&gt;
&lt;br /&gt;
===The {{Black Plateau}}===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;The Plateau Ascendant&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shortly before the Spring Equinox 382YE, the {{Black Plateau}} became active to a degree unprecedented in the history of the Empire. This has a number of effects, many of which are not yet clear. What is certain for the time being however is:&lt;br /&gt;
* Every army fighting in Spiral takes 25% additional casualties&lt;br /&gt;
* It is impossible to receive natural resupply in Spiral&lt;br /&gt;
* Any army that sends the season in Spiral will lose 5% of its maximum fighting strength over the course of that season even if it is not engaged.&lt;br /&gt;
* [[fleet|Fleets]], [[military unit|military units]], [[business|businesses]], and [[farm|farms]] have their production reduced by a quarter. The nightmares and the oppressive power of the {{Black Plateau}} encourages any living person in Spiral to leave. Only the completion of [[#The Block|the Block]] allows other [[Resource#Personal_Resource|personal resources]] to prosper, and creates safe havens for citizens to live here.&lt;br /&gt;
* The mithril in the Legacy appears to shield the workers there somewhat, but there are few workers prepared to make the trip to Ossuary given the recent history of the mithril mine and the constant threat of the {{Black Plateau}}. As a consequence, the upkeep of the Legacy has been doubled for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
Over the last few years there have been several magical rituals designed to deal with the {{Black Plateau}}. None of those rituals will have any effect, for good or ill, on the active {{Black Plateau}}. Indeed, it is highly unlikely that &#039;&#039;any&#039;&#039; ritual magic will be effective against the {{Black Plateau}} in its current roused state.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
A great plateau of volcanic glass with a dire reputation. Artefacts from the {{Black Plateau}} are often considered haunted or touched by malign evil, and are generally destroyed when they are encountered. Scholars have established that while many of the artefacts recovered from the {{Black Plateau}} date back to the days of distant Terunael, and to pre-Urizen Spiral, there are occasional artefacts that reach back even further - they cannot agree on the exact age of the plateau but the volcanic glass may date back to a period before human history.&lt;br /&gt;
&lt;br /&gt;
Barbarians armed with weapons fashioned from the glass taken from the {{Black Plateau}} overran the defenders of Spiral, resisting all efforts to throw them back. There are no permanent settlements or spires in the area [[#Screed|around the {{Black Plateau}}]] - attempts to establish them ended in tragedy without exception. For the last four decades there have been stories of wild, bestial humans - presumably the offspring of Urizen left behind when Spiral fell to the barbarians - who live on and around the plateau. Their motivations, assuming they even exist, are unknown.&lt;br /&gt;
&lt;br /&gt;
The plateau feeds on and amplifies negative emotions - especially hate, rage, fear, and despair. Those fighting in the territory when it became active also reported hallucinations and oppressive, malign thoughts causing them to dwell on past failures, insults, and suspicions. In some cases, these thoughts lead to tragic action. Shortly before the Spring Equinox 382YE, the {{Black Plateau}} was [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|roused to full wakefulness]] with dire consequences.&lt;br /&gt;
&lt;br /&gt;
Interestingly, it seems that those of the [[cambion]] [[lineage]] are particularly resistant to this oppressive influence; they still experience the urges, thoughts, and visions but rather than giving in to them they tend to become stubborn, obdurate, uncooperative, and self-contained. This means that those with cambion blood are very much in demand to serve as scouts and messengers between isolated settlements not connected by the Heliopticon - but the very quality that makes them so useful also means they tend to be frustratingly intractable and prone to embarking on unrelated side quests that they have decided are more important than the mission given to them by their &amp;quot;superiors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In 386YE, the [[Vigilance]] assembly encouraged some of the virtuous to travel to Spiral to explore various threats there; they provided a comprehensive report at the Spring Equinox 387YE paying particular attention to the &#039;&#039;people&#039;&#039; who help make the plateau such a threat. This report can be read in the &#039;&#039;&#039;[[Our_eyes_in_Spiral#The_Black_Plateau|Our eyes on Spiral]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===Oblivion&#039;s Edge===&lt;br /&gt;
Today, the plateau is watched over by the [[Oblivion Sentinel]], from the old spire of [[Oblivion_Sentinel#Oblivion&#039;s_Edge|Oblivion&#039;s Edge]]. Part of the dominion of the [[eternal]] [[Sung]], the old spire is [[The_fate_of_the_many#The_Serpent&#039;s_Edge|wrapped in obfuscating power]] providing two significant benefits. The watchful eternal provides advance warning of any significant threats posed by the {{Black Plateau}}, but more immediately valuable is the magical pact that allows any Urizen living in Spiral to use the [[Vale of Shadows]] to draw on its obfuscating power to help hide their home and create a mystical connection with the rest of their nation. This required the creation of two mithril sculptures, one at the northern end of the Twilight Gate in southern Proceris and one above the Brilliant Star in the peaks of Optarion in Redoubt. Once they were in place they aligned with Oblivion&#039;s Edge focussing the mysterious [[Night magic]] Sung was already employing there. This allowed Urizen citizens to continue living in Spiral without suffering the usual disadvantages folk of one nation encounter when living in a territory belonging to a different nation.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|The Three Passes}}&lt;br /&gt;
&lt;br /&gt;
===The Passes===&lt;br /&gt;
Before the [[381YE_Autumn_Equinox_winds_of_war#Game_Information_-_Spiral|Autumn Equinox 381YE]], the Grendel engaged in a program of collapsing the passes through the western and the northern mountains out of Spiral. At this time there are four major passes still open that are large enough to allow a campaign army to pass through them without difficulty. &lt;br /&gt;
* The &#039;&#039;&#039;Onyx Path&#039;&#039;&#039; linking [[Redoubt#Optarion|Optarion]] and [[Spiral#Ateri|Ateri]]. The western end of the pass is guarded by the [[Redoubt#Court of the White Fountain|Court of the White Fountain]], while the eastern end emerges near the ruins of Fort Mezudan.&lt;br /&gt;
* The &#039;&#039;&#039;Crow Road&#039;&#039;&#039; linking [[Redoubt#Willstone|Willstone]] and [[Spiral#Cinion|Cinion]]. The western end of the pass is watched by the resourceful sentinels of Willstone spire, while the eastern end emerges in the hills above the area that was once home to Damakan&#039;s Forge&lt;br /&gt;
* The &#039;&#039;&#039;Twilight Gate&#039;&#039;&#039; linking the plains of [[Zenith#Proceris|Proceris]] and the northern [[Spiral#Ossuary|Ossuary]]. This &amp;quot;pass&amp;quot; is wide enough that it would be extremely difficult to close it without constructing a [[fortification]]. The Grendel attempted this with the [[#Ballagadruh|Ballagadruh]] but with limited success.&lt;br /&gt;
* The &#039;&#039;&#039;Apulian Way&#039;&#039;&#039; links southern [[#Apulus|Apulus]] with northern [[Bay of Catazar#Mareave|Mareave]]. This &amp;quot;pass&amp;quot; runs through the foothill, along the coast of the [[Bay of Catazar]], and has been widened a little of late by [[Grendel]] caravans bringing [[white granite]] into the territory from the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]].&lt;br /&gt;
These passes are a significant [[#Strategic Considerations|strategic consideration]] when discussing conflict in the territory. There are several smaller, higher passes still intact of course that can be used by small groups or caravans - but these are not suitable for a [[Army|campaign army]] to use. Of particular note, the mountains of southern [[#Apstrus|Apstrus]] contain no passes through to the Grendel territory of [[Bay of Catazar#Mareave|Mareave]] that are suitable for use by an Imperial army. Without an opportunity it is only possible to enter Mareave through the Apulian Way.&lt;br /&gt;
&lt;br /&gt;
===Ballaghadruh===&lt;br /&gt;
Begun shortly after Merchant Prince Kaliact took control of Spiral, the Ballaghadruh is a [[fortification]] built at the southern end of the [[#The Tree Passes|Twilight Gate]] in [[#Ossuary|Ossuary]]. The initial plans apparently intended to close the entire pass with a wall of white granite, but the structure as it currently stands consists of a solidly built keep and several garrison towers across the mouth of the pass. One reason for the less ambitious structure is likely the amount of mithril required to protect the inhabitants from the effects of living and working in Spiral. The fortress itself was completed in only six months thanks to magical assistance from well-paid [[Principalities of Jarm|Jarmish]] magician-engineers. &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Ballaghadruh is a rank one fortification.&lt;br /&gt;
&lt;br /&gt;
===The Block===&lt;br /&gt;
Not far from Ossen&#039;s Spire in [[#Cinion|Cinion]] stands the Block, a vital construction that helps alleviate some of the impact of the {{Black Plateau}}. Proposed in Winter 382YE by a group of [[Urizen_religious_beliefs#Illuminates|illuminates]], [[The_path_that_winds#The_Block|the Block]] is positioned within a circle of blasted and burnt trees that seems to be a powerful locus of [[Winter magic]].&lt;br /&gt;
&lt;br /&gt;
Following their suggestions, the Imperial Senate [[Construct_Mithril_Block|approved construction]] of a carefully shaped block of mithril, aligned with the [[The Oak|Oak]] and the [[The_Key_and_The_Lock#The_Lock|Lock]] and used to harness the power of the [[regio]] that lies at the heart of the blasted grove. The block now emanates waves of magic across the territory following the old heliopticon paths. While it is in no way powerful enough to impact the emanations of the {{Black Plateau}}, any spire built in the territory with the correct web of mithril nodes is able to focus that energy and protect the inhabitants of the spire from the worst of the Plateau&#039;s influence. The protection offered by the block means that people can live in Spiral despite the curse of the {{Black Plateau}}, allowing for a slight increase in the rate of recovery for the territory and its contributions to Imperial coffers.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the power of the block is not sufficient to deal with all the problems encountered by those &#039;&#039;outside&#039;&#039; the warded spires or [[#Apulian|Apulian]]. The penalties to armies, in particular, and the increased upkeep of the Legacy, are not affected. Likewise, the wilderness outside the spires continues to be extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
There is also some concern that the Block lies in the area of Spiral conceded to the Silver Flame rebels - the &amp;quot;non Imperial Urizen&amp;quot; who separated from the Empire over the decision to [[Powers_of_the_Imperial_Senate#Assignment|assign]] Spiral to the League. So far the rebels have shown no interest in interfering with the Block - they rely on its power as much as anyone else does - but the fact it lies outside Imperial control is enough to give some people pause. While relations remain good there is little to worry about; if they deteriorate then it is not impossible the Silver Flame might threaten the Block and there would be little Imperial forces could do about it.&lt;br /&gt;
&lt;br /&gt;
=== The [[Legacy]] ===&lt;br /&gt;
&amp;lt;!--- If you edit this section, please make sure to also edit the companion section on the [[Spiral]] page ---&amp;gt;&lt;br /&gt;
This vast mine complex is mostly played out today, but still manages to produce significant quantities of mithril for whoever controls it. According to legend the site was part of a great gift to the Urizen people but who gave it to them, and why, are details lost to time.&lt;br /&gt;
&lt;br /&gt;
The Legacy is a national [[Bourse|Bourse position]] which produces mithril. Control of the Legacy is assigned by national auction at the Autumn Equinox each year. This Bourse position produces 22 Imperial wains of [[mithril]] every season.&lt;br /&gt;
&lt;br /&gt;
This Bourse seat has changed hands numerous times. As of the Winter Solstice 385YE it is a national seat of the League auctioned to the highest bidder.&lt;br /&gt;
===Bridge of the Air===&lt;br /&gt;
The [[Morrow#Bridge of the Air|Bridge of the Air]] was constructed in [[Morrow]] to help transport [[white granite]], but the mithril cables and lifts also spread through the adjoining territories to create a transport network that has greatly improved travel particularly in northern Redoubt. A true wonder, the Bridge transports both people and trade goods, smoothing travel through the dangerous mountains and between the mountains and the lowlands. Lifts help transport travellers and cargo from the lowlands to the highlands, and conventional roads and bridges have been employed where they are most useful. The &#039;&#039;skyways&#039;&#039; are concentrated in the mountainous regions, but the roads included as part of their construction have linked up with Curstag&#039;s Way to greatly improving the ability of travellers and traders to move across the territory.&lt;br /&gt;
&lt;br /&gt;
===Curstag&#039;s Way===&lt;br /&gt;
[[We_all_stand#Trade_Routes|Curstag&#039;s Way]] is a broad highway that runs through southern Spiral, connecting [[Redoubt]] and [[Mareave]]. The road is a major lifeline to the [[Imperial Orcs]] in the arid south-eastern territory but has also improved prosperity across Spiral. The road is officially named for the first League orc to die in battle for the Empire - Curstag von Apulian Crimson Way - but is also known in some quarters as the &#039;&#039;Calumo-Sheeva-Nightshadow Road&#039;&#039;, or the &#039;&#039;Greater Apulian Way&#039;&#039;. The road itself is valuable, but what makes it particularly effective are the establishment of several mithril-woven rest-stops along the route that offer protection from the malign effects of the {{Black Plateau}} to those wishing to trade with Apulian, or the orcs of Mareave.&lt;br /&gt;
&lt;br /&gt;
===Ruins of Fort Mezudan ===&lt;br /&gt;
The [[fortification|fortress]] Fort Mezudan - also known as the Fist - was under construction at the time the barbarians attack, but workers and guards refused the order to destroy the walls. When the original defences against the barbarians fell, the workers armed themselves and held the semi-completed fortress for two weeks until Imperial reinforcements arrived. For that reason the stone-crafters guild were always considered to have nominal control of this small fortress, and no decade went by without some major renovation or improvement being undertaken.&lt;br /&gt;
&lt;br /&gt;
During Winter 377YE, the [[Imperial Master of Works]] arranged for emergency supplies and many wains of white granite collected by Marcus of Endsmeet to reach the stone-crafters guild of Ateri. While Imperial forces occupied the invading orc armies, the final months of work were [[Fortify_Ateri_in_Spiral|completed]] at a feverish rate that burnt out almost the entire ushabti work force. By the middle of Spring 378YE, the Fist was complete, ready to serve its intended purpose as a bastion for Imperial forces against the invaders of Spiral.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, shortly after the Autumn Equinox 379YE, a [[379YE_Winter_Solstice_winds_of_war#The_Ruin_of_Fort_Mezudan|powerful magical storm]] struck the fortress, which had already been damaged as part of the [[379YE_Autumn_Equinox_winds_of_war#The_Siege_of_Fort_Mezudan|renewed Grendel offensive]]. The Fist was completely destroyed.&lt;br /&gt;
&lt;br /&gt;
===Ruins of Ankarien===&lt;br /&gt;
On the slopes of [[#Ankra|Ankra]] stood the Spire of Ankarien. One of the oldest and most prestigious of the Urizen spires, it was home to perhaps the finest library in the Empire. The infamous [[Emperor Nicovar]] was born here, and lived much of his early life at Ankarien; this did not spare the library from his destructive wrath as he descended into madness. What Nicovar did not quite achieve, the barbarians almost managed. As they drew near the librarians carried much of the contents to [[Zenith#Endsmeet|Endsmeet]]. The Spire of Ankarien now lies in ruins, the remainder of its books and scrolls destroyed or stolen by the barbarian plunderers.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Ankra===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The mountains of Ankra are the site of some of the oldest spires in Urizen, including the ruins of one of the most prestigious - the library of [[#Ruins of Ankarien|Ankarien]]. The most well known settlement was the Spire of Endless Horizen; home to the architect &#039;&#039;Tiborion&#039;&#039; who is one of the ring leaders of the [[A_question_of_loyalty#Urizen|secessionist Urizen]].&lt;br /&gt;
&lt;br /&gt;
===Apstrus===&lt;br /&gt;
The lower slopes of the Apstrus peaks are covered in rolling woodland, carefully cultivated by ushabti and at one time produced a great bounty of [[forest]] materials, especially [[Materials#Iridescent Gloaming|iridescent gloaming]]. The &#039;&#039;dreaming spires of Apstrus&#039;&#039; (as they were often known) were dedicated to philosophical thought, their forest-bounty providing the inhabitants with lives of comfort despite their location on the very eastern edge of the Empire. One of the most prestigious was &#039;&#039;&#039;Solen&#039;s Doubt&#039;&#039;&#039;. Dedicated to experimental philosophy, it was a place for solitary study and thought. Unsurprisingly, it was overrun during the barbarian march to conquer the territory. The Battle of Solen&#039;s Doubt shortly before the Spring Equinox 382YE saw Imperial and Grendel forces clash here for the final time during the campaign. Three Grendel armies disbanded due to the actions of the Iron Helms, and the {{Black Plateau}} became fully active. Five hundred Imperials died in the very instant the plateau awoke; both forces withdrew in disarray in the wake of the calamity.&lt;br /&gt;
&lt;br /&gt;
Of special interest to the Urizen, the central [[Urizen_culture_and_customs#The_Heliopticon|Heliopticon]] tower for Spiral stood on the northern slopes of Apstrus, the heart of the communication network. The defenders held the tower for several months against the barbarians, allowing the rest of Spiral additional warning of army movements, and relaying desperate messages for aid to Morrow and Redoubt. Though the tower finally fell, it is still unknown if the barbarians destroyed the specially calibrated mirror and the light-source (a glowing stone infused with the magic of the realm of Day), or stole them away. Some recent rumours suggest these two components might have been hidden by the defenders, and only uncovered recently, but the facts are unclear - and idle speculation has no place in the study of history.&lt;br /&gt;
&lt;br /&gt;
===Apulus=== &lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; City, Coastal&lt;br /&gt;
Before it was taken by the barbarians, Apulus was the gateway to adventure for the people of Urizen and, to a degree, the Empire. Expeditions south into the wilds of [[Bay_of_Catazar#Mareave|Mareave]] would rest here before undertaking their quests into the unknown wilderness. Ships from across the Bay of Catazar docked at the coastal spires here, with [[The League|League]] and [[The Brass Coast|Freeborn]] adventurers in particular being regular visitors. &lt;br /&gt;
&lt;br /&gt;
The jewel on the coast here is the city of [[#Apulian|Apulian]] whose fortunes have been extremely mixed in the years since the original Grendel invasion. What started as a minor frontier settlement that was the last resting place for adventurous citizens journeying south has now blossomed into a thriving city on par with [[Mitwold#Meade|Meade]] and [[Hahnmark#Kalpaheim|Kalpaheim]]&lt;br /&gt;
&lt;br /&gt;
===Ateri===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
[[#Ruins_of_Fort_Mezudan|Fort Mezudan]] once stood on the slopes of the mountains here before its destruction by Grendel magic. The Onyx Path is one of the [[#The Passes|three passes]] wide enough to allow an [[Army]] to move between Spiral and the rest of the Empire. The eastern end of the pass was guarded by Fort Mezudan, while the western end is protected by the [[Redoubt#The_Court_of_the_White_Fountain|Court of the White Fountain]].&lt;br /&gt;
&lt;br /&gt;
===Cinion===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Silver Flame&lt;br /&gt;
The wide valleys of Cinion are lush and covered in rolling woodland. Until [[Beware_my_power#The_Rejuvenation_of_Cinion|Winter 380YE]] the region was littered with ruined spires, most long since looted by the barbarians. Several of these spires stood over plentiful [[mine|mines]] and there were many rich veins of [[Materials#Tempest Jade|tempest jade]] and [[Materials#Weltsilver|weltsilver]]. The mines remain, but almost all the ruined spires are now gone. Those that survived the [[380YE_Spring_Equinox_winds_of_war#Fire on the Mountains|supernatural fires that raged across the mountains]] in Spring 380YE were consumed by [[Beware_my_power#The_Rejuvenation_of_Cinion|trees and vegetation]] invoked with powerful Spring magic designed to rejuvenate the area.&lt;br /&gt;
&lt;br /&gt;
One small area proved resistant to the magic released to heal the wounded hills. A grove of blasted and burnt trees, no more than twenty-feet across, remains devoid of greenery to this day. Magicians who have visited the area suggest that it is infused with the power of [[Winter magic]] and that it forms the locus of a [[regio]] tied to the [[The_Thrice-cursed_Court|Thrice-cursed Court]]. A small group of [[Urizen magical traditions#Illuminates|illuminates]] have committed to keeping an eye on the place; their suggestion in Winter 382YE lead to the creation of [[#The Block|the Block]] that now occupies the blasted grove and provides magical protection to the spires of Spiral against the influence of the {{Black Plateau}}.&lt;br /&gt;
&lt;br /&gt;
The [[#The Three Passes|Crow Road]] is one of the three passes that connect Spiral to the Empire, linking Cinion with [[Redoubt#Willstone|Willstone]] in [[Redoubt]]. The eastern end of the pass is watched by the resourceful sentinels of Willstone spire, while the eastern end emerges in the hills above the area that was once home to [[Zenith#Crucible of Fate|Damakan&#039;s Forge]].&lt;br /&gt;
&lt;br /&gt;
===Ossuary=== &lt;br /&gt;
Ossuary takes its name from the large number of giant bones regularly unearthed in the mines here. Scholars are at a loss to explain them - some claim they may be the bones of great [[Mundane_beasts#Drakes|drakes]] or perhaps even [[Legendary_beasts#Dragons.2C_Wyverns_and_Wyrms|dragons]]. Many of these bones have been exported to other parts of the Empire where they are studied or presented as curiosities. &lt;br /&gt;
&lt;br /&gt;
The [[#The Legacy|Legacy]] is in Ossuary; a vital resource that once provided mithril to the people of Urizen, and now serves to support the ambitions of the League. It was lost to the Grendel in Summer 379YE, and traded hands between them, the Empire, and the Druj for many years before being [[Powers_of_the_Imperial_Senate#Allocation|allocated]] to the League in [[385YE_Autumn_Equinox_Senate_sessions#Allocate_the_Legacy|Autumn 385YE]]&lt;br /&gt;
&lt;br /&gt;
From northern Ossuary, the [[#The Passes|Twilight Gate]] connects Spiral to [[Zenith#Proceris|Proceris]] in [[Zenith]]. This &amp;quot;pass&amp;quot; is wide enough that it would be extremely difficult to close it without constructing a [[fortification]] at one end or the other.&lt;br /&gt;
&lt;br /&gt;
===Screed===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Accursèd&lt;br /&gt;
The [[#The Black Plateau|{{Black Plateau}}]] occupies most of Screed. Even when the territory was held by Urizen, Screed was largely deserted apart from temporary camps of scholars studying the plateau and its artefacts. When the region was held by the Druj they used scavenging teams - some supplemented with human slaves - here to source new instruments of cruelty. Now, small encampments of daring Leagueish adventurers are dotted across Screed, but likewise have avoided creating any permanent settlements.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
The {{Black Plateau}} has major strategic implications for any conflict in the territory. As well as the effects mentioned above, whenever armies have clashed in Spiral the influence of the {{Black Plateau}} has made everything worse in an unpredictable fashion. Any extended campaign in Spiral will need to take that into account.&lt;br /&gt;
&lt;br /&gt;
The mountains that surround Spiral have a direct impact on how [[Army|armies]] can move into and out of the territory. The only easily accessible routes are via the passes. Entering or leaving Spiral is &#039;&#039;only&#039;&#039; possible between [[Redoubt#Optarion|Optarion]] and [[Spiral#Ateri|Ateri]] (the Onyx Path); [[Redoubt#Willstone|Willstone]] and [[Spiral#Cinion|Cinion]] (the Crow Road); [[Zenith#Proceris|Proceris]] and the northern [[Spiral#Ossuary|Ossuary]] (the Twilight Gate); and [[Spiral#Apulus|Apulus]] to [[Bay_of_Catazar#Mareave|Mareave]] on the [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Broken Shore]] (the Apulian Way).&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 350px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=SenatorSpiral.jpg|caption=Genoveva Barossa d&#039;Apulian, Senator for Spiral|align=left|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_Spiral|Territory=Spiral|Season=Summer}}&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Summer Solstice 386YE, the [[386YE_Spring_Equinox_Senate_sessions#Ratify_Treaty_with_Urizen_of_the_Silver_Flame|Silver Flame]] control Cinion. The League, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* Shortly before Spring 382YE, the {{Black Plateau}} awoke to full malignancy. Its influence is felt across the entire territory.&lt;br /&gt;
* [[#Apulian|The Palace of Apulian]] is a rank one [[fortification]] in Apulus&lt;br /&gt;
* [[#Ballaghadruh|Ballaghadruh]] is a rank one fortification in Ossuary&lt;br /&gt;
* [[business|Businesses]] in the territory benefit from the Bridge of Air and Curstag&#039;s Way and produce an extra 72 rings each season.&lt;br /&gt;
* [[mana site|Mana sites]] in the territory benefit from the Bridge of Air and produce an extra mana crystal each season.&lt;br /&gt;
* Following the Summer Solstice 385YE, the Urizen National Assembly sent &#039;&#039;&#039;Lepidina&#039;&#039;&#039; to [[385YE_Summer_Solstice_Synod_judgements#Judgement_67|enact a mandate]] urging Urizen residents of Spiral to avoid cooperating with the new inhabitants. This included refusing to share the secrets of [[#The Block|the Block]] with them which led to an increase in construction costs and the need for additional wains of mithril. During the Summer Solstice 386YE the Urizen Assembly sent &#039;&#039;&#039;Tarquinius Ankarien&#039;&#039;&#039; to [[386YE_Summer_Solstice_Synod_judgements#Judgement_96|enact a mandate]] urging the Urizen who still live in Spiral to use the Block to help protect the minds of all citizens from the malignant {{Black Plateau}} removing the need for additional construction costs and wains of mithril. Further details can be found in the &#039;&#039;&#039;[[The fate of the many#A Precious Secret|Fate of the many]]&#039;&#039;&#039; and the &#039;&#039;&#039;[[The_city_below#The_Block|The city below]]&#039;&#039;&#039; winds of fortune.&lt;br /&gt;
&lt;br /&gt;
[[Category:The League]][[Category:Gazetteer]][[Category:Imperial_Territory]][[Category:Urizen]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternals_and_rituals&amp;diff=120966</id>
		<title>Eternals and rituals</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternals_and_rituals&amp;diff=120966"/>
		<updated>2025-05-30T08:15:56Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Rituals that deal with Eternals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Some formulaic rituals in [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] draw directly on the power of an [[eternal]]. A [[formulaic ritual]] or [[arcane projection]] that involves an eternal allows magicians to perform magic with the active assistance of an intelligent power of the [[realm]], rather than simply drawing on the realm&#039;s natural resonances. These rituals can only be created with the explicit cooperation of the eternal in question.&lt;br /&gt;
&lt;br /&gt;
This cooperation gives magicians the potential to create effects that might not normally be possible. No ritual can exceed [[Ritual theory|limits of magic]], but an eternal&#039;s involvement allows the creation of effects that might not otherwise be possible, so such rituals can be very valuable. The rituals are vulnerable however - they become illegal to cast if the eternal is under the [[Alignment#Enmity|enmity]] of the [[Imperial Conclave]]. They also include an [[#Assurance|assurance]] - a promise made to the eternal at the time the ritual was created - which can cause the ritual to lose all power if it is broken. &lt;br /&gt;
&lt;br /&gt;
This page talks about ways that eternals interact with mortal ritual magic. The [[ritual theory]] page deals with the process and general limitations of creating new rituals or spontaneous magical effects.&lt;br /&gt;
&lt;br /&gt;
==Eternal Assistance==&lt;br /&gt;
* &#039;&#039;&#039;Rituals can use the aid of an eternal to perform magic that draws on their specific abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal must provide the aid it has agreed to, but they are free to affect the way the ritual works&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal always knows when a ritual that draws on their power has been cast, who cast it, and how the magic was used&#039;&#039;&#039;&lt;br /&gt;
Each eternal has a [[Eternal#Munificence_And_Might|palette of abilities]] that come from an innate connection to the magic of their realm. If Imperial magicians work directly with an eternal they may be able to create rituals that draw on these abilities to produce effects that would otherwise not be possible with the magic of the realm. For example, [[Winter magic]] has little affinity for the sudden, swift destructive magic of fire, but [[The_Thrice-cursed_Court#Surut|Surut]], the Burnt Steward, can help magicians create rituals that invoke fire to devastate wide swathes of land. &lt;br /&gt;
&lt;br /&gt;
Paradoxically, a [[coven]] of magicians is often capable of a wider array of magical effects than an eternal is. For example, while [[Leviathan]] has a range of powers related to [[Day_magic#Divination|divination]], he shows little facility with, or interest in, [[Day_magic#Perfection|purifying venom]] or helping a warrior [[Day_magic#Mastery|master the sword]]. Attempting to secure Leviathan&#039;s assistance to create a personal combat [[enchantment]], for example, is doomed to failure.&lt;br /&gt;
&lt;br /&gt;
Once an eternal has agreed to help with the casting of a ritual, they cannot withdraw that support but they remain free to affect how how the ritual works. For example, the ritual [[Swim Leviathan&#039;s Depth]] allows a magician to ask [[Leviathan]] a single question. The question must ask why something has happened or is happening, but provided that condition is met, the eternal will answer the question based on what it knows. How thorough and detailed the answer is, however, is at the discretion of the &#039;&#039;Deep One&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These variations can be very significant. A recent series of incidents involving the eternal [[Sadogua]] indicated that while the ritual [[Dripping Echoes of the Fen]] would always deliver magical protection to a region, he could ultimately decide how potent that protection was. While the ritual usually provided protection to an entire territory, he was able to stay within the remit of the ritual by providing lesser protection focused entirely on the region. He also claimed that the structure of the ritual meant that he could go &amp;quot;above and beyond&amp;quot; and use the ritual to provide a ward that would also flood an area with mischievous [[Inhabitants_of_the_realms#Boggarts|boggarts]]; it&#039;s not clear if this is true or whether it was an empty threat. Presumably these same freedoms apply to [[Cathan Canae]] and her [[Frozen Citadel of Cathan Canae|Frozen Citadel]], and to the [[Forge the Wooden Fastness|Wooden Fastness]] created with the aid of [[Irra Harah]].&lt;br /&gt;
&lt;br /&gt;
An eternal always knows when a ritual that draws on their power is performed, who performed it, and how the magic is used, and they may respond accordingly. The Winter eternal [[Kaela]] has shown in the past that the use of [[Clarion Call of Ivory and Dust]] by a coven that has incurred her enmity will result in her offering aid to the enemies of the Empire, for example.&lt;br /&gt;
===Expertise===&lt;br /&gt;
* &#039;&#039;&#039;Some eternals can provide expertise that will help a magician create a new ritual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals must still be negotiated with the eternal, but do not need their ongoing support or help&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals always have another cost associated with them, but may otherwise reproduce effects described above&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some eternals have access to eclectic knowledge of a realm or an ability to experiment with magic that mortal magicians cannot reproduce alone. This &#039;&#039;expertise&#039;&#039; allows them to help with the creation of a ritual that could not be created without their involvement. These rituals require the same negotiation that other rituals involving an eternal require and follow the same process. A magician must get an audience with an eternal, presents their wishes and find a way to convince the eternal to help. If they are successful, then the eternal will provide an arcane projection that produces the desired effect or something similar.&lt;br /&gt;
&lt;br /&gt;
The advantage of these rituals is that they do not draw on the power of the eternal when they are cast, so there is no assurance and rarely any stipulation. The eternal won&#039;t automatically know when the ritual is cast, and it is not illegal to cast such rituals while the eternal who helped create it is under enmity. These rituals always have other disadvantages instead.&lt;br /&gt;
&lt;br /&gt;
For example, [[Thunderous Tread of the Trees]] was created with the help of the eternal [[Yaw&#039;nagrah]], who shared their expertise with mortal magicians to help them create a way to unleash spirits of the Spring realm on a territory. These spirits are not controlled by Yaw&#039;nagrah - or anyone for that matter. The ritual summons spirits from the Spring realm to fight but it has the drawback that they cannot be controlled in any way.&lt;br /&gt;
&lt;br /&gt;
An earlier incarnation of [[Azoth]] shared their expertise with Imperial magicians to help them discover how to [[Distill the Serpent&#039;s Stone]]. This powerful ritual boosts a magicians ability to perform ritual magic without calling on the ongoing help of Azoth or any other eternal, but it has the drawback that a ring of [[ilium]] is required to fuel the alchemical transformation.&lt;br /&gt;
&lt;br /&gt;
Most eternals will not share expertise in this way, either because they don&#039;t want to, or because they don&#039;t have anything to share.&lt;br /&gt;
&lt;br /&gt;
===Negotiation===&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to create a ritual that involves an eternal without their solemn agreement to be bound to that ritual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to create an arcane projection that involves an eternal providing their aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magician who wishes to create a ritual involving an eternal must procure their consent. The nature of this consent varies from one eternal to another, but it always involves a degree of negotiation and it must secured in advance. If the negotiation is successful, then the eternal will provide an arcane projection to the magician that allows them to cast the ritual. It is not possible for the magician to create the arcane projection - that must be done by the eternal. Anyone who possess the arcane projection the eternal provides can use it normally, and it can be formulated into a ritual text using a [[College of Magic]]. Eternals who understand the nature of the Empire and the workings of the Conclave are likely to discuss whether a ritual is to be added to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] or not before they agree to be bound to it.&lt;br /&gt;
&lt;br /&gt;
The length and nature of the negotiations are likely to be dependent on the nature of the eternal and are almost never cheap. Some will request payment from the magician looking to create the ritual. Others may ask for political favours that further the eternal&#039;s agenda, such as specific [[commission|commissions]] or [[Imperial title|Imperial titles]], or statements from the [[Imperial Synod]] or [[Imperial Conclave]] at the very least.&lt;br /&gt;
&lt;br /&gt;
The [[Eternal#Eternal_Nature|nature of eternals]] is such that once their agreement to support a ritual is procured it cannot easily be renounced, so most eternals are cautious about entering into such arrangements. Imperial magicians who abuse these rituals will soon incur the wrath of the eternal whose patience they try. This means that eternals may be careful about allowing such rituals to be entered into [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. Just because an eternal &#039;&#039;can&#039;&#039; support a ritual is no indication that it will.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; width: 600px; max-width: 50%;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;OOC Note about Communication&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;We have deliberately restricted the options available for communicating with eternals. Our plot team must read and choose how to react to every communication that is sent to an NPC by a player, so we have to be careful to ensure we can meet that requirement. The [[Archmage]] power of [[Archmage#Plenipotentiary|plenipotentiary]] exists so that the ability to communicate and negotiate with an eternal is a political issue that characters can roleplay over in the field. The game of Empire is about the process of determining who gets to negotiate with an eternal and what that negotiation is about, not the actual negotiations themselves. The more communication we allow with eternals, the greater the risk that game is undermined.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have an ongoing plot involving an eternal, it is an easy matter to create a mechanism whereby characters involved have a limited ability to let their ally know what they are doing, or that they have achieved their goal. We deliberately limit these mechanisms to decrease the likelihood that the eternal is swamped by requests for aid that have nothing to do with the ongoing plot and so that we can shut the channel down once the plot is over. We don&#039;t want players being frustrated by wasting their time trying to initiate communication with an eternal when that being isn&#039;t active in any plot at the time.&lt;br /&gt;
&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plenipotentiary===&lt;br /&gt;
* &#039;&#039;&#039;Plenipotentiary is the only reliable way to initiate negotiation with an eternal&#039;&#039;&#039;&lt;br /&gt;
By far the best way to negotiate with an eternal is for an [[archmage]] to arrange a [[archmage#Plenipotentiary|plenipotentiary]] specifically to talk about the ritual.  Every eternal of the realm is bound to recognise it, and it&#039;s use and effects are common knowledge and standardized. Using this method means that even if the eternal is not prepared to support the specific magic proposed they may be prepared to offer alternatives. In such cases it is vital to make as clear what it is the eternal is being asked to do; a plenipotentiary is much more likely to bear fruit if the archmage asks Azoth for help formulating a magical ritual to create a universal solvent than if they just ask for a meeting to discuss alchemical rituals. &lt;br /&gt;
&lt;br /&gt;
Other channels of communication are likely to fail, with the eternal ignoring the attempt. Asking a [[Inhabitants_of_the_realms#Heralds|herald]] to carry a message or a gift back to their eternal master is certain to fail - unless it is the result of some prior agreement. Attempting to divert an agreed meeting with an eternal with a new request for aid with a ritual risks angering the eternal. Some eternals claim that they committed to recognise the power of plenipotentiary precisely to avoid every magician in the Empire bothering them with such requests. Others act as if it is an insult to their status to attempt to negotiate their aid without using this formal channel.&lt;br /&gt;
&lt;br /&gt;
It is not essential to use plenipotentiary first; a citizen who has performed some valuable service for an eternal could use that opportunity to ask for help for example. Plenipotentiary is however the only reliable way to open negotiations with an eternal. Eternals are something like powerful rulers in their realms, akin to archmages, senators or generals. They are busy with many matters of their own and have only limited time to spare on the Empire.&lt;br /&gt;
&lt;br /&gt;
===Assurance and Stipulation===&lt;br /&gt;
* &#039;&#039;&#039;Eternals may stipulate one or more elements in the performance of the ritual, or restrictions on its use&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An eternal cannot voluntarily withdraw their support for a ritual they have agreed to support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eternals will usually set an &#039;&#039;assurance&#039;&#039; that, if broken, causes the ritual to become uncastable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An eternal can stipulate certain requirements or conditions that will form the basis for casting the ritual - the obvious example is the precise method used for creating a [[Missive for Sadogua]] (the five-by-five grid and the inclusion of a rune). The eternal is free to ignore any attempt to perform the ritual without these components; this may mean the ritual will not function at all unless the conditions stipulated by the eternal are met. A ritual may also be designed in such a way that it stipulates tribute to the eternal - either in the use of valuable items or specific kinds of actions that must be undertaken. Rituals involving Winter eternals, for example, often stipulate that the casters invoke several of their common names in a way that is audible to everyone nearby. &lt;br /&gt;
&lt;br /&gt;
It may be possible to cast a ritual without meeting the stipulation but doing so risks angering the eternal if the requirements they set for the casting  were ignored. For example, the eternal [[Agramant]] has stipulated that magicians performing [[The Crimson Feast]] must invoke him by name three times during the casting of the ritual. Imperial magicians &#039;&#039;theorise&#039;&#039; it ought to be possible to perform the ritual without naming the &#039;&#039;Howler&#039;&#039; but since the eternal will know that the ritual has been cast and who has cast it, doing so would involve a terrible risk.&lt;br /&gt;
&lt;br /&gt;
Eternals do not create promises that they themselves can choose to break. No matter what is said, the eternal is bound to the ritual once they agree to it, while the magicians who negotiate with them are free to act as they wish. If an eternal wishes to withdraw their aid, they must petition the magicians who own the ritual to permit it. For example, [[Roshanwe]] recently [[Skeleton_key#Netweaver&#039;s_Eye_(Roshanwe)|asked the Imperial Conclave]] to release her from her agreement to support [[Combing the Beach]] in return for providing a different ritual of her own design. If the Conclave had not agreed, Roshanwe would have been forced to continue responding to the &#039;&#039;thesis&#039;&#039; composed by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
A spontaneous ritual projection has power only until it is performed, but if it becomes a formulaic ritual then the agreement is binding for as long as the ritual is practiced. For these reasons most eternals do not enter into these agreements lightly and will require an ongoing promise be made when the ritual is created. This promise is generally referred to as an &#039;&#039;assurance&#039;&#039; after the common [[Urizen hearth magic]] of the [[Urizen_hearth_magic#Assurance|same name]]. If the assurance is ever broken, then the eternal is free to respond as they see fit, either by withdrawing their aid or setting new demands. An assurance can have a wide scope. It may require certain actions by the casters, or by the Empire as a whole. It may set demands that must be met or actions that must not be taken.  Some may even be mysteries; the assurance for [[Wellspring of the High Peak]] involved the safety of a [[Wellspring_of_the_High_Peak#Assurance|certain pool]] whose location is not generally known to Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
As a further example, the ritual [[Loosen the Shackles]] has an [[Loosen_the_Shackles#Assurance|assurance]] demanded by Agramant - the Empire must not go a year and a day without any blood being spilled by an Imperial army. If that assurance were ever broken, the eternal would be released from their agreement. That &#039;&#039;might&#039;&#039; mean the ritual fails and could no longer be cast, it might mean that the eternal invites the Empire to make new arrangements or offer some concessions for their failure. How an eternal responds is entirely up to them. [[Sorin]] for example is known to allow magicians to keep casting their ritual until such time as they can teach them an appropriate lesson.&lt;br /&gt;
&lt;br /&gt;
==Mandatory Assistance==&lt;br /&gt;
* &#039;&#039;&#039;There are six types of ritual that &#039;&#039;always&#039;&#039; require the agreement of an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imperial magicians have identified several types of ritual that always require the formal agreement of an eternal to work. In all these cases it is never possible to create these effects without the help of an appropriate eternal of the realm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Mawrig.png|caption=[[Mawrig|Mawrig, the Rune of Storm and Disaster]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Rains of Fire===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that summons &#039;&#039;unnatural&#039;&#039; energies to create widespread destruction requires the aid of an appropriate eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many rituals that cause damage or destruction that don&#039;t require the aid of an eternal. For the most part, these rituals work by using magic to amplify or speed up natural phenomena - for example the Winter ritual [[Inevitable Collapse into Ruin]] speeds up the natural decay that all things suffer over time. The ritual damages the fortification, potentially creating an opening that enemies might exploit, but it does so by warping wooden beams, and causing mortar to crumble, hawsers to fray and snap. The [[winter magic]] speeds up the process of decay so that what would have happened over centuries happens in a few minutes.&lt;br /&gt;
&lt;br /&gt;
To unleash &#039;&#039;unnatural&#039;&#039; destruction on a wide scale, requires the aid of an appropriate eternal. For example, [[The_Thrice-cursed_Court#Surut|Surut]], The Charred Prince, has been known to offer help to magicians who seek to unleash a rain of fire across a region or territory. It is not possible to use magic to create a raging inferno across a wide area without Surut&#039;s help.&lt;br /&gt;
&lt;br /&gt;
Most eternals are not able to help in this way and the few that are often demand a high price for their aid. Surut may take delight in seeing the Empire burn, but there are limits to how much he can set fire to at one time, just as there are limits on every eternal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lann.png|caption=[[Lann|Lann, the Rune of Bargains]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Communication and Gifts===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that sends a message or conveys an item to an eternal requires their prior agreement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creating a ritual that communicates with an eternal always requires the binding agreement of the eternal involved - otherwise the effect cannot be performed either spontaneously or as a formulaic ritual. In Imperial lore, the best known example of such rituals is probably the [[Missive for Sadogua]] but many others exist. &lt;br /&gt;
&lt;br /&gt;
Few eternals are prepared to offer their support to a ritual that lets any magician who wishes to make free use of their time in this way. Most prefer to use ad hoc methods to communicate with those they favour; providing [[magic items]] or other means to allow more limited contact. One common alternative is that an eternal will arrange matters so that magicians can use the [[operate portal]] cantrip to send messages, or give gifts, or engage in trade at a regio at a specific time, under strictly controlled conditions.&lt;br /&gt;
&lt;br /&gt;
The same limitation applies to rituals that convey one or more items to an eternal, either as a gift or in exchange. Rituals such as [[Tribute to the Thrice-Cursed Court]] and [[Ephisis&#039; Scale]] cannot be created without the prior agreement of the eternal in question.&lt;br /&gt;
&lt;br /&gt;
===Lineage===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that grants or removes lineage requires the aid of an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Purely mortal ritual magic cannot grant or remove lineage. It is possible to create such effects with the assistance of an appropriate [[eternal]], but few are interested in providing their assistance. Some powerful enchantments can increase the likelihood that children born or conceived under their effects will manifest an appropriate lineage but it is impossible for mortal ritual magic to force or predict this. One ritual - [[The Twilight Masquerade]] - creates glamours that appear to grant or remove lineage, but they do not change the actual lineage of the character they are cast upon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Verys.png|caption=[[Verys|Verys, the Rune of Might]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Empowerment===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that boosts a magicians ability to perform magic requires an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any ritual that increases a magicians ability to perform magic by increasing their effective rank of [[Magical_skills#Realm_Lore|realm lore]] requires the assistance of an eternal. A ritual like [[Crystaline Focus of Aesh]] could not be created without the help of an eternal of the Day Realm.&lt;br /&gt;
&lt;br /&gt;
Some magicians believe the eternal provides insights and knowledge that can assist with the casting of rituals, making the magicians who receive the enchantment more effective. Others claim it is more fundamental than that - nothing can come from nothing, so the Day realm cannot be used to make it easier to use the Day realm. To achieve that always requires the help of an eternal from the realm who puts their own stamp on the resultant enchantment.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Ophis.png|caption=[[Ophis|Ophis, the Rune of Revelation]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Divination===&lt;br /&gt;
* &#039;&#039;&#039;Ritual magic can allow an eternal to focus their attention on the mortal realm and provide divinatory information&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some eternals have access to eclectic sources or unique abilities to discover information&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eternals are very cautious about allowing mortal magicians to monopolise their time so are reticent to support open-ended divinations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is impossible to create divination rituals that ask open-ended questions without the cooperation of an eternal. The realms themselves are neither sentient nor sapient - the Day realm can be used to cast a number of important divinations but you cannot query the realm directly, you cannot ask the Day realm for its opinion.&lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;is&#039;&#039; however possible to create divinations that call on a specific eternal to deliver answers or provide information that the eternal knows. Not every eternal is appropriate to involve in divination, and they are unlikely to offer power to divinations that are not closely tied to their remit. [[Swim Leviathan&#039;s Depth]] and [[Clear Counsel of the Everflowing River]] are examples of divination rituals that call on the power of eternals. In each case, the ritual contacts the eternal and gives them an opportunity to converse with the ritualists on the matter of a specific question. The big advantage here is also a limiting factor - the responses to such rituals are restricted by the character and capabilities of the eternals themselves - &#039;&#039;none are infallible&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As with [[#Communication|communication]] - which it often closely resembles - eternals are even more cautious about supporting rituals that require them to answer questions. Such effects are likely to operate within a tight window, as with Swim Leviathan&#039;s Depth, or provide very limited information.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Hirmok.png|caption=[[Hirmok|Hirmok, the Rune of Dominion]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Summoning Denizens===&lt;br /&gt;
* &#039;&#039;&#039;You cannot summon the denizens of a realm without the agreement of an eternal of that realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that transforms a mine, forest or mana site must summon denizens of the realm to work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A handful of rituals draw on [[inhabitants of the realms]] in some way. Common examples include [[Quickening Cold Meat]], [[Knights of Glory]], [[Clarion Call of Ivory and Dust]], [[Conclave of Trees and Shadow]], and [[Carve the Crystal Guardian]]. Such rituals cannot be created without the assistance of an eternal of the appropriate realm. In most cases, the [[inhabitants of the realms]] that are called forth are heralds, guardians or drudges that are in service to the eternal who supports the ritual. Without their patronage, there are no minions to call on. In other cases, the ritual calls spirits from a specific part of a realm, a land or location controlled by the eternal and which cannot be accessed without their permission. Whatever the reason, it is not possible to create a ritual that summons creatures from a realm to act in the mortal world without the aid of an eternal.&lt;br /&gt;
&lt;br /&gt;
Rituals that transform a [[forest]], [[mine]] or [[mana site]], allowing them to act as military units or similar, are not possible without calling heralds or similar from an appropriate realm. This means it is not possible to create a ritual that transforms a forest, mine or mana site into a military unit without the aid of an eternal and it is never possible to transform mundane resources like a [[congregation]] using ritual magic.&lt;br /&gt;
&lt;br /&gt;
==Rituals that deal with Eternals==&lt;br /&gt;
The following formulaic rituals are widely known to deal directly with an Eternal. In many cases, the [[#Assurance|assurances]] involved in these rituals were lost or known to only a limited number of scholars. A project by the [[Unfettered Mind]] [[Conclave order]] in 385YE and 386YE recovered the details of many of these rituals&#039; assurances and made them common knowledge once again.&lt;br /&gt;
&lt;br /&gt;
Rituals with an &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt; are part of [[Urizen lore]] rather than [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. Rituals that are defunct - either withdrawn by the eternal or no longer functional - have a line through them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Ritual&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Eternal&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Explanation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Realm&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mag.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Before the Throne of Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Swaps raw materials for Autumn mana.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ephisis&#039; Scale]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ephisis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows trade with the eternal Ephisis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Balanced Scales of Lann]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ephisis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Autumn lore for a season, and allows the trade of metal for magical power.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fire on the Water]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Draws on a contract with the House of Fire and Flame to gain their aid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wellspring of the High Peak]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ossegrahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trades measures of ambergelt with an eternal to produce Spring vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fire in the Blood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Arhallogen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 1 rank of spring lore, and additional prowess with venomous rituals for a season, at the cost of lasting venom&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forge the Wooden Fastness]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Irra Harah]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in a forested region&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[From the Mouths of Babes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to the eternal Meraud.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Noble Mien of the Hawk Lords]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Summer lore for a Season and additional prowess when performing powerful rituals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Raise the Dragonsworn Cohort]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Adamant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Provides a powerful military unit for a season in return for a mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Challenge the Iron Duke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Barien]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Binds an Eternal to provide a challenge and a reward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hook of the Hoarfrost Guardian]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants four strikedowns a day with a pole-arm for a season&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Golden Ramparts]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons servants of Meraud to defend a fortification. It increases the defensive strength of a fortification by 1500 points.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Frozen Citadel of Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in mountainous region in a territory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stone&#039;s Unyielding Defiance]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Adamant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enchants a fortification, repairing it and increasing the combat strength by 1,500 for a season&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Knights of Glory]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Eleonaris]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons supernatural troops to enhance a campaign army&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Treacher&#039;s Quill]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to the eternal Agramant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tribute to the Thrice-Cursed Court]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_Thrice-cursed_Court|The Thrice-cursed Court]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trades crafted items for Winter mana&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mark of Agramant]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Places an enduring magical mark on a target that can only be detected with detect magic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Pallid Flesh of the Dead King]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_Thrice-cursed_Court#Tharim|Tharim]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants three ranks of endurance for a season at the cost of persistent venom.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unleash the Beasts Within]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;grants significant strength to a military unit that supports an Imperial army&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Crimson Feast]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target gains three ranks of endurance for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clarion Call of Ivory and Dust]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kaela]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Conjures unliving winter troops to greatly enhance the rank of a military unit when fighting in support of an army.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sorin&#039;s Rite of Agony]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 1 rank of winter lore for a season, and additional prowess with curses, at the cost of an unhealing wound&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thirst of the Devourer]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a target the ability to heal themselves when they successfully deliver an IMPALE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Loosen the Shackles]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enchants a campaign army, changing its quality and filling soldiers with murderous intent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Basalt Citadel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in ruined region in a territory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quickening Cold Meat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Wise Rangara]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a force of animated corpses that enhance the fighting strength of an army by 1000 for a year.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;s&amp;gt;[[The Celestial Library]]&amp;lt;/s&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Phaleron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Delivers book or scroll to Eternal for possible destruction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Gift of Knowledge]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Phaleron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Delivers book or scroll to Phaleron in return for prismatic ink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Swim Leviathan&#039;s Depth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Leviathan]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asks a specific question of the eternal Leviathan to divine a past cause or event that has led to a present-day state of affairs or consequence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kimus&#039; Glaring Eye]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kimus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to use repel on two targets at once&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;s&amp;gt;[[Combing the Beach]]&amp;lt;/s&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Roshanwe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Provides guidance from the eternal Roshanwe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Netweaver&#039;s Eye]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Roshanwe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Determines if someone has cast a specific spell or used a realm of magic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crystaline Focus of Aesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kimus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Day lore for a Season and additional prowess when performing divination rituals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Missive for Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to an Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tithe of Bats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Exchanges measures of iridescent gloaming and dragonbone for Night vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Whispering Shadow Courtiers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Whisper Gallery]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enables limited communication with the Whisper Gallery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clear Counsel of the Everflowing River]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sung]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seeks aid from the eternal Sung in solving a mystery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Distill the Serpent&#039;s Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Azoth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a unique consumable alchemical item.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dripping Echoes of the Fen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Creates a temporary supernatural fortification in marsh territory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sorin&#039;s Chastising Touch]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Grants a magician the ability to repeatedly call CLEAVE with a rod.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternals_and_rituals&amp;diff=120965</id>
		<title>Eternals and rituals</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Eternals_and_rituals&amp;diff=120965"/>
		<updated>2025-05-30T08:14:57Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Rituals that deal with Eternals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Some formulaic rituals in [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] draw directly on the power of an [[eternal]]. A [[formulaic ritual]] or [[arcane projection]] that involves an eternal allows magicians to perform magic with the active assistance of an intelligent power of the [[realm]], rather than simply drawing on the realm&#039;s natural resonances. These rituals can only be created with the explicit cooperation of the eternal in question.&lt;br /&gt;
&lt;br /&gt;
This cooperation gives magicians the potential to create effects that might not normally be possible. No ritual can exceed [[Ritual theory|limits of magic]], but an eternal&#039;s involvement allows the creation of effects that might not otherwise be possible, so such rituals can be very valuable. The rituals are vulnerable however - they become illegal to cast if the eternal is under the [[Alignment#Enmity|enmity]] of the [[Imperial Conclave]]. They also include an [[#Assurance|assurance]] - a promise made to the eternal at the time the ritual was created - which can cause the ritual to lose all power if it is broken. &lt;br /&gt;
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This page talks about ways that eternals interact with mortal ritual magic. The [[ritual theory]] page deals with the process and general limitations of creating new rituals or spontaneous magical effects.&lt;br /&gt;
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==Eternal Assistance==&lt;br /&gt;
* &#039;&#039;&#039;Rituals can use the aid of an eternal to perform magic that draws on their specific abilities&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal must provide the aid it has agreed to, but they are free to affect the way the ritual works&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The eternal always knows when a ritual that draws on their power has been cast, who cast it, and how the magic was used&#039;&#039;&#039;&lt;br /&gt;
Each eternal has a [[Eternal#Munificence_And_Might|palette of abilities]] that come from an innate connection to the magic of their realm. If Imperial magicians work directly with an eternal they may be able to create rituals that draw on these abilities to produce effects that would otherwise not be possible with the magic of the realm. For example, [[Winter magic]] has little affinity for the sudden, swift destructive magic of fire, but [[The_Thrice-cursed_Court#Surut|Surut]], the Burnt Steward, can help magicians create rituals that invoke fire to devastate wide swathes of land. &lt;br /&gt;
&lt;br /&gt;
Paradoxically, a [[coven]] of magicians is often capable of a wider array of magical effects than an eternal is. For example, while [[Leviathan]] has a range of powers related to [[Day_magic#Divination|divination]], he shows little facility with, or interest in, [[Day_magic#Perfection|purifying venom]] or helping a warrior [[Day_magic#Mastery|master the sword]]. Attempting to secure Leviathan&#039;s assistance to create a personal combat [[enchantment]], for example, is doomed to failure.&lt;br /&gt;
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Once an eternal has agreed to help with the casting of a ritual, they cannot withdraw that support but they remain free to affect how how the ritual works. For example, the ritual [[Swim Leviathan&#039;s Depth]] allows a magician to ask [[Leviathan]] a single question. The question must ask why something has happened or is happening, but provided that condition is met, the eternal will answer the question based on what it knows. How thorough and detailed the answer is, however, is at the discretion of the &#039;&#039;Deep One&#039;&#039;. &lt;br /&gt;
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These variations can be very significant. A recent series of incidents involving the eternal [[Sadogua]] indicated that while the ritual [[Dripping Echoes of the Fen]] would always deliver magical protection to a region, he could ultimately decide how potent that protection was. While the ritual usually provided protection to an entire territory, he was able to stay within the remit of the ritual by providing lesser protection focused entirely on the region. He also claimed that the structure of the ritual meant that he could go &amp;quot;above and beyond&amp;quot; and use the ritual to provide a ward that would also flood an area with mischievous [[Inhabitants_of_the_realms#Boggarts|boggarts]]; it&#039;s not clear if this is true or whether it was an empty threat. Presumably these same freedoms apply to [[Cathan Canae]] and her [[Frozen Citadel of Cathan Canae|Frozen Citadel]], and to the [[Forge the Wooden Fastness|Wooden Fastness]] created with the aid of [[Irra Harah]].&lt;br /&gt;
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An eternal always knows when a ritual that draws on their power is performed, who performed it, and how the magic is used, and they may respond accordingly. The Winter eternal [[Kaela]] has shown in the past that the use of [[Clarion Call of Ivory and Dust]] by a coven that has incurred her enmity will result in her offering aid to the enemies of the Empire, for example.&lt;br /&gt;
===Expertise===&lt;br /&gt;
* &#039;&#039;&#039;Some eternals can provide expertise that will help a magician create a new ritual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals must still be negotiated with the eternal, but do not need their ongoing support or help&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These rituals always have another cost associated with them, but may otherwise reproduce effects described above&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some eternals have access to eclectic knowledge of a realm or an ability to experiment with magic that mortal magicians cannot reproduce alone. This &#039;&#039;expertise&#039;&#039; allows them to help with the creation of a ritual that could not be created without their involvement. These rituals require the same negotiation that other rituals involving an eternal require and follow the same process. A magician must get an audience with an eternal, presents their wishes and find a way to convince the eternal to help. If they are successful, then the eternal will provide an arcane projection that produces the desired effect or something similar.&lt;br /&gt;
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The advantage of these rituals is that they do not draw on the power of the eternal when they are cast, so there is no assurance and rarely any stipulation. The eternal won&#039;t automatically know when the ritual is cast, and it is not illegal to cast such rituals while the eternal who helped create it is under enmity. These rituals always have other disadvantages instead.&lt;br /&gt;
&lt;br /&gt;
For example, [[Thunderous Tread of the Trees]] was created with the help of the eternal [[Yaw&#039;nagrah]], who shared their expertise with mortal magicians to help them create a way to unleash spirits of the Spring realm on a territory. These spirits are not controlled by Yaw&#039;nagrah - or anyone for that matter. The ritual summons spirits from the Spring realm to fight but it has the drawback that they cannot be controlled in any way.&lt;br /&gt;
&lt;br /&gt;
An earlier incarnation of [[Azoth]] shared their expertise with Imperial magicians to help them discover how to [[Distill the Serpent&#039;s Stone]]. This powerful ritual boosts a magicians ability to perform ritual magic without calling on the ongoing help of Azoth or any other eternal, but it has the drawback that a ring of [[ilium]] is required to fuel the alchemical transformation.&lt;br /&gt;
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Most eternals will not share expertise in this way, either because they don&#039;t want to, or because they don&#039;t have anything to share.&lt;br /&gt;
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===Negotiation===&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to create a ritual that involves an eternal without their solemn agreement to be bound to that ritual&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is not possible to create an arcane projection that involves an eternal providing their aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A magician who wishes to create a ritual involving an eternal must procure their consent. The nature of this consent varies from one eternal to another, but it always involves a degree of negotiation and it must secured in advance. If the negotiation is successful, then the eternal will provide an arcane projection to the magician that allows them to cast the ritual. It is not possible for the magician to create the arcane projection - that must be done by the eternal. Anyone who possess the arcane projection the eternal provides can use it normally, and it can be formulated into a ritual text using a [[College of Magic]]. Eternals who understand the nature of the Empire and the workings of the Conclave are likely to discuss whether a ritual is to be added to [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]] or not before they agree to be bound to it.&lt;br /&gt;
&lt;br /&gt;
The length and nature of the negotiations are likely to be dependent on the nature of the eternal and are almost never cheap. Some will request payment from the magician looking to create the ritual. Others may ask for political favours that further the eternal&#039;s agenda, such as specific [[commission|commissions]] or [[Imperial title|Imperial titles]], or statements from the [[Imperial Synod]] or [[Imperial Conclave]] at the very least.&lt;br /&gt;
&lt;br /&gt;
The [[Eternal#Eternal_Nature|nature of eternals]] is such that once their agreement to support a ritual is procured it cannot easily be renounced, so most eternals are cautious about entering into such arrangements. Imperial magicians who abuse these rituals will soon incur the wrath of the eternal whose patience they try. This means that eternals may be careful about allowing such rituals to be entered into [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. Just because an eternal &#039;&#039;can&#039;&#039; support a ritual is no indication that it will.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left: 10px; width: 600px; max-width: 50%;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;OOC Note about Communication&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;We have deliberately restricted the options available for communicating with eternals. Our plot team must read and choose how to react to every communication that is sent to an NPC by a player, so we have to be careful to ensure we can meet that requirement. The [[Archmage]] power of [[Archmage#Plenipotentiary|plenipotentiary]] exists so that the ability to communicate and negotiate with an eternal is a political issue that characters can roleplay over in the field. The game of Empire is about the process of determining who gets to negotiate with an eternal and what that negotiation is about, not the actual negotiations themselves. The more communication we allow with eternals, the greater the risk that game is undermined.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If we have an ongoing plot involving an eternal, it is an easy matter to create a mechanism whereby characters involved have a limited ability to let their ally know what they are doing, or that they have achieved their goal. We deliberately limit these mechanisms to decrease the likelihood that the eternal is swamped by requests for aid that have nothing to do with the ongoing plot and so that we can shut the channel down once the plot is over. We don&#039;t want players being frustrated by wasting their time trying to initiate communication with an eternal when that being isn&#039;t active in any plot at the time.&lt;br /&gt;
&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Plenipotentiary===&lt;br /&gt;
* &#039;&#039;&#039;Plenipotentiary is the only reliable way to initiate negotiation with an eternal&#039;&#039;&#039;&lt;br /&gt;
By far the best way to negotiate with an eternal is for an [[archmage]] to arrange a [[archmage#Plenipotentiary|plenipotentiary]] specifically to talk about the ritual.  Every eternal of the realm is bound to recognise it, and it&#039;s use and effects are common knowledge and standardized. Using this method means that even if the eternal is not prepared to support the specific magic proposed they may be prepared to offer alternatives. In such cases it is vital to make as clear what it is the eternal is being asked to do; a plenipotentiary is much more likely to bear fruit if the archmage asks Azoth for help formulating a magical ritual to create a universal solvent than if they just ask for a meeting to discuss alchemical rituals. &lt;br /&gt;
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Other channels of communication are likely to fail, with the eternal ignoring the attempt. Asking a [[Inhabitants_of_the_realms#Heralds|herald]] to carry a message or a gift back to their eternal master is certain to fail - unless it is the result of some prior agreement. Attempting to divert an agreed meeting with an eternal with a new request for aid with a ritual risks angering the eternal. Some eternals claim that they committed to recognise the power of plenipotentiary precisely to avoid every magician in the Empire bothering them with such requests. Others act as if it is an insult to their status to attempt to negotiate their aid without using this formal channel.&lt;br /&gt;
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It is not essential to use plenipotentiary first; a citizen who has performed some valuable service for an eternal could use that opportunity to ask for help for example. Plenipotentiary is however the only reliable way to open negotiations with an eternal. Eternals are something like powerful rulers in their realms, akin to archmages, senators or generals. They are busy with many matters of their own and have only limited time to spare on the Empire.&lt;br /&gt;
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===Assurance and Stipulation===&lt;br /&gt;
* &#039;&#039;&#039;Eternals may stipulate one or more elements in the performance of the ritual, or restrictions on its use&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An eternal cannot voluntarily withdraw their support for a ritual they have agreed to support&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eternals will usually set an &#039;&#039;assurance&#039;&#039; that, if broken, causes the ritual to become uncastable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An eternal can stipulate certain requirements or conditions that will form the basis for casting the ritual - the obvious example is the precise method used for creating a [[Missive for Sadogua]] (the five-by-five grid and the inclusion of a rune). The eternal is free to ignore any attempt to perform the ritual without these components; this may mean the ritual will not function at all unless the conditions stipulated by the eternal are met. A ritual may also be designed in such a way that it stipulates tribute to the eternal - either in the use of valuable items or specific kinds of actions that must be undertaken. Rituals involving Winter eternals, for example, often stipulate that the casters invoke several of their common names in a way that is audible to everyone nearby. &lt;br /&gt;
&lt;br /&gt;
It may be possible to cast a ritual without meeting the stipulation but doing so risks angering the eternal if the requirements they set for the casting  were ignored. For example, the eternal [[Agramant]] has stipulated that magicians performing [[The Crimson Feast]] must invoke him by name three times during the casting of the ritual. Imperial magicians &#039;&#039;theorise&#039;&#039; it ought to be possible to perform the ritual without naming the &#039;&#039;Howler&#039;&#039; but since the eternal will know that the ritual has been cast and who has cast it, doing so would involve a terrible risk.&lt;br /&gt;
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Eternals do not create promises that they themselves can choose to break. No matter what is said, the eternal is bound to the ritual once they agree to it, while the magicians who negotiate with them are free to act as they wish. If an eternal wishes to withdraw their aid, they must petition the magicians who own the ritual to permit it. For example, [[Roshanwe]] recently [[Skeleton_key#Netweaver&#039;s_Eye_(Roshanwe)|asked the Imperial Conclave]] to release her from her agreement to support [[Combing the Beach]] in return for providing a different ritual of her own design. If the Conclave had not agreed, Roshanwe would have been forced to continue responding to the &#039;&#039;thesis&#039;&#039; composed by Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
A spontaneous ritual projection has power only until it is performed, but if it becomes a formulaic ritual then the agreement is binding for as long as the ritual is practiced. For these reasons most eternals do not enter into these agreements lightly and will require an ongoing promise be made when the ritual is created. This promise is generally referred to as an &#039;&#039;assurance&#039;&#039; after the common [[Urizen hearth magic]] of the [[Urizen_hearth_magic#Assurance|same name]]. If the assurance is ever broken, then the eternal is free to respond as they see fit, either by withdrawing their aid or setting new demands. An assurance can have a wide scope. It may require certain actions by the casters, or by the Empire as a whole. It may set demands that must be met or actions that must not be taken.  Some may even be mysteries; the assurance for [[Wellspring of the High Peak]] involved the safety of a [[Wellspring_of_the_High_Peak#Assurance|certain pool]] whose location is not generally known to Imperial magicians.&lt;br /&gt;
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As a further example, the ritual [[Loosen the Shackles]] has an [[Loosen_the_Shackles#Assurance|assurance]] demanded by Agramant - the Empire must not go a year and a day without any blood being spilled by an Imperial army. If that assurance were ever broken, the eternal would be released from their agreement. That &#039;&#039;might&#039;&#039; mean the ritual fails and could no longer be cast, it might mean that the eternal invites the Empire to make new arrangements or offer some concessions for their failure. How an eternal responds is entirely up to them. [[Sorin]] for example is known to allow magicians to keep casting their ritual until such time as they can teach them an appropriate lesson.&lt;br /&gt;
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==Mandatory Assistance==&lt;br /&gt;
* &#039;&#039;&#039;There are six types of ritual that &#039;&#039;always&#039;&#039; require the agreement of an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Imperial magicians have identified several types of ritual that always require the formal agreement of an eternal to work. In all these cases it is never possible to create these effects without the help of an appropriate eternal of the realm.&lt;br /&gt;
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&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Mawrig.png|caption=[[Mawrig|Mawrig, the Rune of Storm and Disaster]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Rains of Fire===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that summons &#039;&#039;unnatural&#039;&#039; energies to create widespread destruction requires the aid of an appropriate eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many rituals that cause damage or destruction that don&#039;t require the aid of an eternal. For the most part, these rituals work by using magic to amplify or speed up natural phenomena - for example the Winter ritual [[Inevitable Collapse into Ruin]] speeds up the natural decay that all things suffer over time. The ritual damages the fortification, potentially creating an opening that enemies might exploit, but it does so by warping wooden beams, and causing mortar to crumble, hawsers to fray and snap. The [[winter magic]] speeds up the process of decay so that what would have happened over centuries happens in a few minutes.&lt;br /&gt;
&lt;br /&gt;
To unleash &#039;&#039;unnatural&#039;&#039; destruction on a wide scale, requires the aid of an appropriate eternal. For example, [[The_Thrice-cursed_Court#Surut|Surut]], The Charred Prince, has been known to offer help to magicians who seek to unleash a rain of fire across a region or territory. It is not possible to use magic to create a raging inferno across a wide area without Surut&#039;s help.&lt;br /&gt;
&lt;br /&gt;
Most eternals are not able to help in this way and the few that are often demand a high price for their aid. Surut may take delight in seeing the Empire burn, but there are limits to how much he can set fire to at one time, just as there are limits on every eternal.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lann.png|caption=[[Lann|Lann, the Rune of Bargains]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Communication and Gifts===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that sends a message or conveys an item to an eternal requires their prior agreement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creating a ritual that communicates with an eternal always requires the binding agreement of the eternal involved - otherwise the effect cannot be performed either spontaneously or as a formulaic ritual. In Imperial lore, the best known example of such rituals is probably the [[Missive for Sadogua]] but many others exist. &lt;br /&gt;
&lt;br /&gt;
Few eternals are prepared to offer their support to a ritual that lets any magician who wishes to make free use of their time in this way. Most prefer to use ad hoc methods to communicate with those they favour; providing [[magic items]] or other means to allow more limited contact. One common alternative is that an eternal will arrange matters so that magicians can use the [[operate portal]] cantrip to send messages, or give gifts, or engage in trade at a regio at a specific time, under strictly controlled conditions.&lt;br /&gt;
&lt;br /&gt;
The same limitation applies to rituals that convey one or more items to an eternal, either as a gift or in exchange. Rituals such as [[Tribute to the Thrice-Cursed Court]] and [[Ephisis&#039; Scale]] cannot be created without the prior agreement of the eternal in question.&lt;br /&gt;
&lt;br /&gt;
===Lineage===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that grants or removes lineage requires the aid of an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Purely mortal ritual magic cannot grant or remove lineage. It is possible to create such effects with the assistance of an appropriate [[eternal]], but few are interested in providing their assistance. Some powerful enchantments can increase the likelihood that children born or conceived under their effects will manifest an appropriate lineage but it is impossible for mortal ritual magic to force or predict this. One ritual - [[The Twilight Masquerade]] - creates glamours that appear to grant or remove lineage, but they do not change the actual lineage of the character they are cast upon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Verys.png|caption=[[Verys|Verys, the Rune of Might]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Empowerment===&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that boosts a magicians ability to perform magic requires an eternal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any ritual that increases a magicians ability to perform magic by increasing their effective rank of [[Magical_skills#Realm_Lore|realm lore]] requires the assistance of an eternal. A ritual like [[Crystaline Focus of Aesh]] could not be created without the help of an eternal of the Day Realm.&lt;br /&gt;
&lt;br /&gt;
Some magicians believe the eternal provides insights and knowledge that can assist with the casting of rituals, making the magicians who receive the enchantment more effective. Others claim it is more fundamental than that - nothing can come from nothing, so the Day realm cannot be used to make it easier to use the Day realm. To achieve that always requires the help of an eternal from the realm who puts their own stamp on the resultant enchantment.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Ophis.png|caption=[[Ophis|Ophis, the Rune of Revelation]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Divination===&lt;br /&gt;
* &#039;&#039;&#039;Ritual magic can allow an eternal to focus their attention on the mortal realm and provide divinatory information&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Some eternals have access to eclectic sources or unique abilities to discover information&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eternals are very cautious about allowing mortal magicians to monopolise their time so are reticent to support open-ended divinations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is impossible to create divination rituals that ask open-ended questions without the cooperation of an eternal. The realms themselves are neither sentient nor sapient - the Day realm can be used to cast a number of important divinations but you cannot query the realm directly, you cannot ask the Day realm for its opinion.&lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;is&#039;&#039; however possible to create divinations that call on a specific eternal to deliver answers or provide information that the eternal knows. Not every eternal is appropriate to involve in divination, and they are unlikely to offer power to divinations that are not closely tied to their remit. [[Swim Leviathan&#039;s Depth]] and [[Clear Counsel of the Everflowing River]] are examples of divination rituals that call on the power of eternals. In each case, the ritual contacts the eternal and gives them an opportunity to converse with the ritualists on the matter of a specific question. The big advantage here is also a limiting factor - the responses to such rituals are restricted by the character and capabilities of the eternals themselves - &#039;&#039;none are infallible&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As with [[#Communication|communication]] - which it often closely resembles - eternals are even more cautious about supporting rituals that require them to answer questions. Such effects are likely to operate within a tight window, as with Swim Leviathan&#039;s Depth, or provide very limited information.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 100px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Hirmok.png|caption=[[Hirmok|Hirmok, the Rune of Dominion]].}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Summoning Denizens===&lt;br /&gt;
* &#039;&#039;&#039;You cannot summon the denizens of a realm without the agreement of an eternal of that realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any ritual that transforms a mine, forest or mana site must summon denizens of the realm to work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A handful of rituals draw on [[inhabitants of the realms]] in some way. Common examples include [[Quickening Cold Meat]], [[Knights of Glory]], [[Clarion Call of Ivory and Dust]], [[Conclave of Trees and Shadow]], and [[Carve the Crystal Guardian]]. Such rituals cannot be created without the assistance of an eternal of the appropriate realm. In most cases, the [[inhabitants of the realms]] that are called forth are heralds, guardians or drudges that are in service to the eternal who supports the ritual. Without their patronage, there are no minions to call on. In other cases, the ritual calls spirits from a specific part of a realm, a land or location controlled by the eternal and which cannot be accessed without their permission. Whatever the reason, it is not possible to create a ritual that summons creatures from a realm to act in the mortal world without the aid of an eternal.&lt;br /&gt;
&lt;br /&gt;
Rituals that transform a [[forest]], [[mine]] or [[mana site]], allowing them to act as military units or similar, are not possible without calling heralds or similar from an appropriate realm. This means it is not possible to create a ritual that transforms a forest, mine or mana site into a military unit without the aid of an eternal and it is never possible to transform mundane resources like a [[congregation]] using ritual magic.&lt;br /&gt;
&lt;br /&gt;
==Rituals that deal with Eternals==&lt;br /&gt;
The following formulaic rituals are widely known to deal directly with an Eternal. In many cases, the [[#Assurance|assurances]] involved in these rituals were lost or known to only a limited number of scholars. A project by the [[Unfettered Mind]] [[Conclave order]] in 385YE and 386YE recovered the details of many of these rituals&#039; assurances and made them common knowledge once again.&lt;br /&gt;
&lt;br /&gt;
Rituals with an &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt; are part of [[Urizen lore]] rather than [[Formulaic_ritual#Imperial_Lore_and_the_Ritual_List|Imperial lore]]. Rituals that are defunct - either withdrawn by the eternal or no longer functional - have a line through them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&#039;wikitable mw-collapsed mw-collapsible sortable&#039;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Ritual&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Eternal&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Explanation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Realm&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mag.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Before the Throne of Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Swaps raw materials for Autumn mana.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Ephisis&#039; Scale]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ephisis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows trade with the eternal Ephisis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Balanced Scales of Lann]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ephisis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Autumn lore for a season, and allows the trade of metal for magical power.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fire on the Water]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Estavus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Draws on a contract with the House of Fire and Flame to gain their aid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Autumn&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Wellspring of the High Peak]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ossegrahn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trades measures of ambergelt with an eternal to produce Spring vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Fire in the Blood]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Arhallogen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 1 rank of spring lore, and additional prowess with venomous rituals for a season, at the cost of lasting venom&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forge the Wooden Fastness]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Irra Harah]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in a forested region&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Spring&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[From the Mouths of Babes]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to the eternal Meraud.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Noble Mien of the Hawk Lords]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Summer lore for a Season and additional prowess when performing powerful rituals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Raise the Dragonsworn Cohort]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Adamant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Provides a powerful military unit for a season in return for a mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Challenge the Iron Duke]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Barien]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Binds an Eternal to provide a challenge and a reward&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Hook of the Hoarfrost Guardian]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants four strikedowns a day with a pole-arm for a season&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Golden Ramparts]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Meraud]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons servants of Meraud to defend a fortification. It increases the defensive strength of a fortification by 1500 points.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Frozen Citadel of Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Cathan Canae]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in mountainous region in a territory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Stone&#039;s Unyielding Defiance]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Adamant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enchants a fortification, repairing it and increasing the combat strength by 1,500 for a season&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Knights of Glory]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Eleonaris]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summons supernatural troops to enhance a campaign army&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Summer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Treacher&#039;s Quill]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to the eternal Agramant&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tribute to the Thrice-Cursed Court]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_Thrice-cursed_Court|The Thrice-cursed Court]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trades crafted items for Winter mana&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Mark of Agramant]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Places an enduring magical mark on a target that can only be detected with detect magic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Pallid Flesh of the Dead King]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[The_Thrice-cursed_Court#Tharim|Tharim]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants three ranks of endurance for a season at the cost of persistent venom.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Unleash the Beasts Within]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;grants significant strength to a military unit that supports an Imperial army&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Crimson Feast]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Target gains three ranks of endurance for a season.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clarion Call of Ivory and Dust]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kaela]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Conjures unliving winter troops to greatly enhance the rank of a military unit when fighting in support of an army.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sorin&#039;s Rite of Agony]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants 1 rank of winter lore for a season, and additional prowess with curses, at the cost of an unhealing wound&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Thirst of the Devourer]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants a target the ability to heal themselves when they successfully deliver an IMPALE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Loosen the Shackles]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Agramant]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enchants a campaign army, changing its quality and filling soldiers with murderous intent&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[The Basalt Citadel]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a temporary supernatural fortification in ruined region in a territory&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Quickening Cold Meat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Wise Rangara]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a force of animated corpses that enhance the fighting strength of an army by 1000 for a year.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;s&amp;gt;[[The Celestial Library]]&amp;lt;/s&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Phaleron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Delivers book or scroll to Eternal for possible destruction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Gift of Knowledge]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Phaleron]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Delivers book or scroll to Phaleron in return for prismatic ink&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Swim Leviathan&#039;s Depth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Leviathan]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Asks a specific question of the eternal Leviathan to divine a past cause or event that has led to a present-day state of affairs or consequence&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Kimus&#039; Glaring Eye]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kimus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants the ability to use repel on two targets at once&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Netweaver&#039;s Eye]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Roshanwe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Determines if someone has cast a specific spell or used a realm of magic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Crystaline Focus of Aesh]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kimus]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grants one rank of Day lore for a Season and additional prowess when performing divination rituals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Missive for Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sends a message to an Eternal&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Tithe of Bats]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Exchanges measures of iridescent gloaming and dragonbone for Night vis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;10&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Whispering Shadow Courtiers]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Whisper Gallery]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Enables limited communication with the Whisper Gallery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Clear Counsel of the Everflowing River]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sung]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seeks aid from the eternal Sung in solving a mystery&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Distill the Serpent&#039;s Stone]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Azoth]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Creates a unique consumable alchemical item.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Dripping Echoes of the Fen]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sadogua]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Creates a temporary supernatural fortification in marsh territory.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Night&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sorin&#039;s Chastising Touch]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Sorin]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;	Grants a magician the ability to repeatedly call CLEAVE with a rod.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Winter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;s&amp;gt;[[Combing the Beach]]&amp;lt;/s&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Roshanwe]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Provides guidance from the eternal Roshanwe&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Day&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{{Magic Links}}&lt;br /&gt;
[[Category:Magic Theory]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rhianos&amp;diff=120011</id>
		<title>Rhianos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Rhianos&amp;diff=120011"/>
		<updated>2025-05-07T08:26:58Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Sobriquets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RhianosArt.jpg|title=The dolphin appears to be a fine symbol for Rhianos; seemingly friendly but with a well developed capacity for cruelty and violence when the mood takes him.|caption=The banners of the Regent of the Eternal Sea invariably depict sea creatures - &amp;lt;br&amp;gt;both mundane and fanciful.|align=left|width=400}}&lt;br /&gt;
==Eternal of Summer==&lt;br /&gt;
===Sobriquets===&lt;br /&gt;
Rhianos has been called both King Rhianos and Queen Rhianos, but the most common sobriquet appears to be &#039;&#039;Regent of the Eternal Sea&#039;&#039;. Rhianos is believed to have relatively close ties with magicians in [[Asavean Archipelago|Asavea]] and the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
As befits a changable and dynamic eternal, Rhianos collects names and sobriquets. They are also known as &#039;&#039;Foamfollower&#039;&#039;, &#039;&#039;Bottlenose&#039;&#039;, &#039;&#039;Lord (or Lady) Gullscry&#039;&#039;, &#039;&#039;Hornsounder&#039;&#039;, and &#039;&#039;Wind-at-the-Back&#039;&#039;, all names that present a positive, supportive aspect. In some parts of the world they are seen as having a more sinister aspect. For example in parts of the [[Sumaah Republic]] they are known by a title that translates roughly to &#039;&#039;Homebreaker&#039;&#039;, referencing the call to adventure which often causes folk to abandon their family in pursuit of glory and excitement. In parts of [[Varushka]] they are called &#039;&#039;Pathtwister&#039;&#039;, the one who ensures that travelers encounter dangers and challenges. A few old texts go further, and name the eternal &#039;&#039;Deathpiper&#039;&#039; claiming that their siren call of adventure lures the foolish and unwise into disaster.&lt;br /&gt;
&lt;br /&gt;
Rhianos appears to have more names than there are stars in the sky. Other sobriquets include &#039;&#039;Quicksilver&#039;&#039;, &#039;&#039;Dancing Merlin&#039;&#039;, &#039;&#039;Azure Songbird&#039;&#039;, &#039;&#039;Bright Zephyr&#039;&#039;, &#039;&#039;Golden Shatterspray&#039;&#039; &#039;&#039;Lightning Fish&#039;&#039;, &#039;&#039;Leaping Salmon&#039;&#039;, &#039;&#039;Waverider&#039;&#039;, &#039;&#039;Tiger&#039;s Eye&#039;&#039;, &#039;&#039;Stormchaser&#039;&#039;, &#039;&#039;Leaf-on-the-Breeze&#039;&#039;, the &#039;&#039;Auspicious Mariner&#039;&#039;, the &#039;&#039;King of the Nine Tides&#039;&#039;, the &#039;&#039;Master of the Far Shore&#039;&#039;, and the &#039;&#039;Lord of the Rolling Waves&#039;&#039;. There is a belief that his heralds like to make up new names for their eternal lord on the fly: his heralds deny this and claim that Rhianos simply &#039;&#039;likes&#039;&#039; names, especially ones with a dramatic cadence and a nautical or adventurous theme.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
Unknown within the Empire. Foreign magicians characterise them as being somewhat fluid in appearance - &amp;quot;changable as the sea itself&amp;quot;. While it is unlikely they are a shapeshifter in the way (for example) the eternals of Night are shapeshifters, it seems that Rhianos slips between masculine and feminine forms with ease, and adopts elements of many different marine creatures as they do so. Depictions in Asavea often include the lower body of a fish, dolphin, or serpent; vivid emerald green or sapphire blue hair and beard; multiple arms; additional octopus-like arms; webbed fingers; and the alien all-black eyes of a sea mammal. Regardless of outward appearance, Rhianos is described as being filled with a bottomless supply of &#039;&#039;joie de vivre&#039;&#039; and lust for life and adventure - as well as an endless capacity for wonder at new and exciting things, people, and vistas.&lt;br /&gt;
&lt;br /&gt;
The heralds of Rhianos encountered during the Winter Solstice appeared as blue-skinned creatures with sharp ears and golden markings.&lt;br /&gt;
&lt;br /&gt;
===Concerns===&lt;br /&gt;
Rhianos appears to be interested in the sea as a place that is full of, or leads to, adventure and opportunities to face and overcome great danger. Unlike many Summer eternals, Rhianos appears to perceive wealth as something that has value - especially if it is gained through heroism or daring - or under conditions of extreme danger. Yet they are not an Autumn eternal - Sarcophan traders have commented that the boons of Rhianos are tricky because they expect that once wealth has been gained it will be &amp;quot;spent&amp;quot; (or indeed &amp;quot;squandered&amp;quot;) on fine living, and to create more opportunities for adventure in the future. One Sarcophan ship&#039;s mage described the eternal thus &amp;quot;&#039;&#039;They are always moving, always moving. For Rhianos to stand still is the utmost torment. There is always a new thing to see, there is always a horizon stretching ahead of them. Regret, duty, introspection - these are less than ballast to Rhianos. Anything that weighs them down is discarded in a moment, forgotten before it has entirely sunk out of sight.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Boons===&lt;br /&gt;
It is likely that Rhianos possesses boons related to water, and to both real and fanciful qualities of the sea. Both Sarcophan and Asavean mariners have claimed that Rhianos offers a common boon that ensures any sea voyage will be &amp;quot;eventful but lucrative&amp;quot;. This sounds very similar to the [[enchantment]] Rhianos offered during Winter Solstice 380YE. The &amp;quot;[[Across the seven seas|lure of adventure]]&amp;quot; presented challenges and treasures to [[fleet|sea captains]] engaged in [[Fleet#Take_Independent_Action|privateering]] and [[fleet#Trade|trade]] during the Winter Solstice 380YE.&lt;br /&gt;
&lt;br /&gt;
According to some scholars, Rhianos also provides martial boons to those they favour, but these boons are always distinctly personal in nature. There appears to be no large-scale enchantment that enhances the ability to engage in warfare for example. More than other eternals of Summer, Rhianos seems to favour the individual over the group, the champion over the soldier.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_tale_that_speaks_to_your_heart&amp;diff=118815</id>
		<title>The tale that speaks to your heart</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_tale_that_speaks_to_your_heart&amp;diff=118815"/>
		<updated>2025-04-17T15:51:39Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Autumn]][[Category:Recent History]][[Category:Foreign Nations]][[Category:Sumaah Republic]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Tipoa sat in the little trellis garden, its balcony overlooking the Holy City. One of the little raptors her Cardinal kept here - as pets but also, she was certain, to unsettle the unwary - nuzzled at her pocket. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Clever girl&amp;quot;, she thought, and pulled out the strip of meat she&#039;d brought for just this moment. She tossed it into a corner, and the feathered beast chittered to itself happily and ran after the morsel. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;She&#039;s getting large&amp;quot;, she remarked, and sipped her cocoa.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes&amp;quot;, intoned the Cardinal, sitting opposite her with their own steaming mug. &amp;quot;Not much longer and we shall have to see about moving her to larger accommodations. But let us return to the matter at hand. You were inspired by the Casinean reports, then?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters little, I think, what inspired &#039;&#039;me&#039;&#039; the most. Certainly the tale of Amika is the more rousing of the two! But...&amp;quot; Tipoa shuffled the papers of her report that she had lain before the Assembly earlier that day. &amp;quot;There is creditable virtue here in both cases, and while both I and my colleague had... questions, I believe they have more or less been answered to the satisfaction of - well, I was not conducting the same inquiry that the Assembly of Ambition was. You asked me to look into the matter, and there it is. They are serious candidates both.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The little raptor was back, and this time it was the turn of the Cardinal to toss a meat strip into the shade of their apartment. &amp;quot;I agree. There is little question that as reported both acted with virtue. Amika was a singular individual.&amp;quot; They smiled. &amp;quot;And, as your report identifies, that is the issue. A singular individual caught in a nexus of historical opportunity... are they inspirational? Not just to you, to us, but to the soul that seeks virtue under Asav&#039;s yoke? I think you already know the answer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tipoa nodded. &amp;quot;Alberto was an ordinary person who stood by his convictions when he did not have to. There is loyalty to his cousin there, but - but there is a bravery there too. It made me wish for the same bravery in the face of opposition. He died for what he knew to be right.&amp;quot; She shivered. &amp;quot;I was reminded of the time I was sent to conduct that excommunication of - I cannot quite remember the details now. The Imperial Ambassador who had slighted us, you sent me to... well. When I delivered our judgement, I thought I would surely be struck down, but I made myself do it all the same. Yet I nearly ran! I am not ashamed to admit it, because I did not, but I nearly did. I learned, that day, the limits of my own courage. Alberto faced much greater peril and yet he stood firm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You see something in the tale that speaks to your heart. I feel it too. There is virtue in both, but Alberto&#039;s story - especially if presented properly and clearly - there is something here that could light fires across Asavean satrapies, I think.&amp;quot; The Cardinal nodded. &amp;quot;You&#039;ve done well, and the rest will be in other hands. Perhaps it is time to revisit that promotion? You should prepare yourself for evaluation.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The meeting was over at that - the Cardinal never used more words than they needed to, and their servants quickly learned the meanings in every syllable.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ma&#039;am.&amp;quot; Tipoa stood. &amp;quot;Utredare Tipoa reporting, then. Investigation closed.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The feathered raptor chirruped its approval.&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 Pride.png|caption=The High House of [[Pride]] takes the lead on much of the [[Sumaah Republic]] diplomacy with other nations.|align=left|width=350}}&amp;lt;/div&amp;gt;{{audio|link=https://www.youtube.com/watch?v=4gW3AgwNfDs}}&lt;br /&gt;
{{PDFLink|align=right|link=File:The tale that speaks to your heart.pdf|caption=Click for pdf version}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Among the six great powers, the [[Sumaah Republic]] are simultaneously rivals to, and uneasy allies of, the Empire. Their shared practice of the Way both unites them through virtue, and divides them through disagreements about how the faith should be practiced and spread. The [[Liberty Pact]], of which they are founding members, has helped strengthen their ties to the Empire, as has their involvement in direct action against those who propagate the abhorrent practice of slavery. Much of their strength at the moment is committed to war with the [[Asavean Archipelago]], but they are no less committed to spreading the Way through the entire world even with idolatrous navies at their very door.&lt;br /&gt;
&lt;br /&gt;
The Sumaah ambassador to the Empire is &#039;&#039;Oxtitocszin&#039;&#039;, who holds the rank of Censor of wood, metal and stone and is a member of the High House of Pride (the Sumaah equivalent of the Pride Assembly, but with significantly more responsibility and leeway to pursue foreign diplomacy). They advise not just the Sumaah &#039;&#039;präster&#039;&#039;, but the House of the People (the Sumaah equivalent of the Imperial Senate). By all accounts they are an even-handed, level-headed individual, and a devout practitioner of the Way.&lt;br /&gt;
{{Nation|nation=[[Sumaah Republic]]|status=Foreigner|port=[[Sumaah_Republic_ports#Zemeh|Zemeh]]|ambassador=Accalon of [[Highguard]]}}&lt;br /&gt;
&lt;br /&gt;
==War in the West==&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah remain at war with the Asavean Archipelago&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets fight alongside Sumaah vessels, especially those of the &#039;&#039;Frieøyer&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The House of People and the Houses of Virtue have put aside funds to reward Imperial fleet captains for their aid, while the &#039;&#039;Frieøyer&#039;&#039; are showing their gratitude in their own way&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial traders find the port of Zemeh additionally profitable&#039;&#039;&#039;&lt;br /&gt;
The Sumaah Republic [[Guide_the_spirit#Virtuous_War|remains at war]] with the forces of the [[Asavean Archipelago]]. The Plenum has pledged that they will not stop until they have appropriate retribution for the Sumaah role in the [[Mosaic|attack on Chalonsio]] by burning a Sumaah city much as they did [[A beacon of smoke|Siroc]], but so far the Sumaah have managed to prevent them from doing so. In part this is due to [[Guide_the_spirit#Oceans_and_Ships|Imperial naval support]] for the Sumaah. Imperial efforts to [[Questions_of_virtue#Rage_of_the_Corsairs|thwart the Asavean blockade of Zemeh]] have been greatly appreciated, and as of the Summer Solstice have also been greatly expanded. During the summit, &#039;&#039;&#039;Maarit Suvidottir&#039;&#039;&#039; raised a [[mandate]] in the General Assembly to send &#039;&#039;&#039;Isolde Hannasdottir&#039;&#039;&#039; to urge virtuous Imperial sailors and captains to journey to Sumaah and help them resist the depredations of Asavean pirates. Ships from every nation except [[Varushka]] and [[Urizen]] - thanks to the mandate not receiving a [[greater majority]] - now make the trip west to support the Empire&#039;s ally in the Liberty Pact.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 350px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Accalon5901.jpg|caption=&#039;&#039;&#039;Accalon of Felix&#039;s Watch&#039;&#039;&#039;, Ambassador to the Sumaah Republic|align=right|width=350}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The House of the People, the Sumaah equivalent of the Imperial Senate, welcomes these captains. They&#039;ve set aside a fund of money each season to recompense the captains, and the House of Prosperity has ensured that every captain who wishes it receives a small amount of liao to support their virtue. The &#039;&#039;Frieøyer&#039;&#039; - the descendants of those pirates [[Zemress#A_Tale_from_Sumaah|converted by Zemress]] to the Way - have gone further. They offer berths and repairs to any Imperial ship that visits one of the many small ports that dot their island home. In the spirit of Zemress, they also share the bounties they seize from the Asaveans with those who fight alongside them. As such, a standard imperial fleet without any [[fleet#upgrade|upgrades]] or [[enchantment|enchantments]] that takes part in the [[voyage]] in the west will receive 96 rings, 3 doses of liao, an ingot each of Asavean [[orichalcum]], [[tempest jade]], and [[iridescent gloaming]], and two bottles of &#039;&#039;Frygtede øglebryg&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The latter is a unique preparation that roughly translates as &amp;quot;Basilisk Brew&amp;quot; - a popular healing elixir favoured by the &#039;&#039;Frieøyer&#039;&#039; that is particularly potent when used by those [[dedication|dedicated]] to the Virtues. Its recipe is a closely guarded secret of the &#039;&#039;Frieøyer&#039;&#039;, who make great use of it when fighting on board ships, and 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;
&lt;br /&gt;
The [[Authority and acceptance#Red Sails|Asavean attacks]] on ships trading with the Empire have had greatly reduced impact on Sumaah traders as a direct consequence of Imperial commitments in the west. It is still challenging for Sumaah vessels to reach Imperial ports however, but the House of the People and the High House of Prosperity are working together to devise a way to support trading ships without weakening the defence of their coast. Censor Oxtitocszin believes that as long as a significant force is able to support the Sumaah in their own waters - they estimate an effective fighting strength of 3000 each season - they will be able to resume full trade with the Empire (restoring at least some of the money lost to the Imperial treasury from tariffs).&lt;br /&gt;
&lt;br /&gt;
At the minute, a combination of demand for Imperial imports and gratitude for the fleet presence in the Sea of Salt means that any trading vessel visiting the port of Zemeh will trade there as if it were one rank higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; A reasonably phys-rep for the &#039;&#039;oilybrag&#039;&#039; resource received by fleets helping fight the Asaveans in the Sea of Salt might be flat cola or a similar sweet, sticky, brown liquid, in a potion bottle.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Wintermark.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wintermark Willing==&lt;br /&gt;
* &#039;&#039;&#039;The Wintermark assembly also raised and endorsed a mandate to offer aid to Sumaah&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The House of Pride has arranged a small gift in thanks, to be delivered by the Ambassador&#039;&#039;&#039; &lt;br /&gt;
During the Summer Solstice, &#039;&#039;&#039;Rafe&#039;&#039;&#039; of [[Wintermark]] raised a mandate to support Sumaah [[386YE_Summer_Solstice_Synod_judgements#Judgement_84|endorsed by the assembly]]. In the end, it was superceded by that of Maarit Suvidottir, but it does not go unnoticed. The House of Pride has made a point of putting together a package of twenty liao and asked that the Ambassador deliver it to Rafe with their thanks. A rare &#039;&#039;Frieøyer&#039;&#039; &#039;&#039;Präster&#039;&#039; dedicated to Pride rather than Prosperity has insisted on including four bottles of &#039;&#039;Frygtede øglebryg&#039;&#039; as well. The package should be available for the ambassador to pick up from [[Anvil#The_Hub|the Hub]] during the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
==Liberty and Freedom==&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah are signatories to, and founder members of, the Liberty Pact&#039;&#039;&#039;&lt;br /&gt;
The Sumaah attitude to the [[Liberty Pact]] has not changed since [[Guide_the_spirit#The_Liberty_Pact|last season]]. They remain keen to drop the nation of [[Axos]] from the pact, arguing that the Pact would be more decisive if it was led by Sumaah, the Empire, and the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
There is some interest in what the Empire intends to do about the so-called &#039;&#039;Freedom Accord&#039;&#039;, but the House of the People sees no need for a joint venture. The Freedom Accord is about slavery. It is supported by the blasphemous, heretical, idolatrous Asavean Plenum and the spiritually bankrupt [[Principalities of Jarm]]. Anyone who joined in such an alliance would simply declare themselves an enemy of the Liberty Pact, an enemy of virtue, and a supporter of slavery. If any smaller nation in the Sumaah orbit attempted to do so, they would ensure they thought again or faced the fate that should befall any unvirtuous people. Either a nation is virtuous - which means they see slavery for the evil that it is - or they should be made virtuous. Presumably the Empire has the same ability as Sumaah to ensure their neighbours know the importance of not allying with slavers?&lt;br /&gt;
&lt;br /&gt;
==On Ritual Magic==&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah are pleased to receive two fortification supporting rituals from the Empire &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sevenfold Path and Rod and Shield will now gain a bequest of liao in thanks for the rituals&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are interested in rituals that help support or defend against spies and scouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Oxitocszin addresses incorrect rumours that the Sumaah have contact with Yaw&#039;nagrah&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=OrderSevenfoldPath.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=OrderRodAndShield.jpg|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Censor Oxitocszin expresses their thanks to the [[Imperial Conclave]] for providing them with not [[386YE_Summer_Solstice_Conclave_sessions#Dissemination:_Hammers_of_the_Brilliant_Shore|one]] but [[386YE_Summer_Solstice_Conclave_sessions#Dissemination:_Stalwart_Stand_on_Solid_Ground|both]] of the ritual texts they asked for. &#039;&#039;&#039;Albrecht von Holberg&#039;&#039;&#039; secured the funds to disseminate [[Hammers of the Brilliant Shore]] on behalf of the [[Sevenfold Path]] and [[Stalwart Stand on Solid Ground]] was [[dissemination|disseminated]] thanks to the [[declaration]] of [[Grandmaster]] &#039;&#039;&#039;Sakari Nightscale&#039;&#039;&#039;. In accord with the agreement made, the Sumaah people undertake to provide the vaults of the two orders with ten vials of [[liao]] apiece going forward.&lt;br /&gt;
&lt;br /&gt;
Ambassador Accalon indicates that Imperial magicians are prepared to trade additional rituals as well. There is significant discussion in Sumaah about the offer to provide [[Foam and Spittle of the Furious Sea]]. Wizards of the republic are not by all accounts well-versed in large-scale curses such as this, and their mastery of [[Spring magic]] lies much more in the area of healing and support. The ritual has obvious strategic use against the Asaveans, whose military strength is tied up in their [[Imperial navy|navies]]. In the end, however, Oxtitocszin declines the ritual. While the House of Courage is enthusiastic about the potential of the rituals to damage Asavean ships, the Houses of Prosperity and Vigilance are both deeply concerned about the implications for virtuous citizens in the territories targetted by the curses, and the House of the People likewise worries about the impact on Sumaah traders and fisherfolk.&lt;br /&gt;
&lt;br /&gt;
[[Rivers of Life]] is interesting, but again the Sumaah decline. The ritual is powerful, and much less economically dangerous than the other Spring curse, but the House of Wisdom expresses concern about its impact on the vibrant plant and animal life of Sumaah. Given the sheer size of some of the creatures that roam Sumaah territories, such as the dire panthers that prey on the great drakes, there are lurid arguments about the potential side effects of infusing them with supernatural fertility. More significantly, as near as Sumaah wizards can tell the ritual works by pouring huge amounts of barely constrained Spring magic into an area. On balance, the Sumaah are not prepared to risk its use.&lt;br /&gt;
&lt;br /&gt;
The Sumaah have rituals that allow them to scry territories, and make use of a ritual similar to [[Drawing the Penumbral Veil]] that is apparently a little less potent but also more subtle on the rare occasions they need to shroud an area from enemy spying. What attracts interest, however, is talk of rituals that help and hinder [[spy network|spy networks]]. As long as those rituals do not draw on the power of an [[eternal]], they would like to know more. What would the Empire want in return?&lt;br /&gt;
&lt;br /&gt;
One thing that is &#039;&#039;not&#039;&#039; available for trade at this time however is the ritual casually referred to that is a more potent version of [[Mantle of the Golden Orator]]. Censor Oxitocszin explains that while the Empire and Sumaah are united in the Liberty Pact, and share many articles of faith in common, the two nations are still ultimately rivals in the matter of the Way. It would be neither Wise nor Ambitious to share a tool that gives the Sumaah an edge over the Empire in the great endeavour to share the orthodox Way with the world.&lt;br /&gt;
&lt;br /&gt;
Another matter that comes up largely by accident is that Censor Oxitocszin mentions hearing that the Empire believes the Sumaah have a close relationship with the eternal the Empire knows as [[Yaw&#039;nagrah]]. They wish to lay that rumour to rest if possible. The &#039;&#039;Green Mother&#039;&#039; is judged far too dangerous to deal with, given the creature&#039;s obsession with indiscriminate growth and [[spring magic#Chaos|chaos]]. It is possible that this misunderstanding arose because there are Sumaah wizards who &#039;&#039;do&#039;&#039; have at least a distant relationship with [[Ossegrahn]], who for some centuries was practically forgotten in the Empire. The Censor of Wood and Stone is quick to remind the Empire that virtuous Sumaah are &#039;&#039;very&#039;&#039; cautious in their dealings with eternals of &#039;&#039;any&#039;&#039; realm, particularly the Spring realm, and that none would consider meeting one or their representatives without the guidance of a Präst.&lt;br /&gt;
&lt;br /&gt;
==Spittle and Sharks==&lt;br /&gt;
* &#039;&#039;&#039;A combination of Asavean privateering, war in the Sea of Salt, and the Children of Wrecks are impacting Sumaah trade with the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The House of Pride asks that the ambassador deliver a spiritual reward to the warriors who helped rescue &#039;&#039;Präst Kauitalic&#039;&#039; from the Children of Wrecks&#039;&#039;&#039;&lt;br /&gt;
The discussion of Spring magic leads naturally into talk of the [[Children of Wrecks]]. Oxitocszin thanks Ambassador Accalon for warning about potential dangerous curses in Imperial waters, but suggests that a bigger impediment to trade with the Empire is the combination of the Asavean privateering and the war in the [[The_seven_seas#Sea_of_Salt|Sea of Salt]]. As mentioned [[#above|above]], however, as long as enough Imperial fleet captains help to balance the forces in the west, it will be easier for Sumaah merchant vessels to reach the Empire unmolested and restore at least some trade. &lt;br /&gt;
&lt;br /&gt;
The recent successful efforts of the Ambassador on behalf of the Republic, to rescue &#039;&#039;Präst Kauitalic&#039;&#039; from the pirates known as the [[Children of Wrecks]], have been praised in the House of the People and presented as another example of the way the two nations can support one another. Kauitalic is a promising up-and-coming leader in the Sumaah Republic - a galvanising spark in the ongoing struggle against Asavea - and their loss would have been a true tragedy. Ambassador Accalon has said that they have seen to it that those who treated Kauitalic after the rescue have been identified, and are properly paid, but the High House of Pride asks that the Ambassador also track down those warriors instrumental in rescuing the &#039;&#039;präst&#039;&#039; and arrange for each of them to receive either a [[dedication]] or a virtuous [[aura]] of their choice to recognise their work. If the Ambassador is prepared to do this, the Sumaah will contribute one liao for each individual. All the Ambassador need to is tell them how many people were involved and reassure them the reward has been delivered.&lt;br /&gt;
&lt;br /&gt;
The Civil Service note that while Oxitocszin is not personally familiar with the Sentinel Gate, the Sumaah obviously understand something of how it works. Oxitocszin will be expecting to provide somewhere in the region of 50 liao and anything significantly more than that may be queried.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Courage.png|caption=The Sumaah investigators find the [[Courage|Courageous]] actions of Alberto Acciai especially inspirational.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Alberto, Amika, and Asavea==&lt;br /&gt;
* &#039;&#039;&#039;Sumaah continue to involve themselves with pilgrims of the Way in Asavea, but the war with the Plenum means their efforts are less impactful than those of the Empire at the moment&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah have begun the process of recognising Alberto Acciai as an exemplar of Courage&#039;&#039;&#039;&lt;br /&gt;
The Sumaah Republic has long had a degree of influence among secret followers of the Way in the Asavean Archipelago. Their ability to wield that influence has always been a little limited, due to their insistence on a degree of orthodoxy that makes it impossible for them to directly aid many [[Bands#Sects|sects]]. Their efforts have also been suffering recently due to open warfare but also paradoxically due to the efforts of the Empire. The Asaveans make no distinction between Imperial missionaries and Sumaah präster when it comes to flinging them off cliffs. The Sumaah do not resent the Imperial involvement however - far from it. It is clearly a grand Ambition of the Sumaah to convert as many of the Asaveans as possible to the Way, and then help them to overthrow the Plenum and the blasphemous, heretical temples of the false gods. The current war with Asavea does not change that - the Sumaah continue to pour whatever resources they can spare into spreading the Way because to do otherwise would be a profound failure of Courage, Ambition, and Pride.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice, two Sumaah investigators visited [[Anvil]] to speak to Imperial priests about the stories of two Asavean pilgrims involved in inspiring rebellious action in the Archipelago. After they bring their report back to Sumaah, there is the obligatory process of discussion, argument, and scrutiny. The Sumaah are generally slow to recognise new exemplars and paragons, taking significantly more time to weigh up the story and life of an individual before they declare them a true inspiration. For now though, Oxtitocszin reports that the findings of the Houses of Courage and Ambition are clear. From what the Empire has said, both  Amika and Alberto Acciai acted virtuously and inspired others.&lt;br /&gt;
&lt;br /&gt;
The situation in Sumaah however mirrors that in the Empire almost exactly in that the Houses of Virtue do &#039;&#039;not&#039;&#039; recognise Amika Acciai as an exemplar, but &#039;&#039;do&#039;&#039; recognise Alberto Acciai as likely being an exemplar of Courage. The process of making someone a truly recognised exemplar is more convoluted than it is in the Empire, but the Sumaah are exploring Alberto, not Amika. The main reason is that while Amika is clearly inspired and inspirational from their commitment to their cause, Sumaah opinion is that it is the more direct, Courageous example of Alberto that will ultimately have the greatest effect on Asavea and the spreading of the Way. The direct, open action of Alberto also likely resonates well with the Sumaah&#039;s own history of overthrowing the Asavean occupation by force of arms and bold action.&lt;br /&gt;
&lt;br /&gt;
There&#039;s no suggestion of animosity, schism, heresy or anything else here. The Sumaah do not deny that Alberto is inspirational, only that they are not recognised as an exemplar. The fact the Empire &#039;&#039;has&#039;&#039; [[386YE_Summer_Solstice_Synod_judgements#Judgement_4|recognised Amika]], but [[386YE_Summer_Solstice_Synod_judgements#Judgement_20|not recognised Alberto]], is seen simply as a reflection of the fact that the two nations view the Way differently. It&#039;s also clear that the Sumaah Houses of Virtue are not closing the door to Amika - they will simply wait and see how long the legacy of the firebrand leader of the rebellion lasts, and how many souls it touches. It appears that in Sumaah at least it is very rare to recognise anyone as an exemplar or paragon until at the very least a decade after their death when the true impact of their lives can be better assessed.&lt;br /&gt;
&lt;br /&gt;
More importantly, while Sumaah and the Empire disagree as to &#039;&#039;which&#039;&#039; Acciai is the exemplar, they both agree that the rebellion they inspired was virtuous and worthy of inspiration. As news that the two great virtuous powers have effectively endorsed the Asavean founders of the recent rebellion spreads, it will in turn draw more Asaveans and Asavean slaves to the Way. The House of Pride is in absolute agreement with the Imperial Ambassador on one thing in particular. While Sumaah would rather the people of Asavea look to Timoj than Bastion for their understanding of the Way, it is ultimately more important that they are shown the truth and given all the aid they need to cast off the twin evils of slavery and idolatry. In that, at least, the two Synods are surely in agreement.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Vigilance.png|caption=There is a great deal of concern about the revelation that the Imperial paragon of [[Vigilance]] [[Vardas]] was a fictional character.|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saul and Vardas==&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah have little knowledge of Saul of the Cora&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The House of Courage is open to investigation of Amaa the Wanderer&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The matter of Vardas is one of significant concern to the Sumaah, although they do not consider them to be a paragon themselves&#039;&#039;&#039;&lt;br /&gt;
Ambassador Accalon made some inquiries of their opposite number regarding a shell bracelet, apparently associated with an Imperial missionary known as [[Saul of the Cora]]. Oxtitocszin regretfully reports that the Sumaah know little about Saul and nothing about a particular bracelet. There is a story that has been reported a few times by Sumaah missionaries who have spoken to slave [[sects]] in the northern Archipelago about a man who brought a message of hope and the power of the human spirit, but was captured by agents of the Plenum and sacrificed. Specific details differ, but each tale agrees that the man escaped the judgement of the Asavean priests. Some say he transformed into a flock of coloured birds that scattered in all directions, others that he became sea-foam rather than drowning, and one tale says that three &#039;&#039;[[The_lives_you_love_to_lead#The_Ilotari_and_the_Imperial_Menagerie|leomarids]]&#039;&#039; emerged from the water where he fell and carried him to safety and that he still walks the shoreline telling his virtuous tales to any who can find him. The Sumaah have far fewer contacts in the northern Archipelago, especially since the short-lived civil war, but if they learn more of the sect or the bracelet they will be certain to pass it to the Ambassador. This would be made easier if the Ambassador could share more details about Saul of the Cora with Sumaah scholars.&lt;br /&gt;
&lt;br /&gt;
There is also interest in talk of &#039;&#039;Amma the Wanderer&#039;&#039;, the exemplar of Courage recognised by the Sumaah that some scholars believe may be [[Adelmar the Lion]] by a different name. While Ambassador Accalon says the most recent piece of evidence comes from an [[eternal]], which gives the Sumaah pause, the House of Courage remains interested. Oxtitocszin vouchsafes that if Imperial scholars were to investigate the matter to see if they could prove a connection one way or the other; regardless of the outcome the inspiration of Amaa would be brought to the Empire. The House of Courage would be more than happy to cooperate on such an endeavour, whether by the secular scholars who report to the [[Minister of Historical Research]] or the virtuous researchers under instruction from the [[Lepidean Librarian]]. &lt;br /&gt;
&lt;br /&gt;
Talk of the Lepidean Librarian, however, leads on to a much more serious matter. The Ambassador also made the astonishing claim that the work of the Empire&#039;s Lepidean Librarian has uncovered that the Vigilant paragon Vardas was not in fact a real individual, but rather a collection of tales of other [[warden|wardens]] intentionally misrepresented by the chronicler Ion. Oxtitocszin passes along requests from both the House of Vigilance and the House of Wisdom, both of whom would like to see the evidence of the past life vision that proves this. Vardas is not a paragon renowned in Sumaah, but his name is at least known there. Oxtitocszin believes that they are a pivotal figure in Imperial understanding of Vigilance, and understands the dire implications of discovering that an inspiration is in fact false. While Sumaah präster may disagree on the exact role of paragons and exemplars in the Way, they are generally in agreement that the fundamental humanity of an inspiration is key to their role &#039;&#039;as&#039;&#039; an inspiration. To find one has been made up out of whole cloth, and a paragon of Vigilance at that... &lt;br /&gt;
&lt;br /&gt;
The Civil Service mention that both the research done by &#039;&#039;&#039;Jared of the Suns of Couros&#039;&#039;&#039; into the life of [[Saul of the Cora]] and the more recent document about the &#039;&#039;[[Life of Vardas]]&#039;&#039; commissioned by &#039;&#039;&#039;Hazelelponi of the Shattered Tower&#039;&#039;&#039; are available for general consumption. Should the Ambassador wish to do so, copies could be prepared and dispatched to the [[Necropolis#The_Sumaah_Embassy|Sumaah embassy]] in [[Necropolis]] at negligible cost. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; If the Ambassador says they have done this in their letter to Oxtitocszin, we will assume the civil service have done so at their request. If they wish to provide only parts of the research, they will need to find another method of delivering them).&lt;br /&gt;
&lt;br /&gt;
==Commitment and Virtue==&lt;br /&gt;
* &#039;&#039;&#039;The letter of Emperor Vesna has been well received in Sumaah&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;An emissary will visit Anvil at TBC to deliver the gift &lt;br /&gt;
Oxtitocszin has one final note, as they offer formal thanks to [[the Throne|the Imperial Throne]] &#039;&#039;&#039;[[Emperor Vesna|Emperor Vesna Borkovna Prochnost]]&#039;&#039;&#039; for their official letter. It&#039;s contents have been conveyed to both the House of the People, and to all the High Houses of Virtue. The acknowledgement there of the special relationship between the two nations lead to some debate, but the outcome of those discussions was broadly positive. While the Empire and the Republic might disagree on the details, the broad commitment of the two nations to upholding and spreading their individual visions of the Way throughout the entire Known World and beyond cannot be questioned. Along with their distant allies in the [[Commonwealth]], the [[Liberty Pact]] has shown what can be achieved when virtuous folk work together. As the Emperor says, &amp;quot;the Proud seek to build each other up and inspire each other to greatness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of particular note is the pledge that the Empire is still committed to ensuring every slave is freed. They applaud the Empire&#039;s efforts in Asavea in particular; the Sumaah know what it means to be subject to the hateful practices of the Nemorian temples and would not see &#039;&#039;anyone&#039;&#039; enslaved by blasphemous, idolatrous, heretics. The House of the People, the High Houses of Virtue, and the Sumaah Republic as a whole will not stop until the folk under the Plenum yoke are free to pursue their own destiny in virtue.&lt;br /&gt;
&lt;br /&gt;
The Censor of Wood and Stone also thanks the Throne for [[Guide_the_spirit#An_Appropriate_Apology|acknowledging the gift]] offered to Ambassador Accalon, and that it will not be seen as an attempted bribe, but a gesture offered to resolve a personal issue in which the ambassador&#039;s Pride was injured. Consequently, during the Autumn Equinox an emissary from the High House of Pride, on behalf of the Sumaah people, will visit Anvil to deliver the gift in person, to ensure that it does not go astray. The emissary will arrive at around TBC, and will seek out the Highborn camp to make the presentation.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sumaah Republic]]&lt;br /&gt;
* [[Guide the spirit]] - 386YE Summer Wind of Fortune discussing the diplomatic status of the Sumaah Republic&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Parts_of_speech&amp;diff=118814</id>
		<title>Parts of speech</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Parts_of_speech&amp;diff=118814"/>
		<updated>2025-04-17T15:51:03Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Ourndle, unfurled the scroll, holding it before him as if to read from it. In fact it was completely empty, they had been so busy of late that there hadn&#039;t been time for the calligraphers to produce a formal edit of the court rulings. Fortunately he knew the charges by heart and was able to recite them properly so that the True Gods could hear them and administer justice accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rebekah of Tamar&#039;s Fold, you have been found guilty of heresy. That you did deliberately and with stated intention denigrate and deny the majesty of the True Gods. You have been found guilty of espionage and treason. That you did deliberately and with stated intention seek to cast aspersions on the just rule of the Plenum and her faithful servants in the churches whose one solemn duty is to guide Asavea. You have been found guilty of aiding the Sumaah. That you did deliberately and with stated intention seek to conspire with that most wicked of nations whose one desire is the destruction of these resplendent isles, which they wish to see sink beneath the waves. The punishment for each of these crimes is death by drowning. Do you have any final words?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young woman raised her head and locked her gaze with the Asavean priest. She stared at him for a moment and then said &amp;quot;Consequences are the price of Ambition. In time even your soul &#039;&#039;will&#039;&#039; be saved. I am content that I have done everything that life permitted to make my sojourn to the Labyrinth a short one. Virtue demands we live our lives without fear of regret.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
His face wrinkled in obvious disgust and contempt. &amp;quot;Regret!?&amp;quot; he spat back. &amp;quot;My only regret is we can only execute you the once for your crimes. If the true gods see fit to return your soul to this world, do not bring your lies to this land again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A curt nod in the direction of the guards was all it took. The four executioners gripped the missionary firmly by the limbs, hoisted her into the air, and strode towards the cliff edge.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[change of doctrine]] that saw the old [[The_Doctrines_of_the_Faith#The_Doctrine_of_Human_Destiny|Doctrine of Human Destiny]] replaced by the [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Doctrine of Enlightenment]] represents a fundamental change to [[the Doctrines of the Faith]]. It accepts that &amp;quot;&#039;&#039;the power of virtue transcends the boundaries of soul, spirit, and species&#039;&#039;&amp;quot;, asserting that both [[orc|orcs]] and humans can gain strength from virtue. It also seems to imply that there is more to the pursuit of virtue than &amp;quot;just&amp;quot; speeding passage through the Labyrinth - scholars enthusiastically debate what it means for someone to &amp;quot;&#039;&#039;develop the strength, knowledge and enlightenment which marks their highest potential as thinking beings.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice, the [[Imperial Synod]] discussed the importance of spreading understanding not just of the words, but of the meaning, of the new doctrine to adherents of the Way who live beyond the Empire&#039;s borders. Two very different nations were prioritised. The [[Sarcophan Delves]] already has a rich community of pilgrims,  with more choosing to adopt the virtues since the construction of the [[Bishop_of_the_Navigators#Cathedral_of_the_Navigators|Cathedral of the Navigators]]. By contrast the [[Asavean Archipelago]] has increasingly chosen to actively suppresses the Way, and persecute it&#039;s followers. Caught between the two is the [[Sumaah Republic]]. The Empire&#039;s greatest rivals in the battle for souls have not denounced the new Doctrine, but neither have they embraced it, [[Part_of_this_together#The_Sumaah_Republic|urging caution]]. Yet it&#039;s impossible for the Empire to spread news of their revelation without coming into conflict with the more conservative beliefs of the Sumaah.&lt;br /&gt;
&lt;br /&gt;
Over the last three months, missionaries from every nation, but especially [[Highguard|Highborn]] [[wayfarer|wayfarers]], have departed Imperial shores to spread the word of the Doctrine of Enlightenment far and wide. While enthusiasm for this task spreads through eight of the ten nations, [[Varushka]] and [[Urizen]] priests are slower to respond. Only a handful have responded to the call to spread the Doctrine in Sarcophan, and while they have been keen to address pilgrims in Asavea, they did so only because the Assembly of the Nine urging represented a greater majority of Cardinals as representatives of their assemblies. Reasons for this reticence vary from priest to priest but fundamentally come down to the fact that none of the other mandates received a [[greater majority]] suggested that the Imperial Synod was not truly united on this matter.&lt;br /&gt;
&lt;br /&gt;
The work of the Imperial missionaries is still ongoing, but already starting to bear fruit.&lt;br /&gt;
{{SOP|statement=Doctrine is a living document that must change and grow as our understanding does. The Doctrine of Human Destiny has been weighed and found wanting. The Doctrine of Enlightenment provides a deeper understanding of the Way of Virtue. We send Tabris, son of Aemisael with 25 liao to urge adherents of the Way in Sarcophan to follow the lead of Bastion in embracing this change.|by=Tabris, Son of Armisael|vote=Upheld (1857-135)|when=Winter Solstice 385YE}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BishopNavigators.jpg|align=left|caption=As [[Bishop of the Navigators]], Tabris, Son of Armisael is charged with supporting followers of the Way in the Sarcophan Delves.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Sarcophan==&lt;br /&gt;
* &#039;&#039;&#039;Missionaries have encouraged acceptance of the Doctrine of Enlightenment in the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah have been critical of the Imperial missionaries&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tabris, Son of Armisael&#039;&#039;&#039; of the [[Highguard_groups#The_Navigators_of_Virtue|Navigators of Virtue]] both raised and enacted the mandate encouraging acceptance of the new Doctrine in the Sarcophan Delves. Belief in the [[Sarcophan_Delves#Religion|Houses of Silence]] is the dominant faith in the Delves - a belief most Imperial priests would consider [[Religious_crime#Blasphemy|blasphemous]] and [[Religious_crime#Heresy|heretical]] which preaches that the only true measure of a soul&#039;s worth is the accumulation of wealth. Still, the Way is the next largest established faith in the Delves, with the virtues of [[Prosperity]] and [[Ambition]] being particularly appealing to the mercantile culture of the  nation. The beautiful [[Bishop_of_the_Navigators#Cathedral_of_the_Navigators|Cathedral of the Navigators]] stands proudly in the &#039;&#039;Buitenlandsewijk&#039;&#039;, an area of the Delves where foreign investment is welcomed and encouraged. The massive white granite structure looms over everything else in the district with the exception of the &#039;&#039;House of Seven Ways&#039;&#039;, an equally impressive seven-stepped ziggurat built by the Sumaah Republic. Both nations are welcome to spread their faith in the Delves - because the bedelaar huisbaas take a similar pragmatic approach to religion that they do to almost everything else. Free trade sees no difference between belief and the price of apples.&lt;br /&gt;
&lt;br /&gt;
The part of the new Doctrine that seems to appeal most to the Sarcophan is that &amp;quot;&#039;&#039;through the practice of Virtue... humans develop the strength, knowledge, and enlightenment which marks their highest potential as thinking beings.&#039;&#039;&amp;quot; It appeals to the ambitious streak that runs through Sarcophan society. It speaks of reaping rewards in &#039;&#039;this&#039;&#039; life, rather than the next, and that&#039;s an appealing proposition even in a nation like Sarcophan that has a particularly complicated relationship with death.&lt;br /&gt;
&lt;br /&gt;
The parts that talk specifically about orcs have proved a little more contentious. The Sarcophan do not historically have the best relationship with their orc neighbours, any more than the Empire does. Orcs live in the swamps occasionally become a real threat to Sarcophan profits, at which point there will be a short but brutal war and then things will settle back into the status quo. The Doctrine of Enlightenment has caused some of the Sarcophan adherents of the Way to begin discussing an alternative approach, which is likewise proving contentious. What if, instead of writing the orcs off, they found a way to profit from them? The Sarcophan trade with &#039;&#039;everybody&#039;&#039; - why are they ignoring this untapped potential for profit just because of tradition? it&#039;s not clear what if anything will come with this - the divisions between the Sarcophan Delves and some of their neighbours (not just the orcs) are very deep, but once one accepts &#039;&#039;everyone&#039;&#039; has potential, it would be criminal to leave that potential untapped.&lt;br /&gt;
&lt;br /&gt;
One group of people do &#039;&#039;not&#039;&#039; appreciate the Imperial missionaries speaking of the Way on the streets of the &#039;&#039;Buitenlandsewijk&#039;&#039;, nor the impassioned sermons given at the Cathedral, preaching enlightenment and the way virtue can give one the strength to achieve one&#039;s highest ambitions. The Sumaah präster take a much more conservative view, and their noses are very much out of joint that the Empire has begun enthusiastically spreading their new ideas without spending several more years examining them and discussing them with their opposite numbers in Timoj. Arguments between missionaries are no longer uncommon in the &#039;&#039;Buitenlandsewijk&#039;&#039; and the Sarcophan authorities are keeping an indulgent, but vigilant, eye on the situation. The agreement with both nations requires them to remain civil, and to avoid &amp;quot;brawling in the streets.&amp;quot; For now that agreement is being honoured but the potential is there for things to become more heated, depending on how the Synods of these two nations proceed.&lt;br /&gt;
===Bishops and Navigators===&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Sarcophan Gifts&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&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;28 doses of liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 random herbs and 8 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50 doses of liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18 random herbs and 12 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;78 doses of liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24 random herbs and 16 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Bishop of the Navigators has gained an even larger ministry&#039;&#039;&#039;&lt;br /&gt;
One unexpected consequence of the decision to send the [[Bishop of the Navigators]] themselves to spread this mandate in the Delves is that the demand for [[liao]] has increased significantly. As such the Bishop&#039;s ability to [[Bishop_of_the_Navigators#Ministry|donate liao]] to the Cathedral&#039;s work has increased adding an additional ministry specifically dedicated to dealing with the poorer segment of Sarcophan Delves society. They don&#039;t have the kind of wealth their richer neighbours can contribute, but they are no less interested in receiving the &amp;quot;blessings&amp;quot; the Cathedral has to offer and if anything are even more enthusiastic about Ambition and Prosperity.&lt;br /&gt;
&lt;br /&gt;
In addition, every congregation preaching Prosperity or Ambition in [[Tassato]], [[Sarvos]], [[Necropolis]], [[Redoubt]], and [[Karsk]] (thanks to the [[Custodian_of_Ivarsgard_Docks#The_Sarcophan_Mooring|Sarcophan Mooring]]) will receive an additional 18 rings income in the coming season due to visitors from the Sarcophan Delves keen to see what all the excitement is about.&lt;br /&gt;
&lt;br /&gt;
===Participation: Sarcophan Delves===&lt;br /&gt;
If you are a priest character, regardless of whether you have congregation or any [[religious skills]] or own a [[congregation]], you are welcome to roleplay that you have spent time in the Sarcophan Delves preaching about the Doctrine of Enlightenment. The Cathedral of the Navigators amplifies Imperial voices, allowing them to reach many more folk in the city and its environs than they might do alone. &lt;br /&gt;
&lt;br /&gt;
If you are Tabris, Son of Armisael, Bishop of the Navigators, you are encouraged to roleplay that you have given a number of stirring sermons at the Cathedral in the &#039;&#039;Buitenlandsewijk&#039;&#039;, and have been loudly denounced as &amp;quot;hasty&amp;quot;, &amp;quot;ill-considered&amp;quot;, and &amp;quot;questionably Wise&amp;quot; by your opposite number in the Sumaah Republic.&lt;br /&gt;
&lt;br /&gt;
==Sumaah Republic==&lt;br /&gt;
* &#039;&#039;&#039;The Republic do not accept this change of doctrine... for now&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will encourage those who look to Timoj to retain the Doctrine of Human Destiny&#039;&#039;&#039;&lt;br /&gt;
True to their word, the Sumaah Assemblies have enacted a mandate urging Sumaah missionaries, and those who look to [[Sumaah_Republic#Timoj|Timoj]] for guidance, to both reject the Doctrine of Enlightenment and retain the Doctrine of Human Destiny &amp;quot;&#039;&#039;until such time as this tumultuous change has been weighed, considered, and judged by the virtuous&#039;&#039;.&amp;quot; None save the most incendiary are condemning the change; indeed some priests believe the Doctrine of Enlightenment is almost certainly superior to the Doctrine it replaced because it accepts the idea that virtue can help &#039;&#039;anyone&#039;&#039; achieve their destiny. But the change has been made &amp;quot;too quickly&amp;quot; for many in the conservative Synod of Sumaah. If the Empire were trying to force this change on the Sumaah they would push back much more decisively. As it is they recognise it simply as another difference in the approaches the two Synods take to the world, and the spread of the Way. Indeed, some relish the opportunity to &amp;quot;compete&amp;quot; with the Empire directly - both presenting their view of the  Way and seeing who will be most successful.&lt;br /&gt;
&lt;br /&gt;
The Imperial Synod has stolen a march on the Sumaah, however. They have had a whole season to spread the Doctrine of Enlightenment before Timoj has been able to respond. While the spread of the Doctrine will be slower now, the Empire has a head start that should not be underestimated.&lt;br /&gt;
===Trade in Liao===&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah Synod is discouraging the sale of liao to foreigners&#039;&#039;&#039;&lt;br /&gt;
One development here has been that the Sumaah Synod has also passed a mandate discouraging the sale of liao to outsiders. They have not gone so far as to make it a crime; not yet at any rate. But a &amp;quot;discouragement&amp;quot; from the House of Vigilance, and with only token opposition from the House of Prosperity, has almost as much sway in Sumaah as a change in the law from the House of the People. As such [[fleet|fleets]] visiting the port of Zemeh in the Sumaah Republic will find it much harder to acquire liao. In it&#039;s place, they will find ample supplies of [[Imperial Roseweald|Imperial roseweald]]. Only a fleet with several [[fleet#upgrade|upgrades]] or that is under an [[enchantment]] will be able to acquire liao, and in much smaller quantities than before.&lt;br /&gt;
&lt;br /&gt;
This move is not made out of &amp;quot;fear&amp;quot; of selling liao to the Empire, or spiteful selfishness. Rather, the House recognises that it will need its liao both to for the fight over hearts and minds, and their ongoing battle with the Asavean Archipelago.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Going forwards, we have essentially &amp;quot;flipped&amp;quot; the Sumaah trade outcome so that a fleet will receive doses of roseweald in the same amount they would have liao, and vice versa)&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap: 10px; width: 100%;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=The Doctrine of Enlightenment provides a deeper understanding of the Way of Virtue and its role in giving us the strength, knowledge, and enlightenment to achieve our highest potential. We send Athiel Westernborn of the Cenotaph with 75 liao to urge missionaries and wayfarers to bring this news to the hidden sects of Asavea, no matter the risks.|by=Athiel Westernborn of the Cenotaph, Highborn Assembly|when=Winter Solstice 385YE|vote=Upheld (404-0)}}&lt;br /&gt;
{{SOPInner|statement=The Doctrine of Enlightenment provides a deeper understanding of the Way of Virtue and its role in giving us the strength, knowledge, and enlightenment to achieve our highest potential. We send Sufyan i Zuhri i Erigo with 75 liao to urge missionaries and wayfarers to bring this news to the hidden sects of Asavea, no matter the risks.|by=Derwyn Tendfallen, Assembly of the Way|when=Winter Solstice 385YE|vote=233-10}}&lt;br /&gt;
{{SOPInner|statement=The Doctrine of Enlightenment provides a deeper understanding of the Way of Virtue and its role in giving us the strength, knowledge, and enlightenment to achieve our highest potential. We send Cardinal Aspar with 75 liao to urge missionaries and wayfarers to bring this news to the hidden sects of Asavea, no matter the risks.|by=Melchior of Adina&#039;s Charge, Assembly of the Nine|when=Winter Solstice 385YE|vote=Great Majority (7-1)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Asavean Archipelago==&lt;br /&gt;
* &#039;&#039;&#039;Asavea is opposing any attempt to spread the Way there, and executing anyone they catch&#039;&#039;&#039;&lt;br /&gt;
The main focus of the missionary zeal of the Imperial Synod, at least during the last three months, has been directed toward the [[Asavean Archipelago]]. Three assemblies upheld mandates, and an impressive amount of liao was contributed by Imperial priests. Missionaries set out westward to bring news of the Doctrine of Enlightenment to the pilgrims of Asavea - and in some cases to make contact for the first time with the sects of the Way that are forced to hide themselves against the jealousy of the Asavean temples. The number of missionaries has been smaller than might have been expected for such significant mandates, because anyone who journeys to Asavea to preach the Way in the current climate is risking arrest, torture, and death at the hands of the Asavean priests.&lt;br /&gt;
&lt;br /&gt;
And die they do. Nearly thirty priests, from all Imperial nations, are captured and executed. The method varies, but the most common is weighting the accused with chains and throwing them into the sea. The Highborn pay the highest price; eight wayfarers are captured and killed by the priests of Asavea in the last three months. There&#039;s neither mercy nor clemency offered. Not only because the Empire and Asavea are at war, not only as vengeance for the [[Mosaic|destruction of Chalonsio]], but because the Asavean priesthood has come to loathe the Way and everything it represents. It is not simply that the Asaveans believe in an entire pantheon of gods that the Way utterly denies the existence of. The deeper truth is that the Doctrine of Enlightenment is a fundamental challenge to the traditions of Asavea. It suggests that people can achieve their highest potential without need for priests or temples, and the Asavean priesthood is built on a foundation of being indispensable to the orderly running of their society. &lt;br /&gt;
&lt;br /&gt;
But the Asavean priesthood is by no means omniscient. Those they execute are caught because while they may have been successful in finding sympathetic ears, or making contact with some of the hidden sects, someone sells them out. Relying on informants in this way is effective but it hardly foolproof. Most of the believers in Asavea are found among the slaves. Most have been inspired by contact with covert Sumaah Republic missionaries, but that doesn&#039;t account for all of the would-be pilgrims. There are clearly multiple strands of the faith in Asavea, tracing their roots back to inspiration and missionaries from years past.&lt;br /&gt;
&lt;br /&gt;
In the north, missionaries encounter sects who honour the Divine Family, familiar to the Empire via the &#039;&#039;Free Folk&#039;&#039;. They are initially cautious, but when they learn the [[On_the_Speaker_for_the_Dead|Speaker for the Dead]] is honoured by the Empire, they become much more enthusiastic to welcome and shelter Imperial missionaries. Others speak of Solkora, a gentle man from across the sea who brought news of the virtues to Nemoria and when the Asavean priests tried to sacrifice him to his gods, transformed into a flock of gulls and escaped to continue to spread the teachings of the Way to any who would listen. The wayfarers who learn of this &amp;quot;thread&amp;quot; of the Way see it as likely connected to the inspiration of [[Saul of the Cora]], a figure the Empire has recently become aware of thanks to the [[Lepidean Librarian]] and the [[liao#true liao|true liao]] vision of &#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also stranger strands. In the western islands of the satrapies of Chabrette and Coradia, the seven virtues are conflated with Asavean gods and honoured almost in the open not only by slaves but by some Asavean families of minor import, their inspirations hidden behind masks the Nemorians find familiar. The message from the missionaries is that the Way is not the minor, suppressed religion that the Asaveans pretend it is. There are nascent signs of it &#039;&#039;everywhere&#039;&#039; thanks to centuries of work by Imperial and Sumaah missionaries, prepared to risk the wrath of the Plenum and the priesthood, and by merchants with faith from other nations of the Known World.&lt;br /&gt;
&lt;br /&gt;
While it is much more common than initially believed, there are three things it is not. It is not &#039;&#039;accepted&#039;&#039; - the priests and the plenum families suppress the Way wherever they can. Their experiment with the [[Liaison_to_the_Temple_in_Nemoria#The_Temple_of_the_Way_in_Nemoria|Temple of the Seven Virtues]] in Nemoria is seen as an unmitigated disaster, even before the crazy priest pulled the structure down on the foolish people he had lured to their doom with talk of spiritual mysteries. It is not &#039;&#039;unified&#039;&#039; - the sects are underground and the same tactics that help them hide from the jealous priesthood mean they are also hidden from each other. And it is not &#039;&#039;orthodox&#039;&#039; - all save those sects directly influenced by the Sumaah are riddled with peculiar beliefs that border on heresy or blasphemy, likely because after the initial inspiration the believers of Asavea have been left to find their own Way.&lt;br /&gt;
===The Marilen Rebellion===&lt;br /&gt;
* &#039;&#039;&#039;An active sect has been operating in the open in northern Asavea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stories of the leader of the sect, now dead, have spread an inspirational message of active resistance across the Archipelago&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A judgement of recognition could help grant the Imperial Synod additional influence in Asavea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wayfarer named Enoch is returning from Asavea to share what he has discovered about this person&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are expected to reach Anvil around 17.00 on Saturday and wish to speak to Athiel Westernborn&#039;&#039;&#039;&lt;br /&gt;
The Asaveans, arguably, are right to fear the Way. In a society bound by tradition, stratified with the nobility at the top and the slaves at the bottom, virtues such as Courage, Ambition, and Prosperity are anathema to the plenum, while Wisdom challenges the blind acceptance of the teachings of the priests. Loyalty and Pride in their purest senses undermine the idea that individuals must subsume themselves to their families and their government. Vigilance opposes falsehood, and demands the truth, and Asavean society is riddled with deception and lies.&lt;br /&gt;
&lt;br /&gt;
The danger posed by the Way has been demonstrated to the Asaveans in the last year or so by a sect of pilgrims who refused to hide in the shadows. By choosing to act in the open, they&#039;ve allowed the hidden sects to begin to realise they are not alone. They were apparently involved in the assassination of the Tarquinius family of the Plenum, they launched an effective attack against the remaining priests of the God of Slavers in Nemoria, and they were instrumental in the slave revolt in Maracoss. This last, at least, is familiar to Imperial missionaries. In Winter 385YE, &#039;&#039;&#039;Adón i Martán i Erigo&#039;&#039;&#039; helped create an opportunity for ships from [[the Brass Coast]] to help in the [[385YE_Winter_Solstice_interlude#The_Calatropos_Coast_Evacuation|evacuation]] of slaves who took part in a rebellion against the satrapy and the Plenum.&lt;br /&gt;
&lt;br /&gt;
While the Empire may only have been peripherally aware of these events, they&#039;ve shaken Asavean society. The &amp;quot;civil war&amp;quot; of a few years ago, where Imperial soldiers fought on both sides, was an attempt by northern satrapies to throw off the yoke of the Plenum. A purely political move. Here, though, there is a full-blooded rebellion enlisting hundreds of slaves - and not just slaves - clearly inspired by the Way. It&#039;s no wonder the Plenum has cracked down on the faithful in Asavea. They cannot afford for these rebellious sentiments to spread.&lt;br /&gt;
&lt;br /&gt;
The rebellion apparently began when Asavean priests of the Way emancipated mine slaves and led them to victory, driving away the defenders of the territory. A retaliatory force sent to crush them was shocked by their organisation and drive. None of the slaves were recaptured, and they apparently managed to kill the hated satrap in the process of escaping. The leaders of the rebellion apparently laid down their lives to secure victory - stories are not clear - but one name is mentioned several times. &#039;&#039;&#039;Alberto Acciai&#039;&#039;&#039;. If the stories are believed, this young man could apparently inspire folk to fight with a few words and the touch of his hands. He apparently brought together a group of other Wayists, and lead them in their attacks against the Nemorians. His name is spreading in Asavea, attached to the idea of &#039;&#039;taking action&#039;&#039;, of no longer hiding but of having the Courage to stand up and &#039;&#039;do something&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This represents an opportunity for the Empire. Alberto Acciai is a genuine home-grown inspiration to the pilgrims of Asavea. If he were [[recognition|recognised]] by the Imperial Synod, he might prove a valuable gateway toward building connections between the scattered sects, and Imperial missionaries. Yet the Imperial Synod are not the only priests of the Way with an interest in Asavea; the Sumaah have been working to foster sects in the south for nearly a century. If they were also to recognise of Alberto Acciai, it would likewise improve their own ability to guide and influence Asavean sects. Should &#039;&#039;both&#039;&#039; nations recognise Alberto, then the potential for bringing the strands of the faith together in Asavea would be much greater - but would bring with it the risk of disagreement between orthodox sects influenced by Sumaah and more progressive sects influenced by the Empire.&lt;br /&gt;
&lt;br /&gt;
One of the Highborn wayfarers, a man named &#039;&#039;Enoch&#039;&#039;, who has been working to spread the Way in northern Asavea is returning to the Empire to specifically discuss what he has found out about Alberto Acciai, and the potential for him to serve as an inspiration to the people of Asavea. He&#039;s expected to arrive at five in the evening on Saturday, and has specifically asked to speak to &#039;&#039;&#039;Athiel Westernborn&#039;&#039;&#039; at a location that will be provided via private communication.&lt;br /&gt;
&lt;br /&gt;
===Ongoing Efforts===&lt;br /&gt;
* &#039;&#039;&#039;Spreading the Doctrine of Enlightenment is only the first step&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial missionaries and wayfarers will continue to travel to Asavea, inspired by the mandates passed at the Winter Solstice&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Asavea is potentially on the brink of civil war and the Imperial Synod may need to think carefully about the consequences of trying to push it over the edge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Aseavens are likely to fight back and the Plenum is already openly discussing sending more aid to their Grendel allies&#039;&#039;&#039;&lt;br /&gt;
Asavea is old, powerful, and corrupt. The Synod has spread news of the Doctrine of Enlightenment, and in the process has discovered the existence of people already eager to hear the message of the Way. There are still years of work ahead, but the possibility is there that Asavea might be transformed by the Imperial Synod, or their counterparts in Sumaah, or even the two working together. What a new Asavea, inspired by the Way, might look like is impossible to predict. Nor is the Plenum and the wicked Asavean priesthood likely to loosen its grip on its nation without a fight. The Synod could be starting along a path toward igniting a decade or more of bloody conflict without any certainty that at the end of it the Asavean archipelago would be any more likely to welcome them than they are now.&lt;br /&gt;
&lt;br /&gt;
What&#039;s certain is that continued meddling in Asavea will likely crash any hopes anyone might have of peace with the western nation. A nation wounded by the destruction of Chalonsio teeters on the brink of open anarchy. The missionaries already sent have been seen as just another move in the ongoing war between the two nations, but if they continue to try and influence the Asaveans the Plenum will be forced to take even more precipitous action. They are going to try and fight back and not with missionaries.&lt;br /&gt;
&lt;br /&gt;
While it can&#039;t be denied that Asavea is the power it once was, it is still powerful. The distances are simply too great for them to send a navy to attack the Empire, but they have already demonstrated that they can interfere very effectively by sending warships to Imperial waters. In light of the missionaries being sent to &amp;quot;undermine Asavea and the rule of the gods&amp;quot;, the Plenum is openly discussing the possibility of sending more aid to the Grendel. At present some diplomatic spat involving a group of Asaveans who were killed in the conflict is giving them some pause for thought, but once that is resolved, there is the very real risk that they will respond to more missionaries coming to their shores by increasing the aid they are sending to the Grendel.&lt;br /&gt;
&lt;br /&gt;
Of course the Empire could also use that to their advantage. An honestly brokered deal with the Asaveans to end all missionary work from the Empire might be enough to persuade them to pull back their support and withdraw their warships.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear what the next step is. Eyes are on the Imperial Synod, especially the Assembly of the Way and the General Assembly, who will need to think carefully about how to proceed. A very large number of lives hang in the balance.&lt;br /&gt;
&lt;br /&gt;
===Participation: Asavean Archipelago===&lt;br /&gt;
If you are a priest character, regardless of whether you have congregation or any [[religious skills]] or own a [[congregation]], you are welcome to roleplay that you have spent time in Asavea preaching about the Way. Stories are likely to include being hunted by members of the Asavean priesthood, discussion of gods and how they are the real virtues, and discussions of faith.&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;&#039;Athiel Westernborn of the Cenotaph&#039;&#039;&#039;, &#039;&#039;&#039;Sufyan i Zuhri i Erigo&#039;&#039;&#039;, or &#039;&#039;&#039;Cardinal Aspar&#039;&#039;&#039; then - if you roleplay having gone to Asavea - your stories will likely also include tales of organising missionaries, being specifically targeted by informants, and being welcomed with something approaching reverent awe.&lt;br /&gt;
&lt;br /&gt;
{{SOP|statement=The Dawnish celebrate with Pride all of the Freefolk who after a courageous journey out of the claws of slavery decided to join our nation. Their honesty, hard work, and dedication to seek to understand us has inspired us. We call upon all the Houses to set generous challenges to any and all Freefolk filled with the Ambition to ask for a Test of Mettle. Let us share in Love and Glory with them, and let this joyous achievement be a great inspiration for Prosperity across Dawn.|by=Lady Laundine of House duLac,Dawn Assembly|vote=Greater Majority 414-0|when=Winter Solstice 385YE}}&lt;br /&gt;
&lt;br /&gt;
==Free Folk and Proffered Hand==&lt;br /&gt;
* &#039;&#039;&#039;The Free Folk have settled in Dawn, and become Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have offered support to the House of the Proffered Hand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;d like to support a Highborn position as well, and ask the National Assembly to tell them who they should aid&#039;&#039;&#039;&lt;br /&gt;
While the Synod considers, there is news of a success story. The Free Folk, the former slaves liberated from Maracoss at the end of the civil war there, have finally chosen to become Imperial citizens. After the Winter Solstice, almost the entire community approached the Dawnish egregores and asked to be welcomed as yeofolk. They are drawn especially to the inspiration of the paragon Richilde, the ambitious pursuit of glory, and the wisdom of &#039;&#039;&#039;Lady Eleanor Novarion&#039;&#039;&#039;, the [[Lady of the Proffered Hand]], the many priests who discussed their belief in the Divine Family and helped the Empire to accept their approach to the Way, and to &#039;&#039;&#039;Jared&#039;&#039;&#039; of the Suns of Couros, and &#039;&#039;&#039;Friar John&#039;&#039;&#039; of the Marches, who helped see the Speaker for the Dead recognised as an exemplar. In time, the Free Folk priests are confident the other members of the family will likewise be seen as the inspirations they are, but that will be a glorious task for the future.&lt;br /&gt;
&lt;br /&gt;
The grand pilgrimage of the Free Folk is over, but a new piglrimage is beginning. The community has settled naer [[Astolat#Caer_Faucon|Caer Faucon]] in [[Astolat#Coombe|Coombe]], establishing a village there. A number of the more martially minded Free Folk have already signed up to join the Dawnish armies, intending to secure farmland for their community through their service. Others have chosen to gird themselves as [[knight-errant|knights-errant]], travelling the Empire looking for opportunities to prove their glory and in time petition for entry to noble houses. They don&#039;t seek to establish a house of their own - not yet at least. Their avowed intention is to become truly Dawnish before they consider whether they should seek to declare an [[earl]] of their own. The words of &#039;&#039;&#039;Laundine duLac&#039;&#039;&#039;, and the support of the Dawnish Assembly, have proved especially welcome. A small group of knights-errant have already started following the [[Dog_days_are_over#The_Grand_Tour|Grand Tour]], and what they lack in battlefield prowess they more than make up for in enthusiasm.&lt;br /&gt;
&lt;br /&gt;
The establishment of a bustling village, and the influx of yeofolk to Caer Faucon, has seen a small but appreciable improvement to the [[Lady_of_the_Proffered_Hand#House_of_the_Proffered_Hand|House of the Proffered Hand]]. Several Free Folk priests are keen to donate their time and the liao they receive as leaders of congregations to the Lady, increasing the [[Lady_of_the_Proffered_Hand#A_Portion_of_Liao|portion of liao]] the title receives by 3 more doses each season. They&#039;re committed to helping the work of the House, speaking with refugees from Asavea in particular, but prepared to share their journey to become part of the Empire and increase their understanding of the Way with any who seek to follow their path.&lt;br /&gt;
&lt;br /&gt;
They also express their appreciation to the Highborn, who not only opened the doors of their seminaries to the Free Folk but established scholarships to help them learn liao ceremonies and better understand the virtues, the paragons and exemplars, and the Way. They don&#039;t have much, but they want to repay the kindness of the Highborn if they will accept it. After a great deal of thought they&#039;ve asked the Highborn assembly for guidance; they&#039;re prepared to donate a potion of the liao they raise to whichever Highborn title the National assembly indicates. With a suitably worded [[statement of principle]] the assembly can pick a national position that will receive a donation of 2 liao each season from the grateful Free Folk. It&#039;s little enough in the great scheme of things, but the Free Folk feel it is the least they can do for their friends in Highguard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; For the moment it&#039;s not possible to play a Free Folk character in Dawn, but our plan is to provide some additional briefing to make that a possibility at a point in the future where we are in a position to do so.&lt;br /&gt;
==Resolution==&lt;br /&gt;
In response to the Free Folk request, Tabris, Son of Armisael asked that they direct their generous offer to the [[Abbess of Reconciliation#Abbey of Reconciliation|Abbey of Reconciliation]]. The [[Abbess of Reconciliation]] now receives an additional 2 doses of liao each season from the grateful Freefolk.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The Doctrines of the Faith]]&lt;br /&gt;
* [[Part of this together]] - 385YE Winter wind of fortune detailing the response to the change of doctrine&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;And so Inga Tarn laughed, but not unkindly, and said to the little girl: Strength isn&#039;t about how big you are. It&#039;s true that some of it comes from your body, but more of it comes from your spirit. A strong spirit makes even the smallest hero strong enough to lift a mountain!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was an appreciative nod from the huddled congregation. Dinah liked the next bit, the story of how the little Navarr girl would lift Inga Tarn&#039;s hammer. A little miracle, albeit a mundane one. It was her favourite part of the story. She shared a glance with Matella who&#039;d heard the story half a dozen times already. Before she could continue, though, there came a sudden pounding at the door.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Open up! Open in the name of the Red Goddess!&amp;quot; The Nemorians had found them. A ripple of fear ran through the tiny congregation. Matella took charge immediately, her face grim. She spoke fast, a little faster than Dinah could easily follow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quickly, get down into the cellar. The tunnel there will get you to the sewer and from there to the sea. We all knew this day would go. Be calm, be brave, and go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The door was already splintering. The Nemorians hadn&#039;t bothered to wait, weren&#039;t interested in giving their prey time to get away. Even as the frightened believers clambered down the ladder, Dinah knew there wouldn&#039;t be time to replace the barrel that hid the secret passage. Matella moved decisively, tipping the crockery cabinet over to partially block the door. The sound of wood cracking increased; someone was taking a crowbar to one of the window shutters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You too,&amp;quot; said Matella. Her friend had her face set, her spear ready. Dinah realised she was planning to stay and fight. There was no way she&#039;d hold off the guards for more than a few moments, but those moments might be enough to let the others get far enough ahead of the soldiers they&#039;d never catch up to them. She turned, paused, made up her mind. She took a firm grip on her staff and stepped up next to Matella.&lt;br /&gt;
&lt;br /&gt;
The older woman shook her head, as the door started to give way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don&#039;t need to do this,&amp;quot; she said. &amp;quot;They need you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don&#039;t need to do this either,&amp;quot; replied Dinah gently, ignoring the fear in her breast. &amp;quot;They need you too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shouting intensified, at door and window. The crockery cabinet jerked forward, shattering pots falling all around.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have to, &amp;quot; said Matella. &amp;quot;These are my people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dinah smiled a little sadly, put a hand on her friend&#039;s arm for just a moment, willing her to understand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&#039;re my people, too,&amp;quot; she said quietly. &amp;quot;And so are you, and I won&#039;t let you do this alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And then there was no more time for talk.&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=According_to_principle&amp;diff=118702</id>
		<title>According to principle</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=According_to_principle&amp;diff=118702"/>
		<updated>2025-04-16T09:18:21Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Winter]][[Category:Recent History]][[Category:Foreign Nations]][[Category:Commonwealth]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Araälin checked her gear one last time. Cudgel. Manacles. Writ of authorisation. Sigil of the Watch. Sword for emergencies, which she hoped never to draw. Everything in its place. Beside her, Theo, Garist, and Lehm were doing the same. From the old (allegedly abandoned) house ahead of them came the sound of singing. Half a dozen people, voices raised in praise. It was the singing that had first raised the alarm - overheard by a man walking his dogs in the cold moonlight last week. There was nothing wrong with singing as such, but when it comes from a derelict structure in a rural area it is all too often a cause for concern. Now, here was Araälinand her squad, to see just how bad it was.&lt;br /&gt;
&lt;br /&gt;
They were going into a dangerous location, and there was one final precaution to take. Garist handed out the pots of soul honey. They clasped hands for a moment, a little awkwardly, then opened the tubs and began to smear the white buttery substance on cheeks, forehead, wrists. As always Araälin found her mind slipping back to that Summer in Darhochlindorf, her first at university. To the rose garden near the river, and the quiet nights reading, reciting, laughing. The sensation lasted only a moment, then her head cleared completely and she took a deep breath, held it, released it. The sense of knowing exactly who she was and what she was doing was profound. Beside her Lehm muttered the words of Professor Menkh - &amp;quot;only by my will is my heart moved.&amp;quot; Three times, and then they were ready to move.&lt;br /&gt;
&lt;br /&gt;
Theo went first, iron boots against the double doors, enchanted shield at the ready. There were shouts and gasps from inside the rickety house. The only light was a lantern set in the middle of an old table, illuminating a semi-circle of frightened faces. Papers and writing materials were spread across it, along with several finished booklets, amateurishly stitched together. As soon as they were across the threshold, though, Araälin felt it pressing against her will. A profound sense that she should act without fear of consequence, that she should change the world to fit what &#039;&#039;she&#039;&#039; thought was right, that because she felt something that was the same as it being a fact. She swallowed a little bile. No wonder these people were so twisted up, she thought, if this is what they voluntarily embraced.&lt;br /&gt;
&lt;br /&gt;
The soul honey was doing its job, keeping her self safe from outside interference. She raised the writ as Lehm and Garist opened their light cages to illuminate the scene more clearly and Theo stood ready to intercept anyone who tried to run.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are all under arrest,&amp;quot; she said. &amp;quot;On suspicion of practicing dark witchcraft on the people of Kohlberg. Creating and distributing cursed objects intended to spread chaos and confusion; attempting to enforce your selfish will on your neighbours without their knowledge; and disrupting the business of Kohlberg council with manipulative enchantments. Please do not attempt to run; if you surrender now you will be dealt with fairly and justly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She knew they weren&#039;t going to come quietly, even before the first of them - their leader - a woman she vaguely recognised as the head of the town butcher&#039;s guild - raised the lantern above her head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This for your fairness and justice!&amp;quot; She shouted dramatically, and flung the lantern at Araälin. It hit Theo&#039;s enchanted shield, splashing burning oil in all directions. Some of the straw on the floor caught immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The tyranny of the majority is still tyranny!&amp;quot; shouted the witch - Araälin would not think of her as a priest - drawing an axe-like cleaver. &amp;quot;Do not fear to act, siblings! Be shamed only by inaction in the face of these tyrants!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Their eyes glowing with the fervour of zealots, lost in the narcotic madness of justice and righteousness, the witches charged the guards. Araälin drew her cudgel as her fellow constables did the same, and she uttered a quiet hope inside her head that they might be able to save some of these poor people from the madness that consumed them.&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=Burning oil lamp.jpg||caption=The Commonwealth are guided by the principle of the Common Good - the philosophy of securing the greatest good for the greatest number of people.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{PDFLink|align=right|link=File:According to principle.pdf|caption=Click for pdf version}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Each season the Civil Service prepares a summary of the Empire&#039;s relationship with the foreign nations, based on communications received from their ambassador, along with any useful intelligence gathered from other sources. While the Senate and the other houses of Imperial power may respond to these offers, it is important to note that it is the appropriate [[ambassador]] that the foreign power will expect to hear from. Their communication with the foreign power is the primary element that will determine the tenor of any response.&lt;br /&gt;
&lt;br /&gt;
The [[Commonwealth]] are a militaristic nation committed to the idea of ensuring the greatest good to the greatest number of people. They are perhaps the closest allies the Empire has among the great powers of the known world. This is in no small part due to their membership of the [[Liberty Pact]], dedicated to destroying the abhorrent practice of slavery across the world. Both nations are dedicated to extending their influence over the whole world, and know that only one of them can fulfil their grand ambition, but for now their rivalry with the Empire remains amicable. The Empire shared their 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;
The Commonwealth 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;
{{Nation|nation=Commonwealth|status=Foreigner|port=[[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]]|ambassador=Lucia Sanguineo Rezia di Tassato of [[the League]]}}&lt;br /&gt;
==The Lantir War==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth and Jarm are both engaged in open warfare over the smaller nation of Lantir&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth are disappointed that the Senate did not grant leave for military captains to support the war against the Jarmish&#039;&#039;&#039;&lt;br /&gt;
While they remain absolutely committed to their philosophical goal - of bringing the entire world under the banner of the Common Good - the Commonwealth is primarily concerned at the moment with their war with the [[Principalities of Jarm]]. In purely military terms, the Commonwealth would have the upper hand, but the Jarmish more than make up for their deficit with their consummate mastery of magic.&lt;br /&gt;
&lt;br /&gt;
Open warfare erupted after years of sabre rattling thanks to the two nations having opposing interests in Lantir - a tiny landlocked country between the two rival great powers. The Lantiri rose up against their hereditary wizard-nobles, inviting the Commonwealth to become their patrons. The furious magician families looked to their Jarmish allies to help them take back &amp;quot;their&amp;quot; nation from the mob. The fight that began within the borders of Lantir did not remain contained for long, spreading like wildfire to engulf several other small buffer states between the two juggernauts. It shows no sign of abating any time soon; any hope of a swift resolution has long since been set aside by the military commanders on both sides. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 520px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Quotations&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;In a couple of places Militärattache Ludkhannah Schöningen has specifically quoted sections of communications from the Imperial Ambassador, or other correspondents, in her replies. These are taken directly from the text of the Winged Messenger, and as much as possible seem to be used to provide additional context and without modification.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
At the moment, the Empire is not offering direct support to either side. Militärattache Schöningen remains optimistic, although it is notable that any talk of bringing the Jarmish to the negotiating table by the New Year has been quietly dropped. &lt;br /&gt;
==The Provider and the Professors==&lt;br /&gt;
* &#039;&#039;&#039;Militärattache Ludkhannah offers commendations to a citizen of Wintermark named Gisli Baerson&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Their donation has inspired a group of Commonwealth scholars and philosophers to visit the Empire&#039;&#039;&#039;&lt;br /&gt;
Some of this optimism with regard to the war could be laid at the door of &#039;&#039;&#039;Gisli Baerson&#039;&#039;&#039; of [[Wintermark]], [[Wintermark_hearth_magic#Names|named]] &amp;quot;the Provider&amp;quot;. Ludkhannah mentions them specifically in several dispatches, and offers them a commendation on behalf of the Commonwealth generals. They apparently provided a generous gift of mana and coin to help in the war against the corrupt mageocracy. The funds Gisli provided are a drop in the ocean in economic terms, but it is what they represent that has created interest among those Commonwealth citizens aware of them. The Empire is ruled by laws that restrict how its citizens can engage with each other and the wider world - something the Commonwealth respects. It would be a crime for Imperial captains to travel to the east to fight and kill foreigners - the Empire is not at war with Jarm. But the Empire is wealthy, and that wealth lies in its citizens. Gisli has presented an [[opportunity]] to the leaders of the Commonwealth, and the professors at the university of [[Foreign_ports#VOlkavaar|Volkavaar]] have put forward a proposal as to how that wealth might aid the war effort.&lt;br /&gt;
&lt;br /&gt;
There are already a number of Commonwealth citizens in the Empire including &#039;&#039;Ingenieurin Hellebrant&#039;&#039;, overseeing the creation of the &#039;&#039;[[386YE_Summer_Solstice_Senate_sessions#Construct_Diplomatenschloss|diplomatenschloss]]&#039;&#039; in [[Necropolis]]. Shortly before the Winter Solstice, the &#039;&#039;Bemühen&#039;&#039;, a Commonwealth warship, appears at the [[Sarvos]] docks. It disembarks a group of some thirty or so citizens, and immediately turns around and heads back toward the [[The_seven_seas#Sea_of_Steel|Sea of Steel]]. It is not a small group - all told, there are thirty academicians, scholars, engineers, logisticians, and philosophers along with a dozen secretaries, scribes, and aides. They are drawn from the faculties of half a dozen universities. Their leader &#039;&#039;Professor Immanuel Gelberg&#039;&#039; is a respected political philosopher, and is here to offer the services of Commonwealth academia to their Imperial friends, starting with Gisli Baerson.&lt;br /&gt;
&lt;br /&gt;
It is quickly apparent that this is not some trivial sabbatical; this group of scholars represents a serious resource. In the Commonwealth, the universities provide many of the services the Imperial civil service, Senate, and Synod provide to the Empire. They present proposals and opportunities for discussion by the generals, and having a certain amount of autonomy when it comes to civilian commissions and projects aimed at improving the greater good. Professor Gelberg has drawn together some of the finest civilian advisors in their country, with the aim of eventually raising funds to help the Commonwealth war effort - by providing the equivalent of an [[appraisal]] to the citizens of the Empire.&lt;br /&gt;
===die Beurteilung===&lt;br /&gt;
{{WingedMessenger|address=The head of the visiting delegation, Professor Immanuel Gelberg, is happy to receive letters from Imperial academics. A [[Call Winged Messenger|Winged Messenger]] sent during the Winter Solstice to &#039;&#039;Professor Gelberg, General Benbow Inn, Cigno, Sarvos&#039;&#039; will reach them; after that communication is likely to be more sketchy. They are particularly keen to hear from fellow academics, and representatives of the Empire&#039;s colleges of higher education.}}&lt;br /&gt;
* &#039;&#039;&#039;Following the Winter Solstice Gisli Bearson can request that the Commonwealth scholars provide the equivalent of an appraisal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Starting with the Spring Equinox, Professor Gelberg proposes to auction this capacity to Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
The first &#039;&#039;Beurteilung&#039;&#039; is offered to Gisli Bearson in recognition of his generous donation to the Commonwealth. Gisli may send a [[Call Winged Messenger|winged messenger]] to &#039;&#039;Professor Gelberg, the General Benbow Inn, Cigno, Sarvos&#039;&#039; detailing a matter they would like the academics to look into. The thrust of the research should be clear, and should investigate a specific subject, with a view to identifying opportunities that exist to influence the situation. Immanuel is not concerned about the scope of the proposal, it is possible to commission broad research into a significant topic such as &amp;quot;fortifying the borders of the Empire&amp;quot; or into something very specific such as &amp;quot;Uses for the ruined Runeforge in Gildenheim&amp;quot;. Provided that the commission clearly identifies a known problem or a current situation, the visiting academics will find a way to provide some insight. And if they absolutely can&#039;t find any way to tackle the named problem, they&#039;ll come up with something that is as close as they can get.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Appraisal#The_Prognosticators_Office|Prognosticators Office]], however, Professor Gelberg and their companions are not part of the Imperial civil service. There may be areas where they are unable to gain access - nobody is under any obligation to cooperate with them. Immmanuel is broadly unconcerned with this restriction however - they are confident that their outsider&#039;s perspective will still prove valuable &amp;quot;&#039;&#039;even if we are reduced to peering at the problem through a spyglass from a different island!&#039;&#039;&amp;quot;&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;&amp;lt;big&amp;gt;Outside Looking In&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;The Prognosticators Office is very good at performing appraisals, and has the backing of the civil service and many civilian experts. Professor Gelberg&#039;s expedition have a great deal of expertise but their knowledge of the Empire is broadly academic. Any appraisal they perform will likely provide interesting or useful insight into a situation or problem, but it&#039;s not likely to produce the sheer volume of opportunities the Prognosticator&#039;s Office provides. It will certainly provide at least one [[opportunity]] to engage with the matter they have been asked to look into, but it&#039;s unlikely to produce an entire wind of fortune the way an appraisal by the Prognosticators Office does each season.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Just as with the Prognosticators Office, however, the Commonwealth scholars intend to make the result of their appraisal public. They have already engaged a printing house in Sarvos to let them produce an account of their findings. They are, apparently, quite excited by the possibilities and are already sending correspondence to their Imperial peers at places of higher learning across the Empire asking for advice and establishing contacts. They have also been in communication with the civil service. &lt;br /&gt;
&lt;br /&gt;
Starting at the Spring Equinox 387YE, Professor Gelberg plans to offer the services of themselves and their companions to Imperial citizens prepared to donate money to the Commonwealth war effort. They have asked that the civil service arrange an auction, with the service on offer being an appraisal by Gelberg and their fellow academicians. They intend to remain in the Empire for a year at least, but if their appraisal is raising sufficient funds for the Commonwealth war effort, they may extend their stay.&lt;br /&gt;
&lt;br /&gt;
If the Imperial Senate wishes to take advantage of this offer, they will need to enact a suitably worded Senate motion welcoming Professor Gelberg and their fellows, inviting them to offer their expertise to the Empire, and instructing the civil service to fully cooperate with them. Such a motion will help smooth their way in dealing with more suspicious elements of the Empire, and make it easier for them to secure cooperation (and lodgings). All the money raised by auctioning the appraisal will go to the Commonwealth; the civil service are of the opinion that as long as each auction raises around thirty or forty thrones they will be more likely to stay in the Empire until they are called home. If it consistently raises less, they are likely to consider their expertise more valuable at home and return home early.&lt;br /&gt;
&lt;br /&gt;
The civil service have raised some points in response to the offer. Enacting an appraisal, even in a limited capacity, will likely see Professor Gelberg and their fellows travel all over the Empire and &amp;quot;poke their noses&amp;quot; into any number of nooks and crannies. Depending on the nature of the appraisals they might learn as much about the Empire as the Empire learns from them - perhaps more. There are likely some events or places that, were Commonwealth academics to visit or explore them, might not cast the Empire in the best light. There&#039;s no suggestion that the academics are spies, but they &#039;&#039;are&#039;&#039; loyal Commonwealth citizens with all that that implies.&lt;br /&gt;
&lt;br /&gt;
==Diplomatenschloss Blues==&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is pleased to hear that the Empire has started work on building a new embassy&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth engineer assisting with the project remains concerned about the proximity of the Jarmish embassy&#039;&#039;&#039;&lt;br /&gt;
Construction on a new &#039;&#039;diplomatenschloss&#039;&#039; [[Construct Diplomatenschloss|continues]]. While most of the [[weirwood]] has been provided, there is still a significant amount of [[white granite]] required. The fortified [[embassy]] will replace the one destroyed during the [[A beacon of smoke|Grendel atack]] on [[Madruga]]. &#039;&#039;Poldi Hellebrant&#039;&#039;, the respected Commonwealth siege engineer, oversees the construction from quarters in the [[Highguard|Highborn]] town of [[Necropolis#Hedrossan|Hedra]], in [[Necropolis]].&lt;br /&gt;
&lt;br /&gt;
Ingenieurin Hellebrant continues to express serious concerns about the proximity of the Jarmish embassy at [[Redoubt#Cargo|Cargo]]. While she remains professional, she has written several letters expressing her worry that having both Commonwealth and Jarmish vessels plying the Couros river on the way to their respective embassies might present an opportunity for mischief that eastern magicians will be unable to ignore. It is, obviously, a little late to try and move the diplomatenschloss, which is partially completed. Poldi Hellebrant&#039;s proposal - that the Empire just shuts down the Jarmish embassy in Cargo and moves them to some draughty offices in a swamp somewhere - is broadly seen as unconstructive.&lt;br /&gt;
&lt;br /&gt;
She also has some concerns about the [[For_the_Common_Good#Star_Metal_and_Mana|Sternenmetal Tower]]; the ambassador has offered assurance that work on the [[ilium]] and mana exchange will begin shortly. Poldi believes a lot is riding on this construction, given that the Commonwealth&#039;s enemies have a seemingly bottomless reserve of crystal mana to fuel their warlike magic. Several of her letters stress that if the tower is built where the Jarmish can observe it and divine its intent, they will surely seek some way to destroy it.&lt;br /&gt;
&lt;br /&gt;
==New trade==&lt;br /&gt;
* &#039;&#039;&#039;Goods available from Commonwealth ports have changed significantly&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Quoted excerpt from Ambassador Lucia&#039;s letter&amp;quot;&amp;gt;I understand all of this, plus the Asavean attacks against shipping, makes trade much more dangerous for the Commonwealth to risk ships and that resources need to focus on the Jarm war effort; if it would help, I can ask the Fleetmaster to coordinate trading fleet captains to visit the Commonwealth with goods that you need. Previously, I enquired if the Commonwealth was interested in trading artisans’ items and you suggested there was some interest; if you could let me know further details, I can look into this for you.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The continuing cost of the war means that the Commonwealth as a whole has less surplus to sell. Healing herbs are in high demand for obvious reasons, while [[Materials#Metals|ingots]] and [[Materials#Natural_Materials|measures]] are increasingly being channelled toward the construction of [[Magic_items#Weapons|weapons]] and [[Magic_items#Armour|armour]] - or used by [[Magical skills#Battle Mage|battlefield magicians]] in place of crystal mana. There are still markets for these goods, but prices have risen to the point where foreign merchants struggle to make a reasonable profit importing them from the Commonwealth. The [[Sarcophan Delves]] has been quick to take advantage of the shift in the Commonwealth economy, but there are also opportunities for Imperial traders visiting [[Commonwealth_ports#Leerdam_(Eastern_Commonwealth)|Leerdam]] and [[Commonwealth_ports#Volkavaar_(Western_Commonwealth)|Volkavaar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Militärattache Ludkhannah Schöningen&#039;&#039; quotes a section from Ambassador Luciana&#039;s letter, relating to trade - especially approving of the suggestion the [[Imperial Fleet Master]] might arrange more trading vessels to visit Leerdam and Volkavaar. At the end of the day, the Commonwealth wants to entice Imperial traders to visit with holds containing the kinds of goods that can help their war effort. Every nation has their own unique merchandise, usually in high demand within its borders and only occasionally made available to foreigners. As the war escalates, Commonwealth merchants are making more and more rare goods available to visiting traders. As a consequence, the valuables available to fleets visiting the Commonwealth ports has changed almost entirely. For at least the next year, Imperial vessels visiting the Commonwealth will receive very different goods, ones that are not available in the Empire. &lt;br /&gt;
===Leerdam===&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets visiting Leerdam receive a mix of goods unique to the eastern Commonwealth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These include the consumables &#039;&#039;Draught of Clear Headedness&#039;&#039;, &#039;&#039;Soldier&#039;s Booze&#039;&#039;, &#039;&#039;Soul Honey&#039;&#039; and the ribboned item &#039;&#039;War Amulets&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;What combination of items a fleet will receive will be made clear at the start of downtime&#039;&#039;&#039;&lt;br /&gt;
Some of the oldest, and arguably richest, cities of the Commonwealth are found in the east and Leerdam stands head and shoulders above the rest. It serves as a provincial capital, and is a centre for trade with the rest of the world. Some of the wealthiest people in the Commonwealth are found here, maintaining elaborate townhouses and a lifestyle that might impress an Asavean noble. The Imperial Embassy is built in Leerdam, staffed by civil servants, and represents the Empire&#039;s interests in this foreign nation. Volkavaar also has a strong religious character, with the spires of the grand Cathedral of the Common Good towering over all other structures.&lt;br /&gt;
&lt;br /&gt;
Following the Winter Solstice, Imperial traders visiting Leerdam will receive goods unique to the eastern Commonwealth rather than the familiar herbs, measures, and ingots that can be secured in the Empire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Draught of Clear Headedness (&#039;&#039;Klarheit&#039;&#039;)&#039;&#039;&#039;: 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 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;
* &#039;&#039;&#039;Soldier&#039;s Booze (&#039;&#039;Soldatentrunk&#039;&#039;)&#039;&#039;&#039;: This tonic is apparently very popular with Commonwealth soldiers who can afford it, and many carry a draught 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 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 orcs of the Mallum away by breathing on them after drinking enough Soldatentrunk.&lt;br /&gt;
* &#039;&#039;&#039;War Amulets (&#039;&#039;Kriegsamulett&#039;&#039;)&#039;&#039;&#039;: These metal medallions are 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. In Imperial, they would likely be called &#039;&#039;War Amulets&#039;&#039;, and 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 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;
* &#039;&#039;&#039;Soul Honey (&#039;&#039;Seelenhonig:&#039;&#039;)&#039;&#039;&#039; This pale preparation has a sticky base and is composed of a kind of honey cultivated in several parts of 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;
&lt;br /&gt;
===Volkavaar===&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets visiting Volkavaar receive a mix of goods unique to the western Commonwealth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;These include the consumables &#039;&#039;Hero Stone&#039;&#039;, &#039;&#039;Bloodclay&#039;&#039;, &#039;&#039;Spice Paste&#039;&#039; and the ribboned item &#039;&#039;Little Iron Fists&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;What combination of items a fleet will receive will be made clear at the start of downtime&#039;&#039;&#039;&lt;br /&gt;
Over the last century, a program of public works devised by the University of Volkavaar transformed the western provinces from isolated rural communities to integrated towns and cities with all the advantages that Commonwealth artisans can provide. Roads snake through dark pinewoods, sturdy stone bridges span previously unfordable rivers, and walls of white granite encircle most settlements. Flimsy wooden structures increasingly give way to granite and weirwood structures; entire new towns have been constructed to house labourers.&lt;br /&gt;
&lt;br /&gt;
Following the Winter Solstice, Imperial traders visiting Volkavaar will receive goods unique to the western Commonwealth, rather than the familiar measures, and ingots that can be secured in the Empire. The traders of Volkavaar are likewise ceasing to offer [[Artisan&#039;s Oil]] to Imperial merchants, given that the Empire can produce significant amounts of this useful material at home now they have the recipe.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Hero Stone (&#039;&#039;Heldenstein&#039;&#039;)&#039;&#039;&#039;: 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; - which in Imperial would likely be called a &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;
* &#039;&#039;&#039;Little Iron Fist (&#039;&#039;Kleine Eisenfaust&#039;&#039;)&#039;&#039;&#039;: The &amp;quot;&#039;&#039;Little Iron Fist&#039;&#039;&amp;quot; is crusted with [[tempest jade]], an &#039;&#039;Eisenfaust&#039;&#039; is a talisman constructed in the form of a ring of iron or, in some cases, an entire iron gauntlet. it is of particular use to a [[Magical skills#Battle Mage|battle mage]]. As long as the 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;
* &#039;&#039;&#039;Bloodclay (&#039;&#039;Blutlehm&#039;&#039;)&#039;&#039;&#039;: This deep red clay-like substance is 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;
* &#039;&#039;&#039;Spice Paste (&#039;&#039;Würzpaste&#039;&#039;)&#039;&#039;&#039;: The Commonwealth is proud of its cuisine and proud of Würzpaste. In Imperial, it would likely be called &amp;quot;&#039;&#039;Spice Paste&#039;&#039;&amp;quot; but Commonwealth purveyors say that fails to capture the specific resonance of wholesome magic it has for their people. 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, a Commonwealth term for the [[Realm#Spring|Primal Forest]]). This preparation is usually sold in small pouches. Mixed with a meal - usually stew or soup - it unlocks wholesome magical properties. A person who eats an entire bowl of food sprinkled with Würzpaste finds their zest for life greatly increased, providing them with both greater [[Combat skills#Endurance|endurance]] and [[Combat skills#Fortitude|fortitude]] at least for a time.&lt;br /&gt;
&lt;br /&gt;
==Asavean Privateers==&lt;br /&gt;
* &#039;&#039;&#039;Fewer Commonwealth vessels are trading with Imperial ports due to the bounty placed on trade with the Empire by the Asavean plenum&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial fleets have an advantage to trade with Commonwealth ports while the bounty continues&#039;&#039;&#039;&lt;br /&gt;
While the Commonwealth are enthusiastic about their trade with the Empire, the [[Authority and acceptance#Red Sails|bounty]] placed on all ships trading with the Empire by the [[Asavean Archipelago|Asavean]] Plenum is impacting the number of merchants prepared to make the trip. Commonwealth ships are generally well-defended, but their fighting vessels are needed in the war against Jarm. Fending off opportunistic pirates and privateers, and the occasional well-organised pack of Asavean vessels, stretches the goodwill of their merchants. There are still Commonwealth ships reaching Imperial shores, but the amount of trade has tailed off dramatically. The efforts of the [[the Brass Coast|Freeborn]] to [[Voyage#Escort_Imperial_Shipping|protect trade in the Bay of Catazar]] are much appreciated, but it&#039;s a long way between the Sea of Steel and the Bay and the journey remains treacherous.&lt;br /&gt;
&lt;br /&gt;
Imperial fleets that trade with the Commonwealth ports continue to enjoy a small boost to their profits (gaining the equivalent of a single rank) thanks to increased demand and, consequently, profits. What precisely this means given the shift in goods available at Commonwealth ports is not entirely clear at this time.&lt;br /&gt;
&lt;br /&gt;
==Viyerda==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Quoted excerpt from Ambassador Lucia&#039;s letter&amp;quot;&amp;gt;Thank you for your response regarding the Viyerda; the Empire will not make contact with them..&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Ambassador has assured the Commonwealth there is no Imperial plan to interfere in Viyerda&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The option to send Naomi of Virtue&#039;s Rest to establish diplomatic relations remains open&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The moment for the Celestial Arch to act has passed however&#039;&#039;&#039;&lt;br /&gt;
While exploring the northern [[The seven seas#Sea of Steel|Sea of Steel]] near [[Burning#Rachensgrab|Rachensgrab]], Imperial mariners came across the tiny island nation of [[A_star_is_born#The_Viyerda|Viyerda]]. After initial cautious contact, Ambassador Luciana spoke with their opposite number about further Imperial involvement. Keen to avoid offending their allies without cause, the Commonwealth did not &#039;&#039;technically&#039;&#039; forbid the Empire from pursuing relations with the Viyerda. Militariche Schöningen however was [[Beneath_mithril_spires#Viyerda|reasonably clear]] that the Empire was not welcome to interfere with the tiny, distant nation. The Commonwealth staunchly believes that each of the members of the Liberty Pact is responsible for relations with other nations in their sphere of influence. In response, the Imperial Ambassador has reassured their counterpart that the Empire will not make contact with them.&lt;br /&gt;
&lt;br /&gt;
That said, Viyerda is not going anywhere. The Imperial Senate could choose to [[A_star_is_born#Virtues_Rest|send Naomi of Virtue&#039;s Rest]] to undertake a follow-up expedition with an eye toward establishing diplomatic relations with them at any time. The moment for the [[Grandmaster]] of the [[Celestial Arch]] to act has passed however; they could [[A_star_is_born#Celestial_Arch|ask the magicians of their order]] to attempt contact with their counterparts in the distant country but the [[opportunity]] to [[Concord#Guiding_an_Order|guide their order]] has passed. &lt;br /&gt;
&lt;br /&gt;
Obviously contacting the Viyerda after the Ambassador has assured the Commonwealth the Empire does not plan to do so will upset them, and will damage the friendship between the two nations. Indeed, the reaction is likely to be &#039;&#039;more&#039;&#039; heated given the Ambassador&#039;s assurance.&lt;br /&gt;
&lt;br /&gt;
More details of the Viyerada, as well as the specifics of the two opportunities for closer contact, are described in Summer&#039;s &#039;&#039;&#039;[[A star is born]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Schloss in the Mists==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Quoted excerpt from the Ambassadorial communication&amp;quot;&amp;gt;I wish to update you about the Lyceum &amp;amp; the Commonwealth’s Schloss on the island, as well as the situation in Madruga. Conclave has worked with the Eternal Sadogua, who will extend the wards to last until Winter in 387 YE, keeping all there safe from attacks. Sadogua has also promised to look for a way to get the right people and supplies in and out. &amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Commonwealth is pleased to be kept informed of the situation in the Lyceum and Madruga&#039;&#039;&#039;&lt;br /&gt;
The recent developments with the Lyceum have apparently left the Commonwealth magical community a little bemused, but somewhat reassured. &#039;&#039;[[Sadogua|Lustige Kröte]]&#039;&#039; (the &amp;quot;jolly toad&amp;quot;) is viewed with some suspicion in the Commonwealth but just about tolerated. While he is clearly a patron of the Principalities, he is profligate with his gifts to the &#039;&#039;Zauberer&#039;&#039; when they are prepared to accept them. It&#039;s clear the eternal would rather see the Commonwealth run by its magicians, and that has caused problems in the past, but for the most part the Zauberer are good at finding ways to retain access to his boons without compromising their loyalty to the Greater Good. Still, to know that a group of Zauberer are in his hands is a cause for some minor concern.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Actuallythebest001.png|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
On the other hand, the Commonwealth magicians at the Lyceum Schloss will eventually want to come home. It is a priority for the Militärattache that a method be found to facilitate this. She trusts the Imperial Conclave, however, to secure the transport of Commonwealth citizens through the magical mist barrier.&lt;br /&gt;
&lt;br /&gt;
==And Finally...==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Quoted excerpt from the &#039;&#039;von Kleist&#039;&#039; letter&amp;quot;&amp;gt;This year is the 250th year since Holberg joined the Empire. Since then Holberg has grown to become the greatest city in the League. Our people flourish in a spirit of invention, inspiration and amity. We seek to mark this auspicious anniversary with worthy celebrations. On behalf of the citizens of Holberg and our Chamber of Commerce, we would welcome you or your representative, in friendship, to join us in Anvil at the Winter Solstice to experience the best of the Empire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Commonwealth visitors are intrigued by an invitation to visit the city of Holberg for its 250th anniversary&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The League assembly could further support this invitation but would need to clearly identify a contentious area where the League agrees with the Commonwealth&#039;&#039;&#039;&lt;br /&gt;
There is one last matter. The Militärattache asks the Ambassador to pass on their regrets to &#039;&#039;&#039;Bernhard Kleist von Ennerlund&#039;&#039;&#039;, but they will be unable to attend the Holberg anniversary at this time. Their work leaves little time for a voyage to the Empire, much as they would be very interested to see the birthplace of one of the Commonwealth&#039;s famous children [[Emperor Frederick|Frederick Ritter van Holberg]]. News of the festivities at the [[The greatest city in the world|greatest city in the Empire]] is of interest to a number of Commonwealth historians and citizens. Indeed, Professor Galberg&#039;s expedition plan to make a point of visiting Holberg to view its astonishing walls and explore its markets and (hopefully) visit the University there. &lt;br /&gt;
&lt;br /&gt;
Obviously, the ongoing problems with the Asavean bounty means that it is even more challenging than usual to visit the Empire but for the quarter-millennium of a great city like Holberg there are always those ready to risk it. It is quite possible that some of the Commonwealth citizens interested in paying a visit to [[Anvil]] during the Winter Solstice, perhaps during the &#039;&#039;[[The_Masquerade_of_the_Reaper|Feast of the Reaper]]&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 200px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_League.png|align=left|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
This invitation might represent an opportunity for the League as a whole. While &#039;&#039;&#039;Paulus Adelaar van Holberg&#039;&#039;&#039; has dispatched an [[386YE_Autumn_Equinox_Synod_judgements#Judgement_121|open invitation]] to the citizens of the League to attend the celebrations, a particularly warm welcome for Commonwealth visitors might form the basis of closer ties with the distant nation. The League and the Commonwealth arguably have a lot in common, after all. They are both nations that look to the future rather than the past, that celebrate ingenuity and practicality, and that have a deep-seated appreciation for individual ambition, personal responsibility, and the freedom to make the most of oneself and ones nation. There are areas where the Empire and the Commonwealth do not entirely agree however.&lt;br /&gt;
&lt;br /&gt;
The League Assembly could uphold a [[statement of principle]] that urged people to welcome Commonwealth guests. To be appealing to the Commonwealth however, the statement would need to either acknowledge that the League believes the search for the Common Good is an admirable goal; that some spiritual auras can impede free will which is a vital quality of sapient beings; or that the Commonwealth&#039;s war with the Jarmish is a virtuous cause. Or, indeed, all three. If such a statement received a greater majority, and the sentiment approving of Commonwealth philosophy was clear, it would likely see the enthusiasm for the Commonwealth visitors lead to an [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Commonwealth]]&lt;br /&gt;
* [[Ambassador to the Commonwealth]]&lt;br /&gt;
* [[Commonwealth ports]]&lt;br /&gt;
&lt;br /&gt;
* [[Beneath mithril spires]] - 386YE Autumn wind of fortune about Commonwealth diplomacy&lt;br /&gt;
* [[For the Common Good]] - 386YE Summer wind of fortune about Commonwealth diplomacy&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Roaring_plenty&amp;diff=117513</id>
		<title>Roaring plenty</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Roaring_plenty&amp;diff=117513"/>
		<updated>2025-03-24T12:09:09Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Funny Things Are Everywhere (Participation) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Look out!&amp;quot; screamed the bosun, desperately pointing.&lt;br /&gt;
&lt;br /&gt;
Iñes spun on her heel, her eyes widening as she saw the huge tentacle hurtling directly towards her. Time seemed to slow down for a moment, and she found herself staring the at the thick blue-green arm as it arced through the air. It was as thick as a barrel, and lined with ugly bowl like suckers the side of dinner plates. Frantically she threw herself to the deck, just in time for the arm to scythe through the air above her. A moment later and she would have been fish food.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire those damn ballistae!&amp;quot; she screamed at the crew, as she scrambled back to her feet. &amp;quot;Aim for the eyes&amp;quot; she ordered. It was the one spot on the monster that was said to be vulnerable. They needed to drive it off now, otherwise they would all be fish food.&lt;br /&gt;
&lt;br /&gt;
Another pair of tentacle like arms emerged from the dark waters, curling up sinuously over the sides of the Dawntreader. Most of her crew were able to dive out of the way, but young Carlos was paralysed with fear as the tentacle swooped down and sucked him up in their foul embrace. He let out a short desperate scream for help, and then he was yanked unceremoniously over the side, to disappear beneath the raging waters.&lt;br /&gt;
&lt;br /&gt;
Two of her crew raced to the side, as if they were thinking of jumping over the rail to try to rescue the deckhand. &amp;quot;Forget him&amp;quot; she barked at them, &amp;quot;he&#039;s dead already. Get back to your station now - or we&#039;ll all join him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Zemress&amp;quot; she whispered to herself, &amp;quot;if you&#039;re listening right now... we could really use some help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Captain...&amp;quot; stammered the bosun his face blanched white, his hand raised, the finger pointing away to port. She followed the line of his finger until her eyes alighted on the shape of something massive speeding through the water towards the &#039;Treader. Something had broken the surface, something indescribably huge, so big she would have thought it an island, but for the way it was knifing through the waves towards the helpless caravel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lingbacker&amp;quot; the bosun whispered, mouthing the name of the infamous and entirely mythical sea monster said to hunt the Sea of Steel falling from his fearful lips.&lt;br /&gt;
&lt;br /&gt;
At that very moment the dark, brooding skies were lit up by a crack of lightning. A moment later there was a rumble of thunder and then the the wind exploded with rain as the storm that had been threatening all day leapt into existence.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=RhianosArt.jpg|caption=[[Rhianos]], the &#039;&#039;Regent of the Eternal Sea&#039;&#039; is a spirit of adventure, risk, and dangerous endeavours unfettered by anything approaching common sense.|align=left|width=300}}&amp;lt;/div&amp;gt;{{audio|link=https://www.youtube.com/watch?v=3fK40Hq-UBY}}&lt;br /&gt;
{{PDFLink|align=right|link=File:Roaring plenty.pdf|caption=Click for pdf version}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Last season [[Rhianos]], the &#039;&#039;Regent of the Eternal Sea&#039;&#039;, announced the beginning of a great race - to visit the four corners of the known world. Having been challenged by the Summer Archmage, the &#039;&#039;Lightning Fish&#039;&#039; agreed to hold a contest, [[Famine_and_feast#Rhianos|a race]], but one unlike any other. Rhianos has no interest in seeing who can be the fastest, so this race is one filled with peril and calamity where nobody knows where they are going, how they are going to get there, or even if they will survive.&lt;br /&gt;
&lt;br /&gt;
Hundreds of [[fleet|fleets]] from across the Empire have taken part in the first leg of the race, titled &amp;quot;Into the Unknown&amp;quot;. Following directions provided by heralds of &#039;&#039;Waverider&#039;&#039;, they have set sail on a perilous journey into the unknown. Oddly, for a race, it seems no two fleets have been sent the same way. Some report sailing beyond the lands of the [[Principalities of Jarm|Jarmish]] princes in the [[The_seven_seas#Sea_of_Steel|Sea of Steel]], while another found themselves adrift in an ocean clogged with seaweed far to the south.&lt;br /&gt;
&lt;br /&gt;
The heralds confirm this is nothing to worry about - after-all you can&#039;t all race to the same place because then everyone would just do what the other people did and where would the adventure in that be? What has been a little more worrying for some captains has been the dramatic encounters with dread sea monsters, desperate pirates, devastating storms, and deadly whirlpools. Thus far nobody has reported that their fleet has been lost with all hands, but given how dangerous the journey into the unknown has been, it is surely only a matter of time.&lt;br /&gt;
&lt;br /&gt;
With the first leg complete, it is time for those captains brave enough to dare the second leg to make a choice. &lt;br /&gt;
&lt;br /&gt;
==From There To Here==&lt;br /&gt;
* &#039;&#039;&#039;Thus far there has been precious little reward and very little sign that Rhianos is actually timing anything&#039;&#039;&#039;&lt;br /&gt;
A few captains have grumbled to heralds of Waverider that they were promised that the race would be dangerous and lucrative in equal measure. While there has been no shortage of the former, the latter has been in short supply. In reply, the heralds say their master, the Lord of the Rolling Waves promised no such thing, but they assure them that there will be a chance to profit from the race if that is their choice.&lt;br /&gt;
&lt;br /&gt;
Others are concerned that the heralds don&#039;t seem very interested in how quickly anyone has managed to complete their leg of the race. How will Rhianos know who has won the race if he doesn&#039;t know how fast anyone has gone? The heralds appear equally bemused by these questions. &#039;&#039;Lightning Fish&#039;&#039; said &amp;quot;The winner will be the captain whose crew have the best time over the four legs of the race. Why in the seven seas would it matter in the slightest how &#039;&#039;fast&#039;&#039; you were going?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
However, now that the second leg is about to begin, each captain who remains committed to the race must make a choice. Turn to starboard, where treasure lies. Turn to port, where the great unknown will reveal itself. Or sail straight on for fame and glory!&lt;br /&gt;
&lt;br /&gt;
==From Here to There==&lt;br /&gt;
* &#039;&#039;&#039;Participants continuing in the great race must choose one of three destinations&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Now that the race has begun, it is not possible for other participants to join&#039;&#039;&#039;&lt;br /&gt;
This season, each captain taking part in the race will have a choice of destinations. The location they choose will determine the outcome of the race - at least for them. There are three possible expeditions captains can choose between.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Pallas.png|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Widdershins By Riches===&lt;br /&gt;
* &#039;&#039;&#039;Captains sailing Widdershins By Riches will benefit from Sular&#039;s Promise&#039;&#039;&#039;&lt;br /&gt;
Thus far, the race has offered little in the way of opportunities to profit. Most vessels have been focussed on trying to follow the heralds instructions as quickly as possible, which means sailing lightly. There have been chances to trade, but the damage from the storm and sea monsters they have faced has taken whatever money they have earned from the trip. Can they afford to keep sailing they ask? The heralds of &#039;&#039;Quicksilver&#039;&#039; are inscrutable, saying only that the adventure is its own reward.&lt;br /&gt;
&lt;br /&gt;
But Rhianos understands the lure of fabulous wealth, the excitement of claiming an incredible treasure, the awe of running your hands through jewels the size of mussel shells. Of digging up buried treasure - or better still, burying your ill-gotten gains! The lust for riches is at the heart of many a great adventure.&lt;br /&gt;
&lt;br /&gt;
Those captains who joined the race seeking to make their fortune should set their course, &#039;&#039;&#039;Widdershins By Riches&#039;&#039;&#039;. Doing so will categorically ensure that they will &#039;&#039;&#039;not&#039;&#039;&#039; receive the fame and glory of being crowned the winner of the race, nor will they experience the thrill of discovery. But what it will mean is they return home richer than they left. Where other ships may come home battered by storms with masts shattered, sails torn, and hulls holed, those who turn widdershins by riches will find that every leg of the race from here on brings them gold in abundance.&lt;br /&gt;
&lt;br /&gt;
Captains who chose to sail widdershins by riches will find their rewards are even greater if they benefit from the [[Sular&#039;s Promise]] ritual enchantment.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Wyr.png|width=200|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Deosil To Mystery===&lt;br /&gt;
* &#039;&#039;&#039;Captains sailing Deosil To Mystery will benefit from the Lure of Distant Shores&#039;&#039;&#039;&lt;br /&gt;
Those who have completed the first leg of the grand race have completed a dangerous journey to far off lands, but none have yet gone where no sailor has gone before. The lands your fleet has visited have been well known to Imperial captains, the course you plotted is on the charts, a part of the known sea lanes. There have been plenty of opportunities to take the road less travelled, but each time Rhianos&#039; heralds have urged your fleet to stay the course. Will the other legs follow the same course? The heralds of the &#039;&#039;Dancing Merlin&#039;&#039; are ineffable, saying only that the nature of the race itself is the mystery.&lt;br /&gt;
&lt;br /&gt;
But a truly exciting journey is one that takes you into the unknown. The lure of the open sea, of wondering what strange lands lie beyond the horizon. Is the real lure of distant shores the burning desire to know what is out there? The thrill of discovery - the excitement of the unknown - to journey in hope that you may find something no vessel has found before?&lt;br /&gt;
&lt;br /&gt;
Those captains who joined the race seeking to discover new lands, to explore the world and fill in the details of those ominously blank charts should set their course, &#039;&#039;&#039;Deosil To Mystery&#039;&#039;&#039;. Doing so will categorically ensure that they will &#039;&#039;&#039;not&#039;&#039;&#039; receive the fame and glory of being crowned the winner of the race, nor will they return laden with riches. It will be an arduous race, but those who sail in search of mystery will eventually return with &#039;&#039;something&#039;&#039; no Imperial sailor has had before. A chance encounter with the inhabitants of a strange land. A map of parts of the world never seen before. A meeting with a strange new herald. When their ship finally limps back to port, they will not be the first, nor the richest, but those who turned Deosil To Mystery will return with a true treasure - a piece of the unknown.&lt;br /&gt;
&lt;br /&gt;
This option is not profitable, but captains who chose to sail deosil by mystery will find their meagre rewards are supplemented if they benefit from [[the Lure of Distant Shores]] ritual enchantment.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Tykonus.png|width=200|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Straight On For Glory===&lt;br /&gt;
* &#039;&#039;&#039;Captains sailing Straight On For Glory will benefit from Winds of Fortune&#039;&#039;&#039;&lt;br /&gt;
It is not yet clear who is ahead in the grand race, nor who is falling behind. It is hard to tell who is winning when every fleet is going in different directions. Almost no fleet returns swiftly, but some arrive back at port a day or two before the other competitors. Are they winning? The heralds of the &#039;&#039;Azure Seabird&#039;&#039; give no answer, saying only that glory and renown are the two faces of adventure.&lt;br /&gt;
&lt;br /&gt;
The eternal knows that to race is to dream of being first, to don the victors laurels, to mount the winner&#039;s rostrum. To achieve fame and glory as you stand above all others. Every captain has piled on the sail, hoping to make the best time, but who knows how Rhianos is judging the race? How to know if you are going to come first?&lt;br /&gt;
&lt;br /&gt;
Those captains who joined the race dreaming of the glory and renown that will come to the winners should sail, &#039;&#039;&#039;Straight On For Glory&#039;&#039;&#039;. Doing so is the only way to have a chance of being crowned the winner of the race, and claiming the glory associated with the triumph. They will return poorer than they set off they will not have explored the unknown, but those who sailed straight on for glory can dream that the victor&#039;s laurels may yet be theirs.&lt;br /&gt;
&lt;br /&gt;
This option is not lucrative, but captains who chose to sail straight on for glory will find their ship makes better time if they benefit from the [[Winds of Fortune]] ritual enchantment.&lt;br /&gt;
&lt;br /&gt;
==Funny Things Are Everywhere (Participation)==&lt;br /&gt;
* &#039;&#039;&#039;Every fleet that completed the expedition &#039;&#039;Into The Unknown&#039;&#039; receives a single windborn pearl and treasures worth four crowns&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The pearl is a single use magical item that allows you to pick one powerful boon from Rhianos on activation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If your character would rather have treasure instead of the pearl, you can choose to have sold it already, by exchanging it in god for ten random materials before time-in&#039;&#039;&#039;&lt;br /&gt;
Everyone who took the downtime option &amp;quot;Into the Unknown&amp;quot; will find a phys-rep and a ribbon for a &#039;&#039;windborn pearl&#039;&#039; in their pack as well as four crowns (representing treasures acquired on their adventures). This is a single use magical item that contains a powerful Summer magic boon. Any character who carries a pearl can call on Rhianos by any of his many names to invoke the boon to receive &#039;&#039;one&#039;&#039; of the following effects. Each windborn pearl can only ever be used once - it is consumed once activated.&lt;br /&gt;
&lt;br /&gt;
* If you have one or more hero points, you can regain all your spent hero points, and gain one additional &#039;&#039;temporary&#039;&#039; hero point. This temporary point is the first one spent when you spend hero points. &lt;br /&gt;
&lt;br /&gt;
* If you have one or more personal mana, you can regain all your spent personal mana, and gain two additional &#039;&#039;temporary&#039;&#039; personal mana. These temporary points are the first to be spent when you spend personal mana.&lt;br /&gt;
&lt;br /&gt;
* If you have one or more hits remaining, you can regain all lost hits, and gain one additional &#039;&#039;temporary&#039;&#039; hit. This temporary hit is the first to be spent when you lose a hit for any reason.&lt;br /&gt;
&lt;br /&gt;
* If you possess the Summer lore skill then you gain two additional ranks for the next Summer ritual that you perform within ten minutes, subject to the normal rules for effective skill.&lt;br /&gt;
&lt;br /&gt;
If you have not used the additional temporary benefit of the pearl within half an hour, then the temporary benefits (bonus hero points, mana or body hits) are lost.&lt;br /&gt;
&lt;br /&gt;
The pearls have been handed out by Rhianos&#039; heralds to all those who completed the first stage of the grand race. They will not be needed to complete the race in any way, so captains are welcome to use them, sell them, or keep them as a souvenir if they wish. If you wish your character to have sold the pearl already, before reaching Anvil, then you can exchange it in GOD before time-in for ten random [[materials]]. &lt;br /&gt;
&lt;br /&gt;
We encourage you to make up tall tales of the extraordinary journey you have been on. Rhianos heralds will have led you to one of Jarm, Sumaah, the Commonwealth, the Sarcophan Delves or Asavea, but the route will have been tortuous and plagued with dangers. You may have encountered and fought [[legendary beasts]], risked death as you sailed past whirlpools or been boarded by pirates. Whatever excitements the journey has brought, the weather will have been tumultuous - the storms, gales, and hurricanes have not been constant, but almost nobody who undertook the journey has sailed on calm waters.&lt;br /&gt;
&lt;br /&gt;
Every player who picked the option will have a traumatic wound in their pack, reflecting the dangers of the journey. If you wish to have had this healed before the event begins, you may return it to GOD unopened, but otherwise you will need to get the injuries you suffered at sea treated at the event.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Rhianos]]&lt;br /&gt;
* [[Fleet]]&lt;br /&gt;
* [[Famine_and_feast#Rhianos|Famine and feast]] - 386YE Summer Wind of Fortune marking the start of the race&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dreaming_in_strands&amp;diff=117512</id>
		<title>Dreaming in strands</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Dreaming_in_strands&amp;diff=117512"/>
		<updated>2025-03-24T12:06:50Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Winter]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;&#039;&#039;... which means I&#039;m starting to think that Pam isn&#039;t even pregnant!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eilian nodded along. His attention appeared fixed on the old engineer, but he couldn&#039;t prevent his eyes occasionally sliding sideways, stealing quick glances at the beautiful framed blueprints on the walls of the airy, cluttered office. Margueritte&#039;s slightly interminable story - about the health of either her dogs, one of her cousins, or the Professor for Comparative Mythology, Eilian couldn&#039;t quite track which - was finally over. The engineer delicately picked up a coconut-dusted sponge-and-jam confection from the silver tray and began to tear pieces off, alternatively popping them into her own mouth and feeding them to the fat little pug dog on the cushion next to her chair.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You like the decorations, I see,&amp;quot; she said with a glint in her eye. Eilian blushed slightly. He had not been as discreet as he might have hoped.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, very much. May I...?&amp;quot; He gestured, and Margueritte di Sarvos inclined her head slightly to grant permission. She studied him as he ran a finger along the glass, as if worried he might start grabbing them off the wall and shoving them into a sack.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Originals,&amp;quot; she said. &amp;quot;Beautiful and elegant, and elegant &#039;&#039;because&#039;&#039; they are beautiful. Or vice versa, depending who you ask. They&#039;ve hung on those walls for seventy years or more. My grandfather got them from an antiques dealer who had no idea what he had, bless him. The only time they came down was when those damn&#039;d Grendel were here, and I had to hide them up the chimney.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&#039;re very detailed,&amp;quot; said Eilian out loud. Internally, he was giving a little cheer and punching the air, metaphorically.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh yes, Carmen i Dehasa i Erigo was an artist and a visionary, as well as a first-rate engineer. It&#039;s a shame she didn&#039;t leave more designs like these. Or if she did, I&#039;ve never seen hide nor hair of them. And I&#039;ve been looking! Believe me I&#039;ve been looking. This is also the only complete collection of this particular set that exists. There was another in the Brass Coast but it seems they were sold to an Asavean over a hundred years ago for some reason. Irreplaceable, they are. Priceless.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eilian swallowed and wet his lips.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was wondering if we could maybe... borrow them for a little bit? Just to get copies made?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The old woman narrowed her eyes and pursed her lips, but did not seem particularly surprised. The room was silent save for the muted ticking of the clocks and the slobbering noises coming from the little pug.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wrote a book, you know,&amp;quot; said Margueritte calmly. &amp;quot;About Carmen and her grand design. Couldn&#039;t get it published. No interest, you see, in the history of a bridge. Even a bridge like the Spider&#039;s Dream.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We aren&#039;t a printing house, obviously, but the Department has some resources...&amp;quot; said Eilian cautiously, and then paused, frowning slightly as his ears caught up. &amp;quot;Wait, you&#039;ve written a &#039;&#039;history&#039;&#039; of the Spider&#039;s Dream?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Six hundred pages,&amp;quot; said the engineer proudly. &amp;quot;It took me two years of visiting half the archives in the southern Empire. Senate motions, synod judgements, journals in Highguard, the shambles they call a library in Diodora... fascinating stuff. If you like the history of bridges.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Her half-smile spread across her face then, because the shrewd old woman knew she had him, hook, line, and sinker. He knew she knew, and he didn&#039;t even mind. His palms itched at the chance to get hold of this manuscript, and if a little vanity publishing was the cost of getting that &#039;&#039;and&#039;&#039; the blueprints he had originally come for... why he was even prepared to eat another one of those awful sweetcakes she kept trying to force on him. He sat down. The little fat dog snuffled at his shoe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fortunately, Mistress Margueritte, I &#039;&#039;do&#039;&#039; like the history of bridges. Let&#039;s talk about how we can make your book a reality - and how you can contribute a whole new chapter to it.&amp;quot;&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=Intent.jpg|align=left|caption=The Spider&#039;s Dream is unmatched in the Empire; a suspension bridge that connects two nations and while merchants may grumble about the toll required to cross it they still pay. The alternative is a long detour up through Tassato; the kind of detour that likely costs a trader much more than the reasonable fee paid to cross the tumultuous Vassa.|width=600}}&amp;lt;/div&amp;gt;{{audio|link= https://youtu.be/U-1rQrF4sGA?si=4o2LdAtWGdvLAQTa“}}&lt;br /&gt;
==Overview==&lt;br /&gt;
At the Autumn Equinox, [[385YE_Autumn_Equinox_Senate_sessions#Appraise_Spider.27s_Dream_Bridge|the Imperial Senate instructed]] [[Appraisal#Eilian_Sweetwater_of_Storm.27s_Run_Striding|Eilian Sweetwater]] to &#039;&#039;&amp;quot;investigate solutions to the situation with the damaged Spider&#039;s Dream Tollbridge whether repair, improvement, or alternative.&amp;quot;&#039;&#039; Eilian is renowned for his willingness to revisit historical proposals; his wealth of experience as a researcher in the Department of Historical Research has encouraged him to look to the past to see what might be learnt. &lt;br /&gt;
&lt;br /&gt;
The Spider&#039;s Dream bridge was heavily damaged by &#039;&#039;Stephen of Sarcombe&#039;&#039; as part of a [[Shallows_and_miseries#Meanwhile_in_Madruga|raid]] before the Summer Solstice 385YE. Damage to the bridge [[Madruga#Strategic_Considerations|is impeding]] the [[Imperial Military Council|Military Council&#039;s]] ability to move [[Imperial army|armies]] between Madruga and both [[Sarvos]] and [[Tassato]], as well as making it all but impossible for those [[A beacon of smoke|fleeing the invasion]] of the [[Grendel]] to reach the relative safety of [[the League]]. It has also blocked a major trade route between [[the Brass Coast]] and the rest of the Empire, and left the [[Spider&#039;s Tollkeep]], &#039;&#039;Marguerita Serafini di Sarvos&#039;&#039; without their season income from tolls.&lt;br /&gt;
&lt;br /&gt;
Restoring the bridge would allow Imperial military forces to reach Madruga and the Brass Coast unimpeded. There are however potential additional benefits for rebuilding, in that the Senate could revisit some of the previous proposals for developing the Spider&#039;s Dream. These proposals were rejected by earlier Senators but perhaps of interest to their modern descendants, and could be “rolled into” any [[commission]] to replace the bridge as a single [[Senate motion]]. This possibility is &#039;&#039;much&#039;&#039; more exciting... at least to Eilian Sweetwater.&lt;br /&gt;
&lt;br /&gt;
==Historical Plans==&lt;br /&gt;
* &#039;&#039;&#039;The Spider&#039;s Dream bridge could be restored using 30 mithril, 10 white granite and 120 crowns&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Restoring the bridge would make other the other commissions possible&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;All the commissions could in theory be built with a single Senate motion&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Construction would take three months for every 50 wains used&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Repair Spider&#039;s Dream Bridge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; 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;Cost:&#039;&#039;&#039; 30 mithril, 10 white granite, 120 crowns, and three months to construct&amp;lt;/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; Repairs the Spider&#039;s Dream Bridge&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;
After considerable research, Eilian has been able to obtain copies of the original blueprints created by Carmen i Dehasa i Erigo for the Spider&#039;s Dream. After they call in a favour they are able to track down a Sarvosi engineer who has a copy of the original plans framed on their wall. They are beautifully detailed. Restoring the bridge was always going to be a costly endeavour, but having the original plans will save investment and time, allowing what remains of the original structure to be effectively incorporated into the new bridge. Thus the Empire can ensure that the famous bridge is restored to its former glory.&lt;br /&gt;
&lt;br /&gt;
If the bridge were rebuilt following these original plans, once work were finished it would restore to the [[Spider&#039;s Tollkeep]] their [[Spider&#039;s Tollkeep#Sinecure|access to tolls]]. Once the work was complete, Imperial armies would once again be able to march quickly from Sarvos to Madruga. There would need to be no other changes; there would not even be an election because there is already an incumbent [[Spider&#039;s Tollkeep|Tollkeep]].&lt;br /&gt;
&lt;br /&gt;
==Old Precautions==&lt;br /&gt;
* &#039;&#039;&#039;If repaired, the bridge could be partially fortified ensuring it was protected from further raids&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The commission would provide a beachhead into Madruga and Sarvos, provided the Empire continued to hold the bridge&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Fortify Spider&#039;s Dream Bridge&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Improvement&amp;lt;/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 and 60 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Fortifies the Spider&#039;s Dream&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Requirement:&#039;&#039;&#039; Spider&#039;s Dream is fully repaired&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 Spider&#039;s Dream has been a frequent subject of attack in recent years.  In Spring 380YE, [[Grendel]] [[orc|orcs]] attempted to take advantage of unusually high flooding in the river to destroy the bridge and were only narrowly prevented by the brave action of Imperial heroes. Five years later the Jotun were more successful, their raid leaving the bridge badly damaged.&lt;br /&gt;
&lt;br /&gt;
The reality is that as things stand, the bridge will always be a target. It plays an important but limited role in supporting the Bay of Catazar trade routes, but it is crucial for Imperial military planning. Attacking the bridge allows an enemy to cut off the Empire&#039;s supply lines. What is the point in rebuilding the bridge if the Empire&#039;s enemies are just going to attack it again?&lt;br /&gt;
&lt;br /&gt;
One answer might be to fortify the bridge. As part of their appraisal, Eilian has found plans to fortify the existing bridge that were drawn up during the reign of [[Emperor James]]. The designs were created by the Emperor&#039;s favourite architect, a savvy yeofolk from Odd&#039;s End called Tall Hal and involve a pair of simple but effective barbicans to secure each bank. It appears that the Imperial Senate balked at the costs at the time, but given recent history the current Senate might view the matter differently.&lt;br /&gt;
&lt;br /&gt;
The bridge can only be usefully fortified if it is first repaired as laid out above, but the work could be done with the same commission and at the same time, provided the motion or announcement was legally entitled to create a fortification. If that were done then the bridge would no longer be a target for raids and similar. Given sufficient time, an enemy army could still destroy the bridge if they had complete control of the land on both sides of the river and a season to spare. But short of that, attacking the bridge would be practically impossible. The Military Council would no longer have to worry about the prospect of &#039;&#039;any&#039;&#039; raids on the bridge.&lt;br /&gt;
&lt;br /&gt;
Fortifying the bridge would have another benefit that hopefully won&#039;t ever come in useful. Provided the Empire held either [[Madruga#Torres|Torres]] or [[Sarvos#Bocche|Bocche]] then they would be able to maintain military control of the Spiders Dream. That would mean that the Empire could use the bridge to overcome the limit of claiming a [[War#Beachheads|beachhead]] when invading Torres from Bocche, and vice-versa. Of course, the one flaw in that plan is that if barbarians conquered both Torres and Bocche, then they would be able to seize the bridge and benefit in the same way, but if that looks likely the Empire would have an opportunity to destroy the bridge before it fell into enemy hands.&lt;br /&gt;
&lt;br /&gt;
==Unmet Passions==&lt;br /&gt;
* &#039;&#039;&#039;Warehouses and merchants quarters could be built between the Spider&#039;s Dream and Trivento if the bridge is repaired&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would found a trade network across the south of the Empire that could be expanded later&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Expand Trivento&#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; 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;Special:&#039;&#039;&#039; Enhance the Spider&#039;s Dream Bridge&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; +15 weirwood and 45 crowns to original cost&amp;lt;/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 a ministry in Trivento&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Requirement:&#039;&#039;&#039; Spider&#039;s Dream is fully operational&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;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: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Gateway to the South&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightYellow;&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;6 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 true vervain, 4 cerulean mazzarine, 3 tempest jade, and 2 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;15 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 true vervain, 8 cerulean mazzarine, 6 tempest jade, and 4 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;27 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 true vervain, 12 cerulean mazzarine, 9 tempest jade, and 6 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;!--&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;42 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 true vervain, 16 cerulean mazzarine, 12 tempest jade, and 8 mana crystals&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;20 true vervain, 20 cerulean mazzarine, 15 tempest jade, and 10 mana crystals&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The League town of Trivento once harboured ambitions to leverage their position on the banks of the Vassa to become a rival to Sarvos. Those dreams were crushed by the creation of the Spider&#039;s Dream - the bridge provided swift and easy transport across the Vassa liberating merchants from the need to stop in Trivento and arrange passage. Instead of a bustling metropolis, Trivento was a mere stopping off point on the way to more important destinations. &lt;br /&gt;
&lt;br /&gt;
There are few occasions in recorded history when the Senator for Sarvos been a resident of Trivento. Passionate to raise the profile of her home, Concetta di Trivento, held the title for a single year during the reign of Emperor Ahraz. She used all four of her Senate motions to raise her proposal to construct a new merchants quarters at Trivento. Concetta was an early supporter of Ahraz, and had planned to benefit from the Emperor&#039;s patronage, but he was too busy dealing with [[the Orc Rebellion]] and her ideas were defeated each time.&lt;br /&gt;
&lt;br /&gt;
The plan is sound, at least on paper. Creating a walled compound between Trivento and the Spider&#039;s Dream that incorporated a set of large secure warehouses and an exchange for merchants to conduct trade would finally make Trivento more than just a stopping place. It would become a hub for trade in it&#039;s own right, with the two rivers, the Vassa and the Tulla, providing access to Kahraman, Tassato, Liathaven, and Mournwold, and the Spider&#039;s Dream linking them up to the roads across Madruga making Trivento into a Gateway to the South.&lt;br /&gt;
&lt;br /&gt;
Concetta&#039;s passion would have seen the creation of a League national title, the &#039;&#039;Ostiary of Trivento&#039;&#039;, appointed by [[Tally of the Votes]], a [[ministry]] that would benefit from access to the trade passing over the bridge. However the expansion of the facilities at Trivento might eventually support the creation of a new trade network across the south of the Empire, not unlike the [[Northern trade network]] that connects settlements across the north using the trading post at [[Skarsind#Southpine|Torfast]] as an &amp;quot;anchor&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Once the Gateway to the South was complete, the next time a great work raised the level of investment in [[farm|farms]] in [[Mournwold]], [[mine|mines]] in [[Kahraman]], or [[fleet|fleets]] in [[Madruga]] (such as the [[#Unopened Eye|wharfs]]), [[forest|forests]] in [[Liathaven]] (assuming the territory were conquered), the expansion in trade would automatically create an additional, new ministry connected to Trivento. In Mournwold this would be the &#039;&#039;Bailiff of Sarcombe Market&#039;&#039;, a title to rival the [[Bailiff of the Grand Market]] in [[Mitwold#Meade|Meade]]; in Karhaman it would be the &#039;&#039;Mistress of the Bounteous Parador&#039;&#039;, based at the prosperous settlement of [[Kahraman#Jade_Range|Nestor&#039;s Bounty]]; in Madruga it would be the &#039;&#039;Caravan Master of the Sunset Road&#039;&#039;&#039; based in [[Madruga#Calvos|Calvos]], with a similar title created in Liathaven depending on the state of the territory at the time the great work was commissioned. Each great work would also bring more trade to Trivento, adding further purchase options to Ostiary&#039;s ministry, allowing them to purchase ever more materials, albeit at increasing costs.&lt;br /&gt;
&lt;br /&gt;
It could take decades for Trivento to become a true rival to Sarvos, but lost time is never found as the [[proverbs|Marchers like to say]].&lt;br /&gt;
&lt;br /&gt;
==Unopened Eye==&lt;br /&gt;
* &#039;&#039;&#039;If the bridge were restored the Empire could build an extensive new wharf on the Freeborn side of the river&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The wharf would be a great work boosting the effectiveness of fleets based in Madruga by one rank when trading&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Excavate New Wharfs&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; Great Work&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 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;Effect:&#039;&#039;&#039; Boosts fleets based in Madruga by one rank while trading&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Requirement:&#039;&#039;&#039; Spider&#039;s Dream is fully operational&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 fast flowing Vassa has always proved difficult for Trivento, limiting the size and scale of the port workings possible. However on the Freeborn side of the river, there is a well protected bay, called Vassa&#039;s Eye, which is less than two miles around the headland where the Vassa meets the Bay. If the bridge were restored, it would make it viable to create a new wharf facility at the Eye that would provide valuable benefits to fleets trading out of Marduga.&lt;br /&gt;
&lt;br /&gt;
The wharf would require 30 wains of white granite and 90 crowns, but once complete, it would allow many more Freeborn vessels to take on cargo bound for distant lands. Most trade would still go through Siroc, at least it would in regular times, but the wharf would be invaluable to Freeborn captains who were picking up cargo that had come overland to the Spider&#039;s Dream or just as useful when unloading cargos brought to the Empire that were due to head north over the bridge. Currently most of this trade travels slowly overland to be loaded at Siroc or Sarvos because there simply isn&#039;t room in the cramped docks at Trivento.&lt;br /&gt;
&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: LightYellow;&amp;quot;&amp;gt;&#039;&#039;&#039;Vassa&#039;s Eye Harbourmaster&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightYellow;&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;6 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Dragonbone, 2 Imperial Roseweald, 1 Orichalcum, and 4 liao&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;16 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 Dragonbone, 4 Imperial Roseweald, 3 Orichalcum, and 8 liao&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;28 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9 Dragonbone, 6 Imperial Roseweald, 5 Orichalcum, and 12 liao&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;
Ships travel much faster than caravans. The shorter the travel times, the greater the profits available, so if the wharf were completed it would act as a great work provide a one rank bonus to every Freeborn vessel based in Madruga that took the trading action, regardless of which port they were sailing for. If the Gateway to the South was commissioned earlier or at the same time, it would also meet the criteria outlined for the Ostiary of Trivento providing allowing the  Ostiary to purchase more materials and automatically creating an Imperial position, the Vassa&#039;s Eye Harbourmaster, a Freeborn national postion appointed by Tally of the Votes.&lt;br /&gt;
&lt;br /&gt;
The Harbourmaster would be responsible for overseeing the operations of the new wharfs, but that would give them opportunities to buy cheap cargoes coming to Madruga from foreign lands, particularly Zemeh, as the Brass Coast is a popular destination for many Sumaah vessels.&lt;br /&gt;
&lt;br /&gt;
==Unrealised Ambitions==&lt;br /&gt;
* &#039;&#039;&#039;The Imperial treasury could be ordered to provide toll payments to the tollkeeper for each army that crosses the bridge&#039;&#039;&#039;&lt;br /&gt;
The Spider&#039;s Dream was constructed during the long reign of [[Emperor Giovanni]], but the full potential of the tollkeeper was never realised, as the Imperial Senate adamantly refused to agree to the Emperor&#039;s plans for the position.&lt;br /&gt;
&lt;br /&gt;
Tolls are one of the few permitted exceptions to the Imperial prohibitions on taxation. Ever since it was built, merchants have had to pay a small tithe to pass cross the Spider&#039;s Dream. Imperial armies are exempt from these fees, but that rule runs contrary to Giovanni&#039;s original intent. According to the history that Eilian has uncovered, Giovanni was adamant that the Imperial treasury should pay the Tollkeeper every time an Imperial army crossed the bridge, just like everyone else does.&lt;br /&gt;
&lt;br /&gt;
The impact of Giovanni&#039;s plan would be quite... dramatic. The text Eilian has recovered purports to show the Emperor&#039;s original calculations, indicating each army would cost the Imperial treasury 5 thrones every time it crossed the bridge. The civil service are more than capable of administering the tithes, with the result that the Tollkeeper could expect a colossal boost in the income they derived from operating the bridge. Ultimately each payment of five thrones would be added to the regular stipend that the tollkeeper currently receives. Giovanni argued that this income would empower the Tollkeeper, allowing them to invest in the Spider&#039;s Dream, maintaining the bridge, expanding the adjoining facilities, and ensuring it was adequately defended. The plan had considerable support from the Brass Coast and the League but that was insufficient to overcome the forthright disagreement of other senators led by the senator for [[Necropolis]]. Giovanni&#039;s notes have been appended with some very unflattering commentary on the nature of the senator&#039;s appreciation for economic matters.&lt;br /&gt;
&lt;br /&gt;
Giovanni&#039;s notes are a fascinating part of the original history of the Bridge and after checking that the proposal is constitutional, Eilian has tidied them up and put them forward for the Senate to consider alongside the other ideas. If enacted then any time an Imperial army crossed from Madruga to Sarvos or Tassato - or vice versa - five thrones would be removed from the Senate&#039;s budget and given to the Tollkeep. This figure is taken directly from Giovanni&#039;s calculations, but of course the Senate could raise or lower the amount if they wished. Any army would be assumed to take the shortest route to their destination – and crossing the bridge is clearly the shortest route to take – unless their orders explicitly said otherwise.&lt;br /&gt;
&lt;br /&gt;
If enacted the responsibilities of the Tollkeeper would be amended to include the expectation that they would use the generous wealth provided by the tolls to invest in the Spider&#039;s Bridge, and the surrounding infrastructure, ensuring it&#039;s prosperity and security for years to come.&lt;br /&gt;
&lt;br /&gt;
==The Grendel Problem==&lt;br /&gt;
* &#039;&#039;&#039;All these additional proposals are contingent on the Spider&#039;s Bridge being restored and remaining operational&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Empire does not control Madruga&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an ongoing Grendel invasion&#039;&#039;&#039;&lt;br /&gt;
All these proposals are dependent on the Spider&#039;s Dream being restored and then remaining operational. If the bridge were damaged or destroyed, all the linked benefits would be impacted, either reduced or stopped completely, until the bridge was back in working order. The designs presented by the Prognosticator&#039;s Office are not time sensitive. The ruined bridge is not going anywhere – although it is not impossible that the damage may be worsened by any number of factors such as Spring magic in the adjacent territories, or by very bad storms. If this were to happen, all that would change would be the &#039;&#039;amount&#039;&#039; of repair needed – the bridge could even be reconstructed from scratch if it needed to be.&lt;br /&gt;
&lt;br /&gt;
This is just as well, given [[A beacon of smoke|recent events]], Madruga is currently not in Imperial hands. While the Freeborn currently control the [[Madruga#Torres|southern bank of the river]], this may not continue to be the case.&lt;br /&gt;
&lt;br /&gt;
As seen [[Against the Jotun#Hill|recently in Kahraman]] it is risky to try and undertake a grand construction project while part of the land needed to make the project go smoothly is under threat by barbarians. This will need to be taken into account during any attempt to rebuild the Spider&#039;s Dream.&lt;br /&gt;
&lt;br /&gt;
An Imperial army would be sufficient to protect construction work in the territory from anything but a concerted attack (one that would almost certainly see a conjunction of the [[Sentinel Gate]]). If work is undertaken without such precautions, its likely that an invading army would be able to steal some or all of the materials contributed in a given season and delay all work while they were present. This would be worse if the army were to use an action such as [[Army_qualities#Foraging|Plunder]]. In the event that a hostile force captured Torres or [[Sarvos#Bocche|Bocche]], work on repairing the Spider&#039;s Dream would be impossible and &#039;&#039;all&#039;&#039; materials contributed so far lost or wasted.&lt;br /&gt;
&lt;br /&gt;
A sobering caution.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
The aging magistrate eyed the young prognosticator with a look that suggested he thought the civil servant might be some kind of Druj assassin in disguise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I just need to know if it&#039;s constitutional, magistrate.&amp;quot; Eilian had been given a surfeit of advice on how to manage the garrulous Highborn and he kept his tone polite and professional as he continued. &amp;quot;Gerard says it can&#039;t go forward until yourself and Karkovitch have confirmed there are no constitutional issues with the proposal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s the point?&amp;quot; demanded the old man grumpily. &amp;quot;Why waste my precious time on something the Senate won&#039;t touch?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eilian refused to wilt under the man&#039;s glare. &amp;quot;This proposal is part of Giovanni&#039;s original plans for the bridge&amp;quot; he explained. &amp;quot;It&#039;s a crucial part of the historical legacy of the Spider&#039;s Dream.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pffft. You&#039;ve missed out the bit where Giovanni wanted to train Marcher pigs to fly over the Vassa.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eilian bit his tongue, resisting the urge to fire off an equally sarcastic retort. &amp;quot;Only you can say if it&#039;s constitutional magistrate&amp;quot; he said, which was as close as he dared get to saying &#039;You only need to say if it&#039;s constitutional magistrate&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Course it&#039;s constitutional. It&#039;s bloody constitutional and bloody stupid is what it is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank you magistrate.&amp;quot; Eilian did his best to sound genuine rather than sarcastic but he couldn&#039;t quite stop his eyes glancing in the direction of the table where a half-eaten scone was slowly going cold. &amp;quot;I shall let you get back to your important business and not take up any more of your precious time&amp;quot; he said, backing out of the room.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_Forest_Orcs&amp;diff=116825</id>
		<title>Great Forest Orcs</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_Forest_Orcs&amp;diff=116825"/>
		<updated>2025-02-21T09:13:42Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The World]][[Category:Great Forest Orcs]][[Category:Bestiary]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Great Forest orcs, the [[Orc|orcs]] of Peytaht, or the Barrens orcs are all names for the group of orcs native to the western [[the Barrens|Barrens]]. They claim that their cultural heritage stretches back centuries - they claim to have ancestors that roamed the forests of what are now [[Therunin]], [[the Barrens]], [[Brocéliande]], and [[Highguard]] long before the Terunael placed one stone upon another to begin their cities. Whatever the truth of these claims, in recent times they have laboured under the yoke of the Druj, forced to serve and fight for their wicked masters for many years.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
According to the orcs, the [[Great Forest of Peytaht]] that covers the western Barrens and northern [[Reikos]] once covered much of the area now occupied by the Empire as well reaching as far north as the mountains of [[Otkodov]], and as far west as the kingdoms of the [[Jotun]]. They claim that their ancestors lived throughout the forest, long before the first humans came and began to cut the trees down. Regardless of the truth of these claims the Great Forest is today very much reduced - as are the people named for it.&lt;br /&gt;
&lt;br /&gt;
For the last five hundred years or so, the Great Forest orcs lived in the Barrens, claiming the [[The_Barrens#Heart_of_Peytaht|Heart of Peytaht]] itself of course, but also the [[The_Barrens#The_Untrod_Groves|Untrod Groves]] and the [[The_Barrens#The_Bleaks|Bleaks]]. They lived alongside the other independent orcs- the Black Wind, the Vendarri, and others whose names have been lost to history. From time to time they fought among themselves, against the [[Druj]], and against the people of [[Dawn]] and Navarr.&lt;br /&gt;
&lt;br /&gt;
Their freedom came to a decisive end a little over a century ago when the Druj pushed into the Barrens and conquered the territory. Most were enslaved, but some of the orcs fled west into [[Brocéliande]], living as bandits in [[Brocéliande#Boar&#039;s Dell|Boar&#039;s Dell]] and [[Brocéliande#Elerael|Elerael]]. There are a few rumours of relatively peaceful trade between the barbarian settlements and some of the [[steading|steadings]] but they largely avoided the Navarr. Those living in Elerael were brutally suppressed when the Druj pushed into that region following their invasion of [[Reikos]], but the orcs in the northern part of the territory lived in relative peace until 378YE.&lt;br /&gt;
&lt;br /&gt;
Their enslavement and exile came to an end in Winter 377YE when an Imperial force ambushed and slaughtered the Druj leaders in the Barrens. This triggered an armed revolt among the subjects led by the Great Forest and the Black Wind. The rebellious orcs engaged in a campaign of slaughter against every Druj enclave they could find. Druj prisoners were generally hung from the nearest branch capable of holding their weight, leading to horrifying encounters with literally dozens of dead orcs hanging from hempen nooses wherever the two orc factions clashed. They appeared unconcerned with the Dawnish citizens in Dawnguard, but once the Druj were dealt with their attention turned to relations with the Empire.&lt;br /&gt;
&lt;br /&gt;
Throughout 378YE, the orc settlers from the Barrens retreated out of Brocéliande, leaving their makeshift camps to fall into disuse or be overrun by vallornspawn. Then, during the Spring Equinox 379YE, the [[Imperial Senate]] passed a motion [[Declare peace with Barrens orcs|declaring the three orc peoples in the Barrens to be foreigners]], rather than barbarians. This meant - among other things - that while the orcs of the Barrens are recognised as foreigners, any invasion of their lands by Imperial troops would be a criminal offence. During Summer of the same year, a [[Green_and_pleasant_lands|delegation of indigenous orcs]] came to [[Casinea#Anvil|Anvil]], with the assistance of the Navarr of Brocéliande. They engaged in extensive diplomacy and negotiation in pursuit of a treaty between the Empire and their nascent nation. However the negotiations failed when the treaty was rejected by the Senate.&lt;br /&gt;
&lt;br /&gt;
In Autumn 379YE, the Great Forest orcs were part of a larger force that attempted to [[379YE_Autumn_Equinox_winds_of_war#Angry_Orcs|claim Dawnguard from the Dawnish]]. This sparked [[379YE_Winter_Solstice_winds_of_war#The_Thunder_of_the_Barrens|months of bitter fighting]] in the Barrens, leading to a [[380YE_Spring_Equinox_winds_of_war#Under_a_Crimson_Sky|counterattack]] that [[380YE_Summer_Solstice_winds_of_war#The_Conquest_of_the_Barrens|pushed the indigenous orcs back]].&lt;br /&gt;
&lt;br /&gt;
Shortly after the Summer Solstice 380YE, the Druj returned, in force, pushing into the Barrens. The entirety of the Great Forest orcs [[380YE_Autumn_Equinox_winds_of_war#The_Price_is_Consequence|fled south]] and sought sanctuary in [[Therunin]]. A little over two thousand warriors, along with what appeared to be the majority of their civilians, emerged from [[The Barrens#Hope&#039;s Rest|Hope&#039;s Rest]] into the [[Therunin#Lower Tarn Valley|Tarn Valley]]. They came in response to the invitation of the Navarr, supported by the Imperial Senate. Met by representatives of the steadings and stridings of Therunin, a great camp was raised in the Lower Tarn Valley.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
When they arrived in Therunin, the Great Forest orcs brought many supplies and possessions with them, but they had a number of needs that could not be met without the opportunity to create a permanent settlement. They immediately requested that a region of the northern forest be ceded to them, a place where their tribal laws hold sway rather than the law of the Empire.  While this region would be the centre of their habitation, they would not force any Navarr to leave the area - provided they were comfortable living alongside the Great Forest orcs, did not interfere with the customs and traditions of the Great Forest, and respected their right to ignore &amp;quot;the Imperial ancestors&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
This request caused significant problems for the [[Scrutiny#Constitutional Court|Constitutional Court]], climaxing in an [[inquisition]] of three of the members when the initial treaty was rejected during [[scrutiny]]. In the face of growing frustration from both orcs and Navarr - with the Great Forest orcs making preparations to &amp;quot;leave&amp;quot; and head south toward some unknown destination - a great deal of diplomacy and political manoeuvring was required.&lt;br /&gt;
&lt;br /&gt;
The negotiations regarding a place to live continued through most of 380YE, culminating eventually in an acceptable [[Accept_Orcs_of_the_Great_Forest_treaty|peace treaty]]. The Empire were prepared to allow the orcs to dwell within Therunin provided that they are willing to help defend it - but they would not cede a region of the ancient forest. The orcs were clearly disappointed by the outcome, but their mood was one of resignation rather than anger. They seemed to accept that in the end they simply asked for too much and offered too little.&lt;br /&gt;
&lt;br /&gt;
On several occasions the Great Forest Orcs offered their assistance to the Navarr, and to the Empire as a whole. They helped [[383YE_Winter_Solstice_winds_of_war#Fire_and_Hemlock|defend Therunin from the Heirs of Terunael]], and helped deal with Druj guerrillas during the [[One_last_song#Into_the_Woods|adventure in Brocéliande]]. &lt;br /&gt;
&lt;br /&gt;
During the Winter 384YE, a number of Great Forest Orcs proposed creating new settlements in Hercynia and Miaren, near the [[weirwood]] groves there. The Navarr national assembly [[384YE_Winter_Solstice_Synod_judgements#Judgement_56|welcomed their appeal]], and Great Forest Steading and High Pines Steading were established in the following months. This faction of Great Forest Orcs - primarily younger orcs - appears to want to join the Navarr rather than return to the Barrens, although how they will go about doing so is unclear at this time and they have not yet formally requested to become Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
The Great Forest orcs are friendly, but keep to themselves. Citizens of Therunin, especially brokers, have had the most success in dealing with them. Even so, they have only been able to glean a small amount of information about Great Forest orc culture and customs.&lt;br /&gt;
===Politics===&lt;br /&gt;
The Great Forest orcs are led by a chief, advised by a council. The current chief is young, but is well advised by a council made up of older and more experienced orcs. They have repeatedly avowed they have no interest in being absorbed by either the Navarr, or the Imperial orcs. The Great Forest orcs have made clear from the start that they wish to return to their homes in the Barrens. They will fight to help the Navarr against the Druj, and they anticipate one day reclaiming their forests - including the weirwood groves of the Eaves of Peytaht.&lt;br /&gt;
&lt;br /&gt;
While they are centred in the Lower Tarn Valley, their people have spread out throughout Therunin over the months following the Summer Solstice 381YE. They are now present in every region that is not occupied by the [[vallorn]] (every region except [[Therunin#Greenheart|Greenheart]] and [[Therunin#Sweetglades|Sweetglades]]). They are not building permanent settlements outside of the Lower Tarn Valley - unless explicitly invited to do so by Navarr steadings - but their hunting parties can be encountered in all parts of the territory.&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
The orcs of the Great Forest have firmly rebuffed attempts to introduce them to [[the Way]]. They have their own spiritual beliefs, and while they are not interested in discussing it, those Therunin Navarr who have dealt directly with them have managed to glean a few details. &lt;br /&gt;
&lt;br /&gt;
Like [[Imperial_Orcs_religious_beliefs#Imperial_Orc_ancestors|many orcs]], they hold their ancestors in particular reverence. For some time there was a belief that they also revered or even worshipped invisible spirits that they believed live in the forest and protect them from [[Imperial_Orcs_religious_beliefs#The_Howling_Abyss|the Howling Abyss]]. They initially refused to talk about these spirits, beyond saying they were the &amp;quot;children&amp;quot; of the Great Forest - the single woodland they claim once stretched across the entire area now occupied by the Empire.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 385YE, the Assembly of Pride took advantage of [[Tooth_by_tooth#Pride_and_Prejudice|an opportunity]] to send  a number of priests to try and increase Imperial understanding of the Great Forest Orcs beliefs. Unfortunately, [[Ripples and shadows|developments in the Barrens]] meant that the priests&#039; visit was cut short. At the same time, though, there has been enough communication about spiritual matters to learn more about the &#039;&#039;[[Beliefs of the Great Forest]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
When they arrived in Therunin, the Great Forest Orcs supported a standard [[Imperial army|campaign army]] under the command of a warchief (a rank analogous to an Imperial [[general]]). The warchief answered to the chief and their council - who led the Great Forest orcs- but was free to act as they see fit in pursuit of the goals the chief and council set forth. The army has since been disbanded - the day to day requirements for the orcs to hunt and build take precedence over the need for a standing army, and as guests of the Empire they have no real ability to maintain such a large force of warriors anyway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Valack&#039;&#039;&#039; still remains the warchief of the Great Forest Orcs, however, and may be contacted by [[Call Winged Messenger|Winged Messenger]] at the &#039;&#039;Great Forest Encampment, Lower Tarn Valley, Therunin&#039;&#039; for the time being. While the Great Forest Orcs disbanded the army their warriors did not abandon their weapons or their armour. Half chose to maintain combat readiness, guarding their people from the dangers of the forest of Therunin - which is, after all, a Navarr territory. Giant insects, alligators, and the occasional vallorn spawn threaten the orcs just as they threaten their human neighbours. These warriors call themselves the Spears of the Pines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Calling the Spears of the Pines&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As long as relations between the Great Forest Orcs and the Navarr remain cordial, and the orcs continue to live in Therunin, any Navarr [[general]] who is fighting in Therunin can call for the Spears of the Pines to fight alongside them. If they do so, a band of orcs and briars with a fighting strength of 1,000 will fight alongside that general in the coming season. To call the Spears of the Pines, the general need merely mention that they are doing so in their orders. Further, if any Navarr army is fighting to conquer the Barrens, they may likewise call for the Spears of the Pines, again by mentioning them in their orders. The Great Forest Orcs will only fight alongside Navarr armies in this way.&lt;br /&gt;
&lt;br /&gt;
For purposes of rituals such as [[Bound by Common Cause]], a warband of Spears of the Pines qualifies as seven military units.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
The Great Forest orcs have only a small number magicians among them. It seems they posses only the most rudimentary magical training and some of their best magicians are barely a match for the children in the Academy. It appears that when they laboured under the Druj, what little magic they possessed was stripped from them. The Druj it seems will tolerate their subjects learning some of the more simple battle spells and little more. In total they have only a few dozen rituals - none of which surpass Imperial equivalents - most are far worse.&lt;br /&gt;
&lt;br /&gt;
Their magical practices seem to revolve around reverence for trees, the use of heavily stylised animal masks, and the invocations of both ancestors and &amp;quot;totem spirits&amp;quot;. Imperial magicians speculate that these &amp;quot;totem spirits&amp;quot; are guises assumed by certain eternals. So far the orcs of the Great Forest have received some support from [[Lashonar]], who they call variously &#039;&#039;the chatterer&#039;&#039; and &#039;&#039;the magpie&#039;&#039;. Other members of the sept practice [[astronomancy]], but give the constellations [[:File:Barrens Orcs Stars.pdf|different names]] to those familiar to Imperial magicians.&lt;br /&gt;
&lt;br /&gt;
They do not seem to have large [[Bands#Covens|covens]] such as those found in the Empire. Rather individual magicians come together as needed by the people and dedicate themselves to a single project or outcome before going their separate ways. They have nothing approaching the body of work represented by [[Imperial lore]]. It is speculated that most of their ritual magicians are practitioners of [[Night magic]]. Although there are some hints that they also dabble in a second lore, [[Navarr_magical_traditions#Vates|vates]] who have spoken with their magicians can only say with any confidence that it is probably not [[Spring magic|Spring]].&lt;br /&gt;
&lt;br /&gt;
From interactions with the Navarr, they slowly became aware that the Empire&#039;s magical learning exceeds their own as the light of the sun exceeds that of a candle. They asked those magicians they talk to about how they came by such mastery of magic and seemed awed that the Empire had instituted schools and libraries to spread this learning across the land. Eventually the inevitable question Was raised. Would the Empire consent to let the Great Forest Orcs access this great storehouse of knowledge and learning? Would they allow the young magicians of the Great Forest orcs to learn what their own children learn? Could their shamans be allowed to access these mystical libraries?&lt;br /&gt;
&lt;br /&gt;
The civil service advised caution. The Empire has a treaty with the Great Forest Orcs, but treaties have failed before now, especially in recent times. If the Orcs were granted access to Imperial Lore there would be no way to limit what rituals they might acquire. While they are hardly likely to become the equal of the [[Urizen]] in a few short years... they would certainly use that access to acquire new rituals. Once that happened there would be no simple way to take the lore back short of extermination. Worse, if the Orcs returned to the Barrens... there might be nothing to stop the Druj enslaving them again - and taking that lore for their own - just as they did before.&lt;br /&gt;
&lt;br /&gt;
In [[381YE_Autumn_Equinox_Conclave_sessions|Autumn 381YE]], the Imperial Conclave declined to grant them access to Imperial lore. Instead they used the [[declaration]] of [[dissemination]] to provide them with [[ritual text|ritual texts]] of two rituals - [[Rivers of Life]] and [[Blessing of New Spring]]. A declaration of [[concord]] was also passed that &amp;quot;&#039;&#039;the Conclave should send magicians to the Great Forest orcs to teach them the basics of magic and help them overcome the damage done by the Druj.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Masters of Weirwood===&lt;br /&gt;
The Great Forest Orcs are expert tenders of weirwood trees. When they dwelled in the Barrens they worked the weirwood groves in the [[The_Barrens#Heart_of_Peytaht|Heart of Peytaht]] producing a steady stream of valuable timber to help the Barrens. They speak fondly of these groves; they possess some value to them beyond the wealth of the trees themselves and they long to take them back. &lt;br /&gt;
&lt;br /&gt;
They are also privy to a secret apparently unknown to both the Empire and the Druj - they know how to pass through the heart of the [[Great Forest of Peytaht]] unmolested. Indeed, it appears that it was their knowledge that allowed the Druj to launch their surprise attack into [[Reikos]] in 367YE. They did so grudgingly - so they claim - and without their aid the Druj forces were ultimately trapped in the former [[Highguard|Highborn]] territory until they were forced to suffer the consequences of moving north in the last days of the war in [[Holberg]]. They have made no effort to share this secret with the Empire, and are indeed reticent to talk about Peytaht at all.&lt;br /&gt;
&lt;br /&gt;
In Autumn 381YE, they proposed that their woodcutters would work the trees in the [[Thimble]] for the Empire in return for a bounty of four wains of weirwood each season. Doing so would mean that the entire cost of running the Thimble would be negated while the agreement was in place - but the output of the grove would be reduced by four wains per season. The Orcs could then use the weirwood they gained to create herb gardens and similar of their own in Therunin. After some deliberation, the Imperial Senate [[Permit_Great_Forest_Orcs_to_work_the_Thimble|agreed to their suggestion]].&lt;br /&gt;
&lt;br /&gt;
The Great Forest Orcs also suggested that they might use their mastery of weirwood to construct a [[fortification]] in Therunin - the [[The_place_you_called_home#The_Holt_of_the_Oak|Holt of the Oak]]. While the Empire builds forts only with white granite, the Great Forest orcs possess the ability to do so with weirwood. If the Empire would provide the materials needed then the Great Forest Orcs would carry out the construction and would then operate and maintain the fortification (in effect it is ceded to them) for the duration of their stay in the territory. Once they were able to return home, then the fortification would be ceded back to the Empire. The Imperial Senate [[Fortify_Lower_Tarn_Valley|accepted their offer]], and after some initial hiccups the unique fortification was completed shortly before the Winter Solstice 383YE.&lt;br /&gt;
&lt;br /&gt;
===Herb Lore===&lt;br /&gt;
Most of the Great Forest Orcs apothecaries and physics have been killed, lost in battle to the Druj (or in some cases the Dawnish). Those that survived were forced to abandon their [[herb garden|herb gardens]] when they fled south - but there seems to be a strong tradition of herb lore among them that they are keen to rebuild. One of their herbalists [[Empty_handed#Securing_their_Future|visited Anvil]] during the Autumn Equinox 381YE to sell some potions. Experienced apothecaries who examined the potions confirmed that they had not seen anything like them before - it is possible that the potions are entirely unknown in Imperial Lore. It is not clear whether the Great Forest orcs know how to make these potions or they are simply a legacy of their enslavement by the Druj. If they do, it might be possible to persuade them to share their knowledge with the Empire.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, a mastery of the arts of the [[Surgical skills#Physick|physick]] or the [[Surgical skills#Apothecary|apothecary]] is of little use without [[herbs]] - and it will take time for the Great Forest orcs to build up their own herb gardens. Every herb they possess is needed to keep their people alive. Despite their best efforts, many of their people are still in need of medical treatment and without it they are unlikely to survive the coming winter. Some made efforts to buy what supplies they can from the Navarr - but they lost what little wealth they once possessed when they fled the Barrens.&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 381YE, the Imperial Senate [[Amend_the_use_of_the_Gardens_of_High_Chalcis|voted to offer aid to the Great Forest orcs]]. The production from the [[Gardens of High Chalcis]] in Reikos were channelled into Therunin to aid the recovery of the orcs - removing the benefits they grant the Highborn herbalists for the next year. At the same time the [[Assembly#The_National_Assemblies|Navarr National Assembly]] [[381YE_Autumn_Equinox_Synod_judgements#Mandate|enacted]] a [[mandate]] to encourage the people of Therunin to share their herbs with the orcs, granting additional assistance but reducing both the production of the herb gardens and the income of [[business|businesses]] across the territory.&lt;br /&gt;
&lt;br /&gt;
==The Briars==&lt;br /&gt;
As well as orcs, the people of the Great Forest are accompanied by perhaps a hundred and fifty humans of obvious [[briar]] [[lineage]] who are not Imperial citizens. There is little doubt that these briars are representatives of the [[Malign spiritual presences#Anarchy|anarchists]] of Dourfell Keep in the Barrens - descendants of the [[Freedom_Heresy|murderous heretics]] who attempted to claim the Barrens as an independent briar &amp;quot;kingdom&amp;quot; during the reign of [[Emperor Ahraz]]. With Druj domination of the Barrens all but complete, it is speculated that they are the only surviving members of the cult. &lt;br /&gt;
&lt;br /&gt;
Regardless, it is unlikely that they are friends to the Empire and their presence among the Great Forest orcs may be cause for concern. The orcs have been clear, however, that these people are their allies and friends. Any provisions the Empire has made for the Great Forest orcs apply equally to these briars. Via their orc interlocutors they have apparently agreed not to seek to spread their heresy - or at least not to resist the consequence that fall on any of their number who do so. Given the Navarr attitude to [[Briar#Briar_Life|briars]] prior to 383YE, especially in a territory with an active [[vallorn]], it is perhaps unsurprising the briars kept very much to themselves avoiding contact with Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
==The Great Forest Orcs in Play==&lt;br /&gt;
* &#039;&#039;&#039;The Great Forest orcs or their human allies are not available to player characters.&#039;&#039;&#039;&lt;br /&gt;
Any Imperial character is free to create stories of interactions with the Great Forest Orcs if they wish, as long as they bear certain considerations in mind.&lt;br /&gt;
&lt;br /&gt;
The Great Forest Orcs are centred in the Lower Tarn Valley, but their people will spread out throughout Therunin over the coming months into every region that is not occupied by the [[Vallorn]] (every region except Greenheart and Sweetglades). They will not build permanent settlements outside of the Lower Tarn Valley unless explicitly invited to do so by Navarr steadings. Their hunting parties will, however, be encountered in all parts of the territory.&lt;br /&gt;
&lt;br /&gt;
Whenever they are encountered, they are guarded but cautiously friendly to the Navarr. They are cordial to Imperial Orcs, in all ways treating them as equals. With representatives of other nations, they are cool and aloof and will not voluntarily spend time around them. The exception is the Dawnish - it is clear they have little love for them. They abide by Imperial law as they understand it, and they do their level best not to infringe on Navarr hunting grounds uninvited.&lt;br /&gt;
&lt;br /&gt;
They have no interest in the Way, and no interest in sharing their own philosophy save to speak in the broadest terms about ancestors, spirits, and their concept of the Great Forest - that all the woodlands that currently stand in Imperial lands and in the Barrens were once part of a single immense forest that stretched across the entire land long before humans arrived, and will one day reclaim that land.&lt;br /&gt;
&lt;br /&gt;
The briars who live among them rarely leave Lower Tarn Valley unless they are part of a large orc hunting party. They avoid contact with Imperials for the most part; although some of them appear to be working to help the Great Forest Orcs understand the Empire their information is somewhat patchy and out of date. They, likewise, have little interest in the Way - but Navarr who visit the Great Forest Orcs quickly learn that these briars honour the same virtues as the Empire ... but unfortunately they &#039;&#039;also&#039;&#039; honour the false virtue of [[Malign_spiritual_presences#Anarchy|anarchy]]. While they are careful never to speak of it to Imperials, some of them can occasionally be heard referencing it among themselves.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
===Winds of Fortune===&lt;br /&gt;
* [[Green and pleasant lands]] (Summer 379YE)&lt;br /&gt;
* [[When all this was trees]] (Autumn 380YE)&lt;br /&gt;
* [[Price of experience]] (Winter 380YE)&lt;br /&gt;
* [[The place you called home]] (Autumn 380YE)&lt;br /&gt;
* [[Froggy went a&#039;courting#Great Forest Orcs|Froggy went a&#039;courting]] (Winter 381YE)&lt;br /&gt;
* [[Make_a_deal#Good_Neighbours|Make a deal]] (Summer 384YE)&lt;br /&gt;
* [[You belong with me]] (Winter 384YE)&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Faraden&amp;diff=116791</id>
		<title>Faraden</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Faraden&amp;diff=116791"/>
		<updated>2025-02-20T08:29:36Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Faraden Religious Beliefs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
Faraden lies to the west of the Empire. It is a rocky, hilly nation on the far side of the Lasambrian hills. The Faraden are canny traders and fierce warriors. Up until very recently, the Faraden traded frequently with the [[The Brass Coast|Freeborn]] at [[Segura#Anduz|Anduz]], but since the fall of [[Segura]] in 363 YE this has become a good deal more difficult. They are known to trade with their neighbours the [[Iron Confederacy]], but also with lands to the south and west that are largely unvisited by Imperial traders - their nation serves as a “gateway” to the southwestern parts of the continent. &lt;br /&gt;
&lt;br /&gt;
The people of Faraden have a lot in common with the Empire but are very independent. A major bone of contention is that their religion is closely related to the Imperial faith but includes elements that the [[Imperial Synod]] believes is heretical, which helps make them extra touchy around Imperial citizens. They are often unprepared for what they see as the &#039;superior&#039; attitude of their Imperial neighbours.&lt;br /&gt;
&lt;br /&gt;
==People==&lt;br /&gt;
The people of Faraden gather together into extended families, each led by a High Lord or High Lady. The nation as a whole is led by the Lord (or Lady) of the Five Winds, who is chosen by agreement of the High Lords and High Ladies and serves for life. The Lord of the Five Winds in practice comes from one of a half-dozen extremely rich “noble” families to whom the other families owe debts of loyalty and allegiance. It is a somewhat feudal society. Lords and Ladies serve as judges, while the High Lord or High Lady effectively rules the nation with the support of the Lords.&lt;br /&gt;
&lt;br /&gt;
Politics between the various powerful families can become intense, especially when it is time to select a new Lady of the Five Winds. The support of a powerful Imperial faction can offer additional weight to a High Lord or High Lady in their internal manoeuvring.&lt;br /&gt;
&lt;br /&gt;
In this nation, the traders are very much in charge, and pay their warriors to protect their people and their borders. They do not especially value ambition, and consequently it is traditional for a family to specialise in one or two areas. They&#039;re not a true caste-based society, but a Faraden who is at odds with the profession practiced by her family will need to find another family prepared to take them in, and another family will only do this for people who are very skilled. &lt;br /&gt;
&lt;br /&gt;
Changing family is always done as part of a transaction; it costs money to buy someone from their family, so the family “buying” you needs to be sure it will get a return on its investment. Priests usually oversee adoption ceremonies and often [[Religious skills#Testimony|testify]] that the adoptee is now part of the family. This is important given Faraden spiritual beliefs about reincarnation, but it increases the cost to the family adopting their new member as [[liao]] must usually be secured.&lt;br /&gt;
&lt;br /&gt;
Unlike their Imperial neighbours, Faraden keep human slaves. Criminals, especially thieves, are often sentenced to slavery for a period of time depending on the value of the item they stole and the dishonour the theft caused. Faraden slaves always serve for a period of time, and their sentence can be ended prematurely if their family chooses to buy their debt off; foreigners are kept indefinitely and are not well treated.&lt;br /&gt;
&lt;br /&gt;
==Culture and Customs==&lt;br /&gt;
As a people, they are first-and-foremost traders, who look for wealth outside their palaces, and outside their borders. They are not the daring, reckless adventurers that the Freeborn are, nor the cunning and ruthless mercantilists of the League, but rather they are clever entrepreneurs who view wealth as a means to an end rather than an end in itself - comfort, happiness and power all flow from the coin purse.&lt;br /&gt;
&lt;br /&gt;
The most striking element of Faraden culture is the value they place on the concept of honour. Each Faraden has a sense of personal honour, but also recognises family honour and national honour. An offence against any one of these causes them to become intractable and even hostile. They will tell someone if they are offending their honour and then the onus is on that person to make amends – if they&#039;ve been insulted with words, then a sincere apology sorts the situation out. If the situation is not quickly dealt with, it will often escalate until a High Lord or High Lady becomes involved.&lt;br /&gt;
&lt;br /&gt;
Tied up with their idea of honour is a form of escalating lex talionis – every punishment among the Faraden includes an element of deterrent and is often quite cruel. If someone steals from them, then not only is the item returned but they expect punishment for the dishonour caused often in the form of mutilation, corporal punishment or enslavement. If someone kills one of their relatives, they expect that person and one of &#039;&#039;their&#039;&#039; relatives to be killed in return, and so on. This means that the Faraden are fairly law-abiding people, but their concept of legality puts them squarely at odds with the codes of Imperial Law.&lt;br /&gt;
&lt;br /&gt;
This fierce attitude to law and justice means vendettas are common between rivals, and are often settled by bloodshed. Sometimes those vendettas get settled on Imperial soil, which can lead to all sorts of diplomatic incidents. &lt;br /&gt;
&lt;br /&gt;
They especially enjoy flags, streamers, kites and other things that move in the wind; most Faraden settlements are decorated with these adornments, and wind-chimes are common. They also like wind instruments over any other sort – recorders and penny whistles particularly.&lt;br /&gt;
&lt;br /&gt;
As a nation they fear and hate the sea – in tales it is a place of horror full of dreadful creatures that kill anyone foolish enough to venture out onto it. Sea storms are seen as ill omened (as opposed to storms over land which represent the power and fury of nature and are seen as good omens). Sailors are figures of superstitious dread among the Faraden and they do not willingly associate with them.&lt;br /&gt;
&lt;br /&gt;
==Abridged History==&lt;br /&gt;
It is unclear when the Faraden first came to the lands they now inhabit, but they are believed to have migrated there from somewhere further south around six hundred years ago. They carved a land out from the barbarian orcs in the area who were no match for their single-minded, methodical campaign. When the [[The Brass Coast|Freeborn]] arrived in the land that is now the Brass Coast there were a few scattered families of Faraden living in western Segura, who were either absorbed by the Freeborn, fell to orcish aggression from the Lasambrian hills, or voluntarily relocated back to Faraden.&lt;br /&gt;
&lt;br /&gt;
Relations between Freeborn and Faraden remained cordial, and when [[Highguard|Highborn]] missionaries eventually crossed the Lasambrian Hills to Faraden they found a people receptive to their teachings, and a religion not massively dissimilar to the Imperial Faith. However the Faraden had no interest in joining the Empire, and refused to give up their core philosophical belief in Justice, nor to recognise as essential the virtues of [[wisdom]], [[vigilance]] or [[ambition]]. Religious conflict with the Empire briefly boiled over during the reign of [[Empress Teleri]] when certain reactionary forces in the Imperial Synod called for a war with the impious &#039;barbarian&#039; Faraden, but the fighting was short lived and found little support with any of the Imperial nations who shared a border with their western neighbours.&lt;br /&gt;
&lt;br /&gt;
Occasional bands of Faraden warriors have served as mercenaries, especially in [[The Marches]] and [[Wintermark]]; in return some groups of Imperial soldiers have spent a little time as auxiliaries to Faraden forces protecting their northern borders from the [[Jotun]].&lt;br /&gt;
&lt;br /&gt;
==Faraden Military Concerns==&lt;br /&gt;
The Faraden favour families of professional warriors and soldiers who protect their borders, although even the most mercantile or religious family is likely to have a few members who practice with arms and armour to protect their kin from bandits or rampaging beasts. They also have a history of skirmishes along their borders with the [[Iron Confederacy]], and even occasionally with troops or bandits out of Segura. Since [[Liathaven]] was taken by the orcs, however, the Faraden have apparently been having increasing problems with the southern [[Jotun]], as well as having to fend off opportunistic raids from the Lasambrian hills. &lt;br /&gt;
&lt;br /&gt;
In battle Faraden warriors prefer round shields, one-handed swords and bows. They layer leather and metal armour, and the more ornamental the armour, the higher the warrior&#039;s status. They prefer to fight with small units rather than engaging in large campaign battles, but when the Lord (or Lady) of the Five Winds calls they are capable of fielding large armies made up of units that can still function independently in pursuit of a military goal.&lt;br /&gt;
&lt;br /&gt;
==Faraden Economic Concerns==&lt;br /&gt;
The Faraden value wealth, but they value it for the comfort and opportunity it brings, rather than as an end in itself. Relations between families often involve the transfer of wealth, not only in the form of coins but in goods and animals. It is common for families to be tied with almost feudal bonds, where a smaller family gives regular tribute to a larger family in return for protection or access to resources. Other families serve as retainers to larger families in return for payment.&lt;br /&gt;
&lt;br /&gt;
The Faraden make their own lead coins for internal use, but they use coinage from all over their part of the world, and that includes [[Currency#Imperial Coins|Imperial coinage]]. As a nation where trade is paramount, they are adept at valuing the coins of other nations; some are melted down for their metal content, others are traded as a commodity in their own right. For example, a Faraden family with a surfeit of Imperial coinage will trade it to a family with stronger Imperial ties, possibly in return for commodities or currency of interest to the nations with which they in turn trade. &lt;br /&gt;
&lt;br /&gt;
Their traders range far and wide; it is common for a group of Faraden traders to set off with a wagon or two laden with goods and disappear for a year or two, returning home with entirely different goods and (hopefully) plenty of coins. Their connections with distant foreigners mean they often have odd materials or items for sale when they visit the Empire.&lt;br /&gt;
&lt;br /&gt;
The Faraden do not have much in the way of forest, so they are often willing to trade for weirwood and especially the [[Materials#Iridescent Gloaming|iridescent gloaming]] that they use to make their richest dyes. In return they trade the fruits of their western mines (especially [[Materials#Orichalcum|orichalcum]] and [[Materials#Weltsilver|weltsilver]]).  &lt;br /&gt;
&lt;br /&gt;
==Faraden Religious Beliefs==&lt;br /&gt;
In the Faraden, [[Highguard|Highborn]] [[Highguard religious beliefs|wayfarers]] and [[The Brass Coast|Freeborn]] [[sutannir]] found a people receptive to their teachings, and a religion not massively dissimilar to the Imperial Faith. However the Faraden refused to recognise as essential the virtues (or &amp;quot;flames&amp;quot;) of [[wisdom]], [[vigilance]] or [[ambition]]. More worryingly for the Highborn, they claimed that &#039;justice&#039; was as important as the other virtues and insisted on including it alongside [[courage]], [[loyalty]], [[prosperity]] and [[pride]]. While they are spiritual kin to the people of the Empire, but the shared similarity of their beliefs just throws the differences into stark relief - there are priests on both sides who would like to see the matter of their religious differences settled once and for all.&lt;br /&gt;
&lt;br /&gt;
The priests of Faraden refuse to accept the truth of the [[The Labyrinth of Ages and the Paragons and Exemplars|Labyrinth]] and instead teach that after life there is an endless howling waste where souls wander; the more virtuous they are in life, the more friendly the spirits of that place are, and the more they help the wanderer to find their way back to true life. There is also a belief that virtue ignites a &amp;quot;flame&amp;quot; in the spirit of the dead, helping them endure the travails of the howling wastes. They also believe that souls are always born into the same family; wiping out all members of a family consigns the dead spirits of that family to an eternity of wandering in the howling waste, until they eventually become [[malign spiritual presences|malign spirits]]. This belief in reincarnation along familial lines is one of the reasons that adoption between families is such a significant event in a Faraden life.&lt;br /&gt;
&lt;br /&gt;
Faraden priests have minimal access to [[liao]], meaning that liao ceremonies are much less commonly practiced among them. What liao they do have access to is often traded with the Empire, and some [[Navarr]] especially make a point of trading liao to the Faraden. As a consequence of their restricted access to spiritual ceremonies, priests are rarer in Faraden than in the Empire and many serve in roles as advisors to political figures than as religious figures.&lt;br /&gt;
&lt;br /&gt;
Funerals are air burials; the body is laid out on a raised platform and left for the elements and the birds. Sometimes valuable items are placed on these platforms and it is a capital crime to take them. An item that falls off a platform is available for anyone to take however, and if the platform collapses. It is taken as a sign that the spirit has been reborn and the items can be claimed. Burying people in the ground is seen as abhorrent, and burning them is seen as offensive. Vultures and other carrion-birds are seen as lucky by the Faraden.&lt;br /&gt;
&lt;br /&gt;
In Spring 385YE, a [[mandate]] was enacted to encourage Imperial priests of the [[Pride]] assembly to visit Faraden and converse with the priestly families and gain a deeper understanding of [[Tooth_by_tooth#Pride_and_Prejudice|their understanding of the virtues, and the Way]]. A short report was compiled by these priests, providing insight into Faraden spirituality, that was published a year later as &#039;&#039;[[On Faraden faith]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Faraden Magic Traditions==&lt;br /&gt;
As with merchants, warriors and priests some families specialise in magic and sell their services to the other families. Each family jealously guards its store of ritual lore, and so Faraden magicians are not as widely versed as those of the Empire although they often possess a ritual or two unknown by their neighbours to the east. Their ritual performances often involve streamers, smoke and other things that rise into the wind, and their magicians often use prestidigitation, theatrical tricks, flash powder and the like to create odd effects alongside their actual magic to impress their audiences. &lt;br /&gt;
&lt;br /&gt;
Wind and fire are used extensively as metaphors for magic, and their stories contain images of spirits and magical creatures whose bodies are composed entirely of living flame and living wind. It is never entirely clear if the magician believes in these spirits, or if they are merely metaphors for magical processes. Their ritual magicians use the same names for the four &#039;corporeal&#039; realms as their Imperial neighbours. Instead of [[Day]] and [[Night]] however they call the remaining two Realms &#039;&#039;Wind&#039;&#039; and &#039;&#039;Flame&#039;&#039;. The wind they say travels everywhere and sees and knows everything. The flame by contrast dances, shifts and changes; comes from nowhere, and returns to nowhere when it dies.&lt;br /&gt;
&lt;br /&gt;
==Faraden Territories==&lt;br /&gt;
Faraden is a little larger than an Imperial nation, and the population is usually spread out across a number of towns that surround the estates of a High Lord or High Lady. The Palace of the Five Winds is the largest settlement in Faraden, but only just approaches the size of the Imperial cities of [[Mitwold#Meade|Meade]] or [[Madruga#Siroc|Siroc]]. Fortifications are common - almost all settlements are surrounded by a stone wall. Faraden love to make their homes as sumptuous and beautiful as they can afford. Their buildings are designed with strong aesthetics as well as practical considerations, and they are very skilled at working with stone, especially white granite. Minarets, domes and towers are all very common features in Faraden architecture and they are known to be talented bridge and road builders as befits the broken terrain that forms most of their home.&lt;br /&gt;
&lt;br /&gt;
==Look and Feel==&lt;br /&gt;
The basic influence on Faraden costume is medieval Mongolia and has been summarized as: an upright collar (preferably on a base layer); a wrap-around tunic (preferably as an over layer); fuller sleeves but tight from wrist to elbow; contrasting or decorative trim to edges; fuller/baggy trousers that are either tight to knee or tucked into long boots. Armour is worn in layers: a top layer of plated leather is common, but as a sleeveless vest rather than a full-length hauberk. Below that some padded armour, like a short-sleeved gambeson, with nicely decorated shoulders, both worn over a raw silk long-sleeved tunic. Heavier armour is likewise worn in layers, and it is much more common for Faraden warriors to wear chain armour than plate ([https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcR5R5moRJf_4PW0kOKPYExragqJl15g9aTu1g4FgAJ0KBH0Ypt2 this image] might represent a heavily armoured Faraden.&lt;br /&gt;
&lt;br /&gt;
The Faraden are a wealthy people, and show it by dying kit deep, vibrant colours. While their costume shows obvious signs of Mongolian influence, the colour palette is much richer than the traditional darker browns, and is often highly ornamented. Colourful sashes are a common element of their costume, as is curling decoration reminiscent of wind or smoke.&lt;br /&gt;
&lt;br /&gt;
==Faraden in Play==&lt;br /&gt;
Faraden lies near to the Empire, and they speak the language known as Imperial, represented by English.&lt;br /&gt;
&lt;br /&gt;
The Faraden are guardedly friendly to the Empire as a whole. For the most part, they do not send their priests to negotiate with the Empire, and the Empire has learned not to send missionaries to Faraden unless they are prepared to be cautious. Religion remains a point of contention, and the Faraden show no signs of changing their traditions any time soon. Honour can also cause problems - casual friendliness from Imperial citizens has been misinterpreted as contempt, leading to tragic misunderstandings. Faraden visitors to the Empire are often on their &#039;best behaviour&#039; but accidents can and do happen, and the Faraden expect anyone who offends against their values, persons or goods to be punished severely which often puts them at odds with Imperial Law.&lt;br /&gt;
&lt;br /&gt;
The information here should be sufficient to create a character with a background connection to Faraden, but a connection to one family is unlikely to impress a member of another family. It is worth bearing in mind that while the Faraden draw on Mongolian imagery, they are not plains-living, warlike cavalry-folk; they are traders first and warriors second. They drive wagons drawn by oxen, they don&#039;t ride horses.&lt;br /&gt;
&lt;br /&gt;
The Faraden do not have ports; you could however represent trade with this nation using a [[business]] resource, especially if you diversify the resource to include small amounts of orichalcum or weltsilver.&lt;br /&gt;
&lt;br /&gt;
[[Category:Foreign Nations]]&lt;br /&gt;
[[Category:The World]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Spice_Gardens&amp;diff=116585</id>
		<title>Keeper of the Spice Gardens</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Spice_Gardens&amp;diff=116585"/>
		<updated>2025-02-10T12:29:08Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Gardens.jpg|title=The gardens themselves as sometimes considered a wonder of the Empire|align=left|width=400}}&lt;br /&gt;
 Following the [[Ratify treaty with the Grendel Autumn 383YE|Autumn 383YE treaty]] with the [[Grendel]] ceding [[Feroz#Morajasse|Morajasse]] to the orcs, this title cannot currently be appointed, as detailed in [[To_curb_those_raging_appetites#Lost_Opportunities|To curb those raging appetites]].&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Spice-Gardens is an [[Imperial title]] connected to the [[Feroz#The Spice Gardens of Feroz|Spice Gardens of Feroz]]. The position of Keeper is a [[sinecure]], requiring minimal responsibility but offering a portion of the finest [[Cerulean Mazzarine|cerulean mazzarine]] grown on the [[The Brass Coast|Brass Coast]]. Additional luxury spices are sold to ensure the upkeep of the Gardens and a comfortable salary for the various farmers, horticulturalists and merchants who work as agents of the Spice Gardens, although production has tailed off a little in recent tumultuous decades.&lt;br /&gt;
&lt;br /&gt;
Spices from the Gardens are sold throughout the Brass Coast, and before the fall of [[Segura]] were exported, first to the [[Faraden]] and then even farther afield. Regular caravan trains cross the [[Madruga#The_Spider.27s_Dream|Spider&#039;s Dream]] to [[Sarvos]], and from there travel throughout the Empire being especially sought after in the markets of [[Varushka]] and [[Urizen]]. While the money from this business is not available to the Keeper, it can often help bring a certain level of prestige to the holder of the title among those who consider themselves gourmands.&lt;br /&gt;
&lt;br /&gt;
The title of Keeper has a prestigious legacy. It was created in 213 YE during the reign of [[Empress Mariika]], and many scholars believe it was part of an agreed price paid to gain the support of the Freeborn senators for the sweeping financial changes she instituted. The title changes hands with much less regularity than many other Imperial sinecures - the holders tend to be long-lived, and understand the value of maintaining a level of popularity among their peers that makes [[revocation]] a very rare occurrence; only one holder has been revoked. In 296 YE Inigo i Tamari i Erigo was stripped of the title when he was found guilty of using his position to cover trades in illegal substances with a [[Sarcophan Delves|Sarcophan]] beggar-prince. After this, the Erigo tribe would not hold the title for almost a century. During this period several families in Feroz were known to be desperate for the opportunity to claim the title until 382 YE when Sadiq i Isa i Erigo was appointed.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The title holder is expected to ensure that the Gardens remain fertile and continue to produce a wide variety of valuable luxury goods and valuable herbs for use by [[Surgical_skills#Physick|physicians]] and [[Surgical_skills#Physick|apothecaries]] throughout the Brass Coast and beyond. How the Keeper disposes of the herbs they receive is entirely their own business; while there is often pressure placed on them to donate their bounty to various causes the majority choose to either sell them or have them made into potions for sale or personal use.&lt;br /&gt;
&lt;br /&gt;
While any Freeborn citizen might try to claim the position, the families of Feroz have worked hard over the last several centuries to ensure that it remains in their hands rather than being claimed by someone resident in another territory. While the title is clearly a sinecure, the Keeper often uses their position to gain additional prestige. Some citizens of Feroz would rather informally approach the Keeper for help with problems relating to their [[farm]], [[herb garden]] or [[forest]] than the Senator of their territory.&lt;br /&gt;
==Powers==&lt;br /&gt;
===The Spice of Feroz===&lt;br /&gt;
The Keeper gains custodianship of a [[sinecure]] Each season they receive 12 doses of [[Cerulean Mazzarine]], and 2 doses each of [[Imperial Roseweald]] and [[True Vervain]]. The Keeper also receives a small portion of the finest spices for their own table. While this has no game effect, the Keeper often cultivates a reputation for gourmet feasting.&lt;br /&gt;
==Appointment== &lt;br /&gt;
The Keeper of the Spice Gardens is appointed by unanimous decision of the [[senator|senators]] of [[the Brass Coast]]. If a unanimous decision cannot be reached, the title [[Appointments_by_the_Senate#National_Position|may be appointed]] by the [[Imperial Senate]] instead. &lt;br /&gt;
&lt;br /&gt;
The title can be held by a Freeborn citizen. The Keeper has [[tenure]], and serves until they die or step down. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Freeborn [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]]. &lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Keeper_of_the_Spice_Gardens}}&lt;br /&gt;
[[Category:Title]]&lt;br /&gt;
[[Category:The Brass Coast]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_wild_wind_rises&amp;diff=116584</id>
		<title>The wild wind rises</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_wild_wind_rises&amp;diff=116584"/>
		<updated>2025-02-10T12:00:00Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:386YE Autumn]] [[Category:Military Council]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Welcome to the Marches.jpg|caption=The [[the Marches|Marchers]] pride themselves on preparing a warm welcome for their friends, but also for their foes.|align=right|width=500}}&amp;lt;/div&amp;gt;{{audio|link= https://youtu.be/o1wfzsrwjs0?si=LsmNPfi5_dU12zE1}}{{PDFLink|align=right|link=File:The wild wind rises.pdf|caption=Click for pdf version}}&lt;br /&gt;
==Loyalty to Great Things==&lt;br /&gt;
__TOC__&lt;br /&gt;
The [[Tusks]] march north through [[Kahraman#Braydon&#039;s Jasse| Braydon&#039;s Jasse]] into the [[Mournwold#Greensward|Greensward]]. They are fresh from the fight with the [[orc|orcs]] of the Lasambrian hills, having had little time to rest, no time to waste. The [[Jotun]] are in [[Mournwold]], and the Tusks are marching home to face them.&lt;br /&gt;
&lt;br /&gt;
They won&#039;t face them alone – [[Wintermark]] fights with them. The [[Bloodcloaks]] and the [[Green Shield]], fresh from their furlough in [[Mitwold]] and [[Upwold]], come south through [[Mournwold#Chalkdowns|Chalkdowns]] and [[Mournwold#Freemoor|Freemoor]], eager for the fray. The [[Quiet Step]] are with them; [[Cold Sun]] has [[Last rays of the sun|been destroyed]], [[Miaren]] is safe for the moment, and the [[Navarr]] are eager to drive the invaders back into [[Liathaven]]. A prelude, perhaps, to the liberation of that wooded territory – hopefully while there are still some trees remaining.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Stanley Of Chalkdown, General of the Tusks&amp;quot;&amp;gt;Jacks of the Tusks! There is trouble at the Old Oak Inn, unwelcome visitors of the worst sort. I say we march forwards! Forwards with the thorns of Navarr. Forwards with the rising citizens of the Mourn. Forwards with heroes headed by the Emperor. Forwards! Until the banners of sparrow and Tusks fly over Sarcombe, the Old Oak Inn and the Mourn!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;From fine Upwold feasting, the Green Shield goes to fight. The war blast calls them all, ready to do right. Walk these ragged roads, with resolute intent, to rout Queen Yrsa&#039;s rule, bring down ruin rent. Besides them Mournwold&#039;s Tusks, Stanley&#039;s comrades come with might. We stand beside our friends day of battle, bloody night. Oathsworn Black Scar Forenthar, bring with us swift spears, and Tager Defender of the Fallen, who fought with me all these years. To the Old Oak Inn we journey, joined as blood-marshal one. To sup and sing of victory, &#039;neath the setting sun. Witness our wards of war-play, pledges proudly placed. Join us heralds of Janon, there&#039;s a mighty queen to face.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Lofyn Blood-cloak, General of the Bloodcloaks&amp;quot;&amp;gt;My Cloaks, My Pride, Now is the season to prove our quality to show your peerless dedication to our Imperial kin. Long have you been the healing spring that feeds our defences, now turn that spring into a flood. Raise up Shield and healing hands alike. We march to Mournwold to recover the lost. There will be no death that is not a Good Death. No End but a Heroes End. Yrsa should have been warned. Mournwold brooks no Queen.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Farenthar Shattersong, General of the Quiet Step&amp;quot;&amp;gt;As we leave Miaren, Navarr return home to prepare for our final battle. We march west to the Mourne, Iron Osric with the Mark to the left of us, Stanley of Chalkdown with the Marches to the right, we engage the Jotun Invaders. While the Jotun spared Liaven&#039;s Glen, they still hold our Land around a heart we must defeat. We continue to fight in Virtue and Kinship so we may bring this dance to its end. Victory in our Lifetime!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;King Gudmunder Arasonn, General of the Fist of Ulven&amp;quot;&amp;gt;The lands that were our ancestors&#039; will be ours again. Side by side with the septs of the north we fight, to bring the Mourn to Narkyst once more. None will dare stand between us and our prize, save that they face the Choice. Our honour demands nothing less.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Queen Yrsa Jansdottir, Jarl of Jarls, Monarch of Kalsea, General of the Lion of the North&amp;quot;&amp;gt;Ulfur&#039;s horn sounds, calling us to war! Side by side we march with the King of the South, to repay our debts. As the folk of the Marches came to the north, so we come to the south. For our honour! For our ancestors! For our triumph!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
They are bolstered by the garrisons of [[Mournwold#Farstrider&#039;s Watch|Farstrider&#039;s Watch]] and [[Mournwold#Landskeeper&#039;s Bulwark|Landskeeper&#039;s Bulwark]], and by some two thousand soldiers bound to the [[military unit|warbands]] of the Empire&#039;s heroes. Most of these captains fight with the Tusks, but there are a few with Wintermark. All three armies are also joined by battalions of faerie knights, drawn from the Summer Realm, from the [[Eleonaris|Fields of Glory]]. With the Bloodcloaks and the Green Shield, twin warlords in resplendent gold and crimson chain; &#039;&#039;Ser Grumbar&#039;&#039; and &#039;&#039;Ser Helvennan&#039;&#039;, the Hound-knight and the Stag-knight, eternal rivals fighting on the same side in the battle of the Mourwold. Their two-thousand strong households glower and glare but are bound by their oaths to aid their Winterfolk cousins. With the Tusks marches sharp-eared Ollavan the Reeve, bowmaster unparalleled, and his cohort of archers, proud and glorious, eager to prove themselves against the orcs – and to test their skill against that of the [[The_Marches_military_concerns#Beaters|beaters]] they fight beside.&lt;br /&gt;
&lt;br /&gt;
The [[Knights of Glory]] are not the only supernatural allies the Empire has found. One Alder of the Mourn has traded their [[mine]] to [[Adamant]]; in return they [[Raise the Dragonsworn Cohort|lead a cohort of &#039;&#039;koboldi&#039;&#039; warriors]] to help defend Farstrider&#039;s Watch. At the invitation of the General, the passionate warriors of the [[Janon|Shadowed Flame]] continue to fight with the Green Shield. Crimson and cobalt, whirling, blazing bright, they burn like torches inciting the Winterfolk that fight with them to greater and greater displays of bravery and heroism. They are indiscriminate in their enthusiasm and seek to set a fine example, and rather than avoid the elfin soldiers of the boar, the stag, and the reeve, they urge them to give their all in the battle against the Jotun.&lt;br /&gt;
&lt;br /&gt;
Finally, there are the people of the Mournwold themselves. They accept the presence of the Tusks with dour, deprecating comments. The General had sworn an oath to protect the Mourn – what else would they do but bring the Tusks to fight the Jotun? It&#039;s just common sense! But there is no doubt that there is a frisson of relief, of quiet, grim celebration. The Tusks have come, and they will fight until the Mournwold is free. Yeomen and beaters come from across the territory, putting aside their rivalry to bolster the Tusks, to fight with them, to ensure they can say that they were there when the army of the Mourn marched to face the Jotun, to drive Jarl Haakon from the wolds once more. There are also plenty of Marcher orcs among them. Only a few have chosen to take up weapons, mostly young hotheads who have heard the call of their ancestors and seek to cross the Abyss in battle with their former masters. Most throw themselves into more supportive roles – healers and quartermasters – but they are not less eager to stand alongside their human neighbours and show the Jotun that they will never own the Mournwold again.&lt;br /&gt;
&lt;br /&gt;
Here then, the forces of the Empire. Perhaps twenty-two thousand fighters, and six thousand heralds, standing proudly against the Jotun. &lt;br /&gt;
==Banners of Bear and Wolf==&lt;br /&gt;
In the hills of north-eastern Southmoor, three towers of white stone and black ice rise. The [[Frozen Citadel of Cathan Canae]], called from her frigid realm, garrisoned by icy warriors with strangely scaled armour and odd full-face helms and unfamiliar short-hafted spears. Summoned forth by Imperial magicians, they are the first to face the Jotun armies.&lt;br /&gt;
&lt;br /&gt;
[[Standards|Last season]] two armies ventured into the Mournwold from Liathaven; the Lion of the North under the command of the Queen of Kallsea, Jarl of Jarls, Yrsa Jansdottir and the stoic Tower of the North, under the banners of the granite-faced Derun Stonetower. With them, the household and champions of Jarl Haakon, former ruler of the Mournwold, and the traitor yegarra who follow the lead of Stephen of Sarcombe. Perhaps fifteen thousand Jotun at most. Their cautious invasion [[Standards#Sarcombe|took]] the [[market town]] of [[Mournwold#Sarcombe|Sarcombe]], but did not press far into the Mournwold proper. By themselves, they would be no match for the Imperial host...&lt;br /&gt;
&lt;br /&gt;
When the Tusks and their allies arrive, however, they find not two armies camped around Sarcombe but six. The Southern Bear have left the &#039;&#039;[[Only_forward#Object:_Halt_the_Burhfæst!|Burhfæst]]&#039;&#039; in [[Bregasland]] to move swiftly back through Liathaen and out to Southmoor; The Fist of Ulven, the army of the King of Narkyst, Jarl of Jarls Gudmunder Arasonn is with them, southern king and northern queen ready to fight together in the Mournwold. They leave the Ice Fishers of Ldansk behind, garrisoning the citadel raised at [[Bregasland#Graven Rock|Graven Rock]]. At the same time the Bear who Swims and Roaring Thunder, fresh from their failed strike into northern Kahraman have moved straight through [[Liathaven#Liaven&#039;s_Glen|Liaven&#039;s Glan]] into the Mourn. &lt;br /&gt;
&lt;br /&gt;
The western orcs are not waiting for the Empire, either. They are already on the move, consolidating their control of Southmoor. The Frozen Citadel delays their advance for a short time, giving the Empire&#039;s armies times to gather and prepare themselves in Greensward, but it cannot hold them alone. The siege engineers of the Tower of the North bring their might to bear against its walls and they are swiftly overwhelmed. Southmoor falls to the Jotun. &lt;br /&gt;
&lt;br /&gt;
They immediately press east into the Greensward to face the Imperial armies. More than thirty thousand Jotun, striking with overwhelming force against the Empire. In the vanguard, the army of Queen Yrsa, further strengthened by fast-moving light infantry from [[Tromsa]], adept [[army_qualities#Skirmishing|skirmishers]]. Had the Empire been dug-in, defensive, they might quickly have overrrun the Imperial positions – as it is their presence is a complication but one easily matched by the equally swift-moving Marcher beaters, Navarr thorns, and Wintermark hunters.&lt;br /&gt;
&lt;br /&gt;
The Green Shield are at the forefront of the fighting, glorious and terrible, clashing again and again with their Jotun rivals. The Blood Cloaks ensure that [[Army_qualities#Woundbinder|no warrior dies who might be saved]], their expertise ensuring that the fallen are recovered and tended and either made fit to fight or sent north or east to recuperate. The Quiet Step and The Tusks are more measured, balancing the need to drive the Jotun back with a desire not to waste lives against the larger orc force.&lt;br /&gt;
&lt;br /&gt;
It looks as if the Marchers will lose Southmoor, and parts of Greensward, but they will be able to hold the line.&lt;br /&gt;
&lt;br /&gt;
Then, the &#039;&#039;rest&#039;&#039; of the Jotun arrive. After barely a week of fighting another five Jotun armies march out of Liathaven to join the six already engaged with the Empire. The Fell Hammers, the Howling Night, the Iron Host, the Shield of the Mountain, and the Mandowla&#039;s Roar. It seems that only the Lasmabrian Jotun are not here; presumably resting and recuperating from their recent defeat in the Cinnabar Hills. The banners of a half dozen Jotun champions flutter among those of the armies including both the Jarls of Alftanes and Keirheim, and those of Eisa Winterborn and Helma Skutasdottir.  &lt;br /&gt;
&lt;br /&gt;
Alongside this great mass of Jotun march ten thousand warriors of the Summer Realm, under their own banners of gold and crimson. The knights that fight with the Empire see no paradox here; the heralds of both sides are eager to test themselves against their cousins.&lt;br /&gt;
&lt;br /&gt;
All told, more than sixty thousand warriors pour east into the Greensward. The Imperial forces are given no option but to retreat, to fall back to Farstrider&#039;s Watch with the Jotun close on their heels.&lt;br /&gt;
&lt;br /&gt;
==Battle of Farstriders Watch==&lt;br /&gt;
Farstrider&#039;s Watch is named for the beloved Marcher general Alusair &amp;quot;Flowers&amp;quot; Farstrider of [[The Marches groups#House_Balston|House Balston]], who fell in battle against the western orcs alongside many of her household. It stands on the mournful grasslands of the Greensward. It was funded by [[Empress Lisabetta|Imperatrix Lisabetta]], and 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]]. It 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. Its garrison has fought to protect the southern Mournwold from Jotun raids; now it offers sanctuary to the Imperial warriors facing what may be the single largest force of Jotun to ever come to the Marches. The Empire&#039;s champions are quick to regroup, to take advantage of the stout walls to gather their wits and revise their strategies. &lt;br /&gt;
&lt;br /&gt;
They have less than a day before the Jotun are there, at the gates. Mandowla&#039;s Roar and the Roaring Thunder lead the way, having set a punishing pace across the Greensward in pursuit of glorious battle. The rest of the Jotun host is not far behind.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=General Flowers.jpg|caption=Some soldiers claim to have seen the spirit of General Farstrider. Some say they spoke with Bolstering Bill. Most likely it was just a dream. And yet...|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
There are soldiers here who remember the last siege of the Greensward and the [[381YE_Spring_Equinox_winds_of_war#Let_That_Be_Your_Last_Battlefield_(Mournwold)|Battle of Orchard&#039;s Watch]]. In the long watches of the night, some of the soldiers tell a tale of an unknown Marcher soldier, one of House Balston&#039;s badgers, who offers words of comfort to those on the walls. Some claim it&#039;s General Alusair &amp;quot;Flowers&amp;quot; herself; others that it&#039;s [[Bolstering Bill]]. More rational souls say it is a dream, or perhaps a ghost; the Greensward is haunted after all. But the story heartens some who hear it, for all that a few pilgrims worry it is blasphemous or heretical to believe in such things. There are plenty of pilgrims here, seeking refuge behind the walls. They offer spiritual support of their own, helping to keep the fear at bay.&lt;br /&gt;
&lt;br /&gt;
Despite the best efforts of spirits, real or imagined, the walls of Farstrider&#039;s Watch cannot hold forever. Four days it lasts – two days longer than the most pessimistic estimate so perhaps there is something to those tales of ghostly soldiers after all. The armies are forced to retreat again as the gates fall, as the walls crumble before the overwhelming assault of the Jotun. Back past the Singing Caves, back to the Ore Hills. Perhaps there is some talk of abandoning the Mournwold altogether, of retreating to Tassato. If there is, it comes to naught. The Tusks will not tolerate such a failure. They will fight the Jotun every step, every inch of the way.&lt;br /&gt;
&lt;br /&gt;
The punches keep coming. The Singing Caves is lost to the orcs of the Howling Night and the Jarl of Alftanes, the miners forewarned of the attack by strange knocking and odd dreams they ascribe to Jonah Gold are able to escape with a bounty of [[mithril]], but they cannot hope to hold the mine itself against the Jotun. &lt;br /&gt;
==At Honour&#039;s Rest==&lt;br /&gt;
At [[Friar_of_Honour%27s_Rest#Honour&#039;s_Rest|Honour&#039;s Rest]], the Jotun pause and break from tradition. The story that emerges says that Stephen of Sarcombe sought to sack the church there, and put to the sword any priest or pilgrim that would not bow their head and take the thrall oath. Eisa Winterborn intercedes, refusing to let him harm those sheltering there or fire the structure, her champions prepared to face his in battle to defend the place. In the end King Arasson himself is forced to intercede, to fall back from the front to mediate between his champions. His disgust at Stephen&#039;s actions becomes an open secret; upbraiding the furious yegarra he declares Honour&#039;s Rest to be a place under his protection. No Jotun will harm it or any beneath its roof, save that they invite that harm themselves, and if Stephen and his warriors will not accept that... then they will answer to the King of the South.&lt;br /&gt;
&lt;br /&gt;
More than that, the king commands that work on the [[Let_the_day_die#The_morning_also|Orchard of the Watch]] will continue uninterrupted, and that those labourers involved will be allowed to leave. He points to the honour of the Brass Coast, to the way that they allowed the mound left by the fall of Fort Braydon to be raised and respected. He speaks of the good work done by the Marchers to help the angry dead rest, and loudly declares that any who would interfere in that work, who would steal from or harm those who tend the fallen, could never call themselves Jotun.&lt;br /&gt;
&lt;br /&gt;
The pilgrims and the workers are no less stunned than Stephen of Sarcombe who withdraws in disarray. At the command of the King, Eisa leaves a score of her champions, humans from the frozen north, to ensure the King&#039;s dictate is honoured and when their work is done that the Imperial citizens are escorted back to Tassato.&lt;br /&gt;
&lt;br /&gt;
Mutterings swell in the Jotun ranks that Stephen of Sarcombe and his yegarra have been deafened by hate, have forgotten what it means to be Jotun, have abandoned their honour. This does little to quell the fury that burns in the heart of that scion of Mournwold, or those who march beneath his banners.&lt;br /&gt;
{{SOP|statement=Sixty years ago, our ancestors came down the hillside to show the ferocious Pride miners possess. We bleed for every inch of our land, surface and below. Miners of the Mourn; I will be the last to tell you need to prove yourself again. But you called on me to lead us to suffrage, to Exemplify our ancestors. We must be prepared to act like them. So sharpen your picks; let us show the Jotun a fight they will remember for sixty years! The Tusks will relieve us. Until then; Plan. Arm. Enchant. Resist. Exalt. Remember. Like our rebellious ancestors, we are coming down the hillside - this time, to Sarcombe!|by=Jedediah Boon, Marcher Assembly|vote=Greater Majority 170-64|when=Summer Solstice 386YE}}&lt;br /&gt;
==Raven and Mouse==&lt;br /&gt;
The Empire tries to push the Jotun lines wherever they can but it is ultimately fruitless. The Imperial armies are outnumbered so severely, and the Jotun so absolutely committed to the conquest of the Mournwold, that the best they can do is slow the advance. By the time the western armies press into the Ore Hills, their momentum is beginning to falter a little, but they still wash over the mines and towns here like a tsunami. &lt;br /&gt;
&lt;br /&gt;
Some Marchers flee, forced to abandon their homes again. Some take the Choice and remain as thralls, knowing that they can offer passive resistance to the conquerors of the Mourn and maybe do their own part in hastening the defeat of the Jotun. Others stay to fight. They know the hills better than any Jotun save Stephen of Sarcombe, or perhaps Jarl Haakon. They take refuge in the mines and the tunnels, striking against the Jotun who seek to conquer their homes. &lt;br /&gt;
&lt;br /&gt;
Helma Skutasdottir, whose battle-might is said to be matched only by her wisdom, is charged with securing the Ore Hills and rooting out these guerilla warriors. They say that Raðljóst himself whispers in her ear and guides her warband to victory, but against the miners of Our Hills, she has her work cut out indeed. There are credible reports that Jonah Gold whispers warnings to them when the Jotun come searching for their hideouts, and that they are able to stay one step ahead of the hunters. A deadly game of raven-and-mouse is waged across the mournful hills.&lt;br /&gt;
&lt;br /&gt;
The last battle before the Autumn Equinox takes place in the Chalkdowns. The Empire rallies at Lindenford farm, right in the heart of the farmlands. They face the Jotun charge and for a glorious hour it seems they might stop the Jotun here but one by one they are forced to abandon their posts. The last to quit the field are the Tusks, retreating east toward Freemoor and the sanctuary of Landskeeper&#039;s Bulwark.&lt;br /&gt;
&lt;br /&gt;
As the season dies, the Jotun complete their conquest of the Chalkdowns, and the Mournwold falls to the barbarians.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Wolves and bears.jpg|caption=The [[Jotun]] are fierce in victory, but also bound by their precepts of honour.|align=right|width=500}}&amp;lt;/div&amp;gt; &lt;br /&gt;
==Harvest of Sorrow== &lt;br /&gt;
The Jotun have absolutely overwhelmed the courageous Imperial armies, but they have by no means had it all their own way. If not for the dogged tenacity of the four armies ranged against them, if not for their many allies and friends, the immense Jotun host might well have conquered the entire Mournwold in a single season. As it is, Freemoor, Alderly, and Green March remain free – at least for the moment.&lt;br /&gt;
&lt;br /&gt;
Wherever they have gone, the Jotun have offered their traditional choice. Join the Jotun and fight for them, or lay down your arms and become a thrall, or be granted a swift death, with a blade in your hand if you wish it. They do not differentiate between orcs and humans, nor between those who once were thralls but then were freed. They promise to protect them, and let them get on with their lives, as long as they raise no hand against the Jotun, do not seek to flee, and pay the punishing tithes that go toward supporting the warriors of the west. &lt;br /&gt;
&lt;br /&gt;
All told, thousands of Imperial warriors fall in the fight for the Mourn, and only half that many Jotun. Those who die fighting are honoured with barrows swiftly thrown up at each battlefield by the thralls. Only the Navarr are deemed unworthy of honour; no Choice and no chance to sleep beneath the rough earthen hills. Those who bear the tattoos of brand and thorn are roughly executed by beheading, their bodies left for birds and vermin to feast on.&lt;br /&gt;
&lt;br /&gt;
Farstrider&#039;s Watch still stands, but in the hands of the Jotun. The keep is battered, its gate shattered, but the walls still stand - barely. There is talk that Jarl Haakon has claimed it, and begun setting up his hall there. Once again the King of the South has recognised him Jarl of the Mourn - with the unspoken promise that if he fails to hold these lands a second time he will not get a third chance to do so.&lt;br /&gt;
&lt;br /&gt;
A covert war still rages in the Ore Hills – while the Jotun must guard against an Imperial counter-attack they are unlikely to spare the forces to deal with the miners and their supporters. They cannot strike at the Jotun armies directly, but for now they remain a thorn in the side of the conquering barbarians.&lt;br /&gt;
&lt;br /&gt;
The Tusks have repaid the trust of the Mournwolders a hundredfold. Every one of the yeofolk who fell in the fight to protect their people from the Jotun died a hero in the eyes of the citizens of the Mourn. The General kept their word, and the people will remember it. In the face of sixty thousand Jotun they know that the Tusks will do whatever it takes to keep the Mournwold free. And that faith is a powerful thing indeed.&lt;br /&gt;
&lt;br /&gt;
==Game Information: Mournwold==&lt;br /&gt;
* &#039;&#039;&#039;Southmoor, Greensward, Ore Hills, and Chalkdowns are now in Jotun hands; the territory is no longer Imperial&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The General of the Tusks faces a grim choice&#039;&#039;&#039;&lt;br /&gt;
With four regions now in Jotun hands, the Mournwold is no longer an Imperial territory but belongs to the western barbarians. Rituals cast at the [[Regio#The_Imperial_Regio|Imperial regio]] in [[Anvil]] cannot target the territory.&lt;br /&gt;
&lt;br /&gt;
The General of the Tusks has kept their oath to return to the Mournwold if it is threatened. The challenge now is what comes next. The Jotun are more than likely to press their advantage and the Tusks are close to breaking as it is. But leaving the territory now, when it stands on the precipice, would be a terrible betrayal of that oath. Even if they stay, they may be driven out, if the Jotun claim the rest of the Mournwold. The last time that happened General &#039;&#039;&#039;Nedry of The Cullachs&#039;&#039;&#039; went into the Wicker Man.&lt;br /&gt;
&lt;br /&gt;
The Tusks are faced with grim choices whatever they do. If they chose to keep their oath, they will need to stand their ground in the face of the Jotun assault. If they survive, but are pushed out of the Mourne anyway, then they&#039;ll need to return as quickly as possible, or else face the fate that awaits those who break their oaths.&lt;br /&gt;
&lt;br /&gt;
None of the [[military unit|military units]] who supported the armies or [[fortification|fortifications]] in the Mournwold this season [[386YE_Autumn_Equinox_interlude#Imperial_Guerdon|received shares]] of the [[Military_unit#Imperial_Guerdon|Imperial Guerdon]].&lt;br /&gt;
==Game Information: Titles==&lt;br /&gt;
* &#039;&#039;&#039;Several titles have lost powers due to the Jotun conquest of half the Mournwold&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Black Canal has been completed but has reduced benefits until Chalkdowns and Southmoor are liberated&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Singing Caves have been lost; a final shipment of mithril is on its way to Anvil&#039;&#039;&#039;&lt;br /&gt;
The Mournwold is no longer an Imperial territory and so is no longer represented by a [[Senator]]. If the Mourn were liberated, it would be again available to be [[Powers_of_the_Imperial_Senate#Assignment|assigned]] by the [[Imperial Senate]] and a new Senator elected.&lt;br /&gt;
&lt;br /&gt;
Work on the [[Construct_Black_Canal|Black Canal]] was completed shortly before the Jotun took the Chalkdowns (the length stretching from Sarcombe through the Ore Hills was already complete) stopped; it cannot be completed while the Jotun control the Mournwold. With half the canal in Jotun hands, the [[great work]] currently provides no benefit in the Mournwold and reduced benefits in Mitwold. This reduced production will persist as long as either Chalkdowns and Southmoor are not in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
The [[Reeve of the Happiston Mana Exchange]] and [[Keeper of the Happiston Fields]] have lost access to their ministry and sinecure respectively. The titles remain active, but their production is lost until the Chalkdowns are reclaimed from the Jotun.&lt;br /&gt;
&lt;br /&gt;
The Empire has lost control of the Singing Caves, but the final shipment of mithril will be delivered at the Autumn Equinox. After that, the bounty of the caves will go to the Jotun until the mine is liberated. Once this happens, the [[Imperial Senate]] will be free to [[Powers_of_the_Imperial_Senate#Allocation|allocate]] it Imperial or National. &lt;br /&gt;
&lt;br /&gt;
The [[Friar of Honour&#039;s Rest]] has been given special dispensation by the Jotun King, allowing them to continue to visit the shrine and the [[Friar_of_Honour%27s_Rest#Last_of_Overton|priests]] who reside there may continue to minister to the ghosts of the Greensward without interference. They have, however, lost access to both their liao and their money income - until the Greensward is liberated it does not function as a place of pilgrimage.&lt;br /&gt;
&lt;br /&gt;
==Participation: Tusks==&lt;br /&gt;
* &#039;&#039;&#039;A Marcher character whose military unit supported the Tusks this season may receive a special benefit if they receive an appropriate anointing&#039;&#039;&#039;&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Pride#Anointing|Pride]], [[Auras_of_Loyalty#Anointing|Loyalty]], or Hatred before time out on Friday during the Autumn Equinox, then they gain an extra benefit. In addition to the [[Anointing#Effects|normal benefits]] they will gain an additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
The effect is not magical - it does not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the recent oath sworn by the general of the Tusks and their commitment to Mournwold.&lt;br /&gt;
&lt;br /&gt;
This benefit lasts only as long as you continue to be committed to freeing the Mournwold and defeating the Jotun; if your will to do so falters the bonus rank of endurance is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, or Hatred. In any event the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
==Sixty Years Gone (Battle Opportunity)==&lt;br /&gt;
The General of the Tusks, Stanley Of Chalkdown, is faced with a grim choice. He swore a solemn oath, witnessed by his peers, to fight to defend the Mournwold at any cost. True to his word, he has led the army into battle against the Jotun; but now, badly outnumbered, they have been pushed back and bled dry. The Jotun are near certain to advance again this season, aiming to drive the Empire out once again, the Tusks are in a dire place and close to breaking point. If the Tusks are broken, then the Jotun will surely be victorious. The strategic choice here for most generals would be to retreat from the Mournwold, but then Stanley&#039;s oath would be broken and in the worst possible way. Already, some among the Ore Hills have jokingly make reference to &#039;&#039;&amp;quot;gathering a wicker harvest&amp;quot;&#039;&#039;&#039;. The situation looks impossible for the general, the Tusks, and the Mournwold.&lt;br /&gt;
&lt;br /&gt;
Yet, a lifeline has emerged for the beleaguered General, coming from an unlikely quarter. The leaders of the Mournwold miners have organised their workforces to oppose the Jotun&#039;s advance, harrying them and waging small skirmishes against the larger foe. Those leaders are now encircled at &#039;&#039;&#039;Jade Wood&#039;&#039;&#039; near the [[Mournwold_spoils_of_war#Matilda_Stone_Quarries|Matilda Stone Quarries]]. The woodland, an old open quarry over two-hundred years ago has been a gathering point for the partisans, but now the leadership has been found by a Jotun warband, who have sent word for reinforcements. They won&#039;t last long, unless the Empire can reach them, hold off the Jotun, then ensure the ringleaders can make it back to the other miners.&lt;br /&gt;
&lt;br /&gt;
===Objective: Rescue the Miners===&lt;br /&gt;
* &#039;&#039;&#039;Leaders of the Mournwold miners have been located by Jotun scouts&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Rescuing the miners and reconciling them with the general of the Tusks, will see them aid the army over the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This aid would see the Tusks become &#039;&#039;resourceful&#039;&#039; so long as they remain in the Mournwold&#039;&#039;&#039;&lt;br /&gt;
The wealth of the Mourn is said to lie not just in the earth of the field, but under it. In the rock and stone, in veins of rich ore and deep deposits of valuable minerals. The hard graft and labour of the territory lies as much with the miners, cart-hands, and smelters as it does with the farmhands, herders, and plough-guides. There are however long-standing feuds between the two halves of the Mourn, between farmer and miner; sixty years ago those [[The Ore Hills Rebellion|grudges flared into violence]] during the Ore Hills Rebellion. &lt;br /&gt;
&lt;br /&gt;
The miners are every bit as proud as the yeofolk of the Marches and just as determined to do their bit to oppose the Jotun. None of them wish to face the Choice. Their stubborn Pride and the bitter history of the region makes cooperation with the stewards difficult, so they have taken to fighting in their own way, using the mines to hide and sally forth from to attack the Jotun. Now that fierce streak of independence has cost them - a group of prominent miners have been found by Jotun scouts and trapped at the entrance to a collapse mine. Neither side can break the stalemate, but massive Jotun reinforcements are on the way. If Imperial forces can reach the mine before the Jotun, then they can hold off the assault and rescue the trapped miners. If they are saved, then there is a chance for the Marchers to secure support of the Ore Hills miners for the Tusks, before the miners can quit the area.&lt;br /&gt;
&lt;br /&gt;
However, a hurried discussion with a few quick talking Mitwolders won&#039;t seal the deal. The miners will want to speak directly with Stanley and have asked for &#039;&#039;&#039;Jedediah Boon&#039;&#039;&#039; to join the deliberations. Any other Mournwolders, especially those with mines of their own, are more than welcome to attend and throw in their two rings. Those from the Chalkdowns, Stanley aside, might be best keeping their tongues still.&lt;br /&gt;
&lt;br /&gt;
Pride in small things, loyalty to great ones, as the Marchers say. The best way to get the miners on side would be a convincing pledge from the general of the Tusks. Restating their oath to protect the Mourn, and celebrating their shared bonds of Loyalty. A battle is a difficult time for a ceremony but any priests present might anoint the miners with auras of Loyalty, helping things along. The only certain way to convince the miners to put aside their proud pasts, is to emphasise the Loyalty all honest Marchers feel for the nation.&lt;br /&gt;
&lt;br /&gt;
If the Empire can ensure a suitable ceremony on the battlefield, anointing the miners with auras of Loyalty and swearing to protect them and the Mourn, then the miners will throw their support behind the Tusks. If that happens, then the Tusks will be [[Army_qualities#Resourceful|resourceful]], allowing them to benefit from emergency resupply for the next year, provided they remain in the Mournwold.&lt;br /&gt;
&lt;br /&gt;
===Objective: Defeat the Summerborn Champions===&lt;br /&gt;
* &#039;&#039;&#039;Five army champions touched by Summer are among the Jotun&#039;s ranks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Defeating a champion will deny the army the benefit of their inspiration in the coming season&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jotun armies are led by their jarls, experienced leaders who are wise enough to balance the demand of honour with the needs of the campaign. To inspire their warriors, the jarls often pick champions from among their number, chosen for their bravery and skill, these inspiring warriors are given powerful boons from the Jotun&#039;s allies in the Summer realm, becoming Summerborn Champions.&lt;br /&gt;
&lt;br /&gt;
Their presence is a huge inspiration to the Jotun warriors who fight with them. As champions they are expected to lead from the front, and to go where the fighting is thickest, so it is no surprise that five of them are heading for this location. These champions are given the pick of the armour and weapons to better stand out in battle and be seen by their fellow Jotun.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Halla Oxhide&#039;&#039;&#039;, Champion of the Bear Who Swims&lt;br /&gt;
* &#039;&#039;&#039;Dagna Thundrasdottir&#039;&#039;&#039;, Champion of the Shield of the Mountain&lt;br /&gt;
* &#039;&#039;&#039;Hrafnir Yrelson&#039;&#039;&#039;, Champion of the Fell Hammers&lt;br /&gt;
* &#039;&#039;&#039;Jol Eifhalbarn&#039;&#039;&#039;, Champion of the Tower of the North&lt;br /&gt;
* &#039;&#039;&#039;Froda Ulfsune&#039;&#039;&#039;, Champion of the Mandowlas Roar&lt;br /&gt;
&lt;br /&gt;
If an army&#039;s champion is defeated, then the army will not be as inspired this season, fighting with less fervour. This loss means an army&#039;s ability to capture territory will decrease by a fifth over the season.&lt;br /&gt;
&lt;br /&gt;
===Battlefield opportunity: Speak with the Hooper Ghosts===&lt;br /&gt;
* &#039;&#039;&#039;The arrival of the Jotun in the Ore Hills has roused the ghosts of the Hoopers&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ghosts may be encountered roaming the battlefield &#039;&#039;&#039;&lt;br /&gt;
The Matilda Stone Quarries were once owned by a cantankerous mining family, the Hoopers, who were outspoken opponents of the farming families who dominated Marcher political life. Their leader, Esme Hooper, was executed by the magistrates for her part in the Ore Hills Rebellion. According to legends her family died shortly afterwards, refusing to surrender Matilda Stone Quarries to the invading Jotun. &lt;br /&gt;
&lt;br /&gt;
That was decades ago, but it seems the ghosts of the Hoopers have now been roused by the return of the Jotun. The war scouts have reported sightings of several miners in the area. Ghostly figures carrying picks, ropes or hefting mined ore have been seen, but the scouts have done no more than confirm their identity.&lt;br /&gt;
&lt;br /&gt;
If these are the ghosts of the Hoopers, then they are no friends of the Jotun, but the egregores of the Marchers express some caution and candour in how they are dealt with. Tensions ran high at the time, and the ghosts might not take well to learning certain things that have happened in the world, or more about the general who now leads the Tusks in defence of the Mourn.&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
===Lion on the Hill (Tassato)===&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Jarl Helgarn&#039;&#039; and his warband are attempting to steal the illium from the Tassatan Hills&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Jarl succeeds, they will use the ilium to curry favour with Meraud&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Custodian of the Tassatan Hills&#039;&#039; is responsible for stopping the Jotun&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Even as the armies of the Jotun secure their hold on Mournwold a small warband moves ahead of the armies and strikes into the northern hills of Tassato Mestra. &#039;&#039;Jarl Helgarn&#039;&#039;, of [[Hordalant#Vallorberg|Vallorberg]], is leading their own personal warriors into Tassato to claim [[ilium]] from the [[Tassatan Hills]]. Jarl Helgarn is seeking enough ilium to craft an impressive [[Magic_items#Artefacts|artefact]] to gift to the [[Meraud|The Jarl of Mists]]; if Helgarn succeeds it will mean more support from this summer eternal for the Jotun.&lt;br /&gt;
&lt;br /&gt;
This is a clear threat to the Tassatan Hills and as such it is the responsibility of the Custodian, &#039;&#039;&#039;Serafina di Sarvos&#039;&#039;&#039;, to stop the Jotun on their way to the mine. Stopping Jarl Helgarn will ensure the Jotun do not win support from the Jarl of Mists, and prevent Serafina di Sarvos from losing the ilium production of the Hills at the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Leaning on the Knife (Mournwold)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{SOPInner|by=Nigel Hornbeam, Marcher Assembly|statement=Despise that which threatens what you watch over. Dalton Royse has betrayed the Marchers. We send Nigel Hornbeam with 15 liao to urge all Vigilant beaters to thwart this malice before it strikes.|vote=Greater Majority (216-0)|when=386YE Summer Solstice}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The traitor Dalton Royse has been tracked down trying to withdraw to Ashvale&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Killing Dalton Royse will remove the under threat quality from Greenmarch&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Nigel Hornbeam&#039;&#039; is responsible for killing Dalton Royse&#039;&#039;&#039;&lt;br /&gt;
{{NoInnocentsPresent}}&lt;br /&gt;
Last season the Marcher Assembly [[386YE_Summer_Solstice_Synod_judgements#Judgement_38|upheld]] a mandate to encourage the beaters of the nation to hunt down &#039;&#039;Dalton Royse&#039;&#039;. The traitorous son of Pigby, Green March was revealed [[Under_the_firelight#Objective:_Thwart_Dalton_Royse|earlier this year]] to be an agent of &#039;&#039;Stephen of Sarcombe&#039;&#039;; supporting the bastard son of Sarcombe in his vengeful crusade against the Marches and the Empire. Last season the call to action by &#039;&#039;&#039;Nigel Hornbeam&#039;&#039;&#039; and the support of the Highborn led to a [[Kith_and_kin#Small_Things|surge of support]] for beaters to seek out Royse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dalton Royse&#039;&#039; has been tracked down to Charlie&#039;s Coppice, an expansive orchard in northern Southmoor, where he is travelling with an honour guard of Jotun. As &#039;&#039;&#039;Nigel Hornbeam&#039;&#039;&#039; enacted the mandate that has led to tracking down Royse it is their responsibility to kill the traitor. If Dalton Royse is not killed here, then he will retreat to Sarcombe and maintain his network of contacts and supplies in [[Mournwold#Green March|Green March]].&lt;br /&gt;
&lt;br /&gt;
===Connecting Lines (Mournwold)===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{SOPInner|by=Olyvar of Esther&#039;s Sanctum, Highborn Assembly|statement= Let us seek out the poison in our neighbour&#039;s fields. We send Samuel of Balthazar&#039;s Vineyard with 15 liao to urge all vigilant unconquered to root out the threat in Southmoor before it is too late.|vote=Upheld (402-18)|when=386YE Summer Solstice}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Enough caches have been uncovered to remove the under threat quality from Southmoor&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;There is an opportunity to raid one of the largest and best defended caches in Southmoor to recover the valuable resources&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Olyvar of Esther&#039;s Sanctum&#039;&#039; is responsible for clearing the last Jotun cache&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
Last season the Highborn Assembly [[386YE_Summer_Solstice_Synod_judgements#135|upheld]] a mandate to encourage the vigilant [[unconquered]] to destroy the Jotun caches established more than [[Shallows_and_miseries#Choices_(Conjunction)|a year ago]] by &#039;&#039;Jarl Haakon&#039;&#039;. The Highborn have excelled and cleared most of them, so [[Mournwold#Southmoor|Southmoor]] is no longer under threat. Before the work ends, there is one final opportunity to raid of the largest and best defended caches in the area. &#039;&#039;&#039;Olyvar of Esther&#039;s Sanctum&#039;&#039;&#039;, as the member of the Synod who raised the mandate, is responsible for clearing the last cache and claiming any goods within for the Empire.&lt;br /&gt;
&lt;br /&gt;
===A Matter of Thought (Mournwold)===&lt;br /&gt;
* &#039;&#039;&#039;The Jotun are moving to attack a landskeeper who supports the Happiston Exchange&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Jotun are driven off, the landskeepers will provide 6 mana a season to the Exchange until it is reclaimed by the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Reeve of the Happiston Mana Exchange&#039;&#039; is responsible for defeating the Jotun&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
&#039;&#039;Henry Bridger&#039;&#039; is a respected landskeeper who has lived a stone&#039;s throw from Happiston since the Mourn was reclaimed five years ago. Henry was fast becoming a regular at the [[Reeve_of_the_Happiston_Mana_Exchange#Happiston_Mana_Exchange|Happiston Mana Exchange]]; her sardonic humour, acerbic wit, and readily available biscuits meant she was always one of the first to finish selling her goods at the exchange. This renown has evidently created enough grudges that the Jotun have been directed towards Henry&#039;s hamlet. &lt;br /&gt;
&lt;br /&gt;
The warband of Jotun is small, barely more than a dozen. If they&#039;re beaten on their way to Henry then that would be enough to ward off smaller groups like this for the time being. In return for that safety Henry will arrange a seasonal meeting of landskeepers and threshers at the hamlet; charging a small fee for taking part in discussions as well as bed and board. For this, she is willing to send six mana crystals a season to the Reeve, at least until Happiston is reclaimed by the Empire. As this is a clear threat to the people who use the Happiston Mana Exchange it is the responsibility of the [[Reeve of the Happiston Mana Exchange]], &#039;&#039;&#039;Morgan Townsend&#039;&#039;&#039;, to defeat the Jotun.&lt;br /&gt;
&lt;br /&gt;
===Lessons and Teachers (Bregasland)===&lt;br /&gt;
* &#039;&#039;&#039;A warband of Jotun have entered Grey Fens hunting a group of Moon-That-Sings Feni&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If the Empire stop the warband, Liath&#039;s Ring will come under threat from the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This skirmish is a [[Accessibility#Combat_Highly_Likely|combat highly likely]] encounter&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The &#039;&#039;Imperial Advisor for the Feni&#039;&#039; is responsible for stopping the Jotun from slaughtering the Feni&#039;&#039;&#039;&lt;br /&gt;
{{AgainstBarbarians}}&lt;br /&gt;
The Jotun are well known for their distaste of the Feni; the orcs of the west&#039;s invasion of [[Liathaven|Ashvale]] delivered death to the Feni as easily as the Navarr. Warbands of Jotun have been inspired by Urse Longarm and his [[Against_the_Jotun#Threads_in_the_Pattern_(Liathaven)|slaughtering]] of an enclave in Liathaven, and one of them is in hot pursuit of a group of Feni who have fled into Bregasland.&lt;br /&gt;
&lt;br /&gt;
This group, the Moon-That-Sings Feni, appear to be allied with the [[Irra Harah|Prince with a thousand foes]] in some way - either that or the Golden Hare has taken pity on them for some reason. For whatever reason, one of his associates, the eeler, Tam Fisher, has passed on an urgent request from the Shackle Smasher imploring the Empire to intercede. Tam Fisher claims that if the Empire can drive off the Jotun, then the Moon-That-Sings Feni will be able to slip back into Liathaven. If that happens, they claim that the Moon-That-Sings will help the next Imperial army to attack Liath&#039;s Ring from Bregasland, providing crucial information on the enemy positions. Liath&#039;s Ring will gain the [[Region_qualities#Under_Threat|under threat quality]] from the Empire.&lt;br /&gt;
&lt;br /&gt;
The Jotun warband have managed to avoid the Imperial armies stationed in Bregasland so far and are only a few days behind the Feni. The [[Imperial Advisor for the Feni]], &#039;&#039;&#039;Syn Truth-Walker Returned&#039;&#039;&#039;, is responsible for any intervention to try to stop the Jotun.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reinos&amp;diff=116554</id>
		<title>Reinos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reinos&amp;diff=116554"/>
		<updated>2025-02-06T16:37:21Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Corghosa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gazetteer]][[Category:Jotun]]&lt;br /&gt;
{{CaptionedImage|file=ReinosRegions.png|align=left|caption=Reinos was mapped out by Imperials after the Summer Solstice 386YE|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Reinos is one of two territories colloquially referred to as the Lasambrian Hills along with Arbonne to its south. While it ultimately owes its fealty to Gudmundr Arason, King of Narkyst and Jarl of Jarls, in practice it is governed by the Hierro, the Corazón, and the Escuta. Much of the west of the territory is dominated by a massive mountain range known to the locals as the Balankas. In the north and southeast these give way to fertile lowlands well-suited to farming and cattle ranching, which supply much of the territory&#039;s food. It borders [[Liathaven|Ashvale]] and an unknown Jotun territory; Arbonne and an unknown Suranni territory; [[Kahraman]] and [[Segura]] of [[the Brass Coast]]; and two unknown territories to the west.&lt;br /&gt;
&lt;br /&gt;
Settlements within Reinos are clustered around the northern and southern borders, with the central regions being more sparsely populated and less strongly controlled. Most settlements are built within strong stone walls, and life outside of these semi-fortified towns is fraught with the risk of attacks by the dire beasts that reside in the central mountains.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Grismont Township===&lt;br /&gt;
The largest settlement in Reinos is nestled between the headwaters of the Scorrero. Despite this it is small even by the standards of most Imperial settlements, being approximately the same size as Sybella in Bastion. Much of the township&#039;s population is seasonal and travels in to access Grismont&#039;s defining feature; a large central marketplace. Those who make their permanent homes there are largely concerned with protecting the numerous inns and maintaining the tall walls that surround the township. While clearly old-fashioned in their construction, the defences are still solid and more than enough to deter the dire beasts that otherwise might find it a tempting target.&lt;br /&gt;
&lt;br /&gt;
===Cantera Balanka===&lt;br /&gt;
Close to the border with Liathaven to the north and the Jotun territory to the west is a large white granite quarry. The workers and overseers of this quarry hold themselves apart from the Lasambrians; flying the pennants of the King of Narkyst. Much of the white granite is moved out of Reinos to contribute to whatever projects the Jotun are undertaking elsewhere, though it seems that the occasional wain is traded to the locals for a high price. There is a clear tension between the workers and the locals, but this rarely escalates into more than irritable remarks.&lt;br /&gt;
&lt;br /&gt;
Estimates suggest the quarry provides 22 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
===Arena of Virtue===&lt;br /&gt;
The foothills of Bastasor, on the border with Ribeira hold a peculiar gathering place. Stepped seats have been carved out around a central point at the base of the stone, which have been shaped in such a way as to reflect and amplify the voices of any speakers who stand there. Several large camps have been set up in and around this place, where the wisest and most spiritual of the Lasambrians debate the nature of virtue and the role of faith within society.&lt;br /&gt;
&lt;br /&gt;
===Getshal===&lt;br /&gt;
Getshal squats on the Getterhorn; northernmost of the Balankas watches over Cantera Balanka. The fortification&#039;s garrison is commanded by Jarl Geir, known affectionately by eir followers as &#039;the Goat&#039; for eir unbreakable stubbornness. Rumours suggest that the interior walls of Getshal are marked with script; exploits and accomplishments of the garrison stretching back generations. Getshal appears to have been built up over an existing fortification when the Jotun claimed Reinos.&lt;br /&gt;
&lt;br /&gt;
===Yegarra&#039;s Proof===&lt;br /&gt;
Yegarra&#039;s Proof dominates the Torval Pass between Cimeira and Chaveiro. Unusually, the garrison here is made up entirely of human yegarra - even their commander. Local rumours depict them as deeply spiritual with many godhi among their number. They live a life of discipline and religious practice that seems to have more in common with that of a rigid Highborn chapter than a Jarl&#039;s hall.&lt;br /&gt;
&lt;br /&gt;
===The Tiding===&lt;br /&gt;
A small walled feasting hall in the hills of Corghosa. This hall is under the control of a group of human yegarra known as the Tiding. The hall&#039;s owner is Jarl Vigdis, an eccentric figure who fights under the banner of a magpie. The Tiding seem to be on good terms with their Lasambrian neighbours, especially the warriors of the Corazón. The two groups frequently cooperate to exact the heavy tolls from Faraden merchants looking to trade with the Empire, and Vigdis regularly plays host to the Lasambrian priests, who seem to be attempting to convert the Tiding to the Virtues. There is nothing to suggest that the Tiding have any connection to the garrison of Yegarra&#039;s Proof.&lt;br /&gt;
&lt;br /&gt;
===Leskill Township===&lt;br /&gt;
The second largest settlement in Reinos is, in many ways, very similar to its northern twin in Grismont. White stone walls surround a sparsely populated settlement mostly concerned with a grand central marketplace and the assorted inns and houses of hospitality set up to cater to the traders who attend it. Despite (or perhaps because of) this, the people of Leskill Township seem quite concerned with maintaining a distinct identity of their own. Many stalls are taken up by hunters, keen to show off the spoils of their adventures in the woods of Fleizo. There is a small but thriving community of apothecaries and physicks who claim to be able to produce cures for any ailment from the right parts of the right beast, and influential Lasambrians will travel long distances to avail themselves of these services in times of hardship.&lt;br /&gt;
&lt;br /&gt;
===The Shattered Mask===&lt;br /&gt;
A circle of stones - inlaid with mithril - surround a statue of a shattered masked face in Cimeira. The mithril inlays have intricate etchings of the stars of the Chain and Spider constellations surrounded by delicate, labyrinthine markings. Lasambrian magicians are seen to gather here in great numbers, but it is unknown what the purpose of the circle or the statue is.&lt;br /&gt;
&lt;br /&gt;
===Crown of Bastasor===&lt;br /&gt;
The Crown of Bastasor is a large lake that is the &amp;quot;start&amp;quot; of the Scorrero proper and is fed by snowmelt from the Balankas mountains. It is often used as a place of negotiation; with a common tradition of drinking water from the Crown when starting negotiations.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
The Balankas mountains prevent easy movement through the territory. An army cannot travel over the mountains, instead having to go north or south to reach Corghosa or Flareizo. It is not possible for an army to attack from either Chaveiro or Bastasor into Flareizo or Corghosa and vice versa. It is possible for an army in Chaveiro to attack into Cimeira - and vice versa - but the fortification of Yegarra&#039;s Proof controls the only pass through the mountains.&lt;br /&gt;
{{CaptionedImage|file=Reinos basic.png|align=right|caption=Map with the region borders|width=200}}&lt;br /&gt;
==Regions==&lt;br /&gt;
===Pedreira===&lt;br /&gt;
Pedreira is dominated by the fortress of Getshal. To the north - near Ashvale and the unknown Jotun territory to the west - lies the Cantera Balanka; the open-air quarry that produces white granite for the King of Narkyst and Jarl of Jarls. Wide stone roads, built in a similar style to those in Hordalant, ease wagon travel throughout the region. They are patrolled and maintained by small groups of Lasambrians and see extensive use by traders from Faraden as well as Jotun from Ashvale and to the west.&lt;br /&gt;
&lt;br /&gt;
===Ribeira===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Across the border from Gambit lies Ribeira; with scarce settlements aside from those that care for groves of olives and fig trees. The northmost source of the Scorrero orginates in the hills that extend into the region from Kahraman. &lt;br /&gt;
&lt;br /&gt;
===Bastasor===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Bastasor is home to the nearest thing that the Lasambrians have to a city, Grismont Township. The region has by far the largest population of the territory and the hills make excellent grazing for sheep and goats. The Crown of Bastasor is high in the hills; a lake rich in fish that is fed by snowmelt from the mountains and in turn feeds the Scorrero. Here also is the Arena of Virtue, where matters of faith and virtue are discussed in great detail. Each time the Lasambrians have led invasions into Kahraman and Segura their generals have received the blessing of pastors in the Arena.&lt;br /&gt;
&lt;br /&gt;
===Corghosa===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Corghosa is home to the Tiding; a group of yegarra who appear to operate with a surprising amount of autonomy. By all accounts the region was granted to Gudmundur Arason to Jarl Vigdis for their exemplary service during the campaign in Menendram. This is usually the first region that Faraden traders enter in Jotun territory and the Tiding exact heavy tolls to allow them safe passage through to the Brass Coast and the greater Empire. These tolls and tithes are responsible for funding the excellent equipment of the Tiding.&lt;br /&gt;
&lt;br /&gt;
===Flareizo===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, Forest&amp;lt;br&amp;gt;&lt;br /&gt;
Flareizo is the wildest part of Reinos. The foothills here give way to a vast untamed forest filled with dire beasts and other monsters. There are no permanent settlements in the region, though there are a number of temporary camps made up of yegarra and young Lasambrians. These warriors are encouraged to spend time in the forest upon taking the &amp;quot;choice&amp;quot; and becoming warriors. Rumours persist amongst the inhabitants of Reinos that the monsters that dwell within the forest are far more than simple beasts; that they are merciless and ruthlessly cunning. &lt;br /&gt;
&lt;br /&gt;
Every other year a caravan of Faraden merchants will attempt to avoid the tolls that await them in Cimeira or Corghosa and try to cut through the forest and across the mountains. The few that make it out of the forest are often as not traumatised by whatever they have encountered in there. &lt;br /&gt;
&lt;br /&gt;
===Chaveiro===&lt;br /&gt;
Chaveiro is by far the flattest part of the territory. Cenotes are scattered across the region; sudden openings in the earth that reveal deep underground freshwater pools. These are treated with great respect by the Lasambrians; the ready access to fresh, potable water allows the farms in the south to thrive. Families are scattered across Chaveiro, usually clustered in small communities surrounded by farmland. Every single community has a small patch dedicated to the cultivation of madder; the roots of which are used for the distinctive Lasambrian orange.&lt;br /&gt;
&lt;br /&gt;
===Cimeira===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Southwest of Chaveiro – through the Torval Pass in the Balankas – lies Cimeira. To the south and east lies the Iron Confederacy, to the west is Faraden. The region has a number of small villages - all with the high walls common in the territory – that welcome traders, both Faraden and Suranni. A tradition has sprung up in the last few years of &amp;quot;venturing north&amp;quot;; where someone coming of age journeys into the wild forest of Flareizo for a week or two. There are some few Faraden caravans who opt to take the southern route to the Empire – especially those who trade regularly in Anduz and with the Faraden ambassador but most prefer the northern journey.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Reinos belongs to the Lasambrian Jotun; this is a Jotun territory&lt;br /&gt;
* [[#Getshal|Getshal]] is a rank two [[fortification]]&lt;br /&gt;
* [[#Yegarra&#039;s Proof|Yegarra&#039;s Proof]] is a rank one fortification&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reinos&amp;diff=116553</id>
		<title>Reinos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reinos&amp;diff=116553"/>
		<updated>2025-02-06T16:35:03Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Crown of Bastasor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gazetteer]][[Category:Jotun]]&lt;br /&gt;
{{CaptionedImage|file=ReinosRegions.png|align=left|caption=Reinos was mapped out by Imperials after the Summer Solstice 386YE|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Reinos is one of two territories colloquially referred to as the Lasambrian Hills along with Arbonne to its south. While it ultimately owes its fealty to Gudmundr Arason, King of Narkyst and Jarl of Jarls, in practice it is governed by the Hierro, the Corazón, and the Escuta. Much of the west of the territory is dominated by a massive mountain range known to the locals as the Balankas. In the north and southeast these give way to fertile lowlands well-suited to farming and cattle ranching, which supply much of the territory&#039;s food. It borders [[Liathaven|Ashvale]] and an unknown Jotun territory; Arbonne and an unknown Suranni territory; [[Kahraman]] and [[Segura]] of [[the Brass Coast]]; and two unknown territories to the west.&lt;br /&gt;
&lt;br /&gt;
Settlements within Reinos are clustered around the northern and southern borders, with the central regions being more sparsely populated and less strongly controlled. Most settlements are built within strong stone walls, and life outside of these semi-fortified towns is fraught with the risk of attacks by the dire beasts that reside in the central mountains.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Grismont Township===&lt;br /&gt;
The largest settlement in Reinos is nestled between the headwaters of the Scorrero. Despite this it is small even by the standards of most Imperial settlements, being approximately the same size as Sybella in Bastion. Much of the township&#039;s population is seasonal and travels in to access Grismont&#039;s defining feature; a large central marketplace. Those who make their permanent homes there are largely concerned with protecting the numerous inns and maintaining the tall walls that surround the township. While clearly old-fashioned in their construction, the defences are still solid and more than enough to deter the dire beasts that otherwise might find it a tempting target.&lt;br /&gt;
&lt;br /&gt;
===Cantera Balanka===&lt;br /&gt;
Close to the border with Liathaven to the north and the Jotun territory to the west is a large white granite quarry. The workers and overseers of this quarry hold themselves apart from the Lasambrians; flying the pennants of the King of Narkyst. Much of the white granite is moved out of Reinos to contribute to whatever projects the Jotun are undertaking elsewhere, though it seems that the occasional wain is traded to the locals for a high price. There is a clear tension between the workers and the locals, but this rarely escalates into more than irritable remarks.&lt;br /&gt;
&lt;br /&gt;
Estimates suggest the quarry provides 22 wains of white granite each season.&lt;br /&gt;
&lt;br /&gt;
===Arena of Virtue===&lt;br /&gt;
The foothills of Bastasor, on the border with Ribeira hold a peculiar gathering place. Stepped seats have been carved out around a central point at the base of the stone, which have been shaped in such a way as to reflect and amplify the voices of any speakers who stand there. Several large camps have been set up in and around this place, where the wisest and most spiritual of the Lasambrians debate the nature of virtue and the role of faith within society.&lt;br /&gt;
&lt;br /&gt;
===Getshal===&lt;br /&gt;
Getshal squats on the Getterhorn; northernmost of the Balankas watches over Cantera Balanka. The fortification&#039;s garrison is commanded by Jarl Geir, known affectionately by eir followers as &#039;the Goat&#039; for eir unbreakable stubbornness. Rumours suggest that the interior walls of Getshal are marked with script; exploits and accomplishments of the garrison stretching back generations. Getshal appears to have been built up over an existing fortification when the Jotun claimed Reinos.&lt;br /&gt;
&lt;br /&gt;
===Yegarra&#039;s Proof===&lt;br /&gt;
Yegarra&#039;s Proof dominates the Torval Pass between Cimeira and Chaveiro. Unusually, the garrison here is made up entirely of human yegarra - even their commander. Local rumours depict them as deeply spiritual with many godhi among their number. They live a life of discipline and religious practice that seems to have more in common with that of a rigid Highborn chapter than a Jarl&#039;s hall.&lt;br /&gt;
&lt;br /&gt;
===The Tiding===&lt;br /&gt;
A small walled feasting hall in the hills of Corghosa. This hall is under the control of a group of human yegarra known as the Tiding. The hall&#039;s owner is Jarl Vigdis, an eccentric figure who fights under the banner of a magpie. The Tiding seem to be on good terms with their Lasambrian neighbours, especially the warriors of the Corazón. The two groups frequently cooperate to exact the heavy tolls from Faraden merchants looking to trade with the Empire, and Vigdis regularly plays host to the Lasambrian priests, who seem to be attempting to convert the Tiding to the Virtues. There is nothing to suggest that the Tiding have any connection to the garrison of Yegarra&#039;s Proof.&lt;br /&gt;
&lt;br /&gt;
===Leskill Township===&lt;br /&gt;
The second largest settlement in Reinos is, in many ways, very similar to its northern twin in Grismont. White stone walls surround a sparsely populated settlement mostly concerned with a grand central marketplace and the assorted inns and houses of hospitality set up to cater to the traders who attend it. Despite (or perhaps because of) this, the people of Leskill Township seem quite concerned with maintaining a distinct identity of their own. Many stalls are taken up by hunters, keen to show off the spoils of their adventures in the woods of Fleizo. There is a small but thriving community of apothecaries and physicks who claim to be able to produce cures for any ailment from the right parts of the right beast, and influential Lasambrians will travel long distances to avail themselves of these services in times of hardship.&lt;br /&gt;
&lt;br /&gt;
===The Shattered Mask===&lt;br /&gt;
A circle of stones - inlaid with mithril - surround a statue of a shattered masked face in Cimeira. The mithril inlays have intricate etchings of the stars of the Chain and Spider constellations surrounded by delicate, labyrinthine markings. Lasambrian magicians are seen to gather here in great numbers, but it is unknown what the purpose of the circle or the statue is.&lt;br /&gt;
&lt;br /&gt;
===Crown of Bastasor===&lt;br /&gt;
The Crown of Bastasor is a large lake that is the &amp;quot;start&amp;quot; of the Scorrero proper and is fed by snowmelt from the Balankas mountains. It is often used as a place of negotiation; with a common tradition of drinking water from the Crown when starting negotiations.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
The Balankas mountains prevent easy movement through the territory. An army cannot travel over the mountains, instead having to go north or south to reach Corghosa or Flareizo. It is not possible for an army to attack from either Chaveiro or Bastasor into Flareizo or Corghosa and vice versa. It is possible for an army in Chaveiro to attack into Cimeira - and vice versa - but the fortification of Yegarra&#039;s Proof controls the only pass through the mountains.&lt;br /&gt;
{{CaptionedImage|file=Reinos basic.png|align=right|caption=Map with the region borders|width=200}}&lt;br /&gt;
==Regions==&lt;br /&gt;
===Pedreira===&lt;br /&gt;
Pedreira is dominated by the fortress of Getshal. To the north - near Ashvale and the unknown Jotun territory to the west - lies the Cantera Balanka; the open-air quarry that produces white granite for the King of Narkyst and Jarl of Jarls. Wide stone roads, built in a similar style to those in Hordalant, ease wagon travel throughout the region. They are patrolled and maintained by small groups of Lasambrians and see extensive use by traders from Faraden as well as Jotun from Ashvale and to the west.&lt;br /&gt;
&lt;br /&gt;
===Ribeira===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Across the border from Gambit lies Ribeira; with scarce settlements aside from those that care for groves of olives and fig trees. The northmost source of the Scorrero orginates in the hills that extend into the region from Kahraman. &lt;br /&gt;
&lt;br /&gt;
===Bastasor===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Bastasor is home to the nearest thing that the Lasambrians have to a city, Grismont Township. The region has by far the largest population of the territory and the hills make excellent grazing for sheep and goats. The Crown of Bastasor is high in the hills; a lake rich in fish that is fed by snowmelt from the mountains and in turn feeds the Scorrero. Here also is the Arena of Virtue, where matters of faith and virtue are discussed in great detail. Each time the Lasambrians have led invasions into Kahraman and Segura their generals have received the blessing of pastors in the Arena.&lt;br /&gt;
&lt;br /&gt;
===Corghosa===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Corghosa is home ot the the Tiding; a group of yegarra who appear to operate with a surprising amount of autonomy. By all accounts the region was granted to Gudmundur Arason to Jarl Vigdis for their exemplary service during the campaign in Menendram. This is usually the first region that Faraden traders enter in Jotun territory and the Tiding exact heavy tolls to allow them safe passage through to the Brass Coast and the greater Empire. These tolls and tithes are responsible for funding the excellent equipment of the Tiding.&lt;br /&gt;
&lt;br /&gt;
===Flareizo===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, Forest&amp;lt;br&amp;gt;&lt;br /&gt;
Flareizo is the wildest part of Reinos. The foothills here give way to a vast untamed forest filled with dire beasts and other monsters. There are no permanent settlements in the region, though there are a number of temporary camps made up of yegarra and young Lasambrians. These warriors are encouraged to spend time in the forest upon taking the &amp;quot;choice&amp;quot; and becoming warriors. Rumours persist amongst the inhabitants of Reinos that the monsters that dwell within the forest are far more than simple beasts; that they are merciless and ruthlessly cunning. &lt;br /&gt;
&lt;br /&gt;
Every other year a caravan of Faraden merchants will attempt to avoid the tolls that await them in Cimeira or Corghosa and try to cut through the forest and across the mountains. The few that make it out of the forest are often as not traumatised by whatever they have encountered in there. &lt;br /&gt;
&lt;br /&gt;
===Chaveiro===&lt;br /&gt;
Chaveiro is by far the flattest part of the territory. Cenotes are scattered across the region; sudden openings in the earth that reveal deep underground freshwater pools. These are treated with great respect by the Lasambrians; the ready access to fresh, potable water allows the farms in the south to thrive. Families are scattered across Chaveiro, usually clustered in small communities surrounded by farmland. Every single community has a small patch dedicated to the cultivation of madder; the roots of which are used for the distinctive Lasambrian orange.&lt;br /&gt;
&lt;br /&gt;
===Cimeira===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
Southwest of Chaveiro – through the Torval Pass in the Balankas – lies Cimeira. To the south and east lies the Iron Confederacy, to the west is Faraden. The region has a number of small villages - all with the high walls common in the territory – that welcome traders, both Faraden and Suranni. A tradition has sprung up in the last few years of &amp;quot;venturing north&amp;quot;; where someone coming of age journeys into the wild forest of Flareizo for a week or two. There are some few Faraden caravans who opt to take the southern route to the Empire – especially those who trade regularly in Anduz and with the Faraden ambassador but most prefer the northern journey.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* Every region of Reinos belongs to the Lasambrian Jotun; this is a Jotun territory&lt;br /&gt;
* [[#Getshal|Getshal]] is a rank two [[fortification]]&lt;br /&gt;
* [[#Yegarra&#039;s Proof|Yegarra&#039;s Proof]] is a rank one fortification&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Basileia&amp;diff=116546</id>
		<title>Basileia</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Basileia&amp;diff=116546"/>
		<updated>2025-02-03T15:37:37Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=BasileusArt.jpg|title=&amp;quot;Locks&amp;quot; artist unknown. The waters of the City of Locks are said to be a profound poison, but that any mortal who drinks them and survives is granted consummate skill in espionage and treachery.|caption=&#039;&#039;Locks&#039;&#039; depicts a city of complex interconnecting intrigues and schemes.|align=left|width=400}}&lt;br /&gt;
==Eternal of Autumn==&lt;br /&gt;
==Sobriquets==&lt;br /&gt;
The &#039;&#039;Sovereign Lord of the City of Locks&#039;&#039; changes in a way few other eternals do. The current incumbent has chosen the title &#039;&#039;Basileia&#039;&#039;, or sometimes &#039;&#039;Basileia Brazen&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
She is sometimes referred to as the &#039;&#039;Princess of Weirs&#039;&#039;, a further reference to the canals that criscross her domain, as well as the &#039;&#039;Carver of Cliques&#039;&#039;, alluding to her concern with small, exclusive groups. She enjoys being called the &#039;&#039;Crown of the Archway&#039;&#039;, referring to her status as an essential and load-bearing part of the City. She has also been called the &#039;&#039;Mistress of Falls&#039;&#039;; while on the surface this is another reference to her city&#039;s many canals, it is also a hint at the fate that awaits those who challenge her status.&lt;br /&gt;
&lt;br /&gt;
She is sometimes known as the &#039;&#039;Patron of Spies and Traitors&#039;&#039; due to her role in keeping other people&#039;s secrets. Brazen is dubbed &#039;&#039;Princess of the Black Vaults&#039;&#039;, in recognition of the role that espionage and military defence play in her realm – and of the oubliettes to which those who fail or displease her are consigned.&lt;br /&gt;
&lt;br /&gt;
While she sometimes appears in male or monstrous guises, Basileia is currently referred to with feminine pronouns. Basileia is confirmed to be her title as ruler of her city – her personal name is Brazen. &lt;br /&gt;
&lt;br /&gt;
Several sources reference &#039;&#039;Basileus Kade&#039;&#039;, and &#039;&#039;Basileus Flynt&#039;&#039;, as former rulers of the City of Locks. The latter, allegedly an Imperial citizen before some kind of poorly understood &amp;quot;ascension&amp;quot;, usurped the former as Sovereign Lord. They in turn were apparently deposed by the [[Lictors]] following their involvement in the destruction of the entity known as [[Mazen|Mazen of the Masks]]. Given that &#039;&#039;Basileia&#039;&#039; is the third ruler of the City of Locks in the last decade it is likely that there are many more, their names lost to history. This unique pattern inspires a great deal of discussion among scholars of the eternal realms; what does it mean that the identity of the Sovereign Lord of the City of Locks seems to change while other eternals remain constant? &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Seven Locks 2.jpg|caption=The inhabitants of the CIty of Locks are caught in an endless struggle for power and position that regularly spills over into the mortal world.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Basileia has two distinct forms, and swaps between them as they wish. Most commonly she appears to be a woman dressed in the well-tailored clothes of a professional of some kind. She can also appear as the Beast of the Locks; a monstrous horned creature reserved for the darkest deeds. While she rarely carries a weapon in her other guises, as the Beast she may wield a brutal weapon or even two. When she is encountered in this form, all pretence of civilisation is abandoned, and she appears entirely consumed with the ruthless application of power to achieve one&#039;s goals. All the scholars agree - deal with the Beast of Locks &#039;&#039;extremely carefully&#039;&#039;. The Sovereign Lord of the City of Locks was once known to take the form of a lithe young man as well, but this guise has not been seen since the ascension of Basileia Brazen.&lt;br /&gt;
&lt;br /&gt;
It is not common for an Autumn eternal to change shape so freely, and scholars of the eternals theorize that she does so via access to an item of power, possibly a mask or the Belt of Locks. Others suggest that it is a demonstration of the dual-faced nature of those who seek power. They may appear civilised and mannered when it suits them, but are capable of ruthless brutality when their ambition demands it.&lt;br /&gt;
{{CaptionedImage|file=IconBasilius.png |caption=Triptych believed to show servitors of the City of Locks, intended for use in ritual magic.|align=left|width=400}}&lt;br /&gt;
However else she appears, she is always wealthy, powerful and in control. Regardless of form, she wears discreet yet obviously valuable jewellery to reinforce her appearance as a person of high station. Regardless of her attire, she invariably wears a belt with a lock and set of chains worn over the buckle. &lt;br /&gt;
&lt;br /&gt;
Like her predecessors, Basileia almost never appears alone. She may remain aloof, allowing her heralds to do the talking for her (especially when she is in the guise of the Beast of the Locks). Other times she plays the gracious host, entertaining guests with conversation and fine food - but a guest should never forget that this creature is a being of intrigue and power, and that very little she says or does should be taken at face value. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Carolinus_Kade.jpg|caption=Carolinus, an inhabitant of the City of Locks. The citizens of the city are divided into dozens of competing factions, guilds, secret societies, and cabals.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
While previous eternal rulers of the City of Locks have kept only a thin veil over their obsession with power and control, Basileia Brazen has worked to present a more pleasing face to the outside world. The naive may believe that this indicates some fundamental change under her rule, but those who pry beneath the surface will find the same dog-eat-dog city with a ruler no less ruthless than her predecessors.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the concern of Basileia Brazen, and indeed everyone within the City of Locks, revolve around the ways that social and political structures can be used to dominate other people. Unlike some of her predecessors, the &#039;&#039;Crown of the Archway&#039;&#039; is quite open about the fact that her power exists as a result of the collective efforts of others. She claims that it comes from the fact that she has made herself as close to irreplaceable as possible – her underlings may resent that she has more power than they do, but they know they would be worse off without her - a state of affairs she works very hard to maintain.&lt;br /&gt;
&lt;br /&gt;
While her primary concern is her own power, the &#039;&#039;Princess of Weirs&#039;&#039; is known to have a fondness for certain mortal nations and institutions that she believes embody her philosophies. She finds the conflict between the various Imperial houses of state to be endlessly fascinating, and apparently holds the position of [[the Throne]] in high regard, seeing it as something similar to her own position. She approves of the ruthless internal politics of [[the League]], especially since the Apulian Orcs joined them. She has an interest in the pragmatism and religious philosophies of the [[Navarr]], although some vates claim that she fundamentally misunderstands the nature of self-sacrifice for the greater good and should under no circumstances be allowed to offer advice to any guides. She also has a strange fascination with the [[Imperial Orcs]] that she refuses to explain, although whether she will disproportionately favour or disfavour any given Unshackled as a result is never a sure bet.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left:10px; max-width: 40%; clear: right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Basileus Flint is gone, and now Basileia Brazen sits on the throne of the City of Locks and all is right with the world, all is right with the world, and all manner of things are now right.&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Outside the Empire, the Carver of Cliques is said to favour both the populist authoritarianism of the [[Commonwealth]] and the dynamic oligarchy of the [[Principalities of Jarm]], seeing things to admire in both. How much of a hand she is taking in either nation is unknown, but the fact that they hate one another does not seem to concern her in the slightest.&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
The Sovereign Lady of the City of Locks gathers secrets; not mystical secrets like the eternals of Night, but the secrets gathered by spies and agents who watch and record what the people around them are doing. She spreads her power by making herself useful to people who seek power themselves – anyone could become a node in her web of influence and control. She helps those who seek to exploit systems, to become the indispensable linchpins of their own personal networks, granting them the power to abuse their station without the fear of reprisal. Of course, anyone who receives help from the Princess of Weirs should be aware that they themselves are playing into her hands. Altruism is alien to the City of Locks, and if you aren&#039;t buying something, you&#039;re being sold.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Flint.jpg|caption=Flint, before his alleged ascension.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Dealing with the Basileia herself may be profitable, but it is far more likely that an enterprising citizen may find themselves making common cause with one of the [[#The Five Pillars|Five Pillars]]. Each of the Sovereign Lady&#039;s advisors is constantly working to build up their network of contacts in order to outshine their peers, and advancing their City&#039;s interests in the mortal realm is the surest way to do that. Those looking for hidden information, the chance to move prohibited goods, or to make illicit connections may well benefit from making friends in the City of Locks. However, these connections are not likely to provide any easy answers in the long term. The Five Pillars cannot afford to take unnecessary risks with their position, and are far more likely to furnish their allies with chances to take those risks on their behalf. Assassins from the City of Locks are unlikely to kill the Empire&#039;s enemies, but they may point out opportunities for Imperial citizens to wield the knife themselves.&lt;br /&gt;
&lt;br /&gt;
Those dealing with Brazen should take care to remember that trade is not her primary goal; it is a means to increasing her power and control over the world. While some Autumn eternals engage in trade for the love of the deal and its subtleties, ultimately Brazen is concerned only with power over others. Playing the game with the Sovereign Lady of Locks is not for the fainthearted. Although the potential rewards are great, the risks are possibly even worse. The Archway&#039;s Crown has no love for those who beat her at her own game.&lt;br /&gt;
==The Five Pillars==&lt;br /&gt;
Previous iterations of the City of Locks channelled the quintessential struggle of its inhabitants through the Charter Houses, associations built around control of certain districts. This system fell apart after the removal of Basileus Flint, and Basileia Brazen has made no effort to re-establish it. Instead she has created a council of advisors known within the City of Locks as the &#039;&#039;Five Pillars&#039;&#039;. While Brazen calls the shots, she has allowed these figures an unprecedented level of influence in the exercise of her City&#039;s power. The current Five Pillars are:&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|align=right|width=250|caption=The Five Pillars serve as advisors to Basileia, each convinced they have her special favour.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Overseer Hook of the Surveyors&#039; Cartel&#039;&#039;&#039;, to whom the City&#039;s many spies and informants ultimately report. 	&lt;br /&gt;
* &#039;&#039;&#039;Boss Callarook of the Union of Lock-Keepers and Stevedores&#039;&#039;&#039;, who controls smuggling and other lucrative illicit operations within the City. 	&lt;br /&gt;
* &#039;&#039;&#039;Mistress Alabaster of the Guild of Accountants&#039;&#039;&#039;, who directs the City&#039;s assassins. 	&lt;br /&gt;
* &#039;&#039;&#039;President Orlando of the City Of Locks Benevolent Association&#039;&#039;&#039;, who arranges bribery and hushes up corruption. 	&lt;br /&gt;
* &#039;&#039;&#039;Facilitator Kaige of the Matchmaker&#039;s Forum&#039;&#039;&#039;, who organises the many conspiracies and conspiratorial groups that take root within the City.&lt;br /&gt;
&lt;br /&gt;
Each of these figures seems to represent one of Basileia Brazen&#039;s primary interests and may be encountered alone or with their own underlings in pursuit of those aims. Those who have interacted with more than one of them describe the Five Pillars as a group riven with rapidly shifting splits and temporary alliances, constantly jostling and feuding with one another. Each believes themselves to have their Basileia’s special favour, unlike the others who are mere tools. A disgruntled City of Locks resident who preferred the old regime once called them &amp;quot;the most toxic workplace romance in all the Realms&amp;quot; while drunk at a party. The herald passed out shortly after their next drink, and suffered a deadly seizure within the hour.&lt;br /&gt;
{{anchor|The_Truth_About_Basileia}}&amp;lt;box&amp;gt;&#039;&#039;&#039;The Truth About Basileia&#039;&#039;&#039;&amp;lt;br&amp;gt;Most recent historical records refer to Basileus Kade as the ruler of the the City of Locks. During the Autumn Equinox 379YE, following a significant period of turmoil in the City of Locks, Kade was supplanted by a citizen of the [[The League|League]] city of [[Tassato]]. The details of precisely &#039;&#039;how&#039;&#039; Flint was able to claim this position and become Basileus Flint are known only to those directly involved. What the political, religious (and legal) implications of this ascension, assuming it is even real, are extremely unclear. Now Basileus Flint is also gone, apparently &amp;quot;replaced&amp;quot; by on the throne of the City of Locks by Basileia Brazen. Her ascension apparently begain in Summer 385YE with the [[Inkpot_gods#All_That.27s_Fit_To_Read|disappearance]] of the eternal [[Mazen]], and an Imperial Orc named Ashborn Trosk was apparently [[All_my_magic_friends#Ashborn_Trosk_and_the_Mysterious_Prison|involved]] in the removal of Flynt by the Lictors. In Autumn 386YE, in response to a [[Archmage#Plenipotentiary|plenipotentiary]] message from the Archmage of Autumn, Basileia formally declared her [[Seven_locks#City_of_Locks|dominion of the City of locks]] to the Empire and announced significant changes to the way her domain would be operating in future.&amp;lt;/box&amp;gt;&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Basileia&amp;diff=116545</id>
		<title>Basileia</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Basileia&amp;diff=116545"/>
		<updated>2025-02-03T15:34:27Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* The Five Pillars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=BasileusArt.jpg|title=&amp;quot;Locks&amp;quot; artist unknown. The waters of the City of Locks are said to be a profound poison, but that any mortal who drinks them and survives is granted consummate skill in espionage and treachery.|caption=&#039;&#039;Locks&#039;&#039; depicts a city of complex interconnecting intrigues and schemes.|align=left|width=400}}&lt;br /&gt;
==Eternal of Autumn==&lt;br /&gt;
==Sobriquets==&lt;br /&gt;
The &#039;&#039;Sovereign Lord of the City of Locks&#039;&#039; changes in a way few other eternals do. The current incumbent has chosen the title &#039;&#039;Basileia&#039;&#039;, or sometimes &#039;&#039;Basileia Brazen&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
She is sometimes referred to as the &#039;&#039;Princess of Weirs&#039;&#039;, a further reference to the canals that criscross her domain, as well as the &#039;&#039;Carver of Cliques&#039;&#039;, alluding to her concern with small, exclusive groups. She enjoys being called the &#039;&#039;Crown of the Archway&#039;&#039;, referring to her status as an essential and load-bearing part of the City. She has also been called the &#039;&#039;Mistress of Falls&#039;&#039;; while on the surface this is another reference to her city&#039;s many canals, it is also a hint at the fate that awaits those who challenge her status.&lt;br /&gt;
&lt;br /&gt;
She is sometimes known as the &#039;&#039;Patron of Spies and Traitors&#039;&#039; due to her role in keeping other people&#039;s secrets. Brazen is dubbed &#039;&#039;Princess of the Black Vaults&#039;&#039;, in recognition of the role that espionage and military defence play in her realm – and of the oubliettes to which those who fail or displease her are consigned.&lt;br /&gt;
&lt;br /&gt;
While she sometimes appears in male or monstrous guises, Basileia is currently referred to with feminine pronouns. Basileia is confirmed to be her title as ruler of her city – her personal name is Brazen. &lt;br /&gt;
&lt;br /&gt;
Several sources reference &#039;&#039;Basileus Kade&#039;&#039;, and &#039;&#039;Basileus Flynt&#039;&#039;, as former rulers of the City of Locks. The latter, allegedly an Imperial citizen before some kind of poorly understood &amp;quot;ascension&amp;quot;, usurped the former as Sovereign Lord. They in turn were apparently deposed by the [[Lictors]] following their involvement in the destruction of the entity known as [[Mazen|Mazen of the Masks]]. Given that &#039;&#039;Basileia&#039;&#039; is the third ruler of the City of Locks in the last decade it is likely that there are many more, their names lost to history. This unique pattern inspires a great deal of discussion among scholars of the eternal realms; what does it mean that the identity of the Sovereign Lord of the City of Locks seems to change while other eternals remain constant? &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Seven Locks 2.jpg|caption=The inhabitants of the CIty of Locks are caught in an endless struggle for power and position that regularly spills over into the mortal world.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Basileia has two distinct forms, and swaps between them as they wish. Most commonly she appears to be a woman dressed in the well-tailored clothes of a professional of some kind. She can also appear as the Beast of the Locks; a monstrous horned creature reserved for the darkest deeds. While she rarely carries a weapon in her other guises, as the Beast she may wield a brutal weapon or even two. When she is encountered in this form, all pretence of civilisation is abandoned, and she appears entirely consumed with the ruthless application of power to achieve one&#039;s goals. All the scholars agree - deal with the Beast of Locks &#039;&#039;extremely carefully&#039;&#039;. The Sovereign Lord of the City of Locks was once known to take the form of a lithe young man as well, but this guise has not been seen since the ascension of Basileia Brazen.&lt;br /&gt;
&lt;br /&gt;
It is not common for an Autumn eternal to change shape so freely, and scholars of the eternals theorize that she does so via access to an item of power, possibly a mask or the Belt of Locks. Others suggest that it is a demonstration of the dual-faced nature of those who seek power. They may appear civilised and mannered when it suits them, but are capable of ruthless brutality when their ambition demands it.&lt;br /&gt;
{{CaptionedImage|file=IconBasilius.png |caption=Triptych believed to show servitors of the City of Locks, intended for use in ritual magic.|align=left|width=400}}&lt;br /&gt;
However else she appears, she is always wealthy, powerful and in control. Regardless of form, she wears discreet yet obviously valuable jewelery to reinforce her appearance as a person of high station. Regardless of her attire, she invariably wears a belt with a lock and set of chains worn over the buckle. &lt;br /&gt;
&lt;br /&gt;
Like her predecessors, Basileia almost never appears alone. She may remain aloof, allowing her heralds to do the talking for her (especially when she is in the guise of the Beast of the Locks). Other times she plays the gracious host, entertaining guests with conversation and fine food - but a guest should never forget that this creature is a being of intrigue and power, and that very little she says or does should be taken at face value. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Carolinus_Kade.jpg|caption=Carolinus, an inhabitant of the City of Locks. The citizens of the city are divided into dozens of competing factions, guilds, secret societies, and cabals.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
While previous eternal rulers of the City of Locks have kept only a thin veil over their obsession with power and control, Basileia Brazen has worked to present a more pleasing face to the outside world. The naive may believe that this indicates some fundamental change under her rule, but those who pry beneath the surface will find the same dog-eat-dog city with a ruler no less ruthless than her predecessors.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the concern of Basileia Brazen, and indeed everyone within the City of Locks, revolve around the ways that social and political structures can be used to dominate other people. Unlike some of her predecessors, the &#039;&#039;Crown of the Archway&#039;&#039; is quite open about the fact that her power exists as a result of the collective efforts of others. She claims that it comes from the fact that she has made herself as close to irreplaceable as possible – her underlings may resent that she has more power than they do, but they know they would be worse off without her - a state of affairs she works very hard to maintain.&lt;br /&gt;
&lt;br /&gt;
While her primary concern is her own power, the &#039;&#039;Princess of Weirs&#039;&#039; is known to have a fondness for certain mortal nations and institutions that she believes embody her philosophies. She finds the conflict between the various Imperial houses of state to be endlessly fascinating, and apparently holds the position of [[the Throne]] in high regard, seeing it as something similar to her own position. She approves of the ruthless internal politics of [[the League]], especially since the Apulian Orcs joined them. She has an interest in the pragmatism and religious philosophies of the [[Navarr]], although some vates claim that she fundamentally misunderstands the nature of self-sacrifice for the greater good and should under no circumstances be allowed to offer advice to any guides. She also has a strange fascination with the [[Imperial Orcs]] that she refuses to explain, although whether she will disproportionately favour or disfavour any given Unshackled as a result is never a sure bet.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left:10px; max-width: 40%; clear: right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Basileus Flint is gone, and now Basileia Brazen sits on the throne of the City of Locks and all is right with the world, all is right with the world, and all manner of things are now right.&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Outside the Empire, the Carver of Cliques is said to favour both the populist authoritarianism of the [[Commonwealth]] and the dynamic oligarchy of the [[Principalities of Jarm]], seeing things to admire in both. How much of a hand she is taking in either nation is unknown, but the fact that they hate one another does not seem to concern her in the slightest.&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
The Sovereign Lady of the City of Locks gathers secrets; not mystical secrets like the eternals of Night, but the secrets gathered by spies and agents who watch and record what the people around them are doing. She spreads her power by making herself useful to people who seek power themselves – anyone could become a node in her web of influence and control. She helps those who seek to exploit systems, to become the indispensable linchpins of their own personal networks, granting them the power to abuse their station without the fear of reprisal. Of course, anyone who receives help from the Princess of Weirs should be aware that they themselves are playing into her hands. Altruism is alien to the City of Locks, and if you aren&#039;t buying something, you&#039;re being sold.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Flint.jpg|caption=Flint, before his alleged ascension.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Dealing with the Basileia herself may be profitable, but it is far more likely that an enterprising citizen may find themselves making common cause with one of the [[#The Five Pillars|Five Pillars]]. Each of the Sovereign Lady&#039;s advisors is constantly working to build up their network of contacts in order to outshine their peers, and advancing their City&#039;s interests in the mortal realm is the surest way to do that. Those looking for hidden information, the chance to move prohibited goods, or to make illicit connections may well benefit from making friends in the City of Locks. However, these connections are not likely to provide any easy answers in the long term. The Five Pillars cannot afford to take unnecessary risks with their position, and are far more likely to furnish their allies with chances to take those risks on their behalf. Assassins from the City of Locks are unlikely to kill the Empire&#039;s enemies, but they may point out opportunities for Imperial citizens to wield the knife themselves.&lt;br /&gt;
&lt;br /&gt;
Those dealing with Brazen should take care to remember that trade is not her primary goal; it is a means to increasing her power and control over the world. While some Autumn eternals engage in trade for the love of the deal and its subtleties, ultimately Brazen is concerned only with power over others. Playing the game with the Sovereign Lady of Locks is not for the fainthearted. Although the potential rewards are great, the risks are possibly even worse. The Archway&#039;s Crown has no love for those who beat her at her own game.&lt;br /&gt;
==The Five Pillars==&lt;br /&gt;
Previous iterations of the City of Locks channelled the quintessential struggle of its inhabitants through the Charter Houses, associations built around control of certain districts. This system fell apart after the removal of Basileus Flint, and Basileia Brazen has made no effort to re-establish it. Instead she has created a council of advisors known within the City of Locks as the &#039;&#039;Five Pillars&#039;&#039;. While Brazen calls the shots, she has allowed these figures an unprecedented level of influence in the exercise of her City&#039;s power. The current Five Pillars are:&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|align=right|width=250|caption=The Five Pillars serve as advisors to Basileia, each convinced they have her special favour.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Overseer Hook of the Surveyors&#039; Cartel&#039;&#039;&#039;, to whom the City&#039;s many spies and informants ultimately report. 	&lt;br /&gt;
* &#039;&#039;&#039;Boss Callarook of the Union of Lock-Keepers and Stevedores&#039;&#039;&#039;, who controls smuggling and other lucrative illicit operations within the City. 	&lt;br /&gt;
* &#039;&#039;&#039;Mistress Alabaster of the Guild of Accountants&#039;&#039;&#039;, who directs the City&#039;s assassins. 	&lt;br /&gt;
* &#039;&#039;&#039;President Orlando of the City Of Locks Benevolent Association&#039;&#039;&#039;, who arranges bribery and hushes up corruption. 	&lt;br /&gt;
* &#039;&#039;&#039;Facilitator Kaige of the Matchmaker&#039;s Forum&#039;&#039;&#039;, who organises the many conspiracies and conspiratorial groups that take root within the City.&lt;br /&gt;
&lt;br /&gt;
Each of these figures seems to represent one of Basileia Brazen&#039;s primary interests and may be encountered alone or with their own underlings in pursuit of those aims. Those who have interacted with more than one of them describe the Five Pillars as a group riven with rapidly shifting splits and temporary alliances, constantly jostling and feuding with one another. Each believes themselves to have their Basileia’s special favour, unlike the others who are mere tools. A disgruntled City of Locks resident who preferred the old regime once called them &amp;quot;the most toxic workplace romance in all the Realms&amp;quot; while drunk at a party. The herald passed out shortly after their next drink, and suffered a deadly seizure within the hour.&lt;br /&gt;
{{anchor|The_Truth_About_Basileia}}&amp;lt;box&amp;gt;&#039;&#039;&#039;The Truth About Basileia&#039;&#039;&#039;&amp;lt;br&amp;gt;Most recent historical records refer to Basileus Kade as the ruler of the the City of Locks. During the Autumn Equinox 379YE, following a significant period of turmoil in the City of Locks, Kade was supplanted by a citizen of the [[The League|League]] city of [[Tassato]]. The details of precisely &#039;&#039;how&#039;&#039; Flint was able to claim this position and become Basileus Flint are known only to those directly involved. What the political, religious (and legal) implications of this ascension, assuming it is even real, are extremely unclear. Now Basileus Flint is also gone, apparently &amp;quot;replaced&amp;quot; by on the throne of the City of Locks by Basileia Brazen. Her ascension apparently begain in Summer 385YE with the [[Inkpot_gods#All_That.27s_Fit_To_Read|disappearance]] of the eternal [[Mazen]], and an Imperial Orc named Ashborn Trosk was apparently [[All_my_magic_friends#Ashborn_Trosk_and_the_Mysterious_Prison|involved]] in the removal of Flynt by the Lictors. In Autumn 386YE, in response to a [[Archmage#Plenipotentiary|plenipotentiary]] message from the Archmage of Autumn, Basileia formally declared her [[Seven_locks#City_of_Locks|dominion of the City of locks]] to the Empire and announced significant changes to the way her domain would be operating in future.&amp;lt;/box&amp;gt;&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Basileia&amp;diff=116544</id>
		<title>Basileia</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Basileia&amp;diff=116544"/>
		<updated>2025-02-03T15:32:35Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=BasileusArt.jpg|title=&amp;quot;Locks&amp;quot; artist unknown. The waters of the City of Locks are said to be a profound poison, but that any mortal who drinks them and survives is granted consummate skill in espionage and treachery.|caption=&#039;&#039;Locks&#039;&#039; depicts a city of complex interconnecting intrigues and schemes.|align=left|width=400}}&lt;br /&gt;
==Eternal of Autumn==&lt;br /&gt;
==Sobriquets==&lt;br /&gt;
The &#039;&#039;Sovereign Lord of the City of Locks&#039;&#039; changes in a way few other eternals do. The current incumbent has chosen the title &#039;&#039;Basileia&#039;&#039;, or sometimes &#039;&#039;Basileia Brazen&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
She is sometimes referred to as the &#039;&#039;Princess of Weirs&#039;&#039;, a further reference to the canals that criscross her domain, as well as the &#039;&#039;Carver of Cliques&#039;&#039;, alluding to her concern with small, exclusive groups. She enjoys being called the &#039;&#039;Crown of the Archway&#039;&#039;, referring to her status as an essential and load-bearing part of the City. She has also been called the &#039;&#039;Mistress of Falls&#039;&#039;; while on the surface this is another reference to her city&#039;s many canals, it is also a hint at the fate that awaits those who challenge her status.&lt;br /&gt;
&lt;br /&gt;
She is sometimes known as the &#039;&#039;Patron of Spies and Traitors&#039;&#039; due to her role in keeping other people&#039;s secrets. Brazen is dubbed &#039;&#039;Princess of the Black Vaults&#039;&#039;, in recognition of the role that espionage and military defence play in her realm – and of the oubliettes to which those who fail or displease her are consigned.&lt;br /&gt;
&lt;br /&gt;
While she sometimes appears in male or monstrous guises, Basileia is currently referred to with feminine pronouns. Basileia is confirmed to be her title as ruler of her city – her personal name is Brazen. &lt;br /&gt;
&lt;br /&gt;
Several sources reference &#039;&#039;Basileus Kade&#039;&#039;, and &#039;&#039;Basileus Flynt&#039;&#039;, as former rulers of the City of Locks. The latter, allegedly an Imperial citizen before some kind of poorly understood &amp;quot;ascension&amp;quot;, usurped the former as Sovereign Lord. They in turn were apparently deposed by the [[Lictors]] following their involvement in the destruction of the entity known as [[Mazen|Mazen of the Masks]]. Given that &#039;&#039;Basileia&#039;&#039; is the third ruler of the City of Locks in the last decade it is likely that there are many more, their names lost to history. This unique pattern inspires a great deal of discussion among scholars of the eternal realms; what does it mean that the identity of the Sovereign Lord of the City of Locks seems to change while other eternals remain constant? &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Seven Locks 2.jpg|caption=The inhabitants of the CIty of Locks are caught in an endless struggle for power and position that regularly spills over into the mortal world.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Basileia has two distinct forms, and swaps between them as they wish. Most commonly she appears to be a woman dressed in the well-tailored clothes of a professional of some kind. She can also appear as the Beast of the Locks; a monstrous horned creature reserved for the darkest deeds. While she rarely carries a weapon in her other guises, as the Beast she may wield a brutal weapon or even two. When she is encountered in this form, all pretence of civilisation is abandoned, and she appears entirely consumed with the ruthless application of power to achieve one&#039;s goals. All the scholars agree - deal with the Beast of Locks &#039;&#039;extremely carefully&#039;&#039;. The Sovereign Lord of the City of Locks was once known to take the form of a lithe young man as well, but this guise has not been seen since the ascension of Basileia Brazen.&lt;br /&gt;
&lt;br /&gt;
It is not common for an Autumn eternal to change shape so freely, and scholars of the eternals theorize that she does so via access to an item of power, possibly a mask or the Belt of Locks. Others suggest that it is a demonstration of the dual-faced nature of those who seek power. They may appear civilised and mannered when it suits them, but are capable of ruthless brutality when their ambition demands it.&lt;br /&gt;
{{CaptionedImage|file=IconBasilius.png |caption=Triptych believed to show servitors of the City of Locks, intended for use in ritual magic.|align=left|width=400}}&lt;br /&gt;
However else she appears, she is always wealthy, powerful and in control. Regardless of form, she wears discreet yet obviously valuable jewelery to reinforce her appearance as a person of high station. Regardless of her attire, she invariably wears a belt with a lock and set of chains worn over the buckle. &lt;br /&gt;
&lt;br /&gt;
Like her predecessors, Basileia almost never appears alone. She may remain aloof, allowing her heralds to do the talking for her (especially when she is in the guise of the Beast of the Locks). Other times she plays the gracious host, entertaining guests with conversation and fine food - but a guest should never forget that this creature is a being of intrigue and power, and that very little she says or does should be taken at face value. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Carolinus_Kade.jpg|caption=Carolinus, an inhabitant of the City of Locks. The citizens of the city are divided into dozens of competing factions, guilds, secret societies, and cabals.|align=right|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Concerns==&lt;br /&gt;
While previous eternal rulers of the City of Locks have kept only a thin veil over their obsession with power and control, Basileia Brazen has worked to present a more pleasing face to the outside world. The naive may believe that this indicates some fundamental change under her rule, but those who pry beneath the surface will find the same dog-eat-dog city with a ruler no less ruthless than her predecessors.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the concern of Basileia Brazen, and indeed everyone within the City of Locks, revolve around the ways that social and political structures can be used to dominate other people. Unlike some of her predecessors, the &#039;&#039;Crown of the Archway&#039;&#039; is quite open about the fact that her power exists as a result of the collective efforts of others. She claims that it comes from the fact that she has made herself as close to irreplaceable as possible – her underlings may resent that she has more power than they do, but they know they would be worse off without her - a state of affairs she works very hard to maintain.&lt;br /&gt;
&lt;br /&gt;
While her primary concern is her own power, the &#039;&#039;Princess of Weirs&#039;&#039; is known to have a fondness for certain mortal nations and institutions that she believes embody her philosophies. She finds the conflict between the various Imperial houses of state to be endlessly fascinating, and apparently holds the position of [[the Throne]] in high regard, seeing it as something similar to her own position. She approves of the ruthless internal politics of [[the League]], especially since the Apulian Orcs joined them. She has an interest in the pragmatism and religious philosophies of the [[Navarr]], although some vates claim that she fundamentally misunderstands the nature of self-sacrifice for the greater good and should under no circumstances be allowed to offer advice to any guides. She also has a strange fascination with the [[Imperial Orcs]] that she refuses to explain, although whether she will disproportionately favour or disfavour any given Unshackled as a result is never a sure bet.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; margin-left:10px; max-width: 40%; clear: right;&amp;quot;&amp;gt;&amp;lt;ic&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Basileus Flint is gone, and now Basileia Brazen sits on the throne of the City of Locks and all is right with the world, all is right with the world, and all manner of things are now right.&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/ic&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Outside the Empire, the Carver of Cliques is said to favour both the populist authoritarianism of the [[Commonwealth]] and the dynamic oligarchy of the [[Principalities of Jarm]], seeing things to admire in both. How much of a hand she is taking in either nation is unknown, but the fact that they hate one another does not seem to concern her in the slightest.&lt;br /&gt;
&lt;br /&gt;
==Boons==&lt;br /&gt;
The Sovereign Lady of the City of Locks gathers secrets; not mystical secrets like the eternals of Night, but the secrets gathered by spies and agents who watch and record what the people around them are doing. She spreads her power by making herself useful to people who seek power themselves – anyone could become a node in her web of influence and control. She helps those who seek to exploit systems, to become the indispensable linchpins of their own personal networks, granting them the power to abuse their station without the fear of reprisal. Of course, anyone who receives help from the Princess of Weirs should be aware that they themselves are playing into her hands. Altruism is alien to the City of Locks, and if you aren&#039;t buying something, you&#039;re being sold.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Flint.jpg|caption=Flint, before his alleged ascension.|align=left|width=250}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Dealing with the Basileia herself may be profitable, but it is far more likely that an enterprising citizen may find themselves making common cause with one of the [[#The Five Pillars|Five Pillars]]. Each of the Sovereign Lady&#039;s advisors is constantly working to build up their network of contacts in order to outshine their peers, and advancing their City&#039;s interests in the mortal realm is the surest way to do that. Those looking for hidden information, the chance to move prohibited goods, or to make illicit connections may well benefit from making friends in the City of Locks. However, these connections are not likely to provide any easy answers in the long term. The Five Pillars cannot afford to take unnecessary risks with their position, and are far more likely to furnish their allies with chances to take those risks on their behalf. Assassins from the City of Locks are unlikely to kill the Empire&#039;s enemies, but they may point out opportunities for Imperial citizens to wield the knife themselves.&lt;br /&gt;
&lt;br /&gt;
Those dealing with Brazen should take care to remember that trade is not her primary goal; it is a means to increasing her power and control over the world. While some Autumn eternals engage in trade for the love of the deal and its subtleties, ultimately Brazen is concerned only with power over others. Playing the game with the Sovereign Lady of Locks is not for the fainthearted. Although the potential rewards are great, the risks are possibly even worse. The Archway&#039;s Crown has no love for those who beat her at her own game.&lt;br /&gt;
==The Five Pillars==&lt;br /&gt;
Previous iterations of the City of Locks channeled the quintessential struggle of its inhabitants through the Charter Houses, associations built around control of certain districts. This system fell apart after the removal of Basileus Flint, and Basileia Brazen has made no effort to re-establish it. Instead she has created a council of advisors known within the City of Locks as the &#039;&#039;Five Pillars&#039;&#039;. While Brazen calls the shots, she has allowed these figures an unprecedented level of influence in the exercise of her City&#039;s power. The current Five Pillars are:&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=City of Locks.png|align=right|width=250|caption=The Five Pillars serve as advisors to Basileia, each convinced they have her special favour.}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Overseer Hook of the Surveyors&#039; Cartel&#039;&#039;&#039;, to whom the City&#039;s many spies and informants ultimately report. 	&lt;br /&gt;
* &#039;&#039;&#039;Boss Callarook of the Union of Lock-Keepers and Stevedores&#039;&#039;&#039;, who controls smuggling and other lucrative illicit operations within the City. 	&lt;br /&gt;
* &#039;&#039;&#039;Mistress Alabaster of the Guild of Accountants&#039;&#039;&#039;, who directs the City&#039;s assassins. 	&lt;br /&gt;
* &#039;&#039;&#039;President Orlando of the City Of Locks Benevolent Association&#039;&#039;&#039;, who arranges bribery and hushes up corruption. 	&lt;br /&gt;
* &#039;&#039;&#039;Facilitator Kaige of the Matchmaker&#039;s Forum&#039;&#039;&#039;, who organises the many conspiracies and conspiratorial groups that take root within the City.&lt;br /&gt;
&lt;br /&gt;
Each of these figures seems to represent one of Basileia Brazen&#039;s primary interests and may be encountered alone or with their own underlings in pursuit of those aims. Those who have interacted with more than one of them describe the Five Pillars as a group riven with rapidly shifting splits and temporary alliances, constantly jostling and feuding with one another. Each believes themselves to have their Basileia’s special favour, unlike the others who are mere tools. A disgruntled City of Locks resident who preferred the old regime once called them &amp;quot;the most toxic workplace romance in all the Realms&amp;quot; while drunk at a party. The herald passed out shortly after their next drink, and suffered a deadly seizure within the hour.&lt;br /&gt;
{{anchor|The_Truth_About_Basileia}}&amp;lt;box&amp;gt;&#039;&#039;&#039;The Truth About Basileia&#039;&#039;&#039;&amp;lt;br&amp;gt;Most recent historical records refer to Basileus Kade as the ruler of the the City of Locks. During the Autumn Equinox 379YE, following a significant period of turmoil in the City of Locks, Kade was supplanted by a citizen of the [[The League|League]] city of [[Tassato]]. The details of precisely &#039;&#039;how&#039;&#039; Flint was able to claim this position and become Basileus Flint are known only to those directly involved. What the political, religious (and legal) implications of this ascension, assuming it is even real, are extremely unclear. Now Basileus Flint is also gone, apparently &amp;quot;replaced&amp;quot; by on the throne of the City of Locks by Basileia Brazen. Her ascension apparently begain in Summer 385YE with the [[Inkpot_gods#All_That.27s_Fit_To_Read|disappearance]] of the eternal [[Mazen]], and an Imperial Orc named Ashborn Trosk was apparently [[All_my_magic_friends#Ashborn_Trosk_and_the_Mysterious_Prison|involved]] in the removal of Flynt by the Lictors. In Autumn 386YE, in response to a [[Archmage#Plenipotentiary|plenipotentiary]] message from the Archmage of Autumn, Basileia formally declared her [[Seven_locks#City_of_Locks|dominion of the City of locks]] to the Empire and announced significant changes to the way her domain would be operating in future.&amp;lt;/box&amp;gt;&lt;br /&gt;
[[Category:Eternals]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Less_welcome_tenants&amp;diff=113940</id>
		<title>Less welcome tenants</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Less_welcome_tenants&amp;diff=113940"/>
		<updated>2024-08-01T14:10:58Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Wards and Bargains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Summer]][[Category:Recent History]][[Category:Appraisal]]&lt;br /&gt;
&amp;lt;ic&amp;gt;The three humans remained at a polite distance, giving Reedpiper room to work. Lutomysla was struck again with how &#039;&#039;young&#039;&#039; he was, to have such an important responsibility. The argument that the Sand Fishers were moving away from their traditional lives of fishing the Semmerlak in favour of harvesting weirwood and clearing forests was belied by the number of serious-faced orcs observing the little ceremony.&lt;br /&gt;
&lt;br /&gt;
Reedpiper lifted up one of his effigies - about the size of a newborn baby - and showed it to the crowd who nodded and murmured. He made them himself, from a mix of lakeshore mud and dragonbone, sealed with a cunning ambergelt glaze. It was a beautiful piece of work, the kind of thing that would not look out of place in a Sarvosan art gallery. With careful reverence, he laid it on a little reed raft, and carefully lit the nine cones of incense that surrounded it.&lt;br /&gt;
&lt;br /&gt;
She glanced over the little harbour. There were more orcs watching from their flat-bottomed boats and rafts they favoured. She&#039;d not seen the quayside so still and quiet in all her time here. Reedpiper was talking now, and Lutosmyla closed her eyes, shutting out the sounds of water and lake-bird to focus on the words, on the cadence. It wasn&#039;t a spell, or a ritual, or even a ceremony. Just a short statement making it clear this offering was out of respect, and asking that the inhabitant of the lake take it rather than one of those who fished along its shore.&lt;br /&gt;
&lt;br /&gt;
When she opened her eyes again the little raft - the last of three - was already underway. Reedpiper had presumably given it the same little push he&#039;d used on its siblings which interestingly were still moving away from the shore in defiance of what Lutosmyla understood about the way little reed rafts should perform. There was some magic here, at least. Just not anything she could dissect. But the forms and shapes were familiar enough, and she was already considering how it might be scaled up to something the Empire could use.&lt;br /&gt;
&lt;br /&gt;
She was aware of a light tugging at her sleeve, and looked down to find an orc child smiling up at her a little shyly. Without speaking, they pressed something into her hand - a folded piece of paper. Then held out that same hand, flat, toward her in the universal sign for &amp;quot;I was given too understand there would be payment?&amp;quot; Lutosmyla handed over a ring, and the child ran off happily with their prize. &lt;br /&gt;
&lt;br /&gt;
The ceremony was over. Gawaine and Marie were deep in conversation with Reedpiper. The fisherfolk had turned back to their work. She unfolded the piece of paper, then shook her head and sighed deeply. The paper was embossed with the civil service horse, but the drawing scrawled across it was more enthusiastic than artful. Without the labels she&#039;d have struggled to be sure what it depicted. A massive dam, an empty Semmerlak, and what was clearly intended to be the creature that dwelled in its depths, on it&#039;s back with it&#039;s legs in the air, dead. Next to it, a big red question mark. Rolling her eyes, Lutosmyla crumpled the paper up and tossed it into the lake, but there was a rueful smile on her face as she went down to join the others by the water.&lt;br /&gt;
&lt;br /&gt;
Behind her, the crumpled piece of paper floated for a few moments then jerked suddenly beneath the surface of the Semmerlak with an almost audible &#039;&#039;plop&#039;&#039;. A couple of little bubbles rose up where it had been, and then nothing. &amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=In The Lake.jpg|caption=Dho&#039;uala is a [[Varushkan_Monster#Sovereigns|sovereign]] who claims the entire [[the Semmerlak|Semmerlak]], and the rivers that flow into and from it, as her domain.|align=left|width=300}}&amp;lt;/div&amp;gt;{{audio|link=https://www.youtube.com/watch?v=GdLSlxu88Ko}}&lt;br /&gt;
==Overview==&lt;br /&gt;
During the Spring Equinox, the [[Senator|senators]] for [[Holberg]] and [[Semmerholm]] - &#039;&#039;&#039;Kaspar Yakovich von Holberg&#039;&#039;&#039; and &#039;&#039;&#039;Amicia of the Semmerlak&#039;&#039;&#039; - proposed an [[appraisal]] to explore &amp;quot;&#039;&#039;solutions to the problem of Dho&#039;uala killing Imperial citizens and interfering with matters on and around the Semmerlak&#039;&#039;.&amp;quot; The Senate concurred, and the [[Varushka|Varushkan]] [[Varushka_magical_traditions#Cabalists|cabalist]] [[Appraisal#Lutomysla_Niegoslava|Lutomysla Niegoslava]] was dispatched to the north-west of the Empire to begin assessing the situation there. She visited and spoke with people around [[the Semmerlak]], and put together a set of proposals each of which will deal with the problem of [[Dho&#039;uala]] interfering with Imperial citizens. &lt;br /&gt;
&lt;br /&gt;
At the same time, &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, the [[Cardinal of Vigilance]], requested that the [[Silent Bell (Sodality)|Silent Bell]] investigate “&#039;&#039;the threat that the Sovereign Dho&#039;uala poses to Imperial citizens around the Semmerlak, and how it might be countered Virtuously&#039;&#039;.“ In this particular instance, the efforts of the [[Vigilance|Vigilant]] sodality were in parallel to those of the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]]; the actual &#039;&#039;threat&#039;&#039; of the Semmerlak is fairly obvious and they concerned themselves primarily with the second part of the Cardinal&#039;s request - finding ways for the virtuous to counter the influence of the sovereign.&lt;br /&gt;
==Fishers and Burghers==&lt;br /&gt;
* &#039;&#039;&#039;Lutosmyla has spoken with the Sand Fisher orcs about their odd ceremonies&#039;&#039;&#039;&lt;br /&gt;
The Senators requested that &amp;quot;&#039;&#039;if possible, Lutomysla should ensure as part of the appraisal to speak with the Sand Fisher orcs of Misericorde&#039;&#039;.&amp;quot; As a consequence the first port of call for the prognosticator is [[Holberg]] – or more specifically Misericorde, the region [[Powers_of_the_Imperial_Senate#Concedence|ceded]] to the Sand Fishers [[Cede region of Misericorde to Sand Fishers|when they arrived]] from [[Ossium]]. Along with several League citizens familiar with the orcs, she petitions for and receives an invitation to visit the surprisingly busy little fishing port the orcs have established on the shores of the Semmerlak.&lt;br /&gt;
&lt;br /&gt;
It&#039;s been noted that the Sand Fishers maintain a quiet tradition of making “offerings” to the Semmerlak, in which they place beautifully carved wooden images, or carefully shaped clay effigies, on little reed rafts and float them out into the lake for Dou&#039;ala to claim if she wishes. The Sand Fishers waste no time directing Lutomysla to a cheerful young orc named &#039;&#039;Reedpiper&#039;&#039;, who is apparently  the latest in a long line of orcs entrusted with arranging seasonal “sacrifices” to the lake. An artist with a strong connection to a Sand Fisher ancestor also named Reedpiper, he explains that his people have always shown respect to the lake and the monster that dwells in it&#039;s depths. The [[Druj]] turned a blind eye to their ceremonies because occasionally they would draw on the Sand Fisher&#039;s “expertise” to let them bargain with Undertow. The discussion proves quite illuminating, and Lutosmysla is prevailed upon to spend a not inconsiderable sum on several of Reedpiper&#039;s beautifully decorated clay figurines.&lt;br /&gt;
&lt;br /&gt;
Her assessment is that there isn&#039;t anything innately special about the effigies or the rafts; it seems that the “magical significance” of the action lies in the ceremony and the offering - it&#039;s a [[hearth magic]] likely drawing on concepts of [[worth]] common to many orc cultures. Dou&#039;ala responds to the implied respect, to the symbolic tribute delivered to it. The single-minded obsession that many of Dou&#039;ala&#039;s creatures show with recovering items that have been drowned in the lake, and the sovereigns insistence that things in its depths belong to them (including living humans and orcs), speaks to the creature&#039;s desire to receive sacrifices. It is covets and jealously guards both offerings and the bounty of sunken ships.&lt;br /&gt;
&lt;br /&gt;
Reedpiper provides a warning, however. As the Sand Fishers&#039; prosperity has increased, the sovereign is unsatisfied unless the offerings include more valuable materials than mere clay and wood. It&#039;s not causing too much trouble for the orcs – everyone knows that if they want to avoid inconvenient flooding and attacks from Dou&#039;ala&#039;s creatures they need to pay the price – but it has implications for the Empire.&lt;br /&gt;
&lt;br /&gt;
===Tribute to the Lake=== &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;The Semmerlak Tollbooth&#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; [[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; Any region of Ossium, Karov, Karsk, Weirwater, Semmerholm, or Holberg bordering the Semmerlak&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 weirwood, 36 Crowns, 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 30 Thrones 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;Effect:&#039;&#039;&#039; Propitiates Dou&#039;ala, removing the threat to merchant vessels and reducing attacks on Imperial territories&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;The Senate could arrange for regular offerings to be made to Dou&#039;ala to propitiate her covetous nature&#039;&#039;&#039;&lt;br /&gt;
It may rankle with the [[Imperial Synod]], but Lutomysla proposes that one way to reduce the threat to citizens would be to adapt – and scale up – the practices of the Sand Fishers. A small jetty and a squat tower would be built on the shores of the Semmerlak – any [[territory#region|region]] that borders the lake would be appropriate. Reedpiper has confirmed that his people are prepared to let the Empire build in Misericorde if they wish - it is the only part of Holberg that borders the lake itself - although the civil service caution that if the Senate choose to do so the Sand Fishers would be able to remove access to the Semmerlak Tollbooth at will.&lt;br /&gt;
&lt;br /&gt;
A couple of local civil servants would work with artists and artisans to acquire suitable offerings each season, ensuring they incorporated amounts of [[dragonbone]], [[iridescent gloaming]], and small pieces of [[weirwood]] (fairly easily sourced in the woods of Varushka and Dawn). These objects would then be packed into a small boat, and sent out over the lake for the sovereign to claim as she wishes. Dou&#039;ala would claim this tribute instead of feeling the need to prey on the merchant vessels that ply the waters, or take her tithe of the folk living around the lake.&lt;br /&gt;
&lt;br /&gt;
The main cost of this proposal is the price of the pieces of fine art and valuable materials that would make up the offerings. After some careful divinations and further discussions with magicians and artists from the three nations involved, she believes that 30 Thrones a season would be needed from the [[Imperial treasury]] to provide acceptable tribute to the sovereign.&lt;br /&gt;
&lt;br /&gt;
As long as the offerings continued, Dho&#039;uala will cease her attacks on ships traversing the Semmerlak, and their attacks against communities around the lake. Dou&#039;ala would still be a potential problem - but no worse than that presented by any other Sovereign. As long as people are careful, and remain Vigilant, the threat would be contained and the current problems dealt with.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Prosperity.png|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Virtues of Prosperity===&lt;br /&gt;
* &#039;&#039;&#039;The Silent Bell have secured a promise of aid from prosperous merchants in Holberg&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They seek the guidance of the Assembly of Prosperity&#039;&#039;&#039;&lt;br /&gt;
In their pursuit of ways for the virtuous to combat the threat of Dou&#039;ala, the Silent Bell are brought into contact with an informal council made up of half a dozen Holberg guilds that rely on the lake for transporting goods, and their contacts in Dawn and Varushka. Calling themselves the &#039;&#039;Waterroad Ring&#039;&#039;, they have suffered significant losses since Dou&#039;ala started preying on ships crossing the Semmerlak. They are very interested in what Lutomysla learns from the Sand Fishers, and keen to support her proposal. However, they are also concerned that doing so might risk leaving them open to accusations of [[Religious crime#Idolatry|idolatry]]. Recent [[statement of principle|statements of principle]], including [[386YE_Spring_Equinox_Synod_judgements#Judgement_202|one from]] &#039;&#039;&#039;Viviane Barossa de Coeurdefer&#039;&#039;&#039; the [[Cardinal of Ambition]], have increased their concern. &lt;br /&gt;
&lt;br /&gt;
They believe that paying tribute to Dho&#039;uala is no different to paying [[tariffs]] when a ship visits a foreign port, or the tolls sometimes paid to cross bridges or use roads owned by private individuals. The sovereign claims the Semmerlak, and demands tribute from those who use it and it is not unvirtuous to pay those tolls even though they are demanded by a supernatural creature. They aren&#039;t sure if the Synod agrees with them, however. The Silent Bell suggests that the Prosperity assembly could step in and reassure not only the &#039;&#039;Waterroad Ring&#039;&#039; but other Imperial citizens that this tribute is not an issue.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=All that is worthwhile is shared with those who deserve it. We send (named priest) with 50 liao to reassure the faithful that is not unvirtuous or idolatrous to pay tolls or tribute, as long as this is payment and not an offering.|assembly=Prosperity Assembly}}&lt;br /&gt;
If this mandate is passed it will have two effects. The Waterroad Ring and their allies in other nations will contribute to &#039;&#039;the Semmerlak Tollbooth&#039;&#039;, helping to source works of art and materials to preserve their own prosperity. This will reduce the upkeep from the Senate treasury to 20 Thrones a season. In the event the Senate chooses not to build the wards, the merchant-princes of the League will still be reassured and work with the Sand Fishers to offer their own tribute, removing the penalty to fleets trading from Holberg (and only Holberg).&lt;br /&gt;
&lt;br /&gt;
==Defenders of the Semmerlak==&lt;br /&gt;
* &#039;&#039;&#039;Knights and wardens from Dawn and Varushka are already doing their best to defy Dho&#039;uala&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could recognise these groups and support their efforts&#039;&#039;&#039;&lt;br /&gt;
There is little appetite for propitiating the sovereign in Dawn. While their statement did not receive a [[greater majority]], it seems that &#039;&#039;&#039;Earl Ailsa Temerlaine&#039;&#039;&#039; spoke for many Dawnish folk [[386YE_Spring_Equinox_Synod_judgements#Judgement_154|when they said]] &amp;quot;&#039;&#039;we will not take actions that condemn souls and keep citizens from the Labyrinth. We will not engage in human sacrifice. We will not engage in idolatry. The Dho&#039;uala already takes innocent souls. We do not bow&#039;&#039;.&amp;quot; They are not alone - there has been a lot of concern about the law proposed, but ultimately defeated in the Senate, to [[385YE_Winter_Solstice_Senate_sessions#Amend_law_of_execution_around_Semmerlak|drown criminals]] in the lake to mollify the sovereign. As well as Dawn, there is significant concern among priests in both [[Highguard]] and [[the League]]. Even some Varushkans balk at the idea of what amounts to widespread human sacrifice when there are still other avenues that might be explored.&lt;br /&gt;
&lt;br /&gt;
With that in mind, Lutomysla liaises with some [[enchanter|enchanters]] from Semmerholm and Weirwater, and speaks with a number of the Dawnish knights who have been trying to deal with Dho&#039;uala. They in turn bring their counterparts in Varushka - some of the warden fellowships in Karov, Karsk, and Ossium - to speak with her. They have a proposal; the Senate could recognise their work and offer their assistance in increasing its effectiveness. To the surprise of Lutomysla, some of these knights and wardens speak of having received supernatural assistance already - the powerful herald of [[Eleonaris]] known as the [[The_Semmerlak#Ladies_of_the_Semmerlak|Lady of the Semmerlak]] has offered small boons and [[enchantment|enchantments]] to help them protect people from Dho&#039;uala.&lt;br /&gt;
&lt;br /&gt;
These knights, wardens, and enchanters favour a direct approach to the problem of Dou&#039;ala. The sovereign herself is &#039;&#039;probably&#039;&#039; unreachable, existing in the depths of the lake. Her creatures, however, are dangerous but ultimately mortal. Courage, steel, and magic together are a match for their malice. As long as they have sufficient warning, knights and wardens could protect not only the lands around the Semmerlak but the ships that ply its waters. The wardens in particular point out that Dou&#039;ala seems to have little actual affection for her creatures – when they are defeated or driven off there&#039;s been no sign of retaliation. Dou&#039;ala just moves on to another scheme. It&#039;s very much as if, by proving themselves strong enough to resist her wolves, they encourage the sovereign to look elsewhere for easier prey.&lt;br /&gt;
===Blades of the Semmerlak===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 400px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Blades of the Semmerlak&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Commission Type:&#039;&#039;&#039; [[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; Sandling in Weirwater &#039;&#039;or&#039;&#039; Lacuve in Semmerholm &#039;&#039;&#039;plus&#039;&#039;&#039; Malimorzi in Karov &#039;&#039;or&#039;&#039; Bittershore in Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 weirwood, 72 Crowns, 3 months; counts as a single commission&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Removes the threat to ships on the Semmerlak, and establishes adventurers to deal with threats from Dho&#039;uala&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;A wardenhouse in Varushka and a knightly estate in Dawn would provide a base of operations for heroes to protect the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
After several intense discussions, Lutomysla suggests that the Senate establish a small sodality dedicated to protecting the people around the Semmerlak. A knightly order and a warden fellowship, supported by Imperial heroes, would travel on ships crossing the Semmerlak, and actively seek out the creatures of Dou&#039;ala and fight them. They will need places to operate from - an estate in Dawn for the knights and a wardenhouse in Varushka for the wardens. Lutomysla identifies that the best locations would be either [[Weirwater#Sandling|Sandling]], in the vicinity of [[Weirwater#Culwich|Culwich]], or [[Semmerholm#Lacuve|Lacuve]] in [[Semmerholm]] near the bustling port of [[Semmerholm#Lacre|Lacre]] for the knights, and the port of Korotny in [[Karov#Malimorzi|Malimorzi]] in [[Karov]] and the [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]] in [[Ossium]]. This would also be an ideal way to divide the responsibilities - the wardens focusing on protecting boats and the knights on defending communities along the lake. &lt;br /&gt;
&lt;br /&gt;
Although they involve work in two regions, the actual project itself requires only a single commission and the building of the wardenhouse and the estates will take place in parallel. Once construction was complete, the penalties to fleets would be removed and any threat to the people who live along the banks of the lake will be met by enthusiastic warriors. It will also create a new adventure available to questing knights, knight-errants, and wardens - &#039;&#039;Blades in the Semmerlak&#039;&#039;. This will allow a [[military unit]] to spend their time actively defending the Semmerlak and the ships that traverse it.&lt;br /&gt;
&lt;br /&gt;
The commission would also create a title &#039;&#039;Knight-Warden of the Semmerlak&#039;&#039; to oversee the small sodality. This [[martial title]] could be appointed by unanimous decision of the Varushkan and Dawnish senators - or it could be appointed by [[Martial_title#Creating_Martial_Titles|test of arms]] between combatants from both nations. The title-holder would be responsible for protecting the communities around the Semmerlak from threats mundane and magical, and to stand ready to oppose the depredations of Dho&#039;uala whenever they raise their head. In return they would receive an income of 10 crowns each season with which to equip allies and maintain their sodality.&lt;br /&gt;
&lt;br /&gt;
They would also be the beneficiaries of a number of magic items provided by Dawnish, Varushkan, and League donors. A [[Duelist&#039;s Scales|Duelist&#039;s Scales]] weapon from the Varushkan merchant-boyars to weaken corrupt horrors; a set of [[Goldentide Mail]] from League merchant-princes to protect them from venom; and a [[Troubadour&#039;s Ring]] from Dawnish earls to help them support their allies. These items would be received once each year, and while the expectation is that the Knight-Warden of the Semmerlak would use them themselves there is no reason they could not pass them to other warriors fighting against Dho&#039;uala or similar monstrous threats.&lt;br /&gt;
&lt;br /&gt;
===Lady of the Golden Harp===&lt;br /&gt;
* &#039;&#039;&#039;The Archmage of Summer could use a plenipotentiary to request that Eleonris grant an audience with the Lady of the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
According to some cabalists and enchanters, the Lady of the Semmerlak is an enemy of Dho&#039;uala. If the Senate commissioned the sodality then once the buildings were complete, it might be possible to gain her favour and support. To do that, the Archmage of Summer would have to send a plenipotentiary to the [[Eleonaris|Lady of Pennants]] asking her to grant them an audience with her vassal. It&#039;s impossible to predict the outcome of any agreement, but a respectful request to her Queen would be enough to get a meeting with the Lady.&lt;br /&gt;
&lt;br /&gt;
If the Lady of the Semmerlak agrees to be a patron for knights and wardens protecting the Semmerlak it could prove a valuable boon providing additional benefits to all the knights and wardens who undertake the efforts to defend the Semmerlak from Dho&#039;uala&#039;s threat.&lt;br /&gt;
&lt;br /&gt;
If the archmage uses their plenipotentiary to ask the Lion in Summer to arrange an audience, they would be well advised &#039;&#039;&#039;not&#039;&#039;&#039; to include any other requests. The Queen of the Fields of Glory is notoriously fickle and she will &#039;&#039;&#039;not&#039;&#039;&#039; arrange an audience &#039;&#039;and&#039;&#039; deal with other matters. At best, she will pick one &#039;&#039;or&#039;&#039; the other.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Pride.png|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Virtues of Pride===&lt;br /&gt;
* &#039;&#039;&#039;There&#039;s significant resistance to the idea of sacrificing people - even criminals - the lake&#039;s inhabitant&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The guidance of the Assembly of Pride is sought on the matter&#039;&#039;&#039;&lt;br /&gt;
The Silent Bell expand on Lutosmyla&#039;s mention that there are a lot of people in Dawn in particular that are very much opposed to the idea of sacrificing people to the sovereign. There are real doubts about what happens to the souls of those Dho&#039;uala takes, and the idea of sacrificing people to a sovereign strikes many people as abhorrent. In particular, those who agree with Earl Ailsa would very much like to see the matter amplified. It is, they argue, demeaning to the virtuous to throw people to a monster - not least because it has shades of the way the Asaveans sacrifice captured priests of the Way but more importantly because even criminals, even those who have committed capital crimes, deserve reincarnation, and not to be demeaned.&lt;br /&gt;
&lt;br /&gt;
As such the Silent Bell suggest the Assembly of Pride might pass the following mandate to speak to the virtuous of the Empire.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=The virtuous do not demean others, nor sacrifice the lives of thinking beings to monsters. We send (named priest) with 75 doses of liao to remind everyone that we are better than the idolators and blasphemers who practise such sacrifice.|assembly=Pride Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is passed it will have two effects. If the Senate builds the &#039;&#039;Blades of the Semmerlak&#039;&#039;, virtuous folk from around the Semmerlak and beyond will contribute. Dawnish and League citizens will contribute 5 wains of weirwood and 15 crowns to the construction of the wardenhouse and knightly estates, and will add additional production to the adventure. If the mandate secures a greater majority, meaning it will affect Varushka - the wealthy nation will contribute a further 4 wains and 12 crowns to the construction. More importantly perhaps, it will send a clear message that the virtuous do not sacrifice people - human, orc, hylje, or other - to monstrous powers. Building on the effect of the mandate urging Imperial citizens to [[385YE_Winter_Solstice_Synod_judgements#Judgement_125|remain Vigilant against the machinations of eternals and dark powers]] it will mean that any future attempt by the Empire to intentionally offer sacrifices to an inhuman power will cause virtuous citizens to oppose such an order.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Bell Icon.png|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Itinerant Meddlers== &lt;br /&gt;
* &#039;&#039;&#039;The expertise of Varushkas volhovs suggests a more subtle alternative to either of the others&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Senate could recognise the expertise of the volhovs, and their allies among the guisers and mountebanks&#039;&#039;&#039;&lt;br /&gt;
The nations of Varushka knows the monsters like Dho&#039;uala better than anyone else. Their ancestors slew those they could - and made bargains with those too powerful or dangerous to fight directly. Yet they never lost sight of the fact that the people of Varushka themselves are not monsters; the monsters are what the walls and wards exist to keep away from the folk of the nation. Those who make foolish bargains and bring ruin on themselves and others deserve neither pity nor mercy. Those who transgress in pursuit of personal power, rather than protecting their people, or in the name of survival, are little different than the monsters they deal with.&lt;br /&gt;
&lt;br /&gt;
Varushkans can be hard as iron when the situation demands it. The Empire&#039;s most notorious army, the [[Iron Helms]], are capable of the most brutal acts of cruelty imaginable - every bit the equal of those propagated by the [[Druj]]. But unlike the Druj, they do so when there are no better choices; they&#039;re not sadistic or bloodthirsty, they don&#039;t pursue cruelty &#039;&#039;for it&#039;s own sake&#039;&#039;. Varushkans are pragmatic and unforgiving because life in the north is hard, and often the &#039;&#039;only&#039;&#039; choice is the lesser of two evils. But there is always a choice.&lt;br /&gt;
&lt;br /&gt;
The long experience of the Varushkans in dealing with sovereigns, however, suggests a different way to deal with Dho&#039;uala. While Lutomysla has been speaking to orcs, knights, and wardens, the Silent Bell have been busy with their own investigation. At their urging a loose association of [[volhov]] that refer to themselves as &amp;quot;&#039;&#039;Wavewatchers&#039;&#039;&amp;quot; send three of their number to visit Lutomysla in Laroc. The meeting is actually hosted by a pair of Dawnish yeofolk in the bright costumes favoured by [[guiser|guisers]], and a masked representative of the [[mountebank|mountebanks]] of Holberg also attends. It seems that after the statement of principle &#039;&#039;&#039;Velko Perunovich Razoradze&#039;&#039;&#039; [[385YE_Spring_Equinox_Synod_judgements#Judgement_177|raised in Spring last year]], encouraging &amp;quot;&#039;&#039;citizens of Varushka to teach our Dawnish cousins how to deal with Dho&#039;uala&#039;&#039;&amp;quot;, the Wavewatchers met up with Dawnishfolk and League citizens already working in their own way to address the threat of the sovereign to their people. They pooled their resources and expertise, and for the last year or so have been quietly doing their best to counter Dho&#039;uala&#039;s influence. &lt;br /&gt;
&lt;br /&gt;
The volhov are itinerant occult problem solvers. The guisers are likewise travelers who offer their services most often to the yeofolk, and it is the farmers and fisherfolk that have been most impacted by the rampages of Dho&#039;uala&#039;s servants. The mountebanks of Holberg, by contrast, have a lot of experience &amp;quot;persuading&amp;quot; people to agree to deals that are not in their best interest, and have been applying these skills to the servants of Dho&#039;uala as well as selling their slightly suspect magical expertise to people in their city desperate for something to protect their ships. The match has not been without it&#039;s friction, but it has worked moderately well. The magicians between them have worked hard to reduce the damage the sovereign has caused - with sufficient resources, they could do a lot more.&lt;br /&gt;
===Wards and Bargains===&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;Journeymage Towers&#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; [[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; Lacre in Semmerholm, Malimorzi in Karov and Bittershore in Ossium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Cost:&#039;&#039;&#039; 24 white granite, 72 crowns, 3 months&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;Effect:&#039;&#039;&#039; Removes the threat to ships on the Semmerlak, and establishes a small sodality to protect the area&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
* &#039;&#039;&#039;The Senate could commission a gathering place for the magicians busy protecting the Semmerlak&#039;&#039;&#039;&lt;br /&gt;
The ability of the magicians to counter Dho&#039;uala&#039;s influence is limited both by their access to resources and their relative disorganisation. After talking with the volhov and their allies about what they need, Lutomysla proposes that the Imperial Senate build a trio of squat towers in three locations around the lake - at Lacre (where the guisers are often drawn to the grand tourneys and fairs regularly held there), at [[Karov#Malimorzi|Korotny]], and at [[Ossium#Kostjyas Respite|Kostjyas Respite]] in [[Ossium#Bittershore|Bittershore]]. Only a single commission would need to be spent for the three towers, and work would proceed in parallel allowing them to built in three months. Once built, they would create places that the itinerant magicians of the Semmerlak could meet, rest, and prepare. They would establish wards around the lake, and on the vessels of ships at port along its banks, as well as being able to both predict and respond quickly to any threat of Dho&#039;uala&#039;s creatures arising from the depths.&lt;br /&gt;
&lt;br /&gt;
The Silent Bell have had their own discussion with the &#039;&#039;Wavewatchers&#039;&#039; and offer an additional proposal. As part of the commission establishing the &#039;&#039;Journeymage Towers&#039;&#039;, the Senate should create a title - &#039;&#039;Watcher of the Semmerlak&#039;&#039;. Appointed by the Assembly of Vigilance each year, it would help organise the volhov, guisers, and occasional mountebank. As long as the assembly appointed a magician of that archetype to hold the title, they would enjoy the support of the Varushkans merchants, Dawnish yeofolk, and Holberg sailors who most rely on their efforts. Each season the &#039;&#039;Watcher of the Semmerlak&#039;&#039; would receive 7 crystal mana from donations made to the Wavewatchers.&lt;br /&gt;
&lt;br /&gt;
They&#039;d also receive three specific bequests - a &#039;&#039;Ring of Warding&#039;&#039; (a magical focus that significantly increases the power of a ritualist to perform warding magic) provided by the volhov of Varushka; an [[Opaline Coat]] from the guisers of Dawn to help the magician perform personal magic in pursuit of their goals; and a grab-bag of [[potion|potions]] useful to magicians collected and delivered by the mountebanks of Holberg (three potions each season, a [[Philtres_of_the_High_Peaks#Mageblood|Mageblood]], a [[Decoctions of Hoarfrost#The Barren Watchtower|Barren Watchtower]] and a [[Decoctions of Hoarfrost#Decoction of the Hungry Moon|Decoction of the Hungry Moon]] or their equivalent for another realm (the title holder could email [mailto:plot@profounddecisions.co.uk plot@profounddecisions.co.uk] to change the realm).&lt;br /&gt;
&lt;br /&gt;
Lutosmyla queries the suggestion that the Assembly of Vigilance, rather than the Conclave, appoint this title but the Silent Bell point out that the responsibilities of the Watcher of the Semmerlak are about &#039;&#039;vigilance&#039;&#039; first, and magic secondly. There&#039;s no requirement for the holder of the title to be a magician as long as they uphold the traditions of the volhov, the guiser, or the mountebank.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Wisdom.png|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Virtues of Wisdom===&lt;br /&gt;
* &#039;&#039;&#039;The joint effort between magicians of Varushka, Dawn, and Holberg intrigues several wise ones&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They seek the guidance of the Assembly of Wisdom&#039;&#039;&#039;&lt;br /&gt;
While the Silent Bell are talking to Lutosmyla, they&#039;re also meeting with vigilant wise ones who are particularly keen to see the Journeymage Towers built. There are a number of arguments raised, but they boil down to the fact that several of them favour an approach to the Semmerlak that builds on the traditions of Varushka. Making offerings smacks of idolatry and risks Dho&#039;uala simply deciding she wants &#039;&#039;more&#039;&#039;. The warden and the knight are courageous, but they are also a blunt instrument. Much better, argue these wise ones, to take a subtle, reactive approach that is more likely to be able to adapt to anything Dho&#039;uala throws at the people of the Semmerlak. They also seem to approve of the way the volhov are working with their counterparts in other nations to address the threat. They&#039;d like to see that element encouraged by the Imperial Synod - that kind of adaptability is key to what many of them consider to be the virtue of Wisdom.&lt;br /&gt;
{{Mandate|mandate=The Wise know that there knowledge is incomplete and there is always more to learn. We send (named priest) with 50 liao to support the volhov of Varushka working with guisers and mountebanks to protect the people of the Semmerlak from Dho&#039;uala, both to teach and to learn.|assembly=Wisdom Assembly}}&lt;br /&gt;
If this mandate is passed it will have two effects. If the Senate builds the &#039;&#039;Journeymage Towers&#039;&#039;, virtuous folk from around the Semmerlak and beyond will contribute. Dawnish and League citizens will contribute 5 wains and 15 crowns to the construction of the towers, and an additional 2 mana crystals each season to the Watcher. If the mandate secures a greater majority, meaning it will have full effect in Varushka as well, the wealthy nation will contribute a further 4 wains and 12 crowns to the construction and another 2 mana crystals each season. &lt;br /&gt;
&lt;br /&gt;
More importantly perhaps, it will send a clear message that the Wise approve of this coming-together of nations. It will recognise that while guisers and mountebanks are not often trusted by their people, their skills are nonetheless important. It will encourage more communication between the three traditions of magic, and in the future may lead to further opportunities for guisers, mountebanks, and volhov to pool their resources to achieve their ambitions.&lt;br /&gt;
&lt;br /&gt;
==Star Metal and Fishes==&lt;br /&gt;
* &#039;&#039;&#039;Ludosmyla suggests that one of the Archmages could use a plenipotentiary to ask an eternal of their realm to arrange a meeting with Dho&#039;uala to negotiate for access to the contents of the lake&#039;&#039;&#039;&lt;br /&gt;
The Senate has made it illegal to take things from the Semmerlak – meaning a reduction in taxation and also preventing ilium being recovered from the depths. It&#039;s also had implications for the new ports built in Varushka.&lt;br /&gt;
&lt;br /&gt;
None of the proposals here address these issues – in fact they all assume that the law preventing things being removed from the lake stay in place. Removing the law would likely anger Dho&#039;uala again and create a new set of problems that these proposals are not designed to entirely contain. Most of the damage Dho&#039;uala is currently doing is based around her creatures, but as mentioned previously the sovereign is &#039;&#039;very&#039;&#039; jealous of the things that lie in her depths. Going back to taking fish and ilium out of the lake requires diplomacy. Magical diplomacy.&lt;br /&gt;
&lt;br /&gt;
There are four eternals that might be prevailed on to arrange a meeting with Dho&#039;uala. [[Lashonar]] of the Night realm is always eager to arrange situations where creatures speak to one another; [[Prospero]] of the Autumn realm loves situations where beings attempt to influence one another; [[Ephisis]], also of the Autumn realm is obsessed with trade in all it&#039;s forms and [[Jaheris]], for all his dark reputation, has a vested interest in the idea of parleys, formal diplomacy between courts, and dark magic. &lt;br /&gt;
&lt;br /&gt;
Lutomysla suggests that after the main problem of Dho&#039;uala is dealt with, one of the Archmages could use their plenipotentiary ability to petition one of these four eternals to arrange a meeting with the sovereign to talk about the ilium and the fishing industry along the Semmerlak. There&#039;s no real point doing it now – the Empire would be approaching the creature from a position of weakness. Once they have taken decisive steps to deal with the main problem – the beasts attacking ships and seeking to drown lands – then would be time to talk to her about more specific matters. She proposes that as long as the eternal is amenable, it would be important to have representatives of each of the territories bordering the Semmerlak – enchanters from Semmerholm and Weirwater, magicians from Holberg, and volhov or cabalists from Karov, Karsk, and Ossium, as well as the title holders effected. If the archmage words their plenipotentiary specifically, Lutomysla is confident that it would be possible to open negotiations with [[Dho&#039;uala|Netripper]].&lt;br /&gt;
&lt;br /&gt;
If the archmage uses their plenipotentiary to ask the eternal to arrange an audience, they would be well advised &#039;&#039;&#039;not&#039;&#039;&#039; to include any other requests. Whoever they speak to will &#039;&#039;&#039;not&#039;&#039;&#039; arrange an audience &#039;&#039;and&#039;&#039; deal with other matters, they will pick one &#039;&#039;or&#039;&#039; the other.&lt;br /&gt;
&lt;br /&gt;
==Destroy the Semmerlak==&lt;br /&gt;
* &#039;&#039;&#039;The Empire could appraise a way to destroy the Semmerlak and presumably destroy Dho&#039;uala in the process&#039;&#039;&#039;&lt;br /&gt;
There is one final proposal that almost doesn&#039;t make it into the appraisal, but is added at the last minute. One of Lutomysla&#039;s colleagues – she won&#039;t say exactly who – had a slightly more radical proposal and one that would almost certainly destroy Dho&#039;uala. The creature lives in the Semmerlak so one way to deal with her threat would be to remove the Semmerlak. Immense dams could be built to drain the lake and redirect the waters that flow into it. Once the lake was drained dry, Dho&#039;uala would either die or be rendered vulnerable to attack.&lt;br /&gt;
&lt;br /&gt;
Obviously, this would be an astronomically expensive project and would require an appraisal all its own. It would cause massive disruption, ruin what remains of the fishing industry, wreck the territories in unpredictable ways, and perhaps more importantly ruin existing Varushkan, Dawnish, and Holberg ports and docks.&lt;br /&gt;
&lt;br /&gt;
But it would end the threat of Dho&#039;uala... for as long as the lake remained dry.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly_Nine.png|align=right|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Ringing Louder==&lt;br /&gt;
* &#039;&#039;&#039;The Silent Bell has prepared a report for the Cardinal&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They plan to make both this report and that about the Tutamen public with the assistance of the Department of Historical Research&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Assembly of Nine may tell them not to do this&#039;&#039;&#039;&lt;br /&gt;
While they have been treading the same path as Lutosmyla in several places, the Silent Bell have also been performing their own investigations in the Semmerlak. They&#039;ve prepared a report on their findings, and will deliver it at the Summer Solstice to the Cardinal of Vigilance. They&#039;re also intending to provide their [[Parched_earth#Ending_the_Threat|delayed report]] on the Tutamen for [[the Throne]].&lt;br /&gt;
&lt;br /&gt;
One of the things that has delayed their report has been an argument among a number of well-known members of the sodality about the practice of providing secret letters. It smacks for some of the Urizen and Marcher members in particular of conspiracy, and underhand behaviour, and they are uncomfortable with it. While the Cardinals who direct their interest can clearly be trusted, they see little value in hiding the things they uncover about threats from the virtuous. They point specifically to successes around the [[Rise of Terunael|Heirs of Terunael]], and the recent report they made about the [[Hear_your_footsteps#On_The_Cults_of_Agramant|cults of Agramant]].&lt;br /&gt;
&lt;br /&gt;
With that in mind, they intend to provide copies of the letters they are sending to the Council of Nine, shorn of any personal elements, to the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]]. &#039;&#039;Leontes the Scribe&#039;&#039;, the Imperial Archivist, is prepared to make copies available alongside traditional [[historical research]]. There&#039;s a rumour that he is wooing the sodality with an eye towards attempting to co-opt them into the department, although there&#039;s no sign any of the vigilant are interested in his offers.&lt;br /&gt;
&lt;br /&gt;
If the Nine does &#039;&#039;not&#039;&#039; want one or both of these reports to be shared with those citizens of the Empire who are interested in such things, a [[statement of principle]] to that effect raised in their assembly would discourage the members of the Silent Bell from doing so. It&#039;s likely to exacerbate the conflict within the sodality between secrecy and sharing what they uncover, however.&lt;br /&gt;
==A Little Bit of Overkill==&lt;br /&gt;
* &#039;&#039;&#039;None of the appraisals or mandates on this page are competing&#039;&#039;&#039;&lt;br /&gt;
Any one of the three proposals - the [[#Less_welcome_tenants#Fishers_and_Burghers|Semmerlak Tollbooth]], the [[Less_welcome_tenants#Defenders_of_the_Semmerlak|Blades of the Semmerlak]], or the [[Less_welcome_tenants#Itinerant_Meddlers|Journeymage Towers]] - will resolve the immediate threat of Dho&#039;uala to fleets and the regions abutting the lake. Should the Senate wish, however, it could enact any or all of them - the titles and commissions will have their other effects. &lt;br /&gt;
&lt;br /&gt;
Likewise, the three mandates are not competing - while they will only provide construction benefits to specific commissions their other effects will occur regardless. For example, the Prosperity assembly could enact the mandate to reassure people that it is not idolatry to pay tithes and tolls regardless of whether the Senate commissions the Tollbooth. Bear in mind however that the mandates are &#039;&#039;only&#039;&#039; available during the Summer Solstice, as with any other mandate.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Dho&#039;uala]]&lt;br /&gt;
* [[The Semmerlak]]&lt;br /&gt;
* [[The lake and the deep, dark woods]] - 385YE Winter Wind of Fortune&lt;br /&gt;
* [[The_horror_and_the_wild#The_Beast_of_the_Semmerlak|The horror and the wild]] - 385YE Summer wind of fortune&lt;br /&gt;
* [[Underwater sunshine]] - 385YE Spring wind of fortune introducing the threat of Dho&#039;uala&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Round_here&amp;diff=113412</id>
		<title>Round here</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Round_here&amp;diff=113412"/>
		<updated>2024-07-23T14:23:38Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Abigail and Theodora */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Exotic Treasures.jpg|align=left|caption=Traders and peddlers bring all kinds of exotic merchandise to Anvil to trade with the rich and the powerful.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
After a long Winter full of [[Children in bloom|Spring magic]] and other strangenesses, the Spring Equinox is upon us. The rich and the powerful gather at [[Anvil]], to chart the course of the Empire. Urizen spires and guild of the League, Freeborn paradors and Imperial Orc legions, all come to [[Anvil]] to spend a long weekend of good food, good company. and spirited argument. Where the wealthy go, there also go the people who seek their money or their patronage, and the roads of [[Casinea]] are busy with merchants, traders, and peddlers of all kinds.&lt;br /&gt;
&lt;br /&gt;
This season visitors include: members of a Tamazi family wanting to spend time with the Imperial Orcs; heralds of Janon keen to speak to people about passion; Axou traders in recreational concoctions; Sarcophan Delves cursed item merchants; and the Friends of Eduardo Boschetto, who plan to attend a performance in honour of their late patron and wish to speak about matters relating to exemplars and ambition. There&#039;s also a round-up of affairs at the Bourse, both the [[ilium]] seats that will be auctioned, and a number of other titles that will be assigned via the [[Tally of the Votes]].&lt;br /&gt;
&lt;br /&gt;
==With Sceptre, Rod &amp;amp; Stave==&lt;br /&gt;
* &#039;&#039;&#039;A group of [[Tired_of_sleeping#The_Tamazi|Tamazi]] will visit Anvil at 18:00 on Saturday evening&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ritualists are looking to deepen their understanding of [[Worth]] and to discuss ritual magic&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A Tamazi [[Tired_of_sleeping#Bonecarvers|bonecarver]] may also venture into Anvil - but their specific intentions are unknown&#039;&#039;&#039;&lt;br /&gt;
The [[Tired_of_sleeping#The_Tamazi|Tamazi]] - the former  [[orc]] slaves of the teeming Citadels of [[Axos]] - have vigorously embraced the opportunities offered by Imperial citizenship. Though they have not all joined the Imperial Orcs nation, more seek out the egregore bond each month. It appears to be primarily the elders of the clan, especially the [[Tired_of_sleeping#Bonecarvers|bonecarvers]], who have chosen to remain apart.  Living almost exclusively in [[Skarsind#Gildenheim|Gildenheim]], the Tamazi have been industrious in raising long halls of brick and pine to house their kin in close proximity. They have been busy too in acquiring [[Game_items#Mana_Crystals|crystal mana]] to employ in working a form of ritual magic that [[Imperial_Orcs|Imperial Orc]] neighbours note as being far more subdued than their own tradition - akin to a form of [[dramaturgy]] that uses the careful retelling of ancestral tales.&lt;br /&gt;
&lt;br /&gt;
With the summit approaching a small group of the Tamazi - a single family of ritualists and an elder bonecarver - have taken to Anvil with the intent to speak with the heroes of their nation. By all accounts they&#039;re particularly interested to get a better understanding of what the Imperial Orcs mean by [[Worth]] - a concept that doesn&#039;t really exist within their own traditions. They&#039;re expected to arrive at Anvil around six o&#039;clock Saturday evening, and will likely be seeking the Imperial Orcs camp when they arrive.&lt;br /&gt;
&lt;br /&gt;
==The Spark That Burns The World==&lt;br /&gt;
* &#039;&#039;&#039;Heralds of [[Janon]] will visit Anvil at 13:00 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They wish to meet with passionate individuals to discuss the Empire&#039;s current course and how it may further commit to its Virtuous actions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have also asked for certain named individuals to meet with them, although they have failed to explain exactly why&#039;&#039;&#039;&lt;br /&gt;
The Empire&#039;s relationship with [[Janon|The Shadowed Flame]] has always been a little tempestuous, as befits such a creature. Despite some [[Smash_it_up|recent tensions]] the notoriously mercurial [[eternal]] seems to have decided that the Empire is once again on its good side. A herald with fire dancing under its skin has visited Anvil some days before the summit to pass on a message in the form of a passionate song that it sings in four-part harmony with itself. The gist, once interpreted by the attending civil servants, is that Janon is very pleased with the Empire&#039;s absolute commitment to the annihilation of slavery and the destruction of the Druj. The Empire&#039;s refusal of compromise and embrace of absolute ideological fervour is music to the &#039;&#039;Night Sword&#039;s&#039;&#039; ears.&lt;br /&gt;
&lt;br /&gt;
Filtered from the lyrical flourishes are a few details. A herald or heralds called the &#039;&#039;Flame Of Virtue&#039;&#039; intend to come to the Hall of Worlds at one in the afternoon on the Saturday of the Spring Summit. They then intend to adjourn to somewhere with refreshments, somewhere conducive to in-depth conversation. They would quite like to speak to &#039;&#039;&#039;Kahendrin Wordsmith&#039;&#039;&#039;, &#039;&#039;&#039;Dame Aurum de Castellan&#039;&#039;&#039;, &#039;&#039;&#039;Rafael Barossa&#039;&#039;&#039; and &#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, all of whom Janon believes are great spokespeople for Passion in the Empire. They would also like to speak to representatives of the Imperial Orcs who can discuss their nation&#039;s passionate quest to end slavery. When the messenger herald is asked if anyone else can attend, the question is waved away. If people really, really care about speaking to Janon&#039;s representatives, of course they can show up! People who don&#039;t care won&#039;t bother, and can be safely ignored.&lt;br /&gt;
&lt;br /&gt;
The civil service reports with some regret that they were unable to get the herald to disclose any more details about what Janon actually wants before they left. Hopefully those citizens who meet the Flame Of Virtue can get more information from them.&lt;br /&gt;
&lt;br /&gt;
==There Are Drugs Again==&lt;br /&gt;
* &#039;&#039;&#039;Axou merchants Evander and Associates will set up shop outside the Forge from 13:00 on Saturday&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They intend to stay until they have sold out of their unusual concoctions&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Anyone who ordered something special from them is welcome to seek them out to place further orders&#039;&#039;&#039;&lt;br /&gt;
They&#039;re back! They have drugs! &#039;&#039;Evander and Associates&#039;&#039; are the group of Axou traders hailing from the Tunnels of Kaban in western [[Axos]] who appear to be making money hand-over-fist from Imperial pleasure seekers intrigued by the novelty of the goods they sell. Despite the ongoing tensions between the Empire and their nation, they show no signs of wanting to lose access to the lucrative market for their &amp;lt;s&amp;gt;recreational narcotics&amp;lt;/s&amp;gt; fascinating herbal preparations. As before, they plan to sell their wares, and negotiate orders with anyone interested in buying from them in bulk. The merchants plan to set up shop outside [[Anvil#The Forge|The Forge]] at around one in the afternoon on Saturday, and stay until they have sold all their produce. &lt;br /&gt;
&lt;br /&gt;
While they&#039;ve been a fixture at summits for a while now, not everyone welcomes their presence. A small but vocal group of [[the Marches|Marcher]] traders who may be associated with the [[market town]] of [[Upwold#Ashbrook|Sweetroot]] in [[Upwold]] have been grumbling that people buying &#039;&#039;foreign muck&#039;&#039; when there are much better &#039;&#039;homegrown&#039;&#039; narcotics for sale shows a lack of [[Pride]] in the Empire. There&#039;s also the fact that &#039;&#039;&#039;Gaelen Embercast&#039;&#039;&#039;, the [[Cardinal of Vigilance]], was worried enough about these concoctions to [[384YE_Autumn_Equinox_Synod_judgements#Judgement_163|direct]] the [[Silent Bell (Sodality)|Silent Bell]] to investigate them at the Autumn Equinox. Others point out that the [[Imperial Conclave]] discussed whether at least one of their preparations - the infamous Axou &#039;&#039;bone dust&#039;&#039; liao-substitute - needed to be [[interdiction|interdicted]] or not and by all accounts [[384YE_Winter_Solstice_Conclave_sessions#Interdiction:_Potion_of_Bone_Dust|that debate]] proved inconclusive. If anything, it has fuelled interest in some quarters for purchasing the substance so that people can see  for themselves what all the fuss is about. &amp;quot;&#039;&#039;Only fools accept hearsay as truth,&#039;&#039;&amp;quot; after all.&lt;br /&gt;
&lt;br /&gt;
==A Cursed Demand Means Accursed Supply==&lt;br /&gt;
* &#039;&#039;&#039;Traders of cursed artifacts from the Sarcophan Delves are making another visit to Anvil&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Alders-Baart family representatives aim to arrive at the Hub shortly after 17:00 on Saturday afternoon.&#039;&#039;&#039;&lt;br /&gt;
From drugs to relics bearing horrible, horrible curses. Representatives of the Alders-Baart family are due to make their third visit to Anvil, bringing with them more relics dredged from the swamps. There&#039;s some scuttlebutt that they have started actually buying dreadfully cursed items from other merchants keen to divest themselves of dangerous objects, just so they have plenty of merchandise for their Imperial collectors. Following their visits at the [[Gorgeous#A_Lucrative_Trade_in_Horribly_Cursed_Curios|Winter Solstice]] and [[The_long_bench#Accurs.C3.A8d_Curios|Autumn Equinox]] last year, they have apparently been banned from a number of inns and wayhouses along the route between [[Necropolis#Crown&#039;s Quay|Crown&#039;s Quay]] and Anvil due to the misfortunate events that seem to follow in their wake. Expect them to arrive at Anvil around five in the evening on the Saturday of the summit. They are planning to come to the Hub, as they have done on their last two visits, to the trepidation of some of the civil servants working there.&lt;br /&gt;
&lt;br /&gt;
==Blade of Rhyv==&lt;br /&gt;
* &#039;&#039;&#039;A small group of Yerende orcs are travelling south from Skarsind&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are expected to reach Anvil around 18:00 on Saturday, give or take&#039;&#039;&#039;&lt;br /&gt;
Since leaving [[Ossium]] at the Empire&#039;s invitation, the [[Hard_times_come_again_no_more#The_Yerende|Yerende]] [[orc|orcs]] have settled in [[Skarsind#Solvihill|Solvihill]] and largely kept themselves to themselves. After generations of keeping secrets from the [[Druj]], they are slow to trust, but if [[All_too_well#Cold_Alpine_Soil_.28Yerende.29|recent events]] are anything to go by their reticence may be thawing just a little. They stay on the few hundred acres of farmland they&#039;ve moved onto, in a quiet valley north of the town, cultivating [[Realmsroot|orcsroot]] and other herbs. While none have thus far become [[Imperial Orcs]], they are civil when encountered on the road, but they&#039;re hardly ever seen on the road at all.&lt;br /&gt;
&lt;br /&gt;
Recently, however, news has come of a  few Yerende heading east on the [[Temeschwar]] [[trods|trod]], apparently intending to travel to [[Anvil]]. They&#039;re still unused to being around large numbers of humans, but they have maintained a quiet demeanour, politely rebuffing questions apart from to confirm that they are hoping to visit the Imperial Orc &amp;quot;enclave at the heart of the Empire.&amp;quot;  There is one exception noted by their fellow travellers; on witnessing an Imperial Orc [[bonesetter]] wearing the [[Rhyv|Rune of Blood]] stopping to tend to a young Dawnish woman who had fractured her leg in a fall, they became quite animated and asked a number of probing questions about the rune, and the orc&#039;s profession as a [[Surgical skills#Physick|physick]]. They are expected to arrive at Anvil around six in the evening on Saturday.&lt;br /&gt;
&lt;br /&gt;
==Abigail and Theodora==&lt;br /&gt;
* &#039;&#039;&#039;Abigail Ashill and Theodora Ashill von Holberg are visiting Anvil to discuss Kleist&#039;s Winter Gardens at 16:00 on Saturday&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Abigail Ashill&#039;&#039;  and her spouse &#039;&#039;Theodora Ashill von Holberg&#039;&#039;  [[In_the_garden_of_defiance#Stones_on_the_Duelling_Fields|proposed a plan]] over a year ago to place protective [[The_Marches_hearth_magic#Chalk_Figures_and_Standing_Stones|menhirs]] on the cursed Duelling Grounds of [[Holberg#Holmauer_Park|Holmauer Park]]. At the Winter Solstice, &#039;&#039;&#039;Bernhard Kleist Von Ennerlund&#039;&#039;&#039;, [[Bearer of an Imperial Wayleave]] sought to [[Construct Kleist&#039;s Winter Gardens|put those plans into practice]]. Unfortunately, due to a series of miscommunications and misunderstandings, Bernhard has specified that custodianship of Kleist&#039;s Winter Gardens would be &amp;quot;&#039;&#039;appointed annually by Imperial Bourse Auction... Auctioning it brings coin into the Senate budget. We support our Empire because we are League, and for the benefit of our beloved city Holberg&#039;&#039;.&amp;quot; It appears that Theodora and her spouse intended their protections to be used for the benefit of Holberg and the League in a more literal sense - and so the project has stalled. Following further discussion, they have announced they plan to come to Anvil to discuss the misunderstanding with Bernhard and see  what resolution can be reached. They&#039;re expected to arrive at the Hub at around four in the afternoon on Saturday, and hope to meet von Ennerlund there. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Luca Destraya di Tassato Regario, Friend of Eduardo Boschetto&amp;quot;&amp;gt;Yes he was terrible producer, awful director, and his performances were a endeavour in overacting. But we all got our big breaks because of him. He lived his dream of owning his own theatre, and writing and performing his own plays, and he never let his lack of ability or talent stop him from trying. He helped so many people get a start in the theatre industry and many went on to greater things. I don&#039;t think Ambition is about ability, skill, or talent, but it&#039;s about striving to achieve your dreams and your goals and aiding others to do the same as well.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Friends of Eduardo Boschetto==&lt;br /&gt;
* &#039;&#039;&#039;The Friends of Eduardo Boschetto are visiting Anvil to attend a performance of the beloved theatre owner&#039;s works at the Peacock&#039;s Tale Theatre&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They also wish to speak to the Cardinal of Ambition about having their patron recognised as an exemplar of Ambition&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;re expected to arrive around 19:00 on Saturday&#039;&#039;&#039;&lt;br /&gt;
The late Eduardo Boschetto di Tassato Regario was an infamous Theatre owner and producer in Tassato, famed for his awful plays and productions. What he lacked any talent or ability, he made up for it with boundless enthusiasm and passion for the theatre. As the famous impresario &#039;&#039;Mario Hartensio di Tassato Mestra&#039;&#039; once quipped, &amp;quot;&#039;&#039;In this business, you can make up for almost everything with a big heart, a big smile, and a big pouch of money.&#039;&#039;&amp;quot; Eduardo&#039;s passing last year was been mourned by many within the theatre industry in Tassato, although the theatrical world being what it is, this grief has been largely overshadowed by the recent demise of the thespian &#039;&#039;Cosmo&#039;&#039; (an actor so egotistical they dropped the appellation &amp;quot;von Sarvos&amp;quot; because they felt it wasn&#039;t needed, who was as famous for the aggressive militancy of their fans as for their actual acting ability). &lt;br /&gt;
{{SOP|statement=We of the League theatres wish to have the ambition of the late Eduardo Buschietto di Tassato Regario recognised. In spite of his many failed performances, he never wavered in his pursuits and acted as an inspiration for many within the nation. His passion and perseverance brought his ambition to the stage and may it guide him through the Labyrinth.|by=Alessio Sognatoret|vote=Upheld 422-32|when=Spring Equinox 384YE}}&lt;br /&gt;
Regardless, the &#039;&#039;Friends of Eduardo Boschetto&#039;&#039; have engaged &#039;&#039;&#039;Eurybia Melampus de Tassata&#039;&#039;&#039; of the &#039;&#039;Peacock&#039;s Tale Theatre&#039;&#039; to stage an adaptation of the would-be playwright&#039;s work in honour of his passing. Some of the Friends intend to attend the performance, obviously, but they also have other business. Some of them are quoting a [[statement of principle]] [[384YE_Spring_Equinox_Synod_judgements#Judgement_137|raised last year]] by &#039;&#039;&#039;Alessio Sognatore&#039;&#039;&#039; which received some support in the League National Assembly. As a consequence of this, they are interested in speaking to &#039;&#039;&#039;Viviane de Coeurdefer&#039;&#039;&#039; (or someone speaking on her behalf) to discuss the [[recognition]] of a man who supported so many others to prosper in the arts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation:&#039;&#039;&#039; Characters associated with the theatre are encouraged to make up their own stories about Eduardo Boschetto di Tassato Regario if they wish. The larger-than-life figure was relentless in encouraging people - even people with no talent - to embrace the life of the stage. He often used money or connections to help people get their &amp;quot;big break.&amp;quot; his own productions, however, were often marked by almost farcical misadventure such as a performance of his self-penned adaptation of &#039;&#039;The Sail of Sarvos&#039;&#039; which saw the entire theatre flooded due to some overenthusiastic special effects, or the universally panned &#039;&#039;Mallum in Winter&#039;&#039; which saw so many actors on stage during a climactic battle scene that the entire stage collapsed sending over two-dozen thespians to the hospital with broken bones.&lt;br /&gt;
&lt;br /&gt;
==At the Bourse==&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; For those interested, the &amp;quot;Imperial Elections&amp;quot; entry for each previous event found on the  [[recent history]] page gives an indication of how much a Bourse seat was auctioned for last time it was appointed, and also how many votes won a seat appointed via the Tally of the Votes.&lt;br /&gt;
===Imperial Auction===&lt;br /&gt;
* &#039;&#039;&#039;The Public Auction takes place at two in the afternoon on Saturday at the Senate Building&#039;&#039;&#039;&lt;br /&gt;
The remaining Imperial [[ilium]] seat - [[Syrene&#039;s Wisdom]]  - will be auctioned during the Spring Equinox. Any Imperial citizen can hold such a title, if they can raise sufficient capital. (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Every Bourse seat has a page on the wiki that includes details of how much they were auctioned for during previous events).&lt;br /&gt;
&lt;br /&gt;
The [[Regario Dossier]] and the [[Master of the Imperial Mint]] will also be auctioned, although both are [[the League|League]] national positions, meaning only League citizens may bid for, or hold, these titles. Once the Master of the Mint is appointed, Auditor of the Imperial Treasury Gerard La Salle will arrange an appointment to discuss Imperial finances with them, and once the Regario Dossier is appointed, Marta Vaskovich Kovar will deliver their annual report.&lt;br /&gt;
&lt;br /&gt;
This season also sees the auction of two titles that do not provide Bourse seats, but still come with lucrative benefits. The [[Seer of the Spiral Sword]] title grants custodianship of the only Imperial [[runeforge]], which allows the unique ability to develop new [[magic items]]. There is also the title of [[Kruidenkenner Trademaster]], which grants control of the [[Kruidenkenner Trademaster#The_Kruidenkenner_Magazijn|Kruidenkenner Magazijn]] and the ability to purchase large amounts of [[herbs]] from the [[Sarcophan Delves]].&lt;br /&gt;
&lt;br /&gt;
Both [[Bearer of an Imperial Wayleave]] titles - special [[Imperial title|Imperial titles]] that allow the holder to [[commission]] a [[sinecure]], [[ministry]], or [[great work]] before the end of the Equinox - will be offered for auction. The [[Speaker for the Senate|Speakers Office]] remind citizens that that their door is always open to anyone unfamiliar with how the Senate rules on [[commission|commissioning]] work who wants advice on what kind of [[Commission#Necessary_Details|necessary details]] are needed to maximise the chances of the process going smoothly. Outside of Senate sessions, they are generally found at the Civil Service Hub, as with most other civil servants.&lt;br /&gt;
&lt;br /&gt;
The [[Arbiter_of_the_Rogue_Declaration#Rogue_Declaration|rogue declaration]] will be auctioned for crystal mana. The [[Arbiter of the Rogue Declaration]] gains authority to raise a single [[declaration]] of their choice to the [[Conclave_session#Setting_the_Agenda|Conclave agenda]] for the Saturday evening session. Civil Servants will be able to advise whoever purchases the title as to how they can use it, but remind citizens it is important to remember that the Arbiter must present their declaration themselves, and that it is an [[Imperial title]] - it cannot be held by someone who already has an Imperial title (nor can someone who already has an Imperial title serve as a [[proxy]]).&lt;br /&gt;
&lt;br /&gt;
The public auction will also see the [[Prosperity]] dose of [[liao#True Liao|true liao]] auctioned, with all funds raised going to the [[Imperial Synod]] [[rewarding|virtue fund]].&lt;br /&gt;
&lt;br /&gt;
===Tally of the Votes===&lt;br /&gt;
* &#039;&#039;&#039;The tally of the votes begins on Saturday morning and closes on Saturday afternoon&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any eligible citizen can cast their vote by finding an Agent of the Bourse in the civil service Hub near the centre of the Anvil&#039;&#039;&#039;&lt;br /&gt;
In addition to the Imperial positions offered for public auction, there are a number of national positions that are available to be appointed during the coming Summit. In each case, any citizen who controls an appropriate [[Resource#Personal_Resource|personal resource]] is eligible to cast their vote for their preferred candidate. Voting opens on Saturday morning and closes Saturday afternoon around 4pm, shortly after the [[Auction of the Seats]] is completed.&lt;br /&gt;
&lt;br /&gt;
Four national Bourse seats providing [[ilium]] are due to be appointed this season. The [[Regario Dossier]] has already been mentioned (it is auctioned to League citizens). The other three are: &lt;br /&gt;
* The [[Gift of the Dwindling Star]] is appointed by [[Varushka|Varushkan]] owners of [[mine|mines]] and [[forest|forests]]&lt;br /&gt;
* The [[Steel Fist]] is appointed by [[Imperial Orcs|Imperial Orc]] [[military unit]] commanders who have supported [[Imperial army|Imperial armies]] in the last year.&lt;br /&gt;
* The new [[Cerevado Nets]] are appointed by [[The Brass Coast|Freeborn]] [[fleet]] owners. The new resource represents a [[Cerevado_Nets#The_Resource|bold decision]] to steal the old [[Scorrero Nets]] from out under the nose of the [[Grendel]] governor of [[Feroz]], and there is a lot of interest in who will be the first person to oversee them.&lt;br /&gt;
&lt;br /&gt;
In addition to the Bourse seats, this spring will see the appointment of a number of other titles.&lt;br /&gt;
* [[Imperial Orcs]] will determine the new holder of the [[Bonesetter of Torfast Trading Post]], the [[Steward of the Mines of Gulhule]], and the [[Preceptor of the Skarsind College of Warcasting|Preceptor]]. Appointment is determined by Imperial Orcs who control a [[military unit]], and the number of votes they receive depends not only on the size of the unit but on how many times it has supported an [[Imperial army]] in the last year. &lt;br /&gt;
* [[The League|League]] [[business]] owners will be able to appoint the [[Custodian of the Assayer&#039;s Guild]] (able to buy large amounts of metal from League and Varushkan miners).&lt;br /&gt;
* [[Varushka|Varushkan]] [[mine]] and [[forest]] owners have a say in who will become [[Custodian of Ivarsgard Docks]] (buying herbs from Sarcophan), and will also be appointing the first  [[Merchant Boyar of the Bittershore]] (buying large amounts of metals and forest resources from the docks at Kostjyas Respite).&lt;br /&gt;
* [[Highguard]] [[congregation]] leaders will determine who becomes [[Bursar of the House of Spirits]], and gains the ability to purchase ilium from virtuous citizens&lt;br /&gt;
* [[Urizen]] citizens who own [[mana site|mana sites]] will appoint the [[Quaymaster of the Elosian Docks]], who purchases [[white granite]] from [[Axos|Axou]] traders.&lt;br /&gt;
* The [[The Brass Coast|Freeborn]] [[fleet]] owners will have the chance to appoint the first [[Marracossa Sendito]] (able to buy unique magic items from the Marracossan exiles), as well as the [[Vizier of the Incarnadine Satchel]] (whose main &amp;quot;power&amp;quot; since the occupation of Feroz is to be custodian of the missing Incarnadine Satchel).&lt;br /&gt;
* The [[Wintermark]] [[military unit]] owners will be able to appoint the [[Talon of Kauppahall]], a merchant able to purchase both ilium and white granite from the virtuous.&lt;br /&gt;
In each case, any Imperial citizen of the appropriate nation can be appointed to hold the title - not just those eligible to vote.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_murder_of_one&amp;diff=113402</id>
		<title>A murder of one</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=A_murder_of_one&amp;diff=113402"/>
		<updated>2024-07-23T10:33:28Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Arhallogen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:385YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;I tell you someone&#039;s in trouble!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Ulf Unmelten crashed through the undergrowth, and immediately sank into the sucking mud. Cold marsh-water flooded his boots. He looked back and saw that Sasha had not moved from the path. She shook her head, and made no move to follow him. From somewhere nearby, there was more splashing and a faint cry for help.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There did you hear that? Come help me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I don&#039;t trust this,&amp;quot; Sasha replied. She hadn&#039;t stopped scanning the wild undergrowth around them, as if expecting a band of Jotun to erupt out of the reeds at any moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What&#039;s not to trust?&amp;quot; Ulf gabbed at the slim trunk of a beggarwood tree and pulled himself out of the mud. On firmer ground, he started to pick his way towards the sounds of splashing. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Monsters,&amp;quot; called Sasha after him. &amp;quot;Monsters, and maybe orcs.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is Kallavesa, not Karov! We don&#039;t have monsters here!&amp;quot; scoffed Ulf. &amp;quot;We&#039;ve got someone who needs our help, and every moment we waste brings them one moment closer to drowning! Come on! What would Inga Tarn do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He heard Sasha swearing, and then the sound of her following after him. It never failed; his Varushkan friend wanted more than anything else to live up to the example of the heroic exemplar of Courage. His smile faltered on his face though, as he burst through a stand of tall rushes and found himself staring at a large pool  of dark, scummy water, hidden from the road by the stunted beggarwood trees. An empty pool, with no sign of anyone drowning. Was he too late?&lt;br /&gt;
&lt;br /&gt;
Before you could do more than open his mouth to shout something, half turning back toward Sasha, something snapped closed around his lower leg, cleaving through the heavy leather of his boots and his greaves. He yelled, went down into the mud, desperately trying to draw his sword. Before you could get it more than a few inches out of its sheathe, something heavy landed on his chest driving all the wind out of him. It was nothing human, nor an orc. An emaciated horror with yellow eyes the size of dinner plates, and a frog-wide mouth of jagged fangs, loomed over him, cackling. He tried to struggle free, but despite it&#039;s stick-thin limbs it was simply too strong for him. It raised a hand that seemed to be mostly razor-sharp claw, and Ulf could hear the Labyrinth calling...&lt;br /&gt;
&lt;br /&gt;
... as a massive two-handed hammer walloped into the side of the creature&#039;s head, sending it flying. Sasha roared her battle cry &amp;quot;FOR INGA TARN!&amp;quot; and stepped over Ulf&#039;s prone form. His attacker was briefly stunned, but scampered away through the reeds, keening. They heard it splash into the water and the wailing stopped.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No monsters, in Kallavesa then?&amp;quot; said Sasha.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One monster then,&amp;quot; said Ulf. He tried to stand but his torn leg wouldn&#039;t support his weight. All around them the keening started again. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Just one monster is it?&amp;quot; said Sasha grimly. Ulf didn&#039;t answer, just pulled his sword, half-sitting, half-kneeling. More splashing, and the sound of things moving through the reefs. At least four or five different voices all calling out in echo of the one Sasha had battered.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You should run, Sasha.&amp;quot; said Ulf. &amp;quot;No point us both dying here, and going down under the claws of swamp monsters is a good death. Just don&#039;t tell them how stupid I was, to go running off into the marshes, alright&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Idiot,&amp;quot; said Sasha, without rancour. &amp;quot;What would Inga Tarn do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Before he could answer his friend, the beasts were on them, and there was no time to think about anything except survival.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Rushes.png|align=left|caption=Dangerous boggarts have been found nesting across the marshes of Kallavesa, Holberg, and Ossium.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{audio|link=https://www.youtube.com/watch?v=LopMWLgjVgw}}&lt;br /&gt;
==Overview==&lt;br /&gt;
* &#039;&#039;&#039;Hallow of the Green World has been invoked in the Empire&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;You can learn about the magical effects of the Imperial enchantment in the [[Children in bloom]] wind of fortune&#039;&#039;&#039;&lt;br /&gt;
As [[Hallow of the Green World]] sweeps across the Empire, it temporarily empowers weak Spring [[regio]], and encourages the [[eternal|eternals]] of the Spring realm to involve themselves in Imperial affairs. These two effects combine to cause the Spring eternals to send large numbers of their heralds to the Empire - as long as they have not been declared [[Alignment#Enmity|enemies]] of the Empire by the [[Imperial Conclave]] of course. &lt;br /&gt;
&lt;br /&gt;
The heralds of [[Llofir]], [[Siakha]], and [[Yaw&#039;nagrah]] are not able to enter the Empire without specific ritual summons, and there is no sign that such things have been forthcoming. Of the eternals the Empire knows about, this leaves only [[Arhallogen]], [[Irra Harah]], and [[Ossegrahn]] free to respond directly to the enchantment. &lt;br /&gt;
&lt;br /&gt;
Of the three, Lord Rain has been especially enthusiastic about the magic, and dozens have emerged from regio across the Empire, apparently as a consequence of a [[Archmage#Plenipotentiary|plenipotentiary]] message sent by &#039;&#039;&#039;Ibiss Briarheart&#039;&#039;&#039; the [[Archmage of Spring]] during the solstice. Their antics are described in more detail in the [[Rain king]] wind of fortune. The rest of &#039;&#039;this&#039;&#039; wind of fortune deals with the consequences of prising open every Spring regio in the Imperial territories, and the responses of the other Spring eternals.&lt;br /&gt;
==A Field Guide to Boggarts==&lt;br /&gt;
* &#039;&#039;&#039;Three different kinds of Spring boggart have been spotted in the Empire&#039;&#039;&#039;&lt;br /&gt;
Not all the creatures emerging from the Spring realm via the empowered [[regio]] are heralds. A large number of &#039;&#039;boggarts&#039;&#039; have also appeared in the Empire. &#039;&#039;Boggart&#039;&#039; is a scholarly term used to describe a kind of magical creature found in all six of the eternal realms. Unlike heralds, boggarts are often akin to vermin; cunning and perhaps even capable of speech but also driven by powerful instincts that often make them destructive or threatening to mortals around them. When the tide of Spring magic is at its height hundreds of the creatures slip into the Empire and while many retreat back toward their Spring regio when the enchantment begins to wane, some take up residence in those areas and potentially present a threat to Imperial citizens. Three particular types of nuisance have been identified&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corbs&#039;&#039;&#039; combine the aspect of human and crow to create an awkward, noisy, destructive pest. Cunning creatures, they love to root around newly sewn fields stealing seeds and damaging young shoots. They are particularly tied to the Spring resonance for [[Spring_magic#Ruin|ruin]] - and in addition to damaging farms they have the ability to unmake almost anything that comes from mortal artisanship. They can dismantle a barn or a house with distressing speed, and are even capable of [[Calls#SHATTER|shattering]] weapons and shields. Generally cowardly, they become more bold the more of them there are in the same place. If they have one weakness, it is that they are drawn to children - like many boggarts are - apparently seeing them as kindred spirits. Children are rarely harmed by Corbs unless they startle or anger them.&lt;br /&gt;
&lt;br /&gt;
The second breed that seem to be sneaking into the Empire also like children, but for very different reasons. The &#039;&#039;&#039;Greenteeth&#039;&#039;&#039; resonate with the principle of [[Spring magic#Savagery|Savagery]]. They are vicious, yet cowardly, killers that possess horrible shark-like fangs and nasty grasping claws. They make their homes in slow moving or stagnant water, and are loath to stray too far from their lairs. They hunt underwater and in the open air with equal facility, lurking beneath the surface and ambushing unsuspecting victims. They have a particular facility with mimicking the cries of people or animals in trouble, and by the time a would-be rescuer realises there is nobody to save, it is too late. Prey is stalked, incapacitated, and quickly devoured. Like most boggarts, they are drawn to young people and animals, but in this case it is because they find their soft, sweet meat particularly toothsome. While they don&#039;t gather in numbers, there have been some unpleasant incidents in [[Kallavesa]] and [[Holberg]], as well as sightings of small groups of the beasts in [[Ossium]]. &lt;br /&gt;
&lt;br /&gt;
The third type who have been appearing in numbers are the &#039;&#039;&#039;Grimmelkint&#039;&#039;&#039;. They are drawn to forests and woodlands, and like to feast on magical materials. If enough of them gather in one place, they can become a serious inconvenience to Imperial [[forest]] owners. Dealing with them is no simple matter. They resonate strongly with principles of [[Spring_magic#Fertility|fertility]] and [[Spring_magic#Venom|sickness]]. Attempts to drive them off with violence have been largely unsuccessful because anyone harming a Grimmelkint directly finds themselves cursed with a malediction of illness, and when one is killed a new one quickly turns up to replace it. There is some speculation that the things might actually be unkillable; that slaying one somehow creates at least one more to replace it. &lt;br /&gt;
==Threats of the Grimmelkint==&lt;br /&gt;
* &#039;&#039;&#039;The boggarts known as Grimmelkint are being drawn to Imperial forests&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If a way is not found to deal with them, every forest in the Empire will receive a two rank penalty to its production in the coming season&#039;&#039;&#039;&lt;br /&gt;
The Grimmelkint have been seen in the Empire before, but never in such numbers. From Varushka to Urizen, from Segura to Sermersuaq, swarms of the little blighters are drawn to Imperial forest reserves. They are already becoming a nuisance, and if some solution to their appearance is not found then they will create enough disruption that every forest touched by Hallow of the Green World will see a two rank penalty to production after the Spring Equinox. As the last of the Spring magic ebbs away, most will depart, meaning the problem &#039;&#039;should&#039;&#039; have solved itself by the start of the Summer Solstice unless something &#039;&#039;else&#039;&#039; happens to persuade them to stay.&lt;br /&gt;
&lt;br /&gt;
Oddly, some Grimmelkint have been spotted moving toward [[Anvil]], despite the lack of nearby forest. They seem to be drawn along the [[trods]], perhaps attracted by the [[Regio#The_Imperial_Regio|Imperial regio]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Professor Beatrice of Holberg&#039;&#039;, a self-professed expert on boggart behaviour, has been studying the situation as best she can and proposes a solution. If the boggarts in Anvil can be rounded up and herded back through the portal at the rear of the Hall of Worlds, this may incite the creatures to &#039;&#039;en masse&#039;&#039; return whence they came, or at least prove to people that something can be done&lt;br /&gt;
&lt;br /&gt;
The professor further speculates that it might be possible for the boggarts to be taught to coexist with the forest owners, and perhaps even &#039;&#039;enhance&#039;&#039; their production, but she has not had time for sufficient research to propose how this might be achieved.&lt;br /&gt;
&lt;br /&gt;
Spring creatures are rarely punctual by nature, but the majority of the wandering Grimmelkint are on course to arrive in Anvil some time around sunset on Saturday evening by which time hopefully someone will have worked out how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Anyone with the [[forest]] resource may roleplay that they have had encounters with these nuisances, and may receive more information in their packs&lt;br /&gt;
&lt;br /&gt;
==The Other Eternals==&lt;br /&gt;
* &#039;&#039;&#039;Arhallogen proposes that the Navarr continue to slaughter the Jotun in the west&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Siakha has offered a truce with Imperial magicians&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=ArhallogenArt.jpg|caption=The Spider King appears to approve of the Navarr, in general.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Hallow of the Green World always rouses the interest of the Spring eternals. Though half of the eternals of Spring have been [[Declaration|declared]] as [[Alignment#Enmity|enemies of the Empire]] there are still three who have been able to take advantage of these things.  [[Ossegrahn|Lord Rain]] has provided multiple opportunities to the Empire as detailed in the [[Rain king]] wind of fortune. The other eternals, however, have been much quieter in their response to the Imperial enchantment. If [[Irra Harah]] is taking advantage of the enchantment, the &#039;&#039;Prince with a Thousand Foes&#039;&#039; is doing so out of sight of Imperial citizens. That leaves [[Arhallogen]] - and by contrast with Irra Harah the &#039;&#039;Spider King&#039;&#039; is enthusiastically reaching out to their friends among the Navarr.&lt;br /&gt;
===Arhallogen===&lt;br /&gt;
* &#039;&#039;&#039;Arhallogen encourages the Navarr to kill their enemies without regard for the straitjacket of morality&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;Scorpion Queen&#039;&#039; is a somewhat problematic ally, given their open patronage of the [[Druj]] orcs. Of all Imperial citizens, they are mostly drawn to the Navarr, and especially their armies. Heralds of Arhallogen are often seen accompanying the [[Quiet Step]], emerging from Spring regio as the Navarr thorns pass by or following in their wake. Arhallogen seems especially keen to encourage the Navarr to slaughter the [[Jotun]] in the western Empire.&lt;br /&gt;
In Autumn 381YE, the Wintermark assembly [[The_mother_of_morality#Gaze_Into_The_Abyss|sent Aarne Coerling]] to urge the warriors of their nation to [[The_mother_of_morality#Gaze_Into_The_Abyss|fight heroically]] and show the Jotun that they have some idea of honour. The very idea of this makes Arhallogen gnash their mandibles. Why would &#039;&#039;anyone&#039;&#039; want to let a living enemy escape to fight another day? It is incomprehensible! Especially given the fact that the Jotun orcs clearly despise the Navarr, and rarely pass up an opportunity to murder them, and despoil the fallen. Why would the Navarr tolerate such behaviour? &lt;br /&gt;
&lt;br /&gt;
Arhallogen has a suggestion. If it was up to the eternal they&#039;d just ask the [[general|generals]] of the Navarr to invoke the &#039;&#039;Centipede General&#039;&#039; and send heralds to fight alongside them. That would resolve the immediate problem of “&#039;&#039;too many living Jotun&#039;&#039;” but only in the short term. Rather, the &#039;&#039;Spider King&#039;&#039; suggests that the Navarr use the same weapon the Winterfolk have used – one the eternal doesn&#039;t necessarily understand. The Synod.&lt;br /&gt;
&lt;br /&gt;
Following on from the recent orders of the Navarr generals, the Navarr national assembly may enact the following mandate.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=You cannot betray your enemies, and there is no doubt the Jotun are the enemies of the Navarr and of the Empire. We send (named priest) with 25 liao to urge our thorns to show no mercy to the orcs of Narkyst, Kallsea, and Lasambria, as they show no mercy to us.&lt;br /&gt;
|assembly=Navarr National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted then for the next year (until the start of the Spring Equinox 386YE), any Navarr army that fights the Jotun will inflict 10% more casualties, but contribute 20% fewer victory points for purposes of holding or taking territory. The fact they are going out of their way to kill the Jotun will be apparent to every other force in the territory whenever they fight the western orcs. &lt;br /&gt;
&lt;br /&gt;
If the Navarr take advantage of this to slaughter the Jotun, it may be possible to make this benefit &#039;&#039;permanent&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If Arhallogen&#039;s suggestion is accepted, then the eternal will also share his power with them in a more direct way. Arhallogen will provide the [[vate|vates]] with an [[arcane projection]] that will allow them to draw directly on the eternal&#039;s power to [[enchantment|enchant]] a Navarr army so that they can more effectively slaughter their enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corey Wayfarer&#039;&#039;&#039; has offered an alternate mandate that would see the Navarr reject the offer of Arhallogen, instead drawing on their history fighting against the Vallorn.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=We should take Pride in who we are; as Navarr we have always used every tool available to us in our fight against the Vallorn. We send {named priest} with 25 doses of liao to urge all Navarr to fight as we should; open poison, let us ambush and murder our enemies. Show Courage and Pride and remind the Jotun who we are.|assembly=Navarr National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted then the Navarr armies would, as above, increase their casualties against the western orcs. However, Arhallogen would not offer an arcane projection to the Navarr to allow them to draw directly on the eternal&#039;s power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nathair Autumngale&#039;&#039;&#039; has offered an alternate mandate that would see the Navarr instead attempt to deny the Jotun open conflict.&lt;br /&gt;
&lt;br /&gt;
{{Mandate|mandate=You cannot betray your enemy. We send {named priest} with 25 doses of liao to encourage the Thorns of Navarr to reject the call from Arhallogen. Skirmish, strike, withdraw and redeploy. Lure them to battlefields where steel never clashes. We denied the Jotun &#039;honourable&#039; battle when they sought it, we will now deny them slaughter as they seek it. You need not butcher an enemy&#039;s soldiers to defeat them.&lt;br /&gt;
|assembly=Navarr National Assembly}}&lt;br /&gt;
&lt;br /&gt;
If this mandate is enacted then for the next year (until the start of the Spring Equinox 386YE) any Navarr armies that are given orders that increase casualties inflicted against the Jotun will instead default to [[Army_orders#Balanced_Attack|balanced attack]] or [[Army_orders#Solid_Defence|solid defence]] as appropriate.&lt;br /&gt;
&lt;br /&gt;
These mandates are [[Mandate#Competing_Mandates|in competition with each other]]. If more than one were raised, the one that achieved the highest margin would be the one that was enacted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=SiakhaArt.jpg|caption=The Mother of Wrecks revels in destruction and savage bloodletting.|align=left|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mother of Wrecks===&lt;br /&gt;
* &#039;&#039;&#039;A Grendel follower of Siakha has delivered a message to Imperial citizens on behalf of her mistress&#039;&#039;&#039;&lt;br /&gt;
The [[Siakha|Mother of Wrecks]] is a deadly force of unbridled destruction who revels in bloodshed and savagery. She has been an [[Alignment#Enmity|enemy of the Empire]] for some time now, and has sent her heralds to attack the [[Imperial Conclave]] directly in the [[Anvil#Hall of Worlds|Hall of Worlds]] on at least two previous occasions.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Spring Equinox, however, an unexpected message from &#039;&#039;the Maelstrom&#039;&#039; is delivered to the Empire by three [[Grendel]] [[orc|orcs]]. These are not the richly dressed and cleverly spoken emissaries the Empire is familiar with; these orcs are roughly spoken, scarred, and uncouth, full of barely restrained violence. They have apparently been sent by mistress of the [[Bay_of_Catazar#Temple of Tempest Jade|Temple of Tempest Jade]] on the other side of the [[Bay of Catazar]] to make an offer to the Imperial Conclave. &lt;br /&gt;
&lt;br /&gt;
High Priestess Shivaarn, Chosen Voice of the Mother of Wrecks has received several magical missives from a Freeborn corsair, bragging about the Empire&#039;s strength. The &#039;&#039;Empress of Sharks&#039;&#039; has heard of things happening in the Empire that intrigue her – the savage killing of Jotun in the West, the cold-blooded strategies of the northern Imperials, the frenzied slaughter in the east, the bold and ruthless assaults on Chalonsio and Rachensgrab, and the thunderous storms invoked by Imperial magicians to shatter the old and make way for fresh blood. She would very much like to send her servants to observe such things for herself, especially given the “&#039;&#039;imminent shattering of the chains of peace&#039;&#039;” - presumably the treaty between the Grendel and the Empire. &lt;br /&gt;
&lt;br /&gt;
On behalf of her mistress, High Priestess Shivaarn asks that the Imperial Conclave remove the barriers that prevent Siakha sending her heralds into the Empire (remove her [[Alignment#Enmity|enmity]]). If they do so during the Spring Equinox, the Grendel magician claims that her mistress agrees to send no more than a half-dozen of her children into the Empire to see what they are about, and to consider whether there might be hope for Imperial pirates after all. She explicitly promises that she will send &#039;&#039;none&#039;&#039; of her heralds to slaughter the weak magicians of the Imperial Conclave at their deliberations during this period.&lt;br /&gt;
&lt;br /&gt;
Some consider it odd that this self-styled High Priestess offers to help the Empire improve their relationship with Siakha – who until now has favoured the Grendel exclusively. On the other hand, it may well be that Shivaarn cares more about what her “goddess” desires than she does for the edicts and concerns of the Salt Lords. These letters appear to have caught Siakha&#039;s attention and her High Priestess does not balk at delivering a message on her behalf.  &lt;br /&gt;
&lt;br /&gt;
It &#039;&#039;might&#039;&#039; be a trap or a trick, but experienced Spring magicians think it very unlikely. Siakha is not like Arhallogen – she revels in furious battle and open destruction, stealth and treachery are simply not part of her eternal nature. Of course, this promise of amnesty is only for two seasons, so nobody should make any assumptions about what would follow after that time. Making peace is also not a part of Siakha&#039;s nature.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Children in bloom]] - the magical details of the Hallow of the Green World&lt;br /&gt;
* [[Rain king]] - What Ossegrahn is up to&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Congregation&amp;diff=111952</id>
		<title>Congregation</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Congregation&amp;diff=111952"/>
		<updated>2024-06-23T12:08:50Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A congregation can represent almost any structure or location where people could receive spiritual instruction, such as a monastery, a church, a sacred grove, a burial site, or similar structure. It provides the owner with [[liao]] and votes to use in the [[Imperial Synod]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
A congregation entitles the owner to ten votes and the ability to raise a [[judgement]] in the Imperial Synod. In addition, the Imperial civil service will provide the owner with five doses of liao.&lt;br /&gt;
&lt;br /&gt;
The owner can vote on each judgement in every [[assembly]] they are a member of. By default every congregation owner is a member of the [[Assembly#General_Assembly|General Assembly]] as well as the [[Assembly#The_National_Assemblies|national assembly for their nation]].&lt;br /&gt;
&lt;br /&gt;
If your character is [[dedication|dedicated]] to a virtue then by default they will be a member of that [[Assembly#The_Virtue_Assemblies|Virtue Assembly]]. If they are not dedicated then they will be a member of the Assembly of the Way. This can be changed by [[#Downtime_Options|preaching]].&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;Demand for Liao&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Only two nations - the Empire and the [[Sumaah Republic]] - produce [[liao]] in any great quantity, and the Sumaah are loathe to allow too much of it to fall into the hands of heathens and heretics. There is a significant demand for the spiritual substance in a number of places, however. The [[Construct_Temple_of_the_Way_in_Nemoria|temple of the Seven Virtues]] in [[Asavean_Archipelago_ports#Nemoria|Nemoria]] means that the novelty-seeking Asaveans are even more interested in acquiring the drug than usual. Several nations make use of the liao in their own spiritual rites - the [[Faraden]] and the [[Axos|Axou]] in particular. Others look to exploit the mild narcotic properties of liao, or to trade on its exotic reputation - merchants from the [[Sarcophan Delves]] in particular are keen to buy crates of the purple substance to sell to select markets abroad.&lt;br /&gt;
&lt;br /&gt;
Yet the Empire&#039;s stock of liao is carefully regulated, distributed to [[congregation|congregations]] based on their size. With a few exceptions, the liao that is so much in demand must be purchased directly from Imperial priests. At the moment, any Imperial citizen who leads a congregation can sell their liao for a crown each dose, either to entrepreneurial Imperial traders or directly to foreign merchants. This opportunity, however, remains dependent on the shifting relationships between the Empire and foreign nations.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downtime Options==&lt;br /&gt;
It is possible to sell the liao produced by a congregation. You receive one crown for each dose of liao that you sell in this way.&lt;br /&gt;
&lt;br /&gt;
it is also possible to &#039;&#039;preach&#039;&#039; in downtime to change which [[Assembly#The_Virtue_Assemblies|Virtue assembly]] your character belongs to. You can choose to select a virtue from the &#039;&#039;preach&#039;&#039; dropdown menu, which will set your membership of a Virtue assembly for the next event. This setting initially defaults to the virtue the character is [[dedication|dedicated]] to (if any). If it is changed, that change remains in place unless the option is changed again. The only options available are the seven Imperial virtues and the Way (for preaching that does not focus on a specific virtue), regardless of the character&#039;s dedication.&lt;br /&gt;
&lt;br /&gt;
Membership of an assembly is set before the start of the event based on the preceding downtime; membership of an assembly will never change at the summit. &lt;br /&gt;
&lt;br /&gt;
A character who is dedicated to a force other than one of the seven Virtues defaults to membership of the Assembly of the Way. This does not change, but they have the same option to declare themselves a member of a virtue assembly as any other character.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
A congregation can be upgraded using [[white granite]] obtained from the Bourse. Each time a congregation is upgraded, the owner receives two additional votes in the Synod and one additional dose of liao from then on.&lt;br /&gt;
&lt;br /&gt;
To upgrade a congregation requires Imperial Wains of white granite equal to the level the congregation is being upgraded to. So the first upgrade of a starting level 1 congregation costs 2 Imperial Wains of white granite, from 2 to 3 costs 3 Imperial Wains, etc.&lt;br /&gt;
&lt;br /&gt;
==Diversification==&lt;br /&gt;
A congregation cannot be diversified.&lt;br /&gt;
&lt;br /&gt;
==National Implications==&lt;br /&gt;
Senators in Highguard are chosen by the Highborn National Assembly on the basis of who gets the least votes against them. This vote is a normal Synod vote - but only Highborn characters with a congregation personal resource can vote.&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect the production of a congregation.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Ritual&lt;br /&gt;
! Effect&lt;br /&gt;
! Realm&lt;br /&gt;
! Magnitude&lt;br /&gt;
|-&lt;br /&gt;
|[[Mantle of the Golden Orator]] || Produces an additional 3 liao and 6 votes in the Synod over the next season || Autumn || 7&lt;br /&gt;
|-&lt;br /&gt;
|[[Silver Tongue of Virtue]] || Produces an additional 3 liao and 6 votes in the Synod over the next season || Night || 8&lt;br /&gt;
|-&lt;br /&gt;
|[[Net of Gossamer Chains]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;|| With the aid of [[Callidus]] produces 3 [[Vis#Warm Ashes|warm ashes]] over the next season || Autumn || 14&lt;br /&gt;
|-&lt;br /&gt;
|[[The Certainty of Doubt]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#2|(2)]]&amp;lt;/sup&amp;gt; || Reduces production by a half for a year || Night || 16&lt;br /&gt;
|-&lt;br /&gt;
|[[A Light That Moves]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;|| Produces an additional 6 liao and 12 votes in the Synod over the next season || Day || 18&lt;br /&gt;
|-&lt;br /&gt;
|[[Like Water Through Your Fingers]] || Reduces production by three quarters for a year || Autumn || 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#{{anchor|1}} This ritual is in [[Urizen_magical_traditions#Urizen_Lore|Urizen lore]]&lt;br /&gt;
#{{anchor|2}} This ritual is [[Interdiction|interdicted]]&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Spring_Equinox_Conclave_sessions&amp;diff=111804</id>
		<title>386YE Spring Equinox Conclave sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Spring_Equinox_Conclave_sessions&amp;diff=111804"/>
		<updated>2024-06-20T08:21:32Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Alignment: Roshanwe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Conclave]] [[Category: Conclave Sessions]] [[Category: 386YE Spring]]&lt;br /&gt;
==Precedence and the Font==&lt;br /&gt;
*&#039;&#039;&#039;The mana distributed to the grand masters following 385YE Winter was 340 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana remaining after distribution was 3 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana collected via the Principle of Precedence at 385YE Winter Conclave was 187 mana.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The mana available in the font for Conclave at 386YE Spring is 190 mana.&#039;&#039;&#039;&lt;br /&gt;
The members of each order in attendance at the end of the previous summit determine precedence for the following summit according to the [[Principle of Precedence]]. There was 340 mana in the font after the final Conclave session of the 385YE Winter Solstice. This was distributed to the grand masters of the Conclave according to the Principle of Proportions as per the table below.&lt;br /&gt;
&lt;br /&gt;
This left 3 mana, which is added to the 187 mana collected via the Principle of Proportions at the previous event to form the font for the coming summit. The Conclave has access to a font of 190 mana at the 386YE Spring Equinox.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable mw-collapsible sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Order&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Precedence&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Members&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Mana&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Ilium&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Rod and Shield&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;64&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Unfettered Mind&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;85&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;57&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Sevenfold Path&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;82&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Shuttered Lantern&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;76&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;51&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Golden Pyramid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;58&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;39&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Celestial Arch&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;56&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;37&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Grandmaster of the Order of the Silver Chalice&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;51&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;34&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
==Friday Session==&lt;br /&gt;
===Candidacy: Hand of the Healers===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Fausta Ankarien, on behalf of the [[Silver Chalice]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To appoint the [[Hand of the Healers]] (custodian of the House of Healing in Therunin)&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Raewyn Farkas claimed the title.&lt;br /&gt;
===Concord: Guidance of the Sevenfold Path===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Rafael Barossa d&#039;Apulian, on behalf of the [[Sevenfold Path]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Wisdom calls for listening to expertise, applying what one knows, and finding practical solutions. The Sevenfold Path serves as a bridge between Conclave and Synod: we encourage Conclave to make use of that bridge, and we encourage magicians to take responsibility for their own virtue by seeking expert advice to guide their souls through choice and action.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
===Candidacy: Archmage of Day===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Skywise Gralka, on behalf of the [[Shuttered Lantern]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The people of the Empire look to the magicians of the Conclave to guide them far beyond the fields of Anvil. In this action and by our words we strive to move forward and send a clear message that  conclave is not afraid to challenge its own. You lead by example and that is why Gralka raises this declaration upon themself.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Skywise Gralka retained the title.&lt;br /&gt;
===Candidacy: Archmage of Night===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Eliza, on behalf of the [[Unfettered Mind]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To appoint the [[Archmage of Night]]&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Elina de Rhys claimed the title.&lt;br /&gt;
===Candidacy: Imperial War Mage===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[the Throne]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To appoint the [[Warmage]].&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Raficci Vicente Barossa claimed the title.&lt;br /&gt;
===Concord: Wise Rangara and the Bleak Tower===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Custodian of the Bleak Tower]] Staurakios, on behalf of the [[Celestial Arch]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; I Staurakios, accept the aid of my Wise Grandmother and commit myself and my successors to protect not only the Bleak Tower buy the herb gardens of Morrow as a whole.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Relates to an offer made by [[Wise Rangara]] as part of a recent [[Archmage#Plenipotentiray|plenipotentiary]]. See the &#039;&#039;[[Dream_to_me#The_Bleak_Tower|Dream to me]]&#039;&#039; wind of fortune for details.&lt;br /&gt;
&lt;br /&gt;
===Dissemination: Find the Best Path===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Sakari Nightscale, on behalf of the [[Rod and Shield]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Actions have consequences. The Rod and Shield requests the dissemination of Find the Best Path (Autumn 135) to the Principalities of Jarm, in agreement with the Pact made with Prospero and bringing that bargain to completion.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Payment having been provided by the Grandmaster, the [[Find the Best Path]] ritual has been [[dissemination|disseminated]] to the Principalities of Jarm.&lt;br /&gt;
===Concord: Assay the Barrens===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Arsenio Sanguineo Rezia di Tassato, on behalf of the [[Golden Pyramid]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave requests the order of the Golden Pyramid undertake an expedition to the Barrens and explore the forests to discover what resources can be found and exploited there.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed.&lt;br /&gt;
==Saturday Session==&lt;br /&gt;
===Sorcery: Sorcery===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Witness of Conclave]], Friar Duncan of Ashill&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Skywise Gralka is a sorcerer&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed.&lt;br /&gt;
&lt;br /&gt;
===Dissemination : Crystal Clarity of the Rational Soul===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Arbiter of the Rogue Declaration]], Pickers Goldleaf&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The knowledge of ritual text for Crystal Clarity of the Rational Soul to be shared with the Great Forest Orcs.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The ritual text will be disseminated to Pickers Goldleaf&lt;br /&gt;
&lt;br /&gt;
===Interdiction : License Chastise the Foolish===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Imperial Censor]], Cassandra i Periera i Erigo&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To license the ritual &amp;quot;Chastise the Foolish&amp;quot; which is part of Urizen Lore.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. The ritual [[Chastise the Foolish]] is no longer interdicted&lt;br /&gt;
===Alignment: Roshanwe===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Archmage of Day]], Skywise Gralka&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Roshanwe offers the Empire a choice here tonight for truth seekers and how they apply themselves upon that journey. The Conclave accepts the offer of the Netweaver&#039;s Eye, and in doing so releases the eternal Roshanwe from their agreement that supports Combing the Beach.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Accepts an offer made by the eternal [[Roshanwe]] to provide Conclave with a ritual text, in return for being released from her agreement to support the [[Combing the Beach]] ritual. Detailed in the &#039;&#039;[[Skeleton_key#Netweaver&#039;s_Eye_(Roshanwe)|Skeleton Key]]&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Concord: Wise Rangara and the Tower of the Fall===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Fausta Ankarien, on behalf of the [[Silver Chalice]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Keeper of the Tower of the Fall commits themself and their successors to the protection of Urizen from the creatures of Agramant and asks Wise Rangara for her assistance in this in return for the offered boons.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Relates to an offer made by [[Wise Rangara]] as part of a recent [[Archmage#Plenipotentiray|plenipotentiary]]. This concord does not meet the requirement laid out by the eternal, that the [[Keeper of the Tower of the Fall]] raise the declaration, so it remains to be seen what effect if any the successful Concord has. See the &#039;&#039;[[Dream_to_me#Wise_Rangara|Dream to me]]&#039;&#039; wind of fortune for details.&lt;br /&gt;
===Concord: Direct the Shuttered Lantern Aid===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Tyburn of House De Rondell, on behalf of the [[Shuttered Lantern]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave agrees that the Shuttered Lantern should answer the call for help from the Fox and Fowl company. They are to investigate what has taken residence in Lorenzo&#039;s Deep Pockets and whether this related to what happened to the Company of the Torch. The Shuttered Lantern &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; uncover what is behind this new danger.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Relates to [[They_bit_the_cats#Dweller_in_the_Depths|peculiar events]] at [[Delver_of_the_Depths#Lorenzo&#039;s_Deep_Pockets|Lorenzo&#039;s Deep Pockets]]. The cost to the Conclave was calculated at 20 crystal mana. See the &#039;&#039;[[They_bit_the_cats#Dweller_in_the_Depths|They bit the cats]]&#039;&#039; wind of fortune for details.&lt;br /&gt;
&lt;br /&gt;
===Concord: Direct the Unfettered Mind===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Eliza, on behalf of the [[Unfettered Mind]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave request the Order of the Unfettered Mind is sent to investigate the rat problem in Temeschwar.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Relates to [[They_bit_the_cats#Rats_in_the_Walls|peculiar events]] in [[Temeschwar]] involving a plague or rats. The cost to the Conlave was calculated at 20 crystal mana. See the &#039;&#039;[[They bit the cats]]&#039;&#039; wind of fortune for details.&lt;br /&gt;
===Concord: Seek for Relics===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; Ignacio i Zahri i Erigo, [[proxy]] for the [[Imperial Magus]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; We call upon all Imperial magicians to seek out relics of Emperor Frederick in particular his artefact Pauper&#039;s Key.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Failed.&lt;br /&gt;
===Endorsement: Foam and Spittle===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Sakari Nightscale, on behalf of the [[Rod and Shield]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Our military has limited options to fight the navies of the Grendel. Conclave endorses &amp;quot;Foam and Spittle of the Furious Sea&amp;quot; across the Bay of Catazar and warns locals to take the precautions needed.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed.&lt;br /&gt;
===Concord: Recognise Asavean Sects===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Rafael Barossa d&#039;Apulian, on behalf of the [[Sevenfold Path]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; The Sevenfold Path and Imperial Conclave recognise and support the work of the Acciai-inspired sects in Asavea, and encourage virtuous magicians to tell stories of their exploits and offer magical, spiritual, and practical support to those going to the Archipelago.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Relates to recent events in the [[Asavean Archipelago]]. More details can be found in the &#039;&#039;[[Parts_of_speech#The_Asavean_Archipelago|Parts of speech]]&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Endowment: Westmere Anvil===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Bursar of the Conclave]], Brynn Vision Enduring&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave endows the Troll-made Anvil dredged from the Westmere to the eternal Estavus and calls on them to end their contract with the Marcher brightsmiths under their service.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. More details of this complex issue can be found in the &#039;&#039;[[I_already_know_you#Block_and_Dredge|I already know you]]&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Alignment: Estavus===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Archmage of Autumn]], Edmundo of Damakhan&#039;s Forge&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; We the conclave formally accept the services of Architects of the Iron Stone to investigate the seats named. We also reiterate Conclave&#039;s interest in maintaining the current state of trade and mutual respect with Estavus at neutrality. The seats in order are the Brilliant Star in Redoubt, the Vigilant Swan in Reikos, and the Pride of Ikka&#039;s Tears in Sermersuaq.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Relates to an offer made by the eternal [[Estavus]] to examine mithril and stone Bourse seats. The cost of the arrangement is calculated at six hundred ingots and measures which were provided to the civil service. More details can be found in the &#039;&#039;[[Cities_of_the_Iron_Labyrinth#Metal_and_Stone|Cities of the Iron Labyrinth]]&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Candidacy: Arcane Envoy===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Xanthippe of the Lighthouse at Nikephoros, on behalf of the [[Celestial Arch]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To appoint the Arcane Envoy.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Bella Vicente d&#039;Apulian claimed the title.&lt;br /&gt;
===Concord: Direct Golden Pyramid===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Grandmaster]] Arsenio, on behalf of the [[Golden Pyramid]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; Conclave request the Golden Pyramid undertake an expedition to explore the Imperial controlled regions of Mareave to discover what resources can be found.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Following the [[Long_shadows#A_Prosperous_Endeavour|successful prospecting]] in [[Skarsind]], the order is asked to do similar work in the [[Imperial Orcs]] territory of [[Mareave]]. Cost to the Conclave calculated at 20 crystal mana. More details can be found in the &#039;&#039;[[Long_shadows#A_Prosperous_Endeavour|Long shadows]]&#039;&#039; wind of fortune.&lt;br /&gt;
===Imperial Lore: Surcease of Sorrow===&lt;br /&gt;
* &#039;&#039;&#039;Raised by:&#039;&#039;&#039; [[Dean of the Lyceum]] Doctor Tiberias, [[proxy]]&lt;br /&gt;
* &#039;&#039;&#039;Declaration:&#039;&#039;&#039; To ensure it as a legacy for Navarr to use until their founders&#039; dance is complete enter &amp;quot;Surcease of Sorrow&amp;quot; into Imperial Lore.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Passed. Assuming funds are made available, Surcease of Sorrow will enter Imperial Lore.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Parts_of_speech&amp;diff=111687</id>
		<title>Parts of speech</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Parts_of_speech&amp;diff=111687"/>
		<updated>2024-06-12T14:52:39Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Ourndle, unfurled the scroll, holding it before him as if to read from it. In fact it was completely empty, they had been so busy of late that there hadn&#039;t been time for the calligraphers to produce a formal edit of the court rulings. Fortunately he knew the charges by heart and was able to recite them properly so that the True Gods could hear them and administer justice accordingly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rebekah of Tamar&#039;s Fold, you have been found guilty of heresy. That you did deliberately and with stated intention denigrate and deny the majesty of the True Gods. You have been found guilty of espionage and treason. That you did deliberately and with stated intention seek to cast aspersions on the just rule of the Plenum and her faithful servants in the churches whose one solemn duty is to guide Asavea. You have been found guilty of aiding the Sumaah. That you did deliberately and with stated intention seek to conspire with that most wicked of nations whose one desire is the destruction of these resplendent isles, which they wish to see sink beneath the waves. The punishment for each of these crimes is death by drowning. Do you have any final words?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The young woman raised her head and locked her gaze with the Asavean priest. She stared at him for a moment and then said &amp;quot;Consequences are the price of Ambition. In time even your soul &#039;&#039;will&#039;&#039; be saved. I am content that I have done everything that life permitted to make my sojourn to the the Labyrinth a short one. Virtue demands we live our lives without fear of regret.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
His face wrinkled in obvious disgust and contempt. &amp;quot;Regret!?&amp;quot; he spat back. &amp;quot;My only regret is we can only execute you the once for your crimes. If the true gods see fit to return your soul to this world, do not bring your lies to this land again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A curt nod in the direction of the guards was all it took. The four executioners gripped the missionary firmly by the limbs, hoisted her into the air, and strode towards the cliff edge.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[change of doctrine]] that saw the old [[The_Doctrines_of_the_Faith#The_Doctrine_of_Human_Destiny|Doctrine of Human Destiny]] replaced by the [[The_Doctrines_of_the_Faith#The_Doctrine_of_Enlightenment|Doctrine of Enlightenment]] represents a fundamental change to [[the Doctrines of the Faith]]. It accepts that &amp;quot;&#039;&#039;the power of virtue transcends the boundaries of soul, spirit, and species&#039;&#039;&amp;quot;, asserting that both [[orc|orcs]] and humans can gain strength from virtue. It also seems to imply that there is more to the pursuit of virtue than &amp;quot;just&amp;quot; speeding passage through the Labyrinth - scholars enthusiastically debate what it means for someone to &amp;quot;&#039;&#039;develop the strength, knowledge and enlightenment which marks their highest potential as thinking beings.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice, the [[Imperial Synod]] discussed the importance of spreading understanding not just of the words, but of the meaning, of the new doctrine to adherents of the Way who live beyond the Empire&#039;s borders. Two very different nations were prioritised. The [[Sarcophan Delves]] already has a rich community of pilgrims,  with more choosing to adopt the virtues since the construction of the [[Bishop_of_the_Navigators#Cathedral_of_the_Navigators|Cathedral of the Navigators]]. By contrast the [[Asavean Archipelago]] has increasingly chosen to actively suppresses the Way, and persecute it&#039;s followers. Caught between the two is the [[Sumaah Republic]]. The Empire&#039;s greatest rivals in the battle for souls have not denounced the new Doctrine, but neither have they embraced it, [[Part_of_this_together#The_Sumaah_Republic|urging caution]]. Yet it&#039;s impossible for the Empire to spread news of their revelation without coming into conflict with the more conservative beliefs of the Sumaah.&lt;br /&gt;
&lt;br /&gt;
Over the last three months, missionaries from every nation, but especially [[Highguard|Highborn]] [[wayfarer|wayfarers]], have departed Imperial shores to spread the word of the Doctrine of Enlightenment far and wide. While enthusiasm for this task spreads through eight of the ten nations, [[Varushka]] and [[Urizen]] priests are slower to respond. Only a handful have responded to the call to spread the Doctrine in Sarcophan, and while they have been keen to address pilgrims in Asavea, they did so only because the Assembly of the Nine urging represented a greater majority of Cardinals as representatives of their assemblies. Reasons for this reticence vary from priest to priest but fundamentally come down to the fact that none of the other mandates received a [[greater majority]] suggested that the Imperial Synod was not truly united on this matter.&lt;br /&gt;
&lt;br /&gt;
The work of the Imperial missionaries is still ongoing, but already starting to bear fruit.&lt;br /&gt;
{{SOP|statement=Doctrine is a living document that must change and grow as our understanding does. The Doctrine of Human Destiny has been weighed and found wanting. The Doctrine of Enlightenment provides a deeper understanding of the Way of Virtue. We send Tabris, son of Aemisael with 25 liao to urge adherents of the Way in Sarcophan to follow the lead of Bastion in embracing this change.|by=Tabris, Son of Armisael|vote=Upheld (1857-135)|when=Winter Solstice 385YE}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=BishopNavigators.jpg|align=left|caption=As [[Bishop of the Navigators]], Tabris, Son of Armisael is charged with supporting followers of the Way in the Sarcophan Delves.|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Sarcophan==&lt;br /&gt;
* &#039;&#039;&#039;Missionaries have encouraged acceptance of the Doctrine of Enlightenment in the Sarcophan Delves&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah have been critical of the Imperial missionaries&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Tabris, Son of Armisael&#039;&#039;&#039; of the [[Highguard_groups#The_Navigators_of_Virtue|Navigators of Virtue]] both raised and enacted the mandate encouraging acceptance of the new Doctrine in the Sarcophan Delves. Belief in the [[Sarcophan_Delves#Religion|Houses of Silence]] is the dominant faith in the Delves - a belief most Imperial priests would consider [[Religious_crime#Blasphemy|blasphemous]] and [[Religious_crime#Heresy|heretical]] which preaches that the only true measure of a soul&#039;s worth is the accumulation of wealth. Still, the Way is the next largest established faith in the Delves, with the virtues of [[Prosperity]] and [[Ambition]] being particularly appealing to the mercantile culture of the  nation. The beautiful [[Bishop_of_the_Navigators#Cathedral_of_the_Navigators|Cathedral of the Navigators]] stands proudly in the &#039;&#039;Buitenlandsewijk&#039;&#039;, an area of the Delves where foreign investment is welcomed and encouraged. The massive white granite structure looms over everything else in the district with the exception of the &#039;&#039;House of Seven Ways&#039;&#039;, an equally impressive seven-stepped ziggurat built by the Sumaah Republic. Both nations are welcome to spread their faith in the Delves - because the bedelaar huisbaas take a similar pragmatic approach to religion that they do to almost everything else. Free trade sees no difference between belief and the price of apples.&lt;br /&gt;
&lt;br /&gt;
The part of the new Doctrine that seems to appeal most to the Sarcophan is that &amp;quot;&#039;&#039;through the practice of Virtue... humans develop the strength, knowledge, and enlightenment which marks their highest potential as thinking beings.&#039;&#039;&amp;quot; It appeals to the ambitious streak that runs through Sarcophan society. It speaks of reaping rewards in &#039;&#039;this&#039;&#039; life, rather than the next, and that&#039;s an appealing proposition even in a nation like Sarcophan that has a particularly complicated relationship with death.&lt;br /&gt;
&lt;br /&gt;
The parts that talk specifically about orcs have proved a little more contentious. The Sarcophan do not historically have the best relationship with their orc neighbours, any more than the Empire does. Orcs live in the swamps occasionally become a real threat to Sarcophan profits, at which point there will be a short but brutal war and then things will settle back into the status quo. The Doctrine of Enlightenment has caused some of the Sarcophan adherents of the Way to begin discussing an alternative approach, which is likewise proving contentious. What if, instead of writing the orcs off, they found a way to profit from them? The Sarcophan trade with &#039;&#039;everybody&#039;&#039; - why are they ignoring this untapped potential for profit just because of tradition? it&#039;s not clear what if anything will come with this - the divisions between the Sarcophan Delves and some of their neighbours (not just the orcs) are very deep, but once one accepts &#039;&#039;everyone&#039;&#039; has potential, it would be criminal to leave that potential untapped.&lt;br /&gt;
&lt;br /&gt;
One group of people do &#039;&#039;not&#039;&#039; appreciate the Imperial missionaries speaking of the Way on the streets of the &#039;&#039;Buitenlandsewijk&#039;&#039;, nor the impassioned sermons given at the Cathedral, preaching enlightenment and the way virtue can give one the strength to achieve one&#039;s highest ambitions. The Sumaah präster take a much more conservative view, and their noses are very much out of joint that the Empire has begun enthusiastically spreading their new ideas without spending several more years examining them and discussing them with their opposite numbers in Timoj. Arguments between missionaries are no longer uncommon in the &#039;&#039;Buitenlandsewijk&#039;&#039; and the Sarcophan authorities are keeping an indulgent, but vigilant, eye on the situation. The agreement with both nations requires them to remain civil, and to avoid &amp;quot;brawling in the streets.&amp;quot; For now that agreement is being honoured but the potential is there for things to become more heated, depending on how the Synods of these two nations proceed.&lt;br /&gt;
===Bishops and Navigators===&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: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;Sarcophan Gifts&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td style=&amp;quot;background-color: LightBlue;&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;28 doses of liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 random herbs and 8 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;50 doses of liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18 random herbs and 12 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;78 doses of liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24 random herbs and 16 crowns&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Bishop of the Navigators has gained an even larger ministry&#039;&#039;&#039;&lt;br /&gt;
One unexpected consequence of the decision to send the [[Bishop of the Navigators]] themselves to spread this mandate in the Delves is that the demand for [[liao]] has increased significantly. As such the Bishop&#039;s ability to [[Bishop_of_the_Navigators#Ministry|donate liao]] to the Cathedral&#039;s work has increased adding an additional ministry specifically dedicated to dealing with the poorer segment of Sarcophan Delves society. They don&#039;t have the kind of wealth their richer neighbours can contribute, but they are no less interested in receiving the &amp;quot;blessings&amp;quot; the Cathedral has to offer and if anything are even more enthusiastic about Ambition and Prosperity.&lt;br /&gt;
&lt;br /&gt;
In addition, every congregation preaching Prosperity or Ambition in [[Tassato]], [[Sarvos]], [[Necropolis]], [[Redoubt]], and [[Karsk]] (thanks to the [[Custodian_of_Ivarsgard_Docks#The_Sarcophan_Mooring|Sarcophan Mooring]]) will receive an additional 18 rings income in the coming season due to visitors from the Sarcophan Delves keen to see what all the excitement is about.&lt;br /&gt;
&lt;br /&gt;
===Participation: Sarcophan Delves===&lt;br /&gt;
If you are a priest character, regardless of whether you have congregation or any [[religious skills]] or own a [[congregation]], you are welcome to roleplay that you have spent time in the Sarcophan Delves preaching about the Doctrine of Enlightenment. The Cathedral of the Navigators amplifies Imperial voices, allowing them to reach many more folk in the city and its environs than they might do alone. &lt;br /&gt;
&lt;br /&gt;
If you are Tabris, Son of Armisael, Bishop of the Navigators, you are encouraged to roleplay that you have given a number of stirring sermons at the Cathedral in the &#039;&#039;Buitenlandsewijk&#039;&#039;, and have been loudly denounced as &amp;quot;hasty&amp;quot;, &amp;quot;ill-considered&amp;quot;, and &amp;quot;questionably Wise&amp;quot; by your opposite number in the Sumaah Republic.&lt;br /&gt;
&lt;br /&gt;
==Sumaah Republic==&lt;br /&gt;
* &#039;&#039;&#039;The Republic do not accept this change of doctrine... for now&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They will encourage those who look to Timoj to retain the Doctrine of Human Destiny&#039;&#039;&#039;&lt;br /&gt;
True to their word, the Sumaah Assemblies have enacted a mandate urging Sumaah missionaries, and those who look to [[Sumaah_Republic#Timoj|Timoj]] for guidance, to both reject the Doctrine of Enlightenment and retain the Doctrine of Human Destiny &amp;quot;&#039;&#039;until such time as this tumultuous change has been weighed, considered, and judged by the virtuous&#039;&#039;.&amp;quot; None save the most incendiary are condemning the change; indeed some priests believe the Doctrine of Enlightenment is almost certainly superior to the Doctrine it replaced because it accepts the idea that virtue can help &#039;&#039;anyone&#039;&#039; achieve their destiny. But the change has been made &amp;quot;too quickly&amp;quot; for many in the conservative Synod of Sumaah. If the Empire were trying to force this change on the Sumaah they would push back much more decisively. As it is they recognise it simply as another difference in the approaches the two Synods take to the world, and the spread of the Way. Indeed, some relish the opportunity to &amp;quot;compete&amp;quot; with the Empire directly - both presenting their view of the  Way and seeing who will be most successful.&lt;br /&gt;
&lt;br /&gt;
The Imperial Synod has stolen a march on the Sumaah, however. They have had a whole season to spread the Doctrine of Enlightenment before Timoj has been able to respond. While the spread of the Doctrine will be slower now, the Empire has a head start that should not be underestimated.&lt;br /&gt;
===Trade in Liao===&lt;br /&gt;
* &#039;&#039;&#039;The Sumaah Synod is discouraging the sale of liao to foreigners&#039;&#039;&#039;&lt;br /&gt;
One development here has been that the Sumaah Synod has also passed a mandate discouraging the sale of liao to outsiders. They have not gone so far as to make it a crime; not yet at any rate. But a &amp;quot;discouragement&amp;quot; from the House of Vigilance, and with only token opposition from the House of Prosperity, has almost as much sway in Sumaah as a change in the law from the House of the People. As such [[fleet|fleets]] visiting the port of Zemeh in the Sumaah Republic will find it much harder to acquire liao. In it&#039;s place, they will find ample supplies of [[Imperial Roseweald|Imperial roseweald]]. Only a fleet with several [[fleet#upgrade|upgrades]] or that is under an [[enchantment]] will be able to acquire liao, and in much smaller quantities than before.&lt;br /&gt;
&lt;br /&gt;
This move is not made out of &amp;quot;fear&amp;quot; of selling liao to the Empire, or spiteful selfishness. Rather, the House recognises that it will need its liao both to for the fight over hearts and minds, and their ongoing battle with the Asavean Archipelago.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Going forwards, we have essentially &amp;quot;flipped&amp;quot; the Sumaah trade outcome so that a fleet will receive doses of roseweald in the same amount they would have liao, and vice versa)&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: grid; grid-template-columns: 1fr 1fr 1fr; gap: 10px; width: 100%;&amp;quot;&amp;gt;&lt;br /&gt;
{{SOPInner|statement=The Doctrine of Enlightenment provides a deeper understanding of the Way of Virtue and its role in giving us the strength, knowledge, and enlightenment to achieve our highest potential. We send Athiel Westernborn of the Cenotaph with 75 liao to urge missionaries and wayfarers to bring this news to the hidden sects of Asavea, no matter the risks.|by=Athiel Westernborn of the Cenotaph, Highborn Assembly|when=Winter Solstice 385YE|vote=Upheld (404-0)}}&lt;br /&gt;
{{SOPInner|statement=The Doctrine of Enlightenment provides a deeper understanding of the Way of Virtue and its role in giving us the strength, knowledge, and enlightenment to achieve our highest potential. We send Sufyan i Zuhri i Erigo with 75 liao to urge missionaries and wayfarers to bring this news to the hidden sects of Asavea, no matter the risks.|by=Derwyn Tendfallen, Assembly of the Way|when=Winter Solstice 385YE|vote=233-10}}&lt;br /&gt;
{{SOPInner|statement=The Doctrine of Enlightenment provides a deeper understanding of the Way of Virtue and its role in giving us the strength, knowledge, and enlightenment to achieve our highest potential. We send Cardinal Aspar with 75 liao to urge missionaries and wayfarers to bring this news to the hidden sects of Asavea, no matter the risks.|by=Melchior of Adina&#039;s Charge, Assembly of the Nine|when=Winter Solstice 385YE|vote=Great Majority (7-1)}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Asavean Archipelago==&lt;br /&gt;
* &#039;&#039;&#039;Asavean is opposing any attempt to spread the Way there, and executing anyone they catch&#039;&#039;&#039;&lt;br /&gt;
The main focus of the missionary zeal of the Imperial Synod, at least during the last three months, has been directed toward the [[Asavean Archipelago]]. Three assemblies upheld mandates, and an impressive amount of liao was contributed by Imperial priests. Missionaries set out westward to bring news of the Doctrine of Enlightenment to the pilgrims of Asavea - and in some cases to make contact for the first time with the sects of the Way that are forced to hide themselves against the jealousy of the Asavean temples. The number of missionaries has been smaller than might have been expected for such significant mandates, because anyone who journeys to Asavea to preach the Way in the current climate is risking arrest, torture, and death at the hands of the Asavean priests.&lt;br /&gt;
&lt;br /&gt;
And die they do. Nearly thirty priests, from all Imperial nations, are captured and executed. The method varies, but the most common is weighting the accused with chains and throwing them into the sea. The Highborn pay the highest price; eight wayfarers are captured and killed by the priests of Asavea in the last three months. There&#039;s neither mercy nor clemency offered. Not only because the Empire and Asavea are at war, not only as vengeance for the [[Mosaic|destruction of Chalonsio]], but because the Asavean priesthood has come to loathe the Way and everything it represents. It is not simply that the Asaveans believe in an entire pantheon of gods that the Way utterly denies the existence of. The deeper truth is that the Doctrine of Enlightenment is a fundamental challenge to the traditions of Asavea. It suggests that people can achieve their highest potential without need for priests or temples, and the Asavean priesthood is built on a foundation of being indispensable to the orderly running of their society. &lt;br /&gt;
&lt;br /&gt;
But the Asavean priesthood is by no means omniscient. Those they execute are caught because while they may have been successful in finding sympathetic ears, or making contact with some of the hidden sects, someone sells them out. Relying on informants in this way is effective but it hardly foolproof. Most of the believers in Asavea are found among the slaves. Most have been inspired by contact with covert Sumaah Republic missionaries, but that doesn&#039;t account for all of the would-be pilgrims. There are clearly multiple strands of the faith in Asavea, tracing their roots back to inspiration and missionaries from years past.&lt;br /&gt;
&lt;br /&gt;
In the north, missionaries encounter sects who honour the Divine Family, familiar to the Empire via the &#039;&#039;Free Folk&#039;&#039;. They are initially cautious, but when they learn the [[On_the_Speaker_for_the_Dead|Speaker for the Dead]] is honoured by the Empire, they become much more enthusiastic to welcome and shelter Imperial missionaries. Others speak of Solkora, a gentle man from across the sea who brought news of the virtues to Nemoria and when the Asavean priests tried to sacrifice him to his gods, transformed into a flock of gulls and escaped to continue to spread the teachings of the Way to any who would listen. The wayfarers who learn of this &amp;quot;thread&amp;quot; of the Way see it as likely connected to the inspiration of [[Saul of the Cora]], a figure the Empire has recently become aware of thanks to the [[Lepidean Librarian]] and the [[liao#true liao|true liao]] vision of &#039;&#039;&#039;Arsenio Sanguineo Rezia di Tassato&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also stranger strands. In the western islands of the satrapies of Chabrette and Coradia, the seven virtues are conflated with Asavean gods and honoured almost in the open not only by slaves but by some Asavean families of minor import, their inspirations hidden behind masks the Nemorians find familiar. The message from the missionaries is that the Way is not the minor, suppressed religion that the Asaveans pretend it is. There are nascent signs of it &#039;&#039;everywhere&#039;&#039; thanks to centuries of work by Imperial and Sumaah missionaries, prepared to risk the wrath of the Plenum and the priesthood, and by merchants with faith from other nations of the Known World.&lt;br /&gt;
&lt;br /&gt;
While it is much more common than initially believed, there are three things it is not. It is not &#039;&#039;accepted&#039;&#039; - the priests and the plenum families suppress the Way wherever they can. Their experiment with the [[Liaison_to_the_Temple_in_Nemoria#The_Temple_of_the_Way_in_Nemoria|Temple of the Seven Virtues]] in Nemoria is seen as an unmitigated disaster, even before the crazy priest pulled the structure down on the foolish people he had lured to their doom with talk of spiritual mysteries. It is not &#039;&#039;unified&#039;&#039; - the sects are underground and the same tactics that help them hide from the jealous priesthood mean they are also hidden from each other. And it is not &#039;&#039;orthodox&#039;&#039; - all save those sects directly influenced by the Summah are riddled with peculiar beliefs that border on heresy or blasphemy, likely because after the initial inspiration the believers of Asavea have been left to find their own Way.&lt;br /&gt;
===The Marilen Rebellion===&lt;br /&gt;
* &#039;&#039;&#039;An active sect has been operating in the open in northern Asavea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Stories of the leader of the sect, now dead, have spread an inspirational message of active resistance across the Archipelago&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A judgement of recognition could help grant the Imperial Synod additional influence in Asavea&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A wayfarer named Enoch is returning from Asavea to share what he has discovered about this person&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They are expected to reach Anvil around 17.00 on Saturday and wish to speak to Athiel Westernborn&#039;&#039;&#039;&lt;br /&gt;
The Asaveans, arguably, are right to fear the Way. In a society bound by tradition, stratified with the nobility at the top and the slaves at the bottom, virtues such as Courage, Ambition, and Prosperity are anathema to the plenum, while Wisdom challenges the blind acceptance of the teachings of the priests. Loyalty and Pride in their purest senses undermine the idea that individuals must subsume themselves to their families and their government. Vigilance opposes falsehood, and demands the truth, and Asavean society is riddled with deception and lies.&lt;br /&gt;
&lt;br /&gt;
The danger posed by the Way has been demonstrated to the Asaveans in the last year or so by a sect of pilgrims who refused to hide in the shadows. By choosing to act in the open, they&#039;ve allowed the hidden sects to begin to realise they are not alone. They were apparently involved in the assassination of the Tarquinius family of the Plenum, they launched an effective attack against the remaining priests of the God of Slavers in Nemoria, and they were instrumental in the slave revolt in Maracoss. This last, at least, is familiar to Imperial missionaries. In Winter 385YE, &#039;&#039;&#039;Adón i Martán i Erigo&#039;&#039;&#039; helped create an opportunity for ships from [[the Brass Coast]] to help in the [[385YE_Winter_Solstice_interlude#The_Calatropos_Coast_Evacuation|evacuation]] of slaves who took part in a rebellion against the satrapy and the Plenum.&lt;br /&gt;
&lt;br /&gt;
While the Empire may only have been peripherally aware of these events, they&#039;ve shaken Asavean society. The &amp;quot;civil war&amp;quot; of a few years ago, where Imperial soldiers fought on both sides, was an attempt by northern satrapies to throw off the yoke of the Plenum. A purely political move. Here, though, there is a full-blooded rebellion enlisting hundreds of slaves - and not just slaves - clearly inspired by the Way. It&#039;s no wonder the Plenum has cracked down on the faithful in Asavea. They cannot afford for these rebellious sentiments to spread.&lt;br /&gt;
&lt;br /&gt;
The rebellion apparently began when Asavean priests of the Way emancipated mine slaves and led them to victory, driving away the defenders of the territory. A retaliatory force sent to crush them was shocked by their organisation and drive. None of the slaves were recaptured, and they apparently managed to kill the hated satrap in the process of escaping. The leaders of the rebellion apparently laid down their lives to secure victory - stories are not clear - but one name is mentioned several times. &#039;&#039;&#039;Alberto Acciai&#039;&#039;&#039;. If the stories are believed, this young man could apparently inspire folk to fight with a few words and the touch of his hands. He apparently brought together a group of other Wayists, and lead them in their attacks against the Nemorians. His name is spreading in Asavea, attached to the idea of &#039;&#039;taking action&#039;&#039;, of no longer hiding but of having the Courage to stand up and &#039;&#039;do something&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This represents an opportunity for the Empire. Alberto Acciai is a genuine home-grown inspiration to the pilgrims of Asavea. If he were [[recognition|recognised]] by the Imperial Synod, he might prove a valuable gateway toward building connections between the scattered sects, and Imperial missionaries. Yet the Imperial Synod are not the only priests of the Way with an interest in Asavea; the Sumaah have been working to foster sects in the south for nearly a century. If they were also to recognise of Alberto Acciai, it would likewise improve their own ability to guide and influence Asavean sects. Should &#039;&#039;both&#039;&#039; nations recognise Alberto, then the potential for bringing the strands of the faith together in Asavea would be much greater - but would bring with it the risk of disagreement between orthodox sects influenced by Sumaah and more progressive sects influenced by the Empire.&lt;br /&gt;
&lt;br /&gt;
One of the Highborn wayfarers, a man named &#039;&#039;Enoch&#039;&#039;, who has been working to spread the Way in northern Asavea is returning to the Empire to specifically discuss what he has found out about Alberto Acciai, and the potential for him to serve as an inspiration to the people of Asavea. He&#039;s expected to arrive at five in the evening on Saturday, and has specifically asked to speak to &#039;&#039;&#039;Athiel Westernborn&#039;&#039;&#039; at a location that will be provided via private communication.&lt;br /&gt;
&lt;br /&gt;
===Ongoing Efforts===&lt;br /&gt;
* &#039;&#039;&#039;Spreading the Doctrine of Enlightenment is only the first step&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Imperial missionaries and wayfarers will continue to travel to Asavea, inspired by the mandates passed at the Winter Solstice&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Asavea is potentially on the brink of civil war and the Imperial Synod may need to think carefully about the consequences of trying to push it over the edge&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Aseavens are likely to fight back and the Plenum is already openly discussing sending more aid to their Grendel allies&#039;&#039;&#039;&lt;br /&gt;
Asavea is old, powerful, and corrupt. The Synod has spread news of the Doctrine of Enlightenment, and in the process has discovered the existence of people already eager to hear the message of the Way. There are still years of work ahead, but the possibility is there that Asavea might be transformed by the Imperial Synod, or their counterparts in Sumaah, or even the two working together. What a new Asavea, inspired by the Way, might look like is impossible to predict. Nor is the Plenum and the wicked Asavean priesthood likely to loosen its grip on its nation without a fight. The Synod could be starting along a path toward igniting a decade or more of bloody conflict without any certainty that at the end of it the Asavean archipelago would be any more likely to welcome them than they are now.&lt;br /&gt;
&lt;br /&gt;
What&#039;s certain is that continued meddling in Asavea will likely crash any hopes anyone might have of peace with the western nation. A nation wounded by the destruction of Chalonsio teeters on the brink of open anarchy. The missionaries already sent have been seen as just another move in the ongoing war between the two nations, but if they continue to try and influence the Asaveans the Plenum will be forced to take even more precipitous action. They are going to try and fight back and not with missionaries.&lt;br /&gt;
&lt;br /&gt;
While it can&#039;t be denied that Asavea is the power it once was, it is still powerful. The distances are simply too great for them to send a navy to attack the Empire, but they have already demonstrated that they can interfere very effectively by sending warships to Imperial waters. In light of the missionaries being sent to &amp;quot;undermine Asavea and the rule of the gods&amp;quot;, the Plenum is openly discussing the possibility of sending more aid to the Grendel. At present some diplomatic spat involving a group of Asaveans who were killed in the conflict is giving them some pause for thought, but once that is resolved, there is the very real risk that they will respond to more missionaries coming to their shores by increasing the aid they are sending to the Grendel.&lt;br /&gt;
&lt;br /&gt;
Of course the Empire could also use that to their advantage. An honestly brokered deal with the Asaveans to end all missionary work from the Empire might be enough to persuade them to pull back their support and withdraw their warships.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not clear what the next step is. Eyes are on the Imperial Synod, especially the Assembly of the Way and the General Assembly, who will need to think carefully about how to proceed. A very large number of lives hang in the balance.&lt;br /&gt;
&lt;br /&gt;
===Participation: Asavean Archipelago===&lt;br /&gt;
If you are a priest character, regardless of whether you have congregation or any [[religious skills]] or own a [[congregation]], you are welcome to roleplay that you have spent time in Asavea preaching about the Way. Stories are likely to include being hunted by members of the Asavean priesthood, discussion of gods and how they are the real virtues, and discussions of faith.&lt;br /&gt;
&lt;br /&gt;
If you are &#039;&#039;&#039;Athiel Westernborn of the Cenotaph&#039;&#039;&#039;, &#039;&#039;&#039;Sufyan i Zuhri i Erigo&#039;&#039;&#039;, or &#039;&#039;&#039;Cardinal Aspar&#039;&#039;&#039; then - if you roleplay having gone to Asavea - your stories will likely also include tales of organising missionaries, being specifically targeted by informants, and being welcomed with something approaching reverent awe.&lt;br /&gt;
&lt;br /&gt;
{{SOP|statement=The Dawnish celebrate with Pride all of the Freefolk who after a courageous journey out of the claws of slavery decided to join our nation. Their honesty, hard work, and dedication to seek to understand us has inspired us. We call upon all the Houses to set generous challenges to any and all Freefolk filled with the Ambition to ask for a Test of Mettle. Let us share in Love and Glory with them, and let this joyous achievement be a great inspiration for Prosperity across Dawn.|by=Lady Laundine of House duLac,Dawn Assembly|vote=Greater Majority 414-0|when=Winter Solstice 385YE}}&lt;br /&gt;
&lt;br /&gt;
==Free Folk and Proffered Hand==&lt;br /&gt;
* &#039;&#039;&#039;The Free Folk have settled in Dawn, and become Imperial citizens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They have offered support to the House of the Proffered Hand&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They&#039;d like to support a Highborn position as well, and ask the National Assembly to tell them who they should aid&#039;&#039;&#039;&lt;br /&gt;
While the Synod considers, there is news of a success story. The Free Folk, the former slaves liberated from Maracoss at the end of the civil war there, have finally chosen to become Imperial citizens. After the Winter Solstice, almost the entire community approached the Dawnish egregores and asked to be welcomed as yeofolk. They are drawn especially to the inspiration of the paragon Richilde, the ambitious pursuit of glory, and the wisdom of &#039;&#039;&#039;Lady Eleanor Novarion&#039;&#039;&#039;, the [[Lady of the Proffered Hand]], the many priests who discussed their belief in the Divine Family and helped the Empire to accept their approach to the Way, and to &#039;&#039;&#039;Jared&#039;&#039;&#039; of the Suns of Couros, and &#039;&#039;&#039;Friar John&#039;&#039;&#039; of the Marches, who helped see the Speaker for the Dead recognised as an exemplar. In time, the Free Folk priests are confident the other members of the family will likewise be seen as the inspirations they are, but that will be a glorious task for the future.&lt;br /&gt;
&lt;br /&gt;
The grand pilgrimage of the Free Folk is over, but a new piglrimage is beginning. The community has settled naer [[Astolat#Caer_Faucon|Caer Faucon]] in [[Astolat#Coombe|Coombe]], establishing a village there. A number of the more martially minded Free Folk have already signed up to join the Dawnish armies, intending to secure farmland for their community through their service. Others have chosen to gird themselves as [[knight-errant|knights-errant]], travelling the Empire looking for opportunities to prove their glory and in time petition for entry to noble houses. They don&#039;t seek to establish a house of their own - not yet at least. Their avowed intention is to become truly Dawnish before they consider whether they should seek to declare an [[earl]] of their own. The words of &#039;&#039;&#039;Laundine duLac&#039;&#039;&#039;, and the support of the Dawnish Assembly, have proved especially welcome. A small group of knights-errant have already started following the [[Dog_days_are_over#The_Grand_Tour|Grand Tour]], and what they lack in battlefield prowess they more than make up for in enthusiasm.&lt;br /&gt;
&lt;br /&gt;
The establishment of a bustling village, and the influx of yeofolk to Caer Faucon, has seen a small but appreciable improvement to the [[Lady_of_the_Proffered_Hand#House_of_the_Proffered_Hand|House of the Proffered Hand]]. Several Free Folk priests are keen to donate their time and the liao they receive as leaders of congregations to the Lady, increasing the [[Lady_of_the_Proffered_Hand#A_Portion_of_Liao|portion of liao]] the title receives by 3 more doses each season. They&#039;re committed to helping the work of the House, speaking with refugees from Asavea in particular, but prepared to share their journey to become part of the Empire and increase their understanding of the Way with any who seek to follow their path.&lt;br /&gt;
&lt;br /&gt;
They also express their appreciation to the Highborn, who not only opened the doors of their seminaries to the Free Folk but established scholarships to help them learn liao ceremonies and better understand the virtues, the paragons and exemplars, and the Way. They don&#039;t have much, but they want to repay the kindness of the Highborn if they will accept it. After a great deal of thought they&#039;ve asked the Highborn assembly for guidance; they&#039;re prepared to donate a potion of the liao they raise to whichever Highborn title the National assembly indicates. With a suitably worded [[statement of principle]] the assembly can pick a national position that will receive a donation of 2 liao each season from the grateful Free Folk. It&#039;s little enough in the great scheme of things, but the Free Folk feel it is the least they can do for their friends in Highguard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; For the moment it&#039;s not possible to play a Free Folk character in Dawn, but our plan is to provide some additional briefing to make that a possibility at a point in the future where we are in a position to do so.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The Doctrines of the Faith]]&lt;br /&gt;
* [[Part of this together]] - 385YE Winter wind of fortune detailing the response to the change of doctrine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;And so Inga Tarn laughed, but not unkindly, and said to the little girl: Strength isn&#039;t about how big you are. It&#039;s true that some of it comes from your body, but more of it comes from your spirit. A strong spirit makes even the smallest hero strong enough to lift a mountain!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There was an appreciative nod from the huddled congregation. Dinah liked the next bit, the story of how the little Navarr girl would lift Inga Tarn&#039;s hammer. A little miracle, albeit a mundane one. It was her favourite part of the story. She shared a glance with Metella who&#039;d heard the story half a dozen times already. Before she could continue, though, there came a sudden pounding at the door.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Open up! Open in the name of the Red Goddess!&amp;quot; The Nemorians had found them. A ripple of fear ran through the tiny congregation. Matella took charge immediately, her face grim. She spoke fast, a little faster than Dinah could easily follow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Quickly, get down into the cellar. The tunnel there will get you to the sewer and from there to the sea. We all knew this day would go. Be calm, be brave, and go.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The door was already splintering. The Nemorians hadn&#039;t bothered to wait, weren&#039;t interested in giving their prey time to get away. Even as the frightened believers clambered down the ladder, Dinah knew there wouldn&#039;t be time to replace the barrel that hid the secret door. Matella moved decisively, tipping the crockery cabinet over to partially block the door. The sound of wood cracking increased; someone was taking a crowbar to one of the window shutters.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You to,&amp;quot; said Matella. Her friend had her face set, her spear ready. Dinah realised she was planning to stay and fight. There was no way she&#039;d hold off the guards for more than a few moments, but those moments might be enough to let the others get far enough ahead of the soldiers they&#039;d never catch up to them. She turned, paused, made up her mind. She took a firm grip on her staff and stepped up next to Matella.&lt;br /&gt;
&lt;br /&gt;
The older woman shook her head, as the door started to give way.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don&#039;t need to do this,&amp;quot; she said. &amp;quot;They need you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You don&#039;t need to do this either,&amp;quot; replied Dinah gently, ignoring the fear in her breast. &amp;quot;They need you too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The shouting intensified, at door and window. The crockery cabinet jerked forward, shattering pots falling all around.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have to, &amp;quot; said Matella. &amp;quot;These are my people.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dinah smiled a little sadly, put a hand on her friend&#039;s arm for just a moment, willing her to understand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They&#039;re my people, too,&amp;quot; she said quietly. &amp;quot;And so are you, and I won&#039;t let you do this alone.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And then there was no more time for talk.&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Into_the_spin&amp;diff=111389</id>
		<title>Into the spin</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Into_the_spin&amp;diff=111389"/>
		<updated>2024-06-07T21:28:55Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Assignment and Allocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Alright, alright. I understand what you&#039;re saying, I really do.&amp;quot; Sandstone Verruk, was shaking her head as she spoke. &amp;quot;I know you want people to understand what assignment means, what it means that you&#039;ve &#039;liberated&#039; them from the Grendel but I think the problem is that &#039;&#039;you&#039;&#039; don&#039;t actually know what that means.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Verruk was one of the original Sannite sept, one of the gladiators from Beoraidh arena. She&#039;d become an unofficial spokesperson for the people of Rathmonna. She&#039;d grown up in the vicinity, and while they were suspicious of her they were prepared to speak to her more frankly, and more openly, than they were the other soldiers of the Winter Sun.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;ve beaten the Grendel and now these people are free to become Imperial citizens. What don&#039;t I understand?&amp;quot; Yantl spoke a little more hotly than he intended. Getting his emotions under control took a little effort, and he hid it by sipping her hot spiced tea. It was very good. He suspected Eft would enjoy it as well and made a mental note to pick some up to take home with him. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sure, we know that. But the Grendel aren&#039;t the Druj. These people don&#039;t live in fear, they&#039;re not slaves - most of them. As long as they pay their taxes, and keep up their levvy, they just... get on with stuff. You think Beoraidh cares about a shithole like Rathmonna? You think the Brine Turtles even knew this place existed before they arrived here with thousands of Imperial warriors on their arses? As long as the money keeps coming in, and the &#039;Jaws have a good crop of drakes each year, they just...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Sannite gestured vaguely. She shrugged.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All this talk of liberation is just... it&#039;s so many words,&amp;quot; she tried again. &amp;quot;What the people here in Rathmonna want to know is what kind of taxes we&#039;re going to impose. Whether their young folk are going to be conscripted into your armies, and what sort of recompense they&#039;ll get if they do end up fighting for us. What kind of stupid laws and regulations we&#039;re going to impose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stupid laws...&amp;quot; Yantl sputtered his tea.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look, I&#039;m just telling you what people are saying. The Winter Sun had orders to break the chains and liberate the Sannites - and don&#039;t think those of us who were slaves aren&#039;t grateful for that. But these folk? There&#039;s no chains here. I know you imagine that the day the Winter Sun came here and liberated Rathmonna was the most important day in these people&#039;s lives, but for most of them it was... just another day. They don&#039;t see any difference between the Empire and the Grendel, and it&#039;s going to take a lot more than a few rousing words to get them to see that difference. Assuming there is any, of course.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The last was spoken quietly, almost as if it was for Verruk alone. Yantl frowned and looked askance at his friend; he knew she&#039;d been angered by some of the foolish comments from other soldiers during the early months of the invasion but he thought they&#039;d moved past it. The Sannite&#039;s face was unreadable. She gazed off into the middle distance, sipping her spiced tea.&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=Mareave Map.png|caption=There are three primary factions in Mareave; the Empire in the north, Beoraidh in the west, and the Brine Turtles in the south.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The most recent season of war saw Imperial forces victorious in [[Mareave]]. Their conquest of [[Mareave#Clisearn|Clisearn]] has turned the tide in the eastern Grendel territory. It is now the business of the [[Imperial Senate]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to one of the Imperial nations. Recent victories in territories as diverse as [[Skarsind]], [[Holberg]], [[Segura]], and the [[Mournwold]] have been reasonably straightforward; these were territories that had been Imperial in the past and where numbers of Imperial citizens lived.&lt;br /&gt;
&lt;br /&gt;
Mareave, however, is more like [[Ossium]] and [[the Barrens]] - territories that have never been part of the Empire before. The Barrens had long had a Dawnish presence, but the citizens of [[The_Barrens#Dawnguard|Dawnguard]] were far from the majority. When Ossium was conquered there were &#039;&#039;no&#039;&#039; Imperial citizens and the territory had no history of ever being Varushkan. While Varushkans have settled there since then it took a year or more of careful work by politicians and priests to settle many of the issues.&lt;br /&gt;
&lt;br /&gt;
Mareave represents a similar level of challenge. The territory has &#039;&#039;no&#039;&#039; Imperial citizens and few humans. The Grendel and the orcs of the Broken SHore are at best highly suspicious of Imperial invaders. The climate and geography themselves are unwelcoming; arid and dry. Yet at the same time the territory contains hidden wealth - the mines in the eastern mountains and hills burst with precious metal and the port-city of [[Mareave#Beoraidh|Beoraidh]] apparently welcomes traders from across the known world. Whichever nation embraces Mareave will have its work cut out to ensure that the territory, in turn, embraces them back.&lt;br /&gt;
&lt;br /&gt;
==Assignment and Allocation==&lt;br /&gt;
* &#039;&#039;&#039;The Civil Service will raise a motion of allocation during the Saturday evening senate session&#039;&#039;&#039;&lt;br /&gt;
To assist with the assignment the Civil Service has asked the Speaker for the Senate to raise an administrative motion during the Saturday evening session. Any senator can then make the case for the territory to be assigned to their nation. Once the debate is concluded, the Speaker will invite Senate to vote on which of the options presented they wish to support. If the Senate does &#039;&#039;not&#039;&#039; want to assign the territory at this time, they may vote for &amp;quot;no nation.&amp;quot; If this happens, the Civil Service will raise the administrative motion again at the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
Regardless of the outcome, there will be no Senatorial election at the summit where the territory is assigned. It takes time to arrange a senatorial election. The senatorial election will be arranged for the summit &#039;&#039;after&#039;&#039; the assignment is concluded. This delay will not impede the ability to perform rituals effecting Mareave from the [[Regio#The_Imperial_Regio|Imperial regio]]. At the point the territory became eligible to appoint a Senator, the metaphysical rules governing the regio at Anvil make it possible to affect the territory even though it has not yet been assigned. &lt;br /&gt;
&lt;br /&gt;
Regardless of whether they assign the territory or not, the Senate may choose to [[Powers_of_the_Imperial_Senate#Allocation|allocate]] the [[Mareave#Fundindelve|Fundindelve]] [[mithril]] mine. As with the [[Chilled_to_the_bone#The_Crawling_Depths|Crawling Depths]], if they allocate the mine as a national position without assigning the territory, they would need to choose an Imperial nation to take temporary custody of it. This does not tie the hands of the Senate however. Once the territory were assigned, the mine would automatically become the legal responsibility of whichever nation takes control of Mareave. If the mithril mine is allocated during the Spring Equinox, it will be avaiable for appointment at the Summer Solstice for a single season before falling into the usual pattern of Autumn appointment alongside the other mithril resources.&lt;br /&gt;
&lt;br /&gt;
It is worth remembering that neither assignment nor allocation are [[Senate_motion#Constitutional_Vote|constitutional motions]]. They do not require ratification - although [[the Throne]] could use their [[the Throne#Power of Veto|veto as normal]] - and it would be a matter for the General Assembly if the Synod [[veto]] was sought.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&amp;lt;/big&amp;gt;&#039;&#039;&#039;Expectation Management&#039;&#039;&#039;&amp;lt;p&amp;gt;When it comes to assigning Mareave - or any new territory - there are no wrong answers, and no best answer. &#039;&#039;Any&#039;&#039; nation who is assigned this territory is going to face challenges. The nature of those challenges, and the [[opportunity|opportunities]] that will accompany them, will be influenced by who the territory is assigned to. Integrating a new territory into the Empire will usually take a great deal of time and involve significant challenges. Every territory is different and the challenges will be different each time. The outcome is never guaranteed but we aim to make those challenges as much fun as possible for people who want to engage with them and to be potentially achievable regardless of which nation takes on the challemge.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Dealing with the orcs who live in Mareave is one of the challenges that must be addressed here. Even if a peaceful accomodation is made with them, that doesn&#039;t mean they will want to become &#039;&#039;part&#039;&#039; of any Imperial nation. At present, the bulk of the people of Mareave have no interest in joining &#039;&#039;any&#039;&#039; Imperial nation and no desire to move anywhere else.&amp;lt;/p&amp;gt;&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Fine Art of Assignment==&lt;br /&gt;
* &#039;&#039;&#039;The Senate has free choice as to who to assign the territory to&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Whichever Imperial nation is assigned control of Mareave will face challenges in bringing the territory entirely into the Empire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has a free choice as to which nation to assign Mareave to; it could be assigned to &#039;&#039;any&#039;&#039; of the ten nations of the Empire. &lt;br /&gt;
&lt;br /&gt;
In particular it&#039;s important to recognise that the territory need not be contiguous with the nation it is assigned to. At the moment the territories of most nations adjoin each other, but this is largely an accident of history and geography. There is no reason that Imperial citizens may not find homes in any territory. The [[Navarr]] and [[the League]] already demonstrate how a modern Imperial nation can maintain and develop territories scattered widely across the Empire.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also not relevant which nations&#039; armies were involved in conquering the territory. The Military Council is an Imperial body that makes strategic decisions based on the many different threats facing the Empire. That the Brass Coast armies have been busy fighting on the western side of the Bay of Catazar, or that the [[Golden Axe]] [[Between_stone_and_salt|was at the forefront]] of the initial conquest are not legally significant.&lt;br /&gt;
&lt;br /&gt;
==Challenges==&lt;br /&gt;
* &#039;&#039;&#039;Four primary challenges have been identified by the Civil Service after their initial, limited, assessment of the territory&#039;&#039;&#039;&lt;br /&gt;
The civil service has had limited amount of time to codify the precise challenges that will be faced by whichever Imperial nation takes control of Mareave. They&#039;ve barely started their assessment, and what little they have been able to nail down has been done with the aid of the [[military unit|captains]] supporting the Mareave [[spy network]], and the soldiers of the Imperial armies who have been fighting in the territory. It&#039;s likely some territories will find certain challenges easier to address than others, but all of them will need to be overcome if Mareave is to become a strong part of the Empire.&lt;br /&gt;
===Grendel Opposition===&lt;br /&gt;
* &#039;&#039;&#039;Mareave contains a mithril mine and is considered by the Grendel to be part of the Broken Shore&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Further hostility from the Grendel is inevitable&#039;&#039;&#039;&lt;br /&gt;
As the historians of the [[Historical_research#The_Department_of_Historical_Research|Department of Historical Research]] laid out in &#039;&#039;[[Mareave and Urizen]]&#039;&#039;, the Grendel have [[Mareave_and_Urizen#Imperial_Records|dominated Mareave]] since the time of [[Emperor Nicovar]]. The [[Mareave#Fundindelve|Fundindelve]] is a major source of [[mithril]], and the Grendel Salt Lords seem to value mithril over everything save perhaps [[weirwood]]. Like Kalliact before him, former Salt Lord Ehsan&#039;s place on the ruling council of the Grendel was contingent on control of the mithril mine - which is now reasonably firmly in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
Even leaving aside the fact that three regions of the territory remain at least notionally in the hands of the Grendel, it is &#039;&#039;very&#039;&#039; unlikely that the Grendel plan to give up on Mareave without a fight. Unlike [[Spiral]], which they have been understandably cautious about invading despite developments in [[Spiral#Apulian|Apulian]], they are certain to attempt to reclaim the territory. Even if it can be held in the short-term, Mareave will form a frontier with the Grendel in the same way Spiral once did. Indeed, there is some news beginning to filter into Imperial lands that there is not one but &#039;&#039;two&#039;&#039; Grendel-held territories adjacent to southern Mareave underlining the need for the Imperial Military Council to give careful thought to how the territory might best be protected.&lt;br /&gt;
&lt;br /&gt;
===Orc Inhabitants===&lt;br /&gt;
* &#039;&#039;&#039;Most of the people here are orcs with no connection to, or interest in joining, any Imperial nation&#039;&#039;&#039;&lt;br /&gt;
There are humans in Mareave, but apart from a handful of former Imperial slaves, none of them seem to have any real connection to the Imperial nations. Some of the free humans may once have originated in [[the Brass Coast]], [[Highguard]], [[Urizen]], [[Skoura]], or [[the League]], but they no longer feel any association with those nations. They also don&#039;t really have their own settlements, being mixed in with the orc population where they appear. Most live as mercenaries, fighting for the Grendel in return for coin and a smidgen of prestige.&lt;br /&gt;
&lt;br /&gt;
The vast majority of the people in Mareave are orcs. They can be very roughly divided into three broad categories. Those in the north - in [[Mareave#Icarion|Icarion]], [[Mareave#Nadir|Nadir]], [[Mareave#Eoradal|Eoradal]] and perhaps [[Mareave#Sinfoyard|Sinfoyard]] are smaller, independent septs or communities of Broken Shore orcs. Subjects of the Grendel, many of them lived as slaves before being liberated by Imperial armies - especially the [[Winter Sun]] - during the invasion. It would be a mistake to assume these orcs welcome the Empire&#039;s soldiers. For the most part though they aren&#039;t especially organised - they represent loose communities of hunters, subsistence farmers, miners, and prospectors.&lt;br /&gt;
&lt;br /&gt;
The Grendel proper - the sophisicated, wealthy orcs who rule Attar and the Broken Shore - still control [[Mareave#Beoraidh_2|Beoraidh]] and its prosperous port-city, and once occupied wealthy estates in [[Mareave#Clisearn|Clisearn]]. Those who haven&#039;t been killed fighting the Empire have retreated either to [[Mareave#Beoraidh|the city]] of former-Salt-Lord Ehsan, or fled south to seek sanctuary among the Brine Turtles, or their neighbours in [[Bay_of_Catazar#Ayereed|Ayereed]] or whatever Grendel lands lie to the south-east of the territory.&lt;br /&gt;
&lt;br /&gt;
Finally there are the Brine Turtles - the organised, powerful sept of orcs who make up the majority of one of the orc armies that shares their name. They control the region of [[Mareave#Fleisardh|Fleisardh]] and while they aren&#039;t &#039;&#039;especially&#039;&#039; fond of Ehsan or his fellows they also have no love at all for the Empire. It&#039;s also notable that if the Empire intends to continue to conquer the Broken Shore, they will need to either enlist the aid of the Brine Turtles or conquer their homeland on the southern borders of the territory.&lt;br /&gt;
&lt;br /&gt;
None of these orcs are follows of [[the Way]]; many of them recongise the so-called [[Grendel_religion#Virtues|Grendel virtues]] to one degree or another. Many more honour their ancestors, especially [[Grendel_religion#Rucraic_-_The_Storm_Lord|Ruicraic the Storm Lord]]. The Empire would underestimate the influence this legendary reaver and pirate has over the orcs of Mareave at its peril.&lt;br /&gt;
&lt;br /&gt;
Some of these orcs have already joined the [[Sannite]] sept of the Imperial Orcs. It&#039;s possible that more will do so in the coming months, among the smaller northern septs. A few will seek a fresh start in Skarsind, and some will want to stay in the land they know well. The prospect of trekking all the way to an alpine wilderness in the north is hardly appealing to people familiar with the heat of Mareave. However most of the orcs here have no interest in becoming Imperial Orcs, any more than they have an interest in becoming Urizen, Dawnish, or Winterfolk.&lt;br /&gt;
&lt;br /&gt;
Whatever else happens, the nation that is assigned control of Mareave will need to address the challenge of the people who already live here.&lt;br /&gt;
&lt;br /&gt;
===Dry land and Economics===&lt;br /&gt;
* &#039;&#039;&#039;Much of Mareave is arid, with little access to fresh water which has limited agriculture here&#039;&#039;&#039;&lt;br /&gt;
Mareave experiences a similar climate to parts of the Brass Coast. The southern regions - especially Fleisardh and Clisearn - are similar to [[Kahraman]] or [[Segura]]. Dry, parched grasslands. The northern regions - Icarion, Nadir, Eoradal, and Sinfoyard - are much drier and more desolate than any Freeborn land. The scattered settlements are usually centered around a well that provides life-giving water, and is used to irrigate farms of hardy root vegetables. Individual communities guard their water jealously, but the wealthier groups may trade small amounts to each other in the same way an Imperial town might trade its surplus goods.&lt;br /&gt;
&lt;br /&gt;
Clisearn, Fleisardh, and Beoraidh by contrast are relatively fertile, with a similar pattern of farms to those found in Segura or Feroz. Unfortunately two of these three regions are still in barbarian hands. Supporting Imperial citizens here will be a challenge without access to the food raised in these regions - although as the Urizen have proved with the assistance of the Marchers, that doesn&#039;t mean it would be impossible.&lt;br /&gt;
&lt;br /&gt;
Regardless of which nation the territory is assigned to, it won&#039;t increase the ability of that nation to support an army. Getting the territory to the point where it might do so will require a lot of work to establish an Imperial population capable of supporting a new army - assuming it&#039;s ever possible. Whichever nation claims the territory will need to develop sources of food if they are to exploit the valuable natural resources of Mareave and establish an Imperial presence.&lt;br /&gt;
&lt;br /&gt;
===Far Frontier===&lt;br /&gt;
* &#039;&#039;&#039;Mareave has only tenuous geographical connection to the rest of the Empire&#039;&#039;&#039;&lt;br /&gt;
The final immediate challenge is that the territory lies far from the centre of the Empire. By land it is easily accessible only via the [[Spiral#The_Passes|Apulian Way]], through [[Spiral]]. As long as the region of [[Spiral#Apulus|Apulus]] is in Imperial hands that isn&#039;t a major problem; but anyone wanting to trade with Mareave or immigrate to the territory by land will need to brave the threat of the {{Black Plateau}} for several days. It&#039;s possible to reach the territory by sea, of course, but the only easily accessible harbour here is in the city of Beoraidh. The rest of the coast is high and rocky, similar to [[Necropolis#Sanctuary_Sand|Sanctuary Sands]] in Necropolis, or the high bluffs of [[Redoubt#Tomari|Tomari]] and [[Redoubt#Optarion|Optarion]]. &lt;br /&gt;
&lt;br /&gt;
This isolation creates particular challenges from a strategic point of view because armies suffer when they spend too much time in Spiral. It&#039;s likely that significant [[fortification|fortifications]] will be needed to secure the borders. Such construction brings to mind the other obvious problem for building in Mareave - any wains of white granite or weirwood will need to be imported, and the expense of doing so via Spiral will likely impact any [[commission]] in the territory.&lt;br /&gt;
&lt;br /&gt;
Establishing a way to import and export people and goods will be an issue that any Imperial nation will need to address.&lt;br /&gt;
&lt;br /&gt;
==The Former Salt Lord==&lt;br /&gt;
* &#039;&#039;&#039;Ehsan, formerly Salt Lord of Beoraidh, has approached Imperial forces with an offer of neutrality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A delegation is planning to visit Anvil during the summit&#039;&#039;&#039;&lt;br /&gt;
One thing the Empire has already noticed is that the people here are &#039;&#039;very&#039;&#039; political in nature. There&#039;s already been signs of deep divides between the various orc factions and with the rest of the Grendel. Imperial heroes have already dabbled in the [[Between_stone_and_salt#Politics_of_Mareave_(Battle)|politics of Mareave]], and shortly before the Spring Equinox there is a [[Sea-wood_fed_with_copper#Warp_and_Weft|further development]] involving the former-Salt-Lord ruler of Beoraidh, Ehsan.&lt;br /&gt;
&lt;br /&gt;
While the people of Beoraidh are not prepared to surrender to the Empire or &amp;quot;betray their ancestors in the manner of the former Salt Lord of Apulus&amp;quot;, they are still apparently very angry indeed with their fellow Grendel. Ehsan has sent emissaries to the armies, indicating that if the Empire will recognise him and his people as foreigners, then he is prepared to withdraw all forces under his control to Beoraidh and Sinfoyard. He and those who look to him for leadership will cease all hostilities, looking to the defence of their city and lands against possible reprisals from his former peers. They won&#039;t contest Imperial control of Mareave, and will be neutral to &#039;&#039;both&#039;&#039; sides in the conquest of the Broken Shore. &lt;br /&gt;
&lt;br /&gt;
In addition to offering interesting military intelligence that might allow the Empire to neutralise the threat of the Brine Turtles, Ehsan has issued an edict freeing the handful of slaves remaining in Beoraidh and Sinfoyard. Their statements offer some insight into a matter that has apparently been a growing problem for some time; slaves have been increasingly hard to procure and prices have spiralled as a result. While a few salt lords have clung to old practices, the smart ones, like Ehsan, have switched to employing folk to do the work. Ehsan is completely sanguine about this fact, they and their fellow salt lords don&#039;t see this as a moral issue, just a simple matter of profit and loss. &lt;br /&gt;
&lt;br /&gt;
If the Senate does recognise the orcs of Beoraidh and Sinfoyard as foreigners, which they can do with a single Senate motion, then Ehsan says there will be ample opportunity to discuss trade treaties once the fighting in Mareave is done. They&#039;re also prepared to offer sanctuary to any Broken Shore orcs who did not wish to become subjects of the Empire - which might avoid further bloodshed.&lt;br /&gt;
&lt;br /&gt;
It would also be possible to recognise the Broken Shore orcs in the northern regions as foreigners at the same time, with the same motion. This would be the first step towards establishing peaceful contact with the minor septs of Icarion, Nadir, and [[Mareave#Eoradal|Eoradal]]. It would prevent the Imperial armies attacking these orcs - but it wouldn&#039;t impede their ability or the ability of Imperial citizens to defend themselves if they were attacked. &lt;br /&gt;
&lt;br /&gt;
In theory, depending on the outcome of any engagement with the Brine Turtles during the Spring Equinox, it would be possible to simply declare &#039;&#039;all&#039;&#039; the orcs of Mareave to be foreigners with the same provisos. Those prepared ([[Promising_light#Formal_Title|in the words of the Emperor]]) to accept the offer of friendship may be able to find a way to live alongside the Empire in peace, while those who choose to reject that offer and continue to fight will be met with blade, bow and shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Declaring any faction of Mareave to be foreigners will make it a crime for any general to issue orders to attack them or their homes. If Ehsan and his people are recognised as foreigners, it will be a crime to attack Beoraidh or Sinfoyard. If the Brine Turtle are recognised as foreigners it will be a crime to attack Fleisardh with armies, unless the Brine Turtle have surrendered the region.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Mareave]]&lt;br /&gt;
* [[Sea-wood fed with copper]] - 386YE Spring Wind of War relating the initial conquest of Mareave&lt;br /&gt;
* [[Between stone and salt]] - 385YE Winter Wind of War detailing the initial invasion of Mareave&lt;br /&gt;
* [[Powers_of_the_Imperial_Senate#Assignment|Assignment]] - details the Senate power of assignment&lt;br /&gt;
* [[Powers_of_the_Imperial_Senate#Allocation|Allocation]] details the Senate power of allocation&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mareave&amp;diff=110989</id>
		<title>Mareave</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mareave&amp;diff=110989"/>
		<updated>2024-05-30T19:28:37Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Recent History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Mareave is part of the Broken Shore, controlled by the Grendel, and ruled over by Salt Lord Ehsan. It borders [[Spiral]], Ayereed and an unknown territory of Skoura. It has much more in common with the coast of Spiral and Redoubt than that of Attar; there are comparatively few natural harbours here, and the coastline is both rocky and raised into steep cliffs. Like the rest of the Broken Shore, it is warm and dry with little in the way of large-scale vegetation.&lt;br /&gt;
&lt;br /&gt;
The main settlement is the town of Beoraidh; which also serves as the only substantial port in the territory, and the location of Salt Lord Ehsan&#039;s Palace of Chains.&lt;br /&gt;
==Recent History==&lt;br /&gt;
At some point in the distant past, the territory of Mareave was known as &#039;&#039;Mahal&#039;&#039;, named by the human settlers who drove out the [[orc|orcs]] that had previously lived there. These were not members of any Imperial nation; they were the ancestors of the [[Skoura|Skouran]] people. There is [[Mareave and Urizen|some evidence]] of a handful of [[Urizen]] [[spire|spires]] in the north but no indication the territory was ever made part of that nation even in pre-Imperial times. Eventually, the orcs reconquered the land and drove them into the mountains to the east. Much of this history can be found in the &#039;&#039;[[Mareave and Urizen]]&#039;&#039; [[historical research]] document published in late 385YE.&lt;br /&gt;
&lt;br /&gt;
The territory has long been the seat of one of the Salt Lords - the rulers of [[Grendel]] society, who ruled from the city of [[#Beoraidh|Beoraidh]], itself built on the ruins of a much older city. The armies that [[Spiral#Recent_History|invaded Spiral]] in 331YE came north through Mareave, through the [[Spiral#The_Passes|Apulian Gate]] that is the only reliable way to move large numbers of troops between the Broken Shore and the Empire.&lt;br /&gt;
&lt;br /&gt;
In 381YE, the [[Imperial Senate]] took advantage of an [[opportunity]] to [[Map_the_Bay_of_Catazaar|send Imperial captains]] to [[Talking_sailor#Map_the_Bay|map the Bay of Catazar]]. Thanks to the [[How_sweet_is_the_sea#Mapping_the_Bay|enthusiasm of the Empire&#039;s mariners]], the first reliable modern map of the [[Bay of Catazar]] was produced. This included details of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Attar and the Broken Shore]] - including a [[Bay_of_Catazar#Mareave|first look]] at the coast of Mareave. This was later followed by a [[Construct_Spy_Network_in_Mareave|more extensive survey]] in 385YE.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the map led to a raid against the city of Beoraidh following the Winter Solstice 382YE. An incredible number of Imperial [[fleet|ships]] and [[military unit|soldiers]] launched a [[383YE_Spring_Equinox_winds_of_war#Mission|surprise attack]] against the city, inflicting significant damage and liberating a large number of both slaves and soldiers who had been press-ganged by the Grendel. These orcs would form the foundation of the [[Sannite]] sept of the [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
After the Autumn Equinox 385YE, and the end of the [[Ratify treaty with the Grendel Autumn 383YE|two year peace treaty]] with the orcs of the Broken Shore, four [[Imperial army|Imperial armies]] passed through the Apulian Way to launch the first serious attempt to [[Between_stone_and_salt|conquer the territory of Mareave]]. They faced only token resistance, with the bulk of the Grendel forces being [[A beacon of smoke|engaged in their own attack]] on the other side of the Bay. The four armies conquered [[#Icarion|Icarion]] and [[#Nadir|Nadir]], and following a [[Between_stone_and_salt#Politics_of_Mareave_(Battle)|major conjunction of the Sentinel Gate]] during the Winter Solstice, they secured their hold on [[#Eoradal|Eoradal]] as well. &lt;br /&gt;
&lt;br /&gt;
The Grendel responded by reinforcing the (somewhat disorganised) defence mounted by Salt Lord Ehsan and the Brine Turtles, but it was not enough. Imperial armies pushed south, [[Sea-wood fed with copper|capturing the wealthy region]] of [[#Clisearn|Clisearn]] and the mines of [[#Fundindelve|Fundindelve]]. By the start of the new year 386YE, the Empire had control of the territory - although that control was by no means secure. Shortly before the Spring Equinox, the (former) Salt Lord of Beoraidh sent a [[Sea-wood_fed_with_copper#Warp_and_Weft|delegation]] to speak to the leaders of the Imperial armies with a number of unexpected offers contingent upon the Imperial Senate recognising him and his people as foreigners distinct from the rest of the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Beoraidh===&lt;br /&gt;
The port of Beoraidh is the only major coastal settlement in Mareave. Built on a relatively accessible part of the shoreline, the town appears to be in danger of being washed away. Much work has been done to rebuild the town in the years since the raid, though clearly, most resources have gone towards the shipyard that commands the docks.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
In northern Clisearn, deep in the mountains near to the Ohwinn river, is a large village built around a large opening cut deep into one of the mountains. This is Fundindelve; a mine with ready access to abundant veins of mithril that lie beneath Mount Finnoderi. &lt;br /&gt;
&lt;br /&gt;
Estimates suggest the mine provides 22 wains of mithril each season&lt;br /&gt;
&lt;br /&gt;
===Palace of Chains===&lt;br /&gt;
To the south-east of the town of Beoraidh the Palace of Chains squats over the river; controlling access between the north and south of the territory. A series of watchtowers run eastwards, into the mountains. The inner buildings of the fortification are used by Salt Lord Ehsan; with marble walls that have high windows that open to allow a breeze. The city is effectively protected by a fortification of strength 6,000.&lt;br /&gt;
&lt;br /&gt;
===The Apulian Way===&lt;br /&gt;
The Apulian Way links Icarion with Apulus in Spiral. This &amp;quot;pass&amp;quot; runs through the foothill, along the coast of the Bay of Catazar, and was widened during the peace treaty to allow Grendel caravans carrying white granite into the Spiral from the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
===The Lighthouse of Icarion===&lt;br /&gt;
The cliff-top buildings were originally built in the Urizen style, but are inhabited and have been converted for use by the Grendel. The settlement&#039;s most striking feature is the seven-sided lighthouse constructed with white granite, topped by a globe of tempest jade. There is no light shining from the globe - the lightstone is either lost or unused by the orcs of the settlement.&lt;br /&gt;
&lt;br /&gt;
===Blood River Colossi===&lt;br /&gt;
Two giant statues stand on the coast facing the sea, each about fifty feet tall. The weathered statues depict humanoid figures with human faces and the remnants of what might have once been a spear of a staff. They flank a waterfall that cascades into the Bay of Catazar with dark red-brown polluted water. The rising water level is eroding the left foot of the northern statue, putting it at risk of falling to the sea. Despite their condition, the statues remain an impressive sight.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Icarion===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills &amp;lt;br&amp;gt;&lt;br /&gt;
The hills of [[Spiral#Apulus|Apulus]] extend down into Icarion and dominate the region. Icarion, like Nadir to the east, is sparsely populated - beyond a handful of mining settlements there are a few small camps making full use of the neglected ruins of the [[Mareave_and_Urizen#Before_the_Empire|former spires]] of Urizen. The mining settlements deliver wagons of iron and copper, along with crates of orichalcum green iron down to the town of Aghnayadh in Sinfoyard. On the coast stands the ruins of the [[#Urizen lighthouse|lighthouse]].&lt;br /&gt;
&lt;br /&gt;
===Nadir===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills &amp;lt;br&amp;gt;&lt;br /&gt;
Much like [[#Icarion|Icarion]] the hills of Spiral continue into Nadir. The region is even less populated than Icarion to the west; there is only one village of note, Rathmonna, nestled in a lee near the mountains of [[Mountains_of_the_Moon#Borenj|Borenj]]. Rathmonna has low walls, nothing close to a [[fortification]], but serves well enough to protect the inhabitants from the packs of [[Mundane_beasts#Drakes|drakes]] that infest the area but that provide an industry for the high risk and high reward profession of hunter. The high mountains to the north and east are impassable; there is no access to either the Mountains of the Moon nor Skoura from Nadir.&lt;br /&gt;
&lt;br /&gt;
===Eoradal===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Hills, Ruins &amp;lt;br&amp;gt;&lt;br /&gt;
Eoradal is a region of gentle foothills that slowly rise the further eastwards; the great mountains that are the border to Skoura continue southwards and dominate the horizon. There are ruins here in a style reminiscent of the [[Mountains_of_the_Moon#Zanaeti_Tunnels_and_the_Skouran_Embassy|Skouran embassy]] in the Mountains of the Moon - clearly they are all that remains of the [[Skoura|Skourans]] that held the region hundreds of years ago. The ruins are clustered around the border to Skoura and lead deeper into the mountains.&lt;br /&gt;
&lt;br /&gt;
===Sinfoyard===&lt;br /&gt;
The coastline of Sinfoyard is rocky which abruptly leads to steep cliffs that stand tall against the waves of the [[Bay of Catazar]]. The region is barren, even more so than the rest of the territory, but is heavily populated due to the salt mine worked by the many slaves of Salt Lord Ehsan. Near to the salt mines is the sprawling town of Aghnayadh; home to warehouses filled with ore from the northern regions and destined for further south, and with accommodation for those poor souls that work the salt mines. &lt;br /&gt;
&lt;br /&gt;
===Beoraidh===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal &amp;lt;br&amp;gt;&lt;br /&gt;
Beoraidh is the most densely populated of all the regions in Mareave. It houses the town that shares its [[#Beoraidh|name]] with the region, the [[fortification|fortified]] [[#Palace of Chains|Palace of Chains]] that straddles the &#039;&#039;Ohwinn&#039;&#039; river before it meets the sea, and the [[shipyard]] to the south of the port. The walled headquarters and warehouses of the North Mareave Trading Consortium are located slightly to the north of the port.&lt;br /&gt;
&lt;br /&gt;
===Clisearn===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills &amp;lt;br&amp;gt;&lt;br /&gt;
The hills of Clisearn are similar to those found in [[#Eoradal|Eoradal]]; low foothills that lead into the imposing mountains to the east. The key difference is the sheer amount of wealth found in this region. The family of Salt Lord Ehsan reside here in extensive villas, rather than in the Palace of Chains or the dilapidated port town of Beoraidh. The &#039;&#039;Ohwinn&#039;&#039; river starts in the hills, not far from the Fundindelve where rather than being worked by slaves is instead entirely staffed by paid workers who have the kind of housing and amenities that would make a Tassatan bridgewright envious. There is a small garrison of [[Elite_Grendel_troops#The_Stone_Born|Stone Born]] who guard both the mine and the villas of Ehsan.&lt;br /&gt;
&lt;br /&gt;
===Fleisardh===&lt;br /&gt;
Fleisardh is the home of the Brine Turtles, one of the [[Grendel_look_and_feel#Broken_Shores_Septs|major septs]] of the Broken Shore and the core of the army of the same name. Their town of Fioroult is built next to the lake that feeds the &amp;quot;&#039;&#039;blood river&#039;&#039;&amp;quot; and is sprawling and dangerous. The Brine Turtles maintain a very public town watch but the town is large enough and filled with enough ramshackle dwellings that there are three times as many snickets as there are clear roads and every one of them is potentially deadly. There is a small and close-knit group of &amp;quot;&#039;&#039;alleywalkers&#039;&#039;&amp;quot; who serve a similar function to the [[Thief-taker|thief-takers]] of the Imperial Orcs. The [[#Blood_River_Colossi|Blood River Colossi]] stand as sentinels looking out over the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the end of the Spring Equinox 386YE, the Grendel control Beoraidh, Fleisardh, and Sinfoyard. The Empire controls the rest of the territory.&lt;br /&gt;
* [[#Palace of Chains|The Palace of Chains]] is a rank two [[fortification]] in Beoraidh&lt;br /&gt;
[[Category:Grendel]][[Category:Gazetteer]][[Category:Imperial_Territory]]&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sea-wood fed with copper]] - 386YE Spring Wind of War about the conquest of Mareave&lt;br /&gt;
* [[Between stone and salt]] - 385YE Winter Wind of War concerning the invasion of Mareave&lt;br /&gt;
* [[Mareave and Urizen]] - Historical research document concerning history of Mareave from an Imperial perspective&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mareave&amp;diff=110988</id>
		<title>Mareave</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mareave&amp;diff=110988"/>
		<updated>2024-05-30T19:28:12Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Recent History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float: left; max-width: 400px; margin-right: 10px;&amp;quot;&amp;gt;{{HoverImage|Mareave.png|400x400px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Mareave is part of the Broken Shore, controlled by the Grendel, and ruled over by Salt Lord Ehsan. It borders [[Spiral]], Ayereed and an unknown territory of Skoura. It has much more in common with the coast of Spiral and Redoubt than that of Attar; there are comparatively few natural harbours here, and the coastline is both rocky and raised into steep cliffs. Like the rest of the Broken Shore, it is warm and dry with little in the way of large-scale vegetation.&lt;br /&gt;
&lt;br /&gt;
The main settlement is the town of Beoraidh; which also serves as the only substantial port in the territory, and the location of Salt Lord Ehsan&#039;s Palace of Chains.&lt;br /&gt;
==Recent History==&lt;br /&gt;
At some point in the distant past, the territory of Mareave was known as &#039;&#039;Mahal&#039;&#039;, named by the human settlers who drove out the [[orc|orcs]] that had previously lived there. These were not members of any Imperial nation; they were the ancestors of the [[Skoura|Skouran]] people. There is [[Mareave and Urizen|some evidence]] of a handful of [[Urizen]] [[spire|spires]] in the north but no indication the territory was ever made part of that nation even in pre-Imperial times. Eventually, the orcs reconquered the land and drove them into the mountains to the east. Much of this history can be found in the &#039;&#039;[[Mareave and Urizen]]&#039;&#039; [[historical research]] document published in late 385YE.&lt;br /&gt;
&lt;br /&gt;
The territory has long been the seat of one of the Salt Lords - the rulers of [[Grendel]] society, who ruled from the city of [[#Beoraidh|Beoraidh]], itself built on the ruins of a much older city. The armies that [[Spiral#Recent_History|invaded Spiral]] in 331YE came north through Mareave, through the [[Spiral#The_Passes|Apulian Gate]] that is the only reliable way to move large numbers of troops between the Broken Shore and the Empire.&lt;br /&gt;
&lt;br /&gt;
In 381YE, the [[Imperial Senate]] took advantage of an [[opportunity]] to [[Map_the_Bay_of_Catazaar|send Imperial captains]] to [[Talking_sailor#Map_the_Bay|map the Bay of Catazar]]. Thanks to the [[How_sweet_is_the_sea#Mapping_the_Bay|enthusiasm of the Empire&#039;s mariners]], the first reliable modern map of the [[Bay of Catazar]] was produced. This included details of [[Bay_of_Catazar#The_Broken_Shore_and_Attar|Attar and the Broken Shore]] - including a [[Bay_of_Catazar#Mareave|first look]] at the coast of Mareave. This was later followed by a [[Construct_Spy_Network_in_Mareave|more extensive survey]] in 385YE.&lt;br /&gt;
&lt;br /&gt;
Ultimately, the map lead to a raid against the city of Beoraidh following the Winter Solstice 382YE. An incredible number of Imperial [[fleet|ships]] and [[military unit|soldiers]] launched a [[383YE_Spring_Equinox_winds_of_war#Mission|surprise attack]] against the city, inflicting significant damage and liberating a large number of both slaves and soldiers who had been press-ganged by the Grendel. These orcs would form the foundation of the [[Sannite]] sept of the [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
After the Autumn Equinox 385YE, and the end of the [[Ratify treaty with the Grendel Autumn 383YE|two year peace treaty]] with the orcs of the Broken Shore, four [[Imperial army|Imperial armies]] passed through the Apulian Way to launch the first serious attempt to [[Between_stone_and_salt|conquer the territory of Mareave]]. They faced only token resistance, with the bulk of the Grendel forces being [[A beacon of smoke|engaged in their own attack]] on the other side of the Bay. The four armies conquered [[#Icarion|Icarion]] and [[#Nadir|Nadir]], and following a [[Between_stone_and_salt#Politics_of_Mareave_(Battle)|major conjunction of the Sentinel Gate]] during the Winter Solstice, they secured their hold on [[#Eoradal|Eoradal]] as well. &lt;br /&gt;
&lt;br /&gt;
The Grendel responded by reinforcing the (somewhat disorganised) defence mounted by Salt Lord Ehsan and the Brine Turtles, but it was not enough. Imperial armies pushed south, [[Sea-wood fed with copper|capturing the wealthy region]] of [[#Clisearn|Clisearn]] and the mines of [[#Fundindelve|Fundindelve]]. By the start of the new year 386YE, the Empire had control of the territory - although that control was by no means secure. Shortly before the Spring Equinox, the (former) Salt Lord of Beoraidh sent a [[Sea-wood_fed_with_copper#Warp_and_Weft|delegation]] to speak to the leaders of the Imperial armies with a number of unexpected offers contingent upon the Imperial Senate recognising him and his people as foreigners distinct from the rest of the Grendel.&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Beoraidh===&lt;br /&gt;
The port of Beoraidh is the only major coastal settlement in Mareave. Built on a relatively accessible part of the shoreline, the town appears to be in danger of being washed away. Much work has been done to rebuild the town in the years since the raid, though clearly, most resources have gone towards the shipyard that commands the docks.&lt;br /&gt;
&lt;br /&gt;
===Fundindelve===&lt;br /&gt;
In northern Clisearn, deep in the mountains near to the Ohwinn river, is a large village built around a large opening cut deep into one of the mountains. This is Fundindelve; a mine with ready access to abundant veins of mithril that lie beneath Mount Finnoderi. &lt;br /&gt;
&lt;br /&gt;
Estimates suggest the mine provides 22 wains of mithril each season&lt;br /&gt;
&lt;br /&gt;
===Palace of Chains===&lt;br /&gt;
To the south-east of the town of Beoraidh the Palace of Chains squats over the river; controlling access between the north and south of the territory. A series of watchtowers run eastwards, into the mountains. The inner buildings of the fortification are used by Salt Lord Ehsan; with marble walls that have high windows that open to allow a breeze. The city is effectively protected by a fortification of strength 6,000.&lt;br /&gt;
&lt;br /&gt;
===The Apulian Way===&lt;br /&gt;
The Apulian Way links Icarion with Apulus in Spiral. This &amp;quot;pass&amp;quot; runs through the foothill, along the coast of the Bay of Catazar, and was widened during the peace treaty to allow Grendel caravans carrying white granite into the Spiral from the Broken Shore.&lt;br /&gt;
&lt;br /&gt;
===The Lighthouse of Icarion===&lt;br /&gt;
The cliff-top buildings were originally built in the Urizen style, but are inhabited and have been converted for use by the Grendel. The settlement&#039;s most striking feature is the seven-sided lighthouse constructed with white granite, topped by a globe of tempest jade. There is no light shining from the globe - the lightstone is either lost or unused by the orcs of the settlement.&lt;br /&gt;
&lt;br /&gt;
===Blood River Colossi===&lt;br /&gt;
Two giant statues stand on the coast facing the sea, each about fifty feet tall. The weathered statues depict humanoid figures with human faces and the remnants of what might have once been a spear of a staff. They flank a waterfall that cascades into the Bay of Catazar with dark red-brown polluted water. The rising water level is eroding the left foot of the northern statue, putting it at risk of falling to the sea. Despite their condition, the statues remain an impressive sight.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Icarion===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills &amp;lt;br&amp;gt;&lt;br /&gt;
The hills of [[Spiral#Apulus|Apulus]] extend down into Icarion and dominate the region. Icarion, like Nadir to the east, is sparsely populated - beyond a handful of mining settlements there are a few small camps making full use of the neglected ruins of the [[Mareave_and_Urizen#Before_the_Empire|former spires]] of Urizen. The mining settlements deliver wagons of iron and copper, along with crates of orichalcum green iron down to the town of Aghnayadh in Sinfoyard. On the coast stands the ruins of the [[#Urizen lighthouse|lighthouse]].&lt;br /&gt;
&lt;br /&gt;
===Nadir===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills &amp;lt;br&amp;gt;&lt;br /&gt;
Much like [[#Icarion|Icarion]] the hills of Spiral continue into Nadir. The region is even less populated than Icarion to the west; there is only one village of note, Rathmonna, nestled in a lee near the mountains of [[Mountains_of_the_Moon#Borenj|Borenj]]. Rathmonna has low walls, nothing close to a [[fortification]], but serves well enough to protect the inhabitants from the packs of [[Mundane_beasts#Drakes|drakes]] that infest the area but that provide an industry for the high risk and high reward profession of hunter. The high mountains to the north and east are impassable; there is no access to either the Mountains of the Moon nor Skoura from Nadir.&lt;br /&gt;
&lt;br /&gt;
===Eoradal===&lt;br /&gt;
&#039;&#039;&#039;Qualities:&#039;&#039;&#039; Hills, Ruins &amp;lt;br&amp;gt;&lt;br /&gt;
Eoradal is a region of gentle foothills that slowly rise the further eastwards; the great mountains that are the border to Skoura continue southwards and dominate the horizon. There are ruins here in a style reminiscent of the [[Mountains_of_the_Moon#Zanaeti_Tunnels_and_the_Skouran_Embassy|Skouran embassy]] in the Mountains of the Moon - clearly they are all that remains of the [[Skoura|Skourans]] that held the region hundreds of years ago. The ruins are clustered around the border to Skoura and lead deeper into the mountains.&lt;br /&gt;
&lt;br /&gt;
===Sinfoyard===&lt;br /&gt;
The coastline of Sinfoyard is rocky which abruptly leads to steep cliffs that stand tall against the waves of the [[Bay of Catazar]]. The region is barren, even more so than the rest of the territory, but is heavily populated due to the salt mine worked by the many slaves of Salt Lord Ehsan. Near to the salt mines is the sprawling town of Aghnayadh; home to warehouses filled with ore from the northern regions and destined for further south, and with accommodation for those poor souls that work the salt mines. &lt;br /&gt;
&lt;br /&gt;
===Beoraidh===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal &amp;lt;br&amp;gt;&lt;br /&gt;
Beoraidh is the most densely populated of all the regions in Mareave. It houses the town that shares its [[#Beoraidh|name]] with the region, the [[fortification|fortified]] [[#Palace of Chains|Palace of Chains]] that straddles the &#039;&#039;Ohwinn&#039;&#039; river before it meets the sea, and the [[shipyard]] to the south of the port. The walled headquarters and warehouses of the North Mareave Trading Consortium are located slightly to the north of the port.&lt;br /&gt;
&lt;br /&gt;
===Clisearn===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills &amp;lt;br&amp;gt;&lt;br /&gt;
The hills of Clisearn are similar to those found in [[#Eoradal|Eoradal]]; low foothills that lead into the imposing mountains to the east. The key difference is the sheer amount of wealth found in this region. The family of Salt Lord Ehsan reside here in extensive villas, rather than in the Palace of Chains or the dilapidated port town of Beoraidh. The &#039;&#039;Ohwinn&#039;&#039; river starts in the hills, not far from the Fundindelve where rather than being worked by slaves is instead entirely staffed by paid workers who have the kind of housing and amenities that would make a Tassatan bridgewright envious. There is a small garrison of [[Elite_Grendel_troops#The_Stone_Born|Stone Born]] who guard both the mine and the villas of Ehsan.&lt;br /&gt;
&lt;br /&gt;
===Fleisardh===&lt;br /&gt;
Fleisardh is the home of the Brine Turtles, one of the [[Grendel_look_and_feel#Broken_Shores_Septs|major septs]] of the Broken Shore and the core of the army of the same name. Their town of Fioroult is built next to the lake that feeds the &amp;quot;&#039;&#039;blood river&#039;&#039;&amp;quot; and is sprawling and dangerous. The Brine Turtles maintain a very public town watch but the town is large enough and filled with enough ramshackle dwellings that there are three times as many snickets as there are clear roads and every one of them is potentially deadly. There is a small and close-knit group of &amp;quot;&#039;&#039;alleywalkers&#039;&#039;&amp;quot; who serve a similar function to the [[Thief-taker|thief-takers]] of the Imperial Orcs. The [[#Blood_River_Colossi|Blood River Colossi]] stand as sentinels looking out over the Bay of Catazar.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the end of the Spring Equinox 386YE, the Grendel control Beoraidh, Fleisardh, and Sinfoyard. The Empire controls the rest of the territory.&lt;br /&gt;
* [[#Palace of Chains|The Palace of Chains]] is a rank two [[fortification]] in Beoraidh&lt;br /&gt;
[[Category:Grendel]][[Category:Gazetteer]][[Category:Imperial_Territory]]&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Sea-wood fed with copper]] - 386YE Spring Wind of War about the conquest of Mareave&lt;br /&gt;
* [[Between stone and salt]] - 385YE Winter Wind of War concerning the invasion of Mareave&lt;br /&gt;
* [[Mareave and Urizen]] - Historical research document concerning history of Mareave from an Imperial perspective&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Spring_Equinox_winds_of_fortune&amp;diff=110892</id>
		<title>386YE Spring Equinox winds of fortune</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=386YE_Spring_Equinox_winds_of_fortune&amp;diff=110892"/>
		<updated>2024-05-29T10:58:09Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* New Port, Old Wine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:386YE Spring]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Torches and smoke.jpg|align=left|caption=Anvil, a sea of tent, sprawls across the fields around the Forge and the Senate building.|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the past three months, events have taken place which are of significance to the Empire and may require a response from her champions. These are the winds of fortune, counterparts to the [[386YE_Spring_Equinox_winds_of_war|Winds of War]] which detail the Empire&#039;s military campaigns. They lay out situations, and usually include things that characters can do to take advantage of [[opportunity|opportunities]] or to resolve problems. In almost every case, they start with a piece of flavour text. This fiction helps introduce the wind of fortune, or draws out a particular theme or element. Often, it represents a viewpoint that one or more NPCs might have in-character. In all cases, these pieces are intended to help create an atmosphere and provide a little entertainment. Where they contain opinions, those are the opinions of the fictional people depicted - and where they contain information or rumours the assumption is that the reader will create their own context for that information or gossip if they want to use it in character. &lt;br /&gt;
&lt;br /&gt;
The body of the wind of fortune describes situations and lays out ways players can engage with them. Except where we explicitly talk about something being &amp;quot;rumoured&amp;quot; or use a phrase like &amp;quot;some might say...&amp;quot; the details of a wind of fortune are factual. They represent briefing material presented by the civil service or similar authoritative sources and represents something the average educated citizen would acknowledge as a reliable truth. Unless we specify otherwise, we&#039;re also being as thorough as possible. This information doesn&#039;t need further checking in-character. It&#039;s not opinion, and we&#039;re not trying to trick you.&lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of Fortune is to maintain the illusion of the Empire as a living, breathing place where things happen - and to make players aware of things their characters could know based on what their roleplaying says they have been doing for the past three months. It&#039;s perfectly acceptable to turn up to Empire having read only a few Winds of Fortune that directly interest your character; part of the fun on the field can come from learning about situations and opportunities in other parts of the game.&lt;br /&gt;
&lt;br /&gt;
In each case, we&#039;ve tried to tag the Winds of Fortune entry with the nations, or political bodies, to which it is most relevant. We&#039;ve done this to help people who are interested only in events that are especially relevant to them. In no way are these tags intended to be exhaustive; the Empire is a complex place and very little happens in isolation.&lt;br /&gt;
__TOC__&lt;br /&gt;
==Winds of Fortune==&lt;br /&gt;
===Promising Light===&lt;br /&gt;
* &#039;&#039;&#039;Imperial citizens, National Assemblies&#039;&#039;&#039;&lt;br /&gt;
[[The Throne]] has the unique power to [[The_Throne#Address_the_Empire|address the Empire]], to communicate with every Imperial citizen. The first such address, the inaugural address traditionally made immediately after their [[A Crown in Winter|coronation]], is seen as setting the tenor for their reign and has a particular impact on the people of the Empire. Especially as it is usually accompanied by the [[A_Sparrow_in_Spring#A_New_Era|festivities]] that surround the ascension of a new Throne. In this case, the Empress has sent out a powerful call for unity, but also laid out a vision of Imperial destiny that many find particularly appealing - especially given it coincides with an Empire-wide party. &lt;br /&gt;
&lt;br /&gt;
You can learn about the address, and the festivities that accompany it, in the &#039;&#039;&#039;[[Promising light]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
===New Port, Old Wine===&lt;br /&gt;
* &#039;&#039;&#039;The Marches, especially Bregas, Imperial Senate, the Throne&#039;&#039;&#039;&lt;br /&gt;
The overwhelming majority of [[Bregasland|Bregas]] are delighted that the [[Jotun]] have been banished from the territory - although you&#039;d probably not know it just by looking at them. The [[Despise_treachery#Homecoming_Queen|pretender Mathilda Fisher]] is no more, and her body has been sent away to rest with whatever honour the orcs are prepared to offer. Yet there&#039;s still people in the western fenland with a grudge against the Empire... but [[Promising light|Empress Vesna&#039;s inaugural address]] reaches out to them just as much as it does to any other Imperial citizens.&lt;br /&gt;
&lt;br /&gt;
You can learn about the situation in Bregasland, and the impact both of the address and other recent actions, in the &#039;&#039;&#039;[[New port, old wine]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Three Pillars===&lt;br /&gt;
* &#039;&#039;&#039;Urizen and the League, especially those from Spiral, Imperial Senate&#039;&#039;&#039;&lt;br /&gt;
There is open rebellion in [[Spiral]] among those [[Urizen]] who struggle with the decision to [[A_question_of_loyalty|allocate the territory]] to [[the League]]. Keen to avoid the rebellion spreading, the Empire has made concerted efforts to meet the rebels demands where possible. The [[Promising light|words of the Empress]] have come at an opportune moment, just as the [[Imperial Senate]] were wrestling with a way to satisfy the demands of one of the Urizeni factions.&lt;br /&gt;
&lt;br /&gt;
You can learn about the situation with the Urizeni rebels, and the opportunity to reach an understanding with at least one of them, in the &#039;&#039;&#039;[[The three pillars]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
There are a number of other events and situations which are noteworthy, but which for whatever reason have not led to a full Wind of Fortune in their own right.&lt;br /&gt;
&lt;br /&gt;
==Trade Summary==&lt;br /&gt;
TBC&lt;br /&gt;
==Mandates==&lt;br /&gt;
* &#039;&#039;&#039;You can find details of the mandates, along with the rest of the Synod judgements, [[385YE_Winter_Solstice_Synod_judgements#Mandate|here]].&#039;&#039;&#039;&lt;br /&gt;
A number of [[mandate|mandates]] were successfully upheld in the Imperial Synod last season. As long as the named priest provided sufficient liao, those mandates have been [[Mandate#Implementing_a_Mandate|automatically enacted]].&lt;br /&gt;
&lt;br /&gt;
==Winter Conjunctions==&lt;br /&gt;
* &#039;&#039;&#039;Last event there were a number of conjunctions of the Sentinel Gate; their known outcomes are listed here&#039;&#039;&#039;&lt;br /&gt;
During the Winter Solstice, there were a number of [[Sentinel_Gate#Conjunctions|conjunctions]] of the [[Sentinel Gate]] identified by the Imperial prognosticators. In each case a band of Imperial heroes used that conjunction to travel to a location far from Anvil and intervene in an ongoing situation. These are the known outcomes of those conjunctions. In the case of battles, it is important to remember that the [[Military Council]] can only make use of &#039;&#039;two&#039;&#039; of the major conjunctions each summit, choosing which to take advantage of during the Muster. &lt;br /&gt;
===Major Conjunctions===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
===Normal Conjunctions===&lt;br /&gt;
TBC&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gates_of_Holmauer_Park&amp;diff=109366</id>
		<title>Gates of Holmauer Park</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gates_of_Holmauer_Park&amp;diff=109366"/>
		<updated>2024-04-17T18:40:24Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Crimson Retapers’ Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The League]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=HolmauerPark Revised.jpg|width=600|caption=Holmaeur Park has been remade into something even more beautiful in spite of the efforts of the Hag Queen.|align=left}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Holmauer Great Park, wrecked in Summer 383 through curses by agents of the Hag Queen, has experienced a renaissance in more recent times. Rather than seek to cleanse the park of the effects, its new darker, grim nature has been embraced by the citizens of Holberg - after all, no other city of the League boasts a genuine cursed park. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
As a result, the Park has numerous new or transformed attractions including the Pavilion on Looking Glass Lake, the Blood Orchard, &amp;lt;!--Kleist’s Winter Gardens,--&amp;gt;Holberg’s Melodious Cascade, as well as the Marcher Memorial Orchard and the Imperial Menagerie.&lt;br /&gt;
&lt;br /&gt;
To provide security to the Park&#039;s visitors, the eight entrance gates have been strengthened through the use of mithril, with the necessary work being commissioned in Autumn 385YE. The small payment required to enter supports a dedicated garrison supplemented with local magicians and priests. Additionally, thanks to the steady influx of visitors to the many attractions within the park, every business in the territory benefits - providing 36 rings to those businesses each season. &lt;br /&gt;
&lt;br /&gt;
==The Gates==&lt;br /&gt;
Originally paid for and named by the legendary League patron, Lorenzo “La Volpe” Macelliao von Temeschwar of the Bloody Butchers, each of the eight gates has been newly augmented with finely-wrought mithril bars and inlays, worked into designs and emblems representative of their new patrons.&lt;br /&gt;
&lt;br /&gt;
===Kleist’s Gate===&lt;br /&gt;
This gate leads directly from Carta Notturno Way through to Kleist’s Winter Gardens. Wrought in mithril and black enamel is the Kleist family emblem of two bears with mining hammers with one bear on each gate, protecting each other back-to-back.&lt;br /&gt;
&lt;br /&gt;
===Apulian Accession Gate===&lt;br /&gt;
This gate leads from the north-east into the Sculpture Garden. The gate has twisting wave-like mithril bars emanating out from the five interlinked rings at the apex of the gate. Lettering circling the rings reads “From far-flung shores across stormy seas you have come home”.&lt;br /&gt;
&lt;br /&gt;
===Summer Crow Gate===&lt;br /&gt;
This gate leads from the east through to a path overlooking the Imperial Menagerie. The new gate’s emblem - a crow backed with a blazing sun - commemorates the substantial efforts of Caerwyn Summer Crow, the former Senator for Holberg, towards the original work of designing and building Holmauer Park. &lt;br /&gt;
&lt;br /&gt;
===Lorenzo’s Gate of Pride===&lt;br /&gt;
This gate leads from the south-east into the Marcher Apple Grove. Mithril reinforcement has been added to this gate, preserving its original design by the Bloody Butcher; the added metal frieze depicts the event of Lorenzo’s death as a dramaturgically tragic event on the Night of the Reaper.&lt;br /&gt;
&lt;br /&gt;
===Beatrix Amalia Gate===&lt;br /&gt;
This gate leads into the Park from Compagnia di Rossi Avenue. Especially beautiful in the evening sun, the delicate design belies the strength of the wrought mithril. With [[Rhyv]] at the centre, the skilled artist has somehow crafted bandages of filigree, ornamented with the occasional scalpel and other surgical instruments, and drawn together into a single elegant whole.&lt;br /&gt;
&lt;br /&gt;
===Adelaars Gate===&lt;br /&gt;
This gate leads into the Park from the south towards the Blood Orchard. The Adelaarsgilde eagle flanked by flames of Ambition is wrought into the mithril bars. Set into the surrounding stones is the epigraph: “Witless virtue leads astray. Virtuous wit reaps Night and Day!” The exclamation mark takes the form of a peacock feather, representing the pride of the Adelaarsgilde children. &lt;br /&gt;
&lt;br /&gt;
===Crimson Reapers’ Gate===&lt;br /&gt;
This gate leads into the Park from the outermost western edge of the Park, leading to the Blood Orchard. The trademark skull and roses motif of the Crimson Reapers amidst the gate’s bars has been carved seemingly out of a single block of mithril, sealing the gate shut; but when opened an ingenious ‘crack’ appears in the skull, as if it has been cleaved in twain.&lt;br /&gt;
&lt;br /&gt;
===Reckoners’ Gate===&lt;br /&gt;
This gate leads to the wintery [[Director_of_Holberg%27s_Melodious_Cascade#The_Melodious_Cascade|Melodious Cascade]], across the River of Blood. The eerie eye of The Withering Gaze glares in garnet from this gate&#039;s crest, commemorating the cartel of Reckoners who collected contrition and compensation from those who were responsible for the harrowing of Holmauer Park and Sarvos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Original text by Roz &amp;amp; Simon--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sermersuaq&amp;diff=109245</id>
		<title>Sermersuaq</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Sermersuaq&amp;diff=109245"/>
		<updated>2024-04-15T10:23:06Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Recent History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofSermersuaq.png|caption=Rich forests, cold lakes and windswept tundra feed the people of Wintermark|title=Regions of Sermersuaq|align=left|width=600}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Sermersuaq is the ancestral home of the [[Suaq]] people, taking its name from the legendary figure of the same name. The forests and tundra of this territory are rich with animal life that sustains the Winterfolk, ranging from great furred beasts to small game and hunting birds. The northern waters are home to seals and penguins, and full of fish and whales. As one travels further north, the land becomes colder and colder until a traveller comes to transient ice floes that mark the farthest extent of the land claimed by the Winterfolk. This fertile territory is under constant threat from both the [[Thule]] and the [[Jotun]] whose hunting parties also seek to exploit the profusion of life here, regularly engaging in skirmishes with the Winterfolk who live here.&lt;br /&gt;
&lt;br /&gt;
Sermersuaq is notable for the interconnected freshwater lakes of Lansipari, Ittanpari, Atkonaroq, Sarda, Rikkivesi and the Eastern Floes. Deep and frigid, often dotted with chunks of floating ice in the coldest winters, perhaps half the area of Sermersuaq is made up of these frigid &amp;quot;inland seas.&amp;quot; these massive waterways teem with fish and are said to be connected to each other by flooded underground passages and the lakes on [[Kallavesa]] and [[Hahnmark]]. Old stories speak of the lakes being &amp;quot;&#039;&#039;carved by mountains&#039;&#039;&amp;quot; in some fashion. There are many halls built along the shores of the lake who prosper through fishing and occasionally trading across the cool waters.&lt;br /&gt;
&lt;br /&gt;
Beyond the ice floes is the wasteland of Tsirku, where the ground is permanently covered in snow. The landscape is far from flat, there are ice plateaus pock-marked with crevasses and areas where the ice is rent apart giving way to cold salty lakes. Here rages the eternal ice-storm Sydanjaa, a roaring blizzard that blows all year round and from whose depths no traveller has ever returned.&lt;br /&gt;
&lt;br /&gt;
The [[Senator]] for Sermersuaq is appointed by the Suaq during the Summer solstice, and is almost invariably from Suaq stock.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
In the Winter of 370YE the [[Jotun]] invaded in force, taking [[#Stark|Stark]] and [[#Tanikipari|Tanikipari]]. Before they could consolidate their hold, however a joint campaign by Wintermark and [[The Marches|Marcher]] armies drove them out under the leadership of a young Skarsind general named [[Empress Britta|Britta]].  Without her excellent leadership and inspirational presence is it widely believed that both Sermersuaq and Kallavesa would have been lost to the orcs. Further attempts at invasion were stymied by the re-vitalised and re-equipped armies left behind to guard against another attack. &lt;br /&gt;
&lt;br /&gt;
With their eyes focused on the western and eastern borders, however, the Empire was unprepared for the invasion of [[Skarsind]] in 373YE. Following that invasion however, the intensity of Thule raids actually declined a little as their forces focused on stripping the fallen Wintermark lands. Now that the easternmost of the Winterfolk territories is back in Imperial hands, it is assumed that the frequency of raiding bands coming through the mountains will begin to increase again. By contrast, the [[Accept Jotun_ceasefire|Jotun ceasefire]] has led to &#039;&#039;more&#039;&#039; Jotun raids from the west, as barbarian warriors denied the opportunity to face Winterfolk in battle have sought other outlets.&lt;br /&gt;
&lt;br /&gt;
In 378YE, the [[Thule]] sent armies from [[Otkodov]] to [[378YE_Summer_Solstice_winds_of_war#Thunder_in_the_Silver_Peaks|invade the Silver Peaks]], in an attempt to create a beachhead into Sermersuaq. Barbarian and Imperial forces were well matched, but the advantage appeared to lie with the Thule as they [[378YE_Autumn_Equinox_winds_of_war#Blood_on_the_Stonefields|slowly pushed the defenders back]].&lt;br /&gt;
&lt;br /&gt;
During the Autumn Equinox 378YE, the &#039;&#039;&#039;Battle of Ikka&#039;s Tears&#039;&#039;&#039; took place on the cold plains east of the glacier. The Thule had sent a large force of elite warriors, accompanied by a massive warbeast, to steal an artefact of unknown power from the [[#Face_of_Ikka|Face of Ikka]]. They were intercepted by a warband of the Empire&#039;s heroes using the [[Sentinel Gate]]. This powerful barbarian army inflicted a painful defeat on the Imperial heroes, perhaps the most significant since the death of [[Empress Britta]] two years previously.&lt;br /&gt;
&lt;br /&gt;
In Summer 379YE a delegation of Thule attended the Anvil summit and brokered a peace treaty with the Empire which the Senate [[Accept Thule peace treaty|later accepted]]. This required the Silver Peaks be ceded to the Thule, in return for [[Karsk#Recent History|land surrendered to the Empire elsewhere]]. With heavy hearts, the defenders of the northern mountains withdrew and allowed the Thule to take the Stonefield Ice Caves.&lt;br /&gt;
&lt;br /&gt;
The territory was relatively peaceful until Winter 381YE, when a major force of Jotun champions led by the Ice Fishers of Ldansk moved into [[#Stark|Stark]] and began [[381YE_Winter_Solstice_winds_of_war#Nothing_Will_Hold|making preparations for a major invasion]]. Shortly after the Solstice, the Jotun [[382YE_Spring_Equinox_winds_of_war#Pyre_.28Sermersuaq.29|made use of the preparations to invade]] seizing control of Stark and a significant part of [[Sermersuaq#Tanikipari|Tanikipari]]. They went on over the next three months to [[382YE_Summer_Solstice_winds_of_war#A_Light_in_the_Darkness_.28Sermersuaq.29|conquer]] the whole of Tanikipari, and to take [[#Sealtoq|Sealtoq]] as well, winning three decisive battles along the shores of the Atkonartoq culminating in the [[382YE_Summer_Solstice_winds_of_war#Battle of Atalaq|conquest of Atalaq]]. By the start of the Autumn Equinox [[382YE_Autumn_Equinox_winds_of_war#Keys_to_the_Kingdom_.28Sermersuaq.29|entire territory]] was in the hands of the Jotun.&lt;br /&gt;
&lt;br /&gt;
In the Spring of 383YE, the Thule of [[Otkodov]] proposed an [[An unexpected alignment|unlikely alliance]] with the Empire. In return for concessions elsewhere, they would commit their own armies to fight alongside Imperial soldiers against the Jotun in the liberation of Sermersuaq. Despite early misgivings by the [[Imperial Military Council]], the Empire accepted the proposal. [[Campaign army|Armies]] of both nations engaged in a campaign of liberation in Sermersuaq that ultimately saw the Jotun driven back into [[Skallahn]] and [[Tromsa]], and the capture of two massive orc fortresses along the western border. The alliance was not without controversy; the Thule were eager to carry away Jotun thralls as slaves. Outrage swept [[Anvil]], and following a resolute stand by the [[Imperial Orcs]], the Thule ultimately forswore the practice of slavery entirely, releasing those orcs they had captured back to the Jotun as the war drew to a close. Since then, Sermersuaq has been the staging post for several successful attacks into Jotun territory.&lt;br /&gt;
&lt;br /&gt;
Time spent under Jotun control has left a permanent blight on Sermersuaq, however. The followers of [[Agramant|Blood-on-the-Snow]] took the opportunity to creep down out of the northern wastes and corrupt several groups of Winterfolk trapped under Jotun dominion. After the war, Wintermark was left with [[Watching my mistakes|several unpalatable decisions]] about what to do. Ultimately, the worst offenders were [[Anyone_but_you#For_Whom_The_Bell_Tolls|slain or driven into hiding]], and [[Anyone_but_you#The_Fate_of_the_Frayed|mercy shown]] to those who expressed true contrition.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Blood-on-the-Snow was not done with Sermersuaq, sending his twisted spawn to bedevil the northern reaches. Nor was he the only [[eternal]] to threaten the fragile peace there. &#039;&#039;[[Hayaak]]&#039;&#039;, the Griffon-King, [[A_wandering_fire#Lions_and_Song_.28Battle.29|unleashed his vengeance]] on the [[Thule]] warlocks gathered at [[Sermersuaq#Tanikipari|Tanikipari]] in Autumn 384YE for their part in the fight against the Jotun. The Empire tried to prevent the massacre, but they were too late to stop an army of Hayaak&#039;s followers from descending on the warlocks and ripping them limb from limb. After the Thule were dealt with, Hayaak&#039;s monsters did not return to the Summer realm. Instead, they scattered across the land. And unlike Agramant&#039;s twisted offspring, the instruments of Hayaak&#039;s bloody vengeance seem only too eager to prey on unwary travellers. &lt;br /&gt;
{{anchor|Northern lights}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;&#039;&#039;&#039;The Northern Lights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The northern lights are a mystery. They shimmer brightest in the Winter months, visible from the northernmost territories of Wintermark, and Varushka, and from the new demesne of the Imperial Orcs. Beautiful, terrible. They dance like fire, gold, and green, and blue, and red. &lt;br /&gt;
&lt;br /&gt;
During the coldest winters, they may be seen further south. Coiling, dancing. On nights when they are bright, wise Suaq know not to sleep outside; to lace the tent and urge their Kallavesi and Steinr friends to shutter their windows. Those who sleep under their illumination suffer unsettling dreams; stories say that in time they come to crave the touch of these dancing lights. When Spring comes, denied the light, they are maddened. They turn on themselves, or their brothers and sisters, or they disappear – last seen walking north, into Sydanjaa or Otkodov seeking some communion with the lights in the night sky. &lt;br /&gt;
&lt;br /&gt;
Perhaps these are only stories.&lt;br /&gt;
&lt;br /&gt;
Some Suaq say that their light reveals hidden messages and secret places to those who know how to look. Some Suaq starwatchers say that these nameless lights can be evoked to work magic. They are the law “things are unknown” - Wyr, or that rune that is nameless, serpentine in the night sky. The dark counterpart of the Key, and the Lock, of the Spider, and the Web. The answer to the riddle “who hides the stars?”&lt;br /&gt;
&lt;br /&gt;
Of course other stories suggest that starwatchers who try to evoke the dancing lights of the north can do so only be determining their name, by understanding what by its nature must remain unknown. They say that Barsai the Sealspeaker learnt the unknown name, and in his moment of understanding was drawn into the night sky and known no more by the Suaq, encompassed ultimately by that which he thought to encompass.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Sydanjaa ===&lt;br /&gt;
To the north of Sermersuaq is the great ice-storm that never abates. No one has ever entered and returned to tell what might lie on the other side. Occasionally the [[Wintermark_magical_traditions#Artok|Artok]] are found emerging from the storm, and if not tamed, return again.&lt;br /&gt;
&lt;br /&gt;
===Olgafsdottirshal===&lt;br /&gt;
Built during the occupation of Sermersuaq by the Jotun, this grand fortification dominates the land around the [[#Tanikipari|hot springs of Tanikipari]]. One of two great castles built by Igya Olgafsdottir, and bears her name. [[In_good_company#The_Siege_of_Olgafsdottirshal|Besieged]] by Imperial and Thule forces in the Summer of 384YE, the Jotun were forced to abandon it [[A_wandering_fire#Before_Olgafsdottirshal|shortly after the Solstice]]. Like the fortress of Kalant, the castle is very much built in the Jotun style - a hulking citadel of white granite carved with depictions of the orc ancestors, especially the tenacious [[Elite_Jotun_troops#Skjaldir|Skjaldi]]. Even with the crimson banners of the Jotun removed, it remains an unmistakable reminder of the Jotun defeat of the people of Wintermark and their domination of Sermersuaq. &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Olgafsdottirshal is a rank 2 [[fortification]].&lt;br /&gt;
&lt;br /&gt;
===Fortress of Kalant===&lt;br /&gt;
The other great fortification in western Sermersuaq stands in [[Sermersuaq#Stark|Stark]]. Apparently built by Igya Olgafsdottir for the Jarl of [[Skallahn#Keirheim|Keirheim]], it is in some ways even more splendid that Olgafsdottirshal. Here Skjaldi is joined by statues of wise and wily [[Elite_Jotun_troops#Ra.C3.B0lj.C3.B3st|Raðljóst]] - something that makes those Winterfolk who know the legends of the Jotun uneasy. Their tales claim that their ancestor tricked the trolls out of their mastery of the [[runes]] - and not the clever heroes of Wintermark. Few [[runesmith|runesmiths]] appreciate the reminder that, in the eyes of the Jotun, they are little more than thieves. &#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Fortress of Kalant is a rank 2 [[fortification]].&lt;br /&gt;
&lt;br /&gt;
===The [[Pride of Ikka&#039;s Tears]]===&lt;br /&gt;
The Pride of Ikka&#039;s Tears is a new Bourse resource located in [[#Suaq Fount|Suaq Fount]] - the first discovered in Imperial territory in over a century. Discovered by Peter of Hintown and his companions in 380YE, the newly established mine cuts into the lower parts of the great glacier known as the [[#Face of Ikka|Face of Ikka]]. Custodianship of the Pits is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 15 Imperial wains of mithril every season. Control is allocated to any Wintermark citizen by private ballot of the [[military unit|military captains]] of the nation, during the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
=== The [[Stonefield Ice Caves]]===&lt;br /&gt;
The Stonefield Ice Caves were a Bourse resource located in the [[#Silverpeaks|Silverpeaks]]. Custodianship of the Caves was an [[Imperial Title]] that brought with it a Seat on the [[Imperial Bourse]]. It produced 5 rings of [[ilium]] every season. Control was allocated during the Spring Equinox to whichever Wintermark [[military unit]] performed the biggest raid. The Stonefield Ice Caves are no longer in Imperial hands, having been ceded to the Thule as part of the ceasefire agreement.&lt;br /&gt;
&lt;br /&gt;
===The Ford of Berusen===&lt;br /&gt;
To enter [[#Stark|Stark]] from [[#Sealtoq|Sealtoq]] means traversing the thick corridor of land between the Atkonartoq to the north and the Rikkivesi to the south. In recent years, the land bridge has been the site of two furious engagements between Imperial troops and the conquering Jotun,. The first was in [[382YE_Summer_Solstice_winds_of_war#Ford_of_Berusen|Summer 382YE]] where three days of fierce battle saw the Empire fight desperately to prevent the forces of King Gudmundur of Narkyst from pushing through to assail Atalaq. Imperial troops were forced to fall back, and the Jotun raised a great burial mound at the western end of the Ford before advancing into Sealtoq. Nine months later, there was a [[383YE_Spring_Equinox_winds_of_war#Return_to_the_Ford_of_Berusen|second battle]] that nearly ended in catastrophe when the fighting spread out onto the [[383YE_Spring_Equinox_winds_of_war#The_Battle_on_the_Atkonartoq|surface of the Arkonartoq]]. Only the intervention of the &#039;&#039;hylje&#039;&#039; prevented significant loss of life by the Imperial forces. In the end they were triumphant, and the Empire managed to secure both ends of the land bridge.&lt;br /&gt;
&lt;br /&gt;
=== The Grave of the Giants ===&lt;br /&gt;
In Tsirku a great ice-cavern lies by the edge of the waters of Nutjuitoq. The way to it is through a treacherous, shifting maze of icebergs. The cave is where great sea-creatures go to die – whales, [[Mundane_beasts#Kraken|kraken]] and the like struggle up out of the sea from under the ice. No-one knows why. The ivory from this place is plentiful, and particularly prized.&lt;br /&gt;
&lt;br /&gt;
=== Face of Ikka ===&lt;br /&gt;
In the [[#Suaq Fount|Suaq Fount]] a great glacier grinds into the water on the borders between Tsirku and Sermersuaq; the Face of Ikka. The salvage rights to the face of the glacier is a much-prized thing, for – hanging perilously from ropes and using snow-axes – prospectors often find ruined artefacts from the troll nation that’s said to lie under the glacier. Also, from time to time, they find other things – creatures entombed in the ice, or intact pieces of lore.&lt;br /&gt;
&lt;br /&gt;
===The Meeting Place===&lt;br /&gt;
To the west of Sermersuaq, outside the borders of the territories, there once stood a low stone worn by the elements. It stood by itself in a wooded glade and is relatively unremarkable. This stone however represented a place of truce where [[Jotun]] and Winterfolk representatives could meet together without fear of violence. Such meetings were irregular, but did take place - when [[Emperor Guntherm]] negotiated a ceasefire with the Jotun leaders, this is where he did it. This place was considered neutral ground, and neither human nor orc claimed it as part of their nation.&lt;br /&gt;
&lt;br /&gt;
In late 382YE, however, the stone at the Meeting Place was destroyed. The Jotun were [[Between_peace_and_hate#Jotun|extremely angry]] about this, and blamed the Empire. While the culprit was ultimately identified and executed, the Jotun refused to be mollified. The Meeting Place remains empty, and its diplomatic legacy appears permanently tarnished.&lt;br /&gt;
&lt;br /&gt;
===The Mountain Passes===&lt;br /&gt;
[[Imperial army|Armies]] cannot pass freely through the mountains that bound Sermersuaq to the east; there are only two passes large enough to permit free movement of troops. The first - &#039;&#039;&#039;Crow&#039;s Path&#039;&#039;&#039; - is in the north, and connects [[#Silver Peaks|Silver Peaks]] with [[#Crow&#039;s Ridge|Crow&#039;s Ridge]] in [[Skarsind]]. Both [[Territory#regions|regions]] are controlled by the [[Thule]], so for an Imperial army to use the Path would require dealing with the northern orcs. The second path through the mountains lay in the south, but following the Winter of 383YE a Jotun Yegarra force under the walrus banner of the human champion Eisa Winterborn [[383YE_Winter_Solstice_winds_of_war#Battle of Clattering Gulley|sealed the western end]] of &#039;&#039;&#039;[[Skarsind#Pakanaan&#039;s Pass|Pakanaan&#039;s Pass]]&#039;&#039;&#039;. Unless the Pass is cleared, it is unusable by Imperial armies. Smaller [[military unit|military units]] can still risk the higher and less-accessible paths through the mountains, but for the time being  Imperial (and for that matter Jotun) armies cannot move directly between Sermersuaq and Skarsind without permission from the Thule.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Monsters of the Tundra&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the Jotun conquered [[Sermersuaq]], the Ability of the [[Imperial Conclave]] to [[Alignment#Enmity|protect the territory]] from malign influences faltered. Specifically, its ability to keep [[Agramant|Blood-on-the-Snow]] at bay was removed. The Jotun erected blood-red stone markers around the main settlements, carved with runes and decorated with [[weltsilver]] and [[ambergelt]] to try and contain the malice of the howling beast. Either they don&#039;t work, or there weren&#039;t enough of them, but whatever the case, they weren&#039;t enough to stop the Howler releasing all manner of beasts and monsters into the wilds of Sermersuaq. A few of these creatures were twisted heralds of Wastewalker. Most are simply monsters, released by Agramant from the Winter realm, these horrifying beasts with snarling jaws and bloody teeth pose a terrifying danger even without the Howler&#039;s hand to guide them.&lt;br /&gt;
&lt;br /&gt;
Sadly, these horrors are not alone. &#039;&#039;[[Hayaak]]&#039;&#039;, the Griffon-King, [[A_wandering_fire#Lions_and_Song_.28Battle.29|unleashed his vengeance]] on the [[Thule]] warlocks gathered at [[Sermersuaq#Tanikipari|Tanikipari]] in Autumn 384YE. The Empire tried to prevent the massacre, but they were too late to stop an army of Hayaak&#039;s followers from descending on the warlocks and ripping them limb from limb. Bad news for the Thule maybe... but not just for them. After the Thule were dealt with, Hayaak&#039;s monsters did not return to the Summer realm. Instead they scattered across the land. And unlike Agramant&#039;s twisted offspring, the instruments of Hayaak&#039;s bloody vengeance seem only to eager to prey on unwary travellers. &lt;br /&gt;
&lt;br /&gt;
The slavering beasts that Blood-on-the-Snow and Hayaak have set on Sermersuaq will surely be a danger for years to come, threatening individual lives and posing a risk to travellers. But thanks to the establishment of the [[Banner-bearer of Atkonaroq|Hall of the Hunters]] they will not become a coherent force that could threaten the safety and security of the territory. Imperial heroes might have to travel by sentinel gate to deal with an individual monster, but they shouldn&#039;t ever become a danger that needed the attention of the Senate or the Military Council.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===East Floes===&lt;br /&gt;
The two freshwater lakes of the East Floes are called &amp;quot;&#039;&#039;Big Sister&#039;&#039;&amp;quot; and &amp;quot;&#039;&#039;Little Brother&#039;&#039;&amp;quot; by the Suaq - but there is little agreement which lake is which. This is the source of some humour among outsiders, and there are several jokes and long stories told around campfires whose punchline is the inability of a traveller to tell the difference between two things so obviously unalike. The lakes are the spawning ground of the Sermer Salmon, a particularly hardy breed of fish favoured in the Empire for its rich taste, and sometimes used as a symbol of [[Courage]]. &lt;br /&gt;
&lt;br /&gt;
On the edge of the southernmost lake lies &#039;&#039;&#039;Wreck&#039;&#039;&#039;. The rib-bones of a gigantic ship of an ancient make jut from the ice here and lie part-submerged under the water. These rib-bones have been covered to make a shelter, and a small settlement has existed around it for as long as anyone can remember. The ship is sometimes credited as being the creation of [[Ogre|giants]], or trolls, while others point to the idea that it is not a ship at all - it is too wide and too deep to have travelled down any of the waterways linking the ice floes with the sea.&lt;br /&gt;
&lt;br /&gt;
===Sealtoq===&lt;br /&gt;
The most temperate of the Sermersuaq regions, Sealtoq is the site of &#039;&#039;&#039;Atalaq&#039;&#039;&#039;, the largest permanent settlement in Sermersuaq. It lies on the waters of Atkonartoq, and is gathering and resting place for the scattered hunters who follow the Suaq traditions. Built on the shores of the cold lake, there are a large number of long piers and jetties with buildings on them and occasional stilt-homes in the Kallavesi style. It is rich in oils and pelts, a place of cunning and craft, where whale-followers, walrus-herders, [[Wintermark_magical_traditions#Icewalkers|Icewalkers]] and painted hunters return after long treks over the ice.&lt;br /&gt;
&lt;br /&gt;
===Silver Peaks===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, [[Otkodov]]&lt;br /&gt;
The [[mine|mines]] of the silver peaks are known for silver, iron, [[Materials#Weltsilver|weltsilver]], [[Materials#Tempest Jade|tempest jade]] and even [[#The Stonefield Ice Caves|ilium]]. At the foot of the silver peaks are the &#039;&#039;&#039;Stonefields&#039;&#039;&#039;, a cratered plain covered in fragments of rock. It is known for a number of rich veins of tempest jade, quite near the surface, but it is also the location of a number of [[mana site|mana sites]] built amongst the rocks. These mana sites are regularly scavenged by packs of [[trogoni]]; no matter how many caves the defenders block up, the ravenous beasts always find a way to come back. &lt;br /&gt;
&lt;br /&gt;
Following the invasion of 378YE and the peace treaty of 379YE, the Silver Peaks were conquered by the Thule.&lt;br /&gt;
&lt;br /&gt;
===Stark===&lt;br /&gt;
On the southern border of Stark is &#039;&#039;&#039;Rest&#039;&#039;&#039;, built at the meeting point of two [[trods]] out in the far West, where enterprising souls have erected a hall specifically to welcome far-travelling Navarr - the fare is simple but wholesome, and welcome warm. The settlement is also a small garrison of Suaq scouts, who keep a careful eye to the west. Some Winterfolk and Navarr refer to the hall here as the &amp;quot;&#039;&#039;Last Lantern&#039;&#039;&amp;quot;, referring to its position as the furthest wayside inn from the heart of the Empire. A partially ruined tower near the settlement called &#039;&#039;The Sentinel&#039;s Rest&#039;&#039; serves as both a place of pilgrimage for followers of [[The Way]] dedicated to [[Vigilance]], and as the site of a beacon that can be used to warn the rest of Wintermark about barbarian orc invasions from the [[Jotun]] lands.&lt;br /&gt;
&lt;br /&gt;
After the Winter Solstice 381YE, the Jotun invasion saw Rest captured and converted to a base of operations for the western orcs.&lt;br /&gt;
&lt;br /&gt;
===Suaq Fount===&lt;br /&gt;
The wastes of Suaq Fount are among the most desolate parts of the Empire - but only with regards to permanent human habitation. Animal life is common here, but the wastes are also known to be dotted with rich fields of [[bladeroot]]. Suaq hunters claim that the animals that live here and often graze on the bitter herb are particularly wily quarry - and that the predators that prey on them have less fear of humans and are more prone to hunt the hunters in their turn. Mystics point to the [[#Face of Ikka|Face of Ikka]] as explanation, and sketch the rune [[Feresh]] in the air to ward off evil.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 600px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Sermersuaq Region Map.png|caption=A very rough region map of Sermersuaq|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Suaq Wastes===&lt;br /&gt;
The wastes, like the Suaq Fount, are fairly desolate - there are few permanent settlements here but the tundra is littered with well known camping sites used by travellers and hunters. The [[#The Grave of the Giants|Grave of the Giants]] lies on the western coast of the Suaq Wastes. The [[Banner-bearer_of_Atkonaroq#Hall_of_the_Hunters|Hall of the Hunters]] stands here on the shores of Lake Atkonaroq, serving as a haven for those who hunt the monsters unleashed by the cruel Blood-on-the-Snow and the vengeful Hayaak that still haunt Sermersuaq.&lt;br /&gt;
&lt;br /&gt;
===Tanikipari===&lt;br /&gt;
In the middle of the cold wastes of Sermersuaq are &#039;&#039;&#039;The Hot Springs of Taniki&#039;&#039;&#039; a lagoon filled by hot springs, full of mineral goodness. Bathing in its waters is rumoured to cure any sort of ill. The springs are said to be the centre of a strong [[regio]] aligned with the realm of day and (allegedly) the [[eternal]] [[Ylenrith]]. Since time immemorial Icewalkers have used water from the springs as a focus for scrying rituals, and many [[Kallavesi]] mystics make a point of travelling there at least once in their lives to bathe in the hot springs. Travellers who have chosen to walk into [[Wintermark_culture_and_customs#Age.2C_infirmity_and_the_good_death|Sydanjaa]] follow the example of [[Empress Mariika]] and spend three days ritually cleansing themselves here before continuing their long trek into Tsirku.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
{{Strategic Considerations|Sermersuaq}} The Atkonartoq lake means that [[Imperial army|armies]] cannot move between [[#Suaq Wastes|Suaq Wastes]] and [[#Sealtoq|Sealtoq]], or between [[#Tanikipari|Tanikipari]] and Sealtoq (and vice versa). The collapse of [[Skarsind#Parkanaan&#039;s Pass|Parkanaan&#039;s Pass]] by the Jotun following the Winter Solstice 383YE prevents movement between East floes and [[Skarsind]]. The only remaining pass large enough to allow a campaign army to move between Sermersuaq and Skarsind lies between [[#Silver Peaks|Silver Peaks]] and [[Skarsind#Crow&#039;s Ridge|Crow&#039;s Ridge]], and both regions are controlled by the [[Thule]] orcs rather than the Empire.&lt;br /&gt;
{{Senate Elections|Senator_for_Sermersuaq|Territory=Sermersuaq|Season=Summer|Controlled=was}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the start of the Winter Solstice 384YE, the Thule control the Silver Peaks. Wintermark, and by extension the Empire, controls the rest of the territory&lt;br /&gt;
* The Citadel of Bone and Silver in the [[#Silver Peaks|Silver Peaks]] is a rank 2 fortification.&lt;br /&gt;
* Olgafsdottirshal in [[#Tanikipari|Tanikipari]] is a rank 2 fortification.&lt;br /&gt;
* Fortress of Kalant in [[#Stark|Stark]] is a rank 2 fortification.&lt;br /&gt;
* [[farm|Farms]] in the territory benefit from the Smokehouse of Atalaq and produce an extra 72 rings each season.&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;The farms of Sermersuaq&#039;&#039;&#039;&amp;lt;br&amp;gt;Sermersuaq is a fine example of a territory where [[farm|farms]] are more likely to represent herds of animals than fields or orchards. A character from Sermersuaq could easily role-play making their money from hunting, fishing or whaling, rather than more traditional agricultural activities. [[Farm#Diversification|Diversifying]] the &amp;quot;farm&amp;quot; to include herbs and measures of [[Materials#Natural_Materials|rare natural materials]] could be a good way to support this theme.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The rarest &amp;quot;farmers&amp;quot; in Sermersuaq would be those that follow the mammoth herds, carefully picking off the weakest and oldest members of the herds and selling the meat, hide, hair and ivory produced - only a few mammoths every season would be enough to provide a character with a regular income.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Rituals such as [[Blessing of New Spring]] work equally well on herds of deer or sheep, schools of fish or colonies of seals as they do on farms or orchards, but represent a great opportunity to rename and reflavour the performances to reflect their target being animals, rather than plants.&amp;lt;/box&amp;gt;&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Apaay Ukiuking]] - [[historical research]] touching on a pre-Wintermark chief includes some notes about the early history of Sermersuaq&lt;br /&gt;
[[Category:Wintermark]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial_Territory]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=109244</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=109244"/>
		<updated>2024-04-15T09:22:03Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Void */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|caption=Rich in timber and bottomless mines|title=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish, especially on Winter nights when the [[Sermersuaq#Northern lights|northern lights]] dance in the sky. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachhead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachhead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Today, the town serves as something of a crossroads; a trade hub that serves travellers from [[Karsk]], [[Miekarova]], and [[Karov]].&lt;br /&gt;
==Void==&lt;br /&gt;
The cabalists of the mountains of [[#Brez|Brez]] tend to be somewhat isolationist; the best known settlement is the vale of Void in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that heralds from the realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter [[eternal|eternals]]. &lt;br /&gt;
&lt;br /&gt;
The [[Bredavoi Emissary]] liases with - and keeps a watch on - the cabalists, especially since they opened the [[Bredavoi Emissary#The Deep Chamber|Deep Chamber]], a mine that delves into the very roots of the mountains here. &lt;br /&gt;
&lt;br /&gt;
Void has also become a place of contact for the orcs of [[Otkodov]] - the offices of the [[Gift of the Dwindling Star]] are here, and the warlocks of the north have begun to visit the settlement more regularly in the wake of this arrangement. &lt;br /&gt;
===Sungold Pass===&lt;br /&gt;
High in the mountains of [[#Opascari|Opascari]], above the treeline on the easternmost peak known as the Traveller, lies [[Sungold Pass]]. Extensive mineworkings and ruins that date back to Terunael times were revealed during a [[Sowing_on_the_mountains|terrible storm]] that wracked the northern mountains of Varushka after the Autumn Equinox 381YE. Sungold Pass was a source of contention between the Empire and Otkodov - both claiming that the ruins lay within their own nation - until it was resolved in favour of the Thule as part of the [[Ratify Sungold Treaty|Sungold Treaty]] of Summer 382YE. It is not entirely clear where the pass lies with regard to the border between Volodmartz and Otkodov - the Empire claims it is in Volodmartz while the Thule claim it is in [[Otkodov#Sk.C3.BCld|Kógur]] in Sküld.&lt;br /&gt;
&lt;br /&gt;
=== The [[Hunt of Alderei the Fair]]===&lt;br /&gt;
The Hunt of Alderei the Fair is a Bourse resource located at the foot of the [[#Opascari|Opascari]] mountains. Custodianship of the Hunt is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 26 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Winter Solstice - as with the [[Night Quarry]], there is some resentment that the Hunt is an Imperial, rather than National Varushkan, Seat.&lt;br /&gt;
&lt;br /&gt;
===The [[Granites of Veltsgorsk]]===&lt;br /&gt;
The Granites of Veltsgorks are a Bourse resource located deep in the mountains of [[#Brez|Brez]]. Custodianship of the Granites is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 26 Imperial wains of white granite every season. The seat is allocated during the Summer Solstice, to whichever Varushkan candidate receives the most support from Varushkan owners of [[mine]] and [[forest]] resources.&lt;br /&gt;
&lt;br /&gt;
===The [[Gift of the Dwindling Star]]===&lt;br /&gt;
Following the impact of the [[Starfall|falling star]] known as the Stalker or the Miscreant during the Autumn Equinox 380YE, the [[Thule]] [[orc|orcs]] arranged to [[Lantern&#039;s_light|provide some of the bounty]] of [[ilium]] the star provides to the [[Varushka|Varushkan]] people. The offices for overseeing this tribute are located at Void in the mountainous foothills of [[#Brez|Brez]]. Custodianship of the [[Gift of the Dwindling Star]] is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 4 rings of ilium every season. The seat is allocated during the Spring Equinox to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] and [[mine]] resources.&lt;br /&gt;
&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
The majority of the [[Varushkan Road|roads]] in Volodmartz are the result of a grand building project completed shortly before the Spring Equinox 385YE. The Iron Roads were first proposed by the civil service [[Starting_at_the_end#The_Iron_Roads_of_Varushka|several years]] earlier. In Volodmartz, the project was somewhat more ambitious. Rather than just expanding on existing roads, the plan involved building a major road along the edges of the foothills north of [[#Triosk|Triosk]], passing by the [[Hunt of Alderei the Fair]] and then striking north-west through the dark woods of central Volodmartz to [[#Brez|Void]], and ultimately to [[Granites_of_Veltsgorsk|Veltsgorsk]] in the shadow of the northern mountains. The new road linking to the Hunt of Alderei and the Fair and the Granites of Veltsgorsk required careful planning, and protection from the wolves of the forests, but once it was complete it greatly increased the prosperity of the territory.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer, and even the Iron Roads have not made the foothills much more accessible. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|tempest jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
The mountains are known to hold several strong [[regio]], associated primarily with the realm of Winter which have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;[[#Void|Void]]&#039;&#039;&#039; in the western foothills.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces. Ruin is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again, and is closely watched by the inhabitants of the nearby &#039;&#039;&#039;Vale of Gorazima&#039;&#039;&#039; who are keen to avoid a similar fate.&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Ruins&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his forces back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The mountains of Opascari are rich in gold, [[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded by and requiring regular protection from packs of hungry [[trogoni]] (among other things). While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]]. High in the easternmost peaks, atop the mountain known as the Traveller, lies [[Sungold Pass]], although the mines there were ceded to the Thule as part of the [[Ratify Sungold Treaty|Sungold Treaty]]. The cavern known as [[Birds#Zoria&#039;s Cave|Zoria&#039;s Cave]] is found at the foot of the Black Hill, part of the Opascari mountains.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an eternal of Winter (generally held to be [[Agramant]]), and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Desilav10126.jpg||caption=Desilav Sergeyevich Jesen (centre), Senator Volodmartz|align=left|width=400}}&lt;br /&gt;
{{Senate Elections|Senator_for_Volodmartz|Territory=Volodmartz|Season=Autumn}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control.&lt;br /&gt;
* [[Mine|Mines]] in the territory benefit from the [[#The Iron Roads|Iron Roads]] and produce an extra 2 ingots each season.&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]] and produce an extra 2 measures each season.&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grendel_religion&amp;diff=108900</id>
		<title>Grendel religion</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Grendel_religion&amp;diff=108900"/>
		<updated>2024-04-09T14:50:19Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Prosperity */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The Grendel are almost unique amongst the barbarian orcs in that they have incorporated a belief in the power of the virtues alongside their veneration of their ancestors. The ancestors are still important to them, like any orc they can hear their ancestors during battle, tense negotiations and other dramatic moments. But crucially the Grendel have long since abandoned the idea that they need an ancestor to help them cross the Howling Abyss. Rather, they believe that this feat requires strength of character, indomitable will and the pursuit of personal excellence. Their beliefs have many similarities with [[the Way|the Way]], but also a bastardized version of the Urizen concept of [[arete]].&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
The Grendel have always been comfortable with religion, preferring to acknowledge local beliefs rather than proselytize their own. Grendel traders in Sumaah will talk about virtues, then make donations to the Black Bull when visiting Asavea. The Grendel view is that such things might exist, they might be able to offer help to the Grendel, and thus it can do no harm to placate them. Their approach is akin to [https://en.wikipedia.org/wiki/Pascal%27s_Wager Pascal&#039;s Wager], with most Grendel prepared to cheerfully accept any belief or creed they think may help them. Many Grendel adopt a &amp;quot;lucky rabbit&#039;s foot&amp;quot; approach to belief: if they performed a libation to the Black Bull that morning and concluded a profitable trade deal that evening, then they are likely to adopt the Black Bull into their personal pantheon of beliefs that can help them succeed in the future.&lt;br /&gt;
&lt;br /&gt;
Four hundred years ago, the Grendel culture was much more traditional, with a strong emphasis on ancestor veneration and worship. Eking out an existence as pirates, they were a significant nuisance to Imperial fleets at that time so a group of Urizen teachers took it upon themselves to visit the Grendel. They believed that if they civilized the Grendel, taught them Urizen ideals and values, then the Grendel would become an ally of civilized people, rather than an enemy. The Grendel were receptive to the words of the Urizen but sadly the outcome was not as desired. Grendel culture did indeed become much more advanced, but regrettably they grew more dangerous than ever for the nascent Empire.&lt;br /&gt;
&lt;br /&gt;
==Power==&lt;br /&gt;
At the heart of the Grendel beliefs is the assumption that only the most powerful of them will be able to cross the Howling Abyss when they die. Rather than looking to the ancestors for aid, as they once did, instead the Grendel are driven to accumulate as much power as possible. Physical strength is one component of this, but only one - for the Grendel, influence, authority, charisma, and confidence are more important than personal might. Wealth is a critical component, partly as a demonstration of power, but mostly for the power it brings. Grendel mystics and philosophers call this quality &#039;&#039;puissance&#039;&#039; but most Grendel simply refer to it as power.&lt;br /&gt;
&lt;br /&gt;
Foreign gods, such as those of the Iron Confederacy or Asavea are often seen as something like an eternal, a creature of another world that may or may not be able to offer the individual aid in their quest for power. Few Grendel would genuinely abase themselves before such a creature; to a Grendel, the single most important creature in the universe is themselves. But if words of obeisance to a statue provide good fortune, then most Grendel are happy to take any advantage they can get.&lt;br /&gt;
&lt;br /&gt;
The virtues are important to the Grendel, because they believe that the proper application of the correct virtue at the correct moment will help them gain power. The role of ancestors is more nuanced; the Grendel welcome the words of their ancestors at critical moments, believing that it offers practical advice on how they might succeed, but most believe that real power comes from within, that an individual can only truly succeed on their own motivation and inspiration. Since the ancestors offer aid to all the Grendel, any rational being can see that the only way for an individual to gain power over those around them is to transcend that advice and go beyond it.&lt;br /&gt;
&lt;br /&gt;
==Virtues==&lt;br /&gt;
The Grendel have no time for orthodoxy: each Grendel is seeking a route through life that will bring them the most power. Most only have an interest in the beliefs of others insofar as those beliefs might provide them with more power. As such, individual Grendel adopt whatever virtues, gods, and ancestors they find bring them the most success. However, the most common virtues followed by the Grendel are Ambition, Audacity, Cunning, Fidelity, Prosperity, Retribution, and Vigilance. The Grendel struggle to understand the Imperial virtue of Pride; ideas like inspiring others are anathema to them.&lt;br /&gt;
&lt;br /&gt;
===Ambition===&lt;br /&gt;
*&#039;&#039;Power cannot be granted&#039;&#039;&lt;br /&gt;
Ambition is one of the most common virtues on the coasts of the Broken Shore, especially amongst young Grendel who have little to lose. Ironically, its importance is much diminished for those at the top of Grendel society who, desperate to hang on to the power they have accumulated, are more concerned with Fidelity and Vigilance. Sadly the Grendel lack any of the wide appreciation that the Empire has for the many forms that ambition may take. Only the drive for power is important to the Grendel, those who earnestly seek other paths are seen as deficient and spiritually weak.&lt;br /&gt;
&lt;br /&gt;
===Audacity===&lt;br /&gt;
*&#039;&#039;Power is a crown, learn to put it on&#039;&#039;&lt;br /&gt;
Audacity is vital to the Grendel. Their understanding of this virtue is similar to the Imperial notion of Courage but is far removed from bravery in battle. Indeed, the Grendel tend to view bravery as an aberration; every Grendel must be ready to fight when needed but those who take unwise risks are fools who put their fate in the hands of chance. This virtue is about personal self-belief, about [https://en.wikipedia.org/wiki/Chutzpah chutzpah], which the Grendel view as entirely positive. &lt;br /&gt;
&lt;br /&gt;
===Cunning===&lt;br /&gt;
*&#039;&#039;Insight is the greatest weapon&#039;&#039;&lt;br /&gt;
The Grendel value information nearly as much as they do wealth. They are always desperate to be better informed than those they deal with, seeking to know everything they can about them. The Grendel pay well for good information. But cunning encompasses more than just knowledge; it is also about ingenuity, as well as the ability to read others. Facts are important to every negotiation and stratagem: if you know how much wealth a merchant has then you have a better idea what they can afford to pay. If you know how many armies the Empire is facing, then you know what they can spare to send against the Grendel. But much more important is understanding, being able to read your enemies, to predict them, to instinctively know when they are bluffing and when they are telling the truth. &lt;br /&gt;
&lt;br /&gt;
Neither facts nor understanding are useful without the ingenuity to use them in creative and imaginative ways. The Grendel pride themselves on outwitting their enemies.&lt;br /&gt;
&lt;br /&gt;
===Fidelity===&lt;br /&gt;
*&#039;&#039;You cannot drive an ox with a broken back&#039;&#039;&lt;br /&gt;
Each Grendel is primarily concerned with their own wealth and power, but all but the stupidest Grendel understands that power is not achieved by working alone but by working together. The virtue of Fidelity emphasizes the importance of showing loyalty to those around you - in proportion to the benefits that that brings you. Fidelity also includes ideas of honesty - the importance of negotiating in good faith so that others will know the benefits that cooperating with you brings.&lt;br /&gt;
&lt;br /&gt;
A key part of Fidelity is the way the Grendel treat those over whom they have power. Allies and most especially subordinates who are gouged or taken for everything they have, will turn against you. You can trade with a merchant many times; you can murder them only once. Those who keep faith and pay heed to the well-being of their underlings will ensure their continued loyalty. &lt;br /&gt;
&lt;br /&gt;
===Prosperity===&lt;br /&gt;
*&#039;&#039;Wealth is Power&#039;&#039;&lt;br /&gt;
Salt Lords and other powerful Grendel live lives of wealth and opulence not far short of those enjoyed by the richest merchant princes of the League. The Grendel don&#039;t just see wealth as the natural reward for hard work and ambition; they understand that wealth is a means to power, that it is the most effective tool with which to influence others. The Grendel understand the Freeborn ideal that everything is for sale at a price, and are comfortable with offering money for distasteful actions.&lt;br /&gt;
&lt;br /&gt;
The Grendel notion of Fidelity means that they believe that the powerful should share a portion of their wealth with associates and underlings to ensure their continued loyalty, but the idea of generosity for its own sake is an anathema to them. The more help you give people, the less they are motivated to work for what they have. Starvation is nature&#039;s way of teaching you to learn to look after yourself.&lt;br /&gt;
&lt;br /&gt;
Crucially, the wisest Grendel understand that power begets power, that people are drawn to serve those they see as successful. Public displays of wealth are the best way to demonstrate your power and thus increase it.&lt;br /&gt;
&lt;br /&gt;
===Retribution===&lt;br /&gt;
*&#039;&#039;Vengeance for what you have lost, retribution for what you will gain&#039;&#039;&lt;br /&gt;
The Grendel embrace [https://en.wikipedia.org/wiki/Eye_for_an_eye &#039;&#039;lex talionis&#039;&#039;], the view that retribution is central to a just society. A nation whose people do not fear retribution is one where they do not fear to steal or murder each other. On a personal level they know that you cannot be powerful without being prepared to exact revenge on those who cross you - be they subordinates, competitors, or enemies. Retribution is costly and dangerous but those who are not prepared to pay the price will find power stripped from them. They believe that the threat of retribution is harmonious, that it keeps both parties honest. The Grendel are deeply comfortable with negotiating from an opening position that begins with an explicit threat of violence or retribution.&lt;br /&gt;
&lt;br /&gt;
Central to the notion of Retribution is the belief that the Grendel should negotiate in good faith. Nobody fears &#039;&#039;retribution&#039;&#039; from an individual who is insane enough to follow through on their threats just because they can.&lt;br /&gt;
&lt;br /&gt;
===Vigilance===&lt;br /&gt;
*&#039;&#039;Traitors wear broad smiles&#039;&#039;&lt;br /&gt;
The Grendel preach that complacency is a weakness, a trap that can bring even the most powerful low. Those with power must be eternally watchful lest they be betrayed by the people they deal with. But Vigilance is more than just paranoia: individuals must be alert for every opportunity, and the powerful are those who seize every chance that is offered to them. The Grendel strive to be guarded against treachery while remaining open to any decision that might profit them.&lt;br /&gt;
&lt;br /&gt;
==Ancestors==&lt;br /&gt;
The emphasis on personal character has not completely supplanted the veneration of the Grendel ancestors. The Grendel forebears who have successfully crossed the Howling Abyss are still seen as valuable allies, a source of wisdom and good advice that can help an individual learn to better themselves. Many Grendel also harbour an unspoken fear that offending an ancestor might somehow lead to that being working against them, through bad advice or support for their rivals. Like other tribes, the Grendel have many personal and clan ancestors, but the three listed below are common to anyone born into the Grendel.&lt;br /&gt;
&lt;br /&gt;
===Rucraic - The Storm Lord===&lt;br /&gt;
Rucraic is an ancient Grendel ancestor who led the orc tribes living on the coast of the Broken Shore in rebellion against those who ruled over them. He is legendary as a reaver and a pirate, considered the epitome of Grendel daring. Modern Grendel consider Rucraic to exemplify the virtues of Audacity, Cunning, and Prosperity, a bold individual who outwitted his enemies at every turn to gain wealth and riches.&lt;br /&gt;
&lt;br /&gt;
===Dubhtraig - The Salt Lord===&lt;br /&gt;
The second oldest of the three most common Grendel ancestors is Dubhtraig the Builder. It is sometimes claimed that he built Dubhtraig, but most Grendel scholars accept that there was a port where Dubhtraig is now long before the Grendel came. Rather, they believe that their ancestor conquered Dubhtraig, and then built a great nation around the port. He is admired as an utterly ruthless figure: one legend claims that when the original inhabitants of the port swore undying vengeance, Dubhtraig had every single one of them bound in chains and thrown into the harbour to drown. He exemplifies Ambition, Prosperity, and Retribution.&lt;br /&gt;
&lt;br /&gt;
===Sheanduir - The Wind Lord===&lt;br /&gt;
Sheanduir is the youngest of the main Grendel ancestors. A cunning weather witch, she rose to power serving a succession of rulers of Dubhtraig until her power eclipsed that of the Salt Lords. She was widely known for her powers of prophecy, giving predictions and foretellings to the powerful. Modern Grendel understand that these prophetic visions were simply part of the witch&#039;s strategy for gaining power, playing on the fears of others to manipulate them. She was pivotal in uniting the rival Salt Lords against the threat of the Imperial navies, although one legend claims she also manipulated the Empire into sending the navies precisely so that she could seize power in Grendel lands by stopping them.&lt;br /&gt;
&lt;br /&gt;
Sheanduir&#039;s rule forced the Grendel to adopt their modern approach to trade, as she demonstrated how Grendel divinations could be used to find more valuable opportunities than mere piracy. She is seen as exemplifying Cunning, Fidelity, and Prosperity.&lt;br /&gt;
&lt;br /&gt;
==Questioners==&lt;br /&gt;
Questioners play an important role in Grendel society. Serving as confessors, advisers and counsellors, they are closest thing the Grendel have to priests. Their role is to listen to the problems of those they counsel and offer advice that helps them to make decisions and to act. The purpose of this advice is to enable the recipient to make the right choices that will allow them to grow in power. All questioners maintain a mystical air, and combine a mix of folk wisdom with advice on the virtues, and how to placate the ancestors, and other beings.&lt;br /&gt;
&lt;br /&gt;
Good questioners provide practical advice, but the richest and most powerful retain their own network of spies and informants so that their advice can appear miraculously sagacious in hindsight. In addition, many specialize in interrogation and torture techniques.&lt;br /&gt;
&lt;br /&gt;
{{Grendel Links}}&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_winds_of_war&amp;diff=108443</id>
		<title>382YE Spring Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Spring_Equinox_winds_of_war&amp;diff=108443"/>
		<updated>2024-04-02T11:45:14Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=Fall No More.jpg|align=left|width=600}}&lt;br /&gt;
[[Category:Recent History]] [[Category:382YE Spring]] [[Category:Military Council]]&lt;br /&gt;
==Overview==&lt;br /&gt;
It is a new year, but the war is old.&lt;br /&gt;
&lt;br /&gt;
Marcher armies [[382YE_Spring_Equinox_winds_of_war#Salvage_.28Madruga.29|oppose the Grendel]] in [[Madruga]] while the armies of [[Dawn]] and their [[Varushka|Varushkan]] allies [[382YE_Spring_Equinox_winds_of_war#Home_.28Semmerholm.29|fight the Druj]] to liberate [[Semmerholm]]. Neither force faces significant opposition - the [[orc|orcs]] seem to have abandoned their positions and withdrawn.&lt;br /&gt;
&lt;br /&gt;
The Marchers and the Navarr face the [[vallorn]] in [[Liathaven]], a [[382YE_Spring_Equinox_winds_of_war#Immolation_.28Liathaven.29|vicious campaign]] intended to resit an attempt to expand into [[Liathaven#West Ranging|West Ranging]]. They are victorious, but the price is high. Still, it wins a chance to push forward - a once-in-a-lifetime opportunity to attack the heart of a vallorn directly.&lt;br /&gt;
&lt;br /&gt;
The [[Jotun]] have [[382YE_Spring_Equinox_winds_of_war#Pyre_.28Sermersuaq.29|launched an invasion]] of [[Sermersuaq]] far to the north in [[Wintermark]]. They are unopposed, and only their cautious tactics prevent them from seizing half the territory.&lt;br /&gt;
&lt;br /&gt;
In Urizen, the scales shift dangerously. The [[Highguard|Highborn]] defenders are [[382YE_Spring_Equinox_winds_of_war#Cascade_.28Zenith.29|driven out]] of [[Zenith]] by the Druj - the entire territory is now in the hands of the eastern orcs. At the same time a major force of Imperial troops [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|slaughters three Grendel armies]] in [[Spiral]], winning the territory but in the process rousing a slumbering power to wakefulness that may have long lasting consequences.&lt;br /&gt;
&lt;br /&gt;
An uneven season of campaigning for the Empire. The Civil Service [[382YE_Spring_Equinox_winds_of_war#Assured_Destruction_.28Major_Conjunctions.29|studies and compiles]] notes on the [[Sentinel Gate]] - the unique teleportation device that allows the heroes of the Empire to intercede in distant theatres of war. The [[general|generals]] will have their work cut out for them when the [[muster]] begins at the Spring Equinox.&lt;br /&gt;
&lt;br /&gt;
==Salvage (Madruga)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Will Talbot, General of the Drakes&amp;quot;&amp;gt;Merry Lads and Lasses, The Mournwold is ours, but now our neighbours need us, and it seems our work is never done. We march to Madruga and our bills and bows advance steadily will drive the Grendel back into the bitter sea from where they came. Freelanding is the home of the Freeborn, now lets get them back their land.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Grendel swept into Madruga after the Autumn Equinox, a lightning raid agaist [[Madruga#Atalaya|Atalaya]] and the Shining Pillar. They burned the shipyards, destroyed the Freeborn Storm, crushed all resistance on the islands of [[Madruga#Free Landing|Free Landing]], and then pushed on to raid the port of Quzar. The [[Navarr]] forces defending Madruga, the Black Thorns, were decisively defeated, pushed to the brink of destruction themselves.&lt;br /&gt;
&lt;br /&gt;
After the Winter Solstice, the Navarr withdraw, marching north through Kahraman and the Mournwold toward the safety of distant Miaren. In the opposite direction, down out of the Mourn, come two Marcher armies to replace them. The Drakes and the Strong Reeds waste little time engaging the seafaring orcs. They drive south along the coast of [[Madruga#Lightsea|Lightsea]] liberating towns and villages. There is some fierce fighting at Quzar, but it lasts only a handful of hours before the raiding pirates board their ships and flee back across the straits to Atalaya.&lt;br /&gt;
&lt;br /&gt;
The invading orcs are nothing like the disciplined forces that have come to drive them out. The Marchers are methodical, marshalling their resources to ensure the fewest Imperial lives are lost. Seven and a half thousand soldiers against at most a few hundred raiders - it seems the bulk of the Grendel forces have already withdrawn to the islands. Sadly they take with them their ill-gotten gains, the booty of a hundred looted paradours and ruined businesses.&lt;br /&gt;
&lt;br /&gt;
With the aid of the corsairs of the Brass Coast, the armies of the Marches push to liberate the islands of Free Landing. There is no navy, but the distances between islands are short and the people of Madruga are very angry indeed. There is some reticence from the Marcher captains. In the end, they are forced to admit that they either risk the sea or leave the Grendel in control of the islands. Some, of course, are more eager than others - there are yeomen born and raised among the boats of [[Mitwold#Meade|Meade]] and the rushes of [[Bregasland#North Fens|North Fens]] who leap at the chance.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Jack Flint, General of the Strong Reeds&amp;quot;&amp;gt;Soldiers of the Strong Reeds, our hard won victories do not mean we can rest on our laurels. The Empire aided us, now we in turn aid. A Steady Advance into Madruga to remove the Grendel scum.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Grendel have little interest in fighting this season. A handful of hit-and-run strikes against Freeborn ships transporting Marcher soldiers, a few vicious skirmishes on this island or that. One by one the islands are liberated. Only at Atalaya is there any serious attempt to slow the Marcher advance; but it is clear that almost all the Grendel forces have already departed. Witnesses say that the great armada left, taking the land troops with it, even before news of the Strong Reeds and the Drakes reached the islands. They have also taken much of the wealth of Free Landing - including many priceless relics and artefacts of the first years of the Brass Coast looted from the museums of Atalaya.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the difficulty presented by fighting over the islands does not complement the steady advance favoured by the Marchers. While almost all the islands are liberated, the troops are not in a position to take Atalaya which remains in Grendel hands. Several of the smaller islands are still occupied by Grendel forces, but they are opportunists - pirates - thieves. Not soldiers. &lt;br /&gt;
&lt;br /&gt;
One more push should see the last Grendel occupation forces driven out - but such a push must wait until after the Spring Equinox.&lt;br /&gt;
===Game Information : Madruga===&lt;br /&gt;
The Strong Reeds and the Drakes face no organised resistance in their push to liberate Madruga. The main Grendel forces have withdrawn, leaving behind only scattered raiders and pirates. The Empire has retaken Lightsea, and is eight-tenths toward complete control of Free Landing.&lt;br /&gt;
{{CaptionedImage|file=Jotun Warband.jpg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Pyre (Sermersuaq)==&lt;br /&gt;
A week after the Winter Solstice, eighteen thousand [[Jotun]] march into [[Sermersuaq]], give or take. They march under the banners of the Queen in the North&#039;s honourguard. The Jarl of Jarls of the orcs of Kalsea has sent her champion, Jorgen Hylasson, to lead his Skjalderborn to Sermersuaq. Heralding their way come the musicians and skalds of the Roaring Thunder, the army of Kyrac Gerdasdóttir. Impressive as this force would be by itself, they are further bolstered by what appears to be a great host of Jotun champions - the warbands that march under the banners of the greatest heroes of the Jotun - and by warriors sworn to the &#039;&#039;[[Elite_Jotun_troops#The_Kirkja|kirkja]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The [[381YE_Winter_Solstice_winds_of_war#Nothing_Will_Hold|way has been prepared]] by the Ice Fishers of Ldansk. [[Sermersuaq#Stark|Stark]] quickly falls. The village of Rest, and the &#039;&#039;Last Lantern&#039;&#039; become the base from which the Jotun expand to conquer the rest of the region. The ruined tower that stands near the village - &#039;&#039;The Sentinel&#039;s Rest&#039;&#039; - is briefly extinguished and then reignited by the orcs themselves. A great bonfire is raised, many times larger than the warning beacon traditionally used. Thus the Jotun armies announce their presence.&lt;br /&gt;
&lt;br /&gt;
Despite the lack of any substantial force capable of holding back the tide the Jotun continue to advance cautiously with none of their normal bravado. All the signs suggest they expect a trap, preparing at any moment to fall back to their defenses. Some Winterfolk flee, many more stand and fight to defend their homes, but the Jotun advance is not even slowed. Hall after hall falls. As before, the bodies of those who fight the Jotun are treated with respect, interred beneath barrow mounds. Those who surrender are offered the Choice - but those who choose to become thralls are sent west out of Sermersuaq to Tromsa and Skallahn.&lt;br /&gt;
&lt;br /&gt;
Stark falls quickly. The Jotun do not pause. They press north into [[Sermersuaq#Tanikipari|Taikipari]], with the same measured slow advance, prepared always for signs of treachery. More halls fall. [[Suaq]] hunting parties are intercepted, and given the Choice. A fortnight before the Spring Equinox, the Roaring Thunder and the fellowship of the Howling Bears take the Hot Springs of Taniki. The defenders are supported by [[Kallavesi]] warriors, by feathered [[mystic|mystics]], but the Jotun roll inexorably onwards, crushing all who stand before them.&lt;br /&gt;
&lt;br /&gt;
Quick moving [[Elite_Jotun_troops#Raðljóst|Raðljóst]] scouts are spotted as far afield as the [[Sermersuaq#Face_of_Ikka|Face of Ikka]] in the north and [[Sermersuaq#East_Floes|Wreck]] in the east. Do the scouts know about [[Sermersuaq#Pride_of_Ikka&#039;s_Tears|the new mine]] in [[Sermersuaq#Suaq Fount|Suaq Fount]]? There is no way to be sure.&lt;br /&gt;
&lt;br /&gt;
There are raiders everywhere. The warband of the Jarl of Aftanes pushes into Sealtoq to the east, but is repulsed with minor losses by the desperate Suaq. A feint, rather than a serious attempt to conquer. Testing the resolve of the defenders. Many Suaq fall; barely a handful of orc bodies are counted on the battlefield when the Jarl withdraws. &lt;br /&gt;
&lt;br /&gt;
There is another matter of concern. In Spring 380YE, the Jotun [[380YE_Spring_Equinox_winds_of_war#The_Northern_Marshes|invaded]] [[Kallavesa]] and over the course of the Summer [[380YE_Summer_Solstice_winds_of_war#Blue_.28Kallavesa.29|established a presence there]]. While they [[380YE_Autumn_Equinox_winds_of_war#Silence_in_the_Marshes|later left the territory]], their warriors still haunt the marshes of northern [[Kallavesa#West Marsh|West Marsh]]. West Marsh lies just across the border from Stark - and if the Jotun were to turn their attention toward the ancestral homeland of the Kallavesi they would have a significant advantage in establishing a foothold there. &lt;br /&gt;
&lt;br /&gt;
Furthermore, a band of hard-bitten [[Steinr]] wardens who patrol the plains beneath the [[Sermersuaq#Silver Peaks|Silver Peaks]] return to Atalaq, battered and bruised, shortly before the Spring Equinox. They bring news that a group of Jotun have passed into the foothills there. They tired warriors assert that the Jotun have been received by the [[Thule]] - a diplomatic envoy to the orcs of [[Otkodov]] no doubt. There is much heated discussion about what might happen if the warrior-born Jotun were to forge an alliance with the warlocks of Otkodov; none of it heartening. For their part, the northern orcs take no part in the invasion by the Jotun. They remain in their mountain fastness, seemingly disinterested in the slow advance of the western orcs.&lt;br /&gt;
===Game Information : Sermersuaq===&lt;br /&gt;
As the Spring Equinox dawns, the Jotun are dug-in at Stark, and half-way towards complete control of Tanikipari. They control most of the land between the western border and the shores of lake Atkonartoq. There are raiding forces all over the territory - any character who lives there could have seen or encountered them. The Jotun are being very cautious - but they are not afraid to spill orc or human blood in pursuit of their conquest of the territory.&lt;br /&gt;
&lt;br /&gt;
==Home (Semmerholm)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Eastern Sky&amp;quot;&amp;gt;Dawn and the Eastern Sky has been awakened. Like a Beast waking from a winter slumber. Last Season we were but stretching our muscles. Now we are empowered and our fury untamed. The Druj will melt like frost in the first rays of the summer sun.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Winter Solstice saw the armies of Dawn, and their allies in the Golden Axe, victorious, the bulk of the Druj forces in retreat across Semmerholm, pulling back into Axmure. The Varushkans are not the only allies fighting alongside the people of Dawn. In a peerless act of [[Summer magic]] not seen since the time of [[Empress Brannan]], Dawn&#039;s witches have called forth a grand host of elfin knights and goblin soldiers from the Fields of Glory, from the domain of [[Eleonaris]], the Sovereign in Scarlet and Gold.&lt;br /&gt;
&lt;br /&gt;
Now heralds of Summer fight alongside each of the four armies of Dawn. The golden cohort relishes every opportunity to prove their strength against the vicious, cowardly orcs of the Mallum. They sing as they fight, exulting in the chance to spill the blood of the twisted Druj. Their presence is an inspiration, and not only on the field of war. They offer and receive camaraderie with gusto, extending supernal hospitality to their fellow warriors, and accepting it in their turn. The golden palanquins of the noble fey never seem to lack for prime victuals, fine wines fermented from no earthly grapes, and shared tales of wild hunts, of glorious romance, and heroic battle in the summer Realm. The regimented ranks of green and black tents that house their soldiers - those squat, unrefined squires and archers - welcome the yeofolk to share their coarser fare, their strong spirits, and more earthy tales of conquest and desperate conflict. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Hounds of Glory&amp;quot;&amp;gt;Once Again the knights of the Summer Realm march with us. Rejoice in their presence and compete to Charge Triumphantly, more gloriously and show our strength. Prove our superiority in friendly competition too with the Golden Sun and enjoy the company of our fellows in the eastern sky and Gryphon&#039;s Pride and our Varushkan Comrades in the Golden Axe.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Dawnish match their strange allies feast for feast, drink for drink, tale for tale. Gifts are exchanged; weapons and armour forged in Summer forges or bound with the light touch of Weavers. Trophies of great beasts from forests magical and mortal. Arrows fletched with unearthly feathers, or marked in the colours of noble houses. Flasks of dark purple wine, of thick brown beer; bottles of finest vintage, of strong Vaushkan mead. Some mortals and some courtiers of Eleonaris exchange favours. There are challenges offered and met, and fights &amp;quot;for love&amp;quot; between mortal and immortal, and even occasional dalliances in those timeless moments when the fires burn low and the moon hangs fat and slow above the trees of Axmure.&lt;br /&gt;
&lt;br /&gt;
Not everyone is seduced by the camaraderie of Dawn&#039;s newest allies; some are less willing to embrace these inhuman knights of Summer. How can those who never die sing of the glory of a struggle between life and death? They fear for the outcome if this campaign becomes some unearthly pageant rather than a true battle to preserve the great land of Dawn. They point out that the inhuman Druj are a real enemy, not creatures of shadow from a storybook but cruel, ruthless, endlessly cunning orcs who will seize upon any weakness to murder their foes. They urge their fellows to remember that this is not a game, or a story, and that the enemy who waits for them will not easily be defeated.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Gryphon&#039;s Pride&amp;quot;&amp;gt;Dawnish Knights, it&#039;s time to finish this. Push the line in Semmerholm and take back what is ours from the Druj.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Regardless of these concerns, the host of Dawn rises and goes forth to face the Druj... only to find that they have quit the field. &lt;br /&gt;
&lt;br /&gt;
The orcs are in full retreat - withdrawing south faster than the Dawnish armies can advance. There are the usual Druj tricks - traps and ambushes left to bedevil the unwary and the overconfident. Bands of saboteurs and guerillas who seek to outflank scouts and overzealous bands of questing knights and bring them to a bad end. As they fall back they fire the manors and villages they have conquered, sending plumes of greasy black smoke into the sky to taunt the armies of Dawn. They refuse every attempt by the armies of Dawn to draw them to battle, melting away like fog before the light of the rising sun whenever the captains think they have them within their grasp. &lt;br /&gt;
&lt;br /&gt;
Oh, for sure, scattered bands of Druj continue to raid across the territory beyond the front lines. They burn, they loot, they murder. The Golden Axe spend much of their time hunting these groups, but for each band they corner two more slip through their fingers. During the Winter Solstice, a particular strike force raided the Pits of Brychel for example, carrying away a band of scholars studying the old Terunael ruins there. No sign of the raiders or the scholars is found. Those witnesses who survived the attack say that the Druj were not alone - that they met with certain bandit bands who had long harassed the people of Ulvenholm and Boar&#039;s Dell, descendants of the bitter orcs who once ruled all of Semmerholm. Now they are gone - retreated back south alongside the armies - and they seem to have taken the bulk of the bandits with them to the relief of the yeofolk and Navarr alike.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Golden Sun&amp;quot;&amp;gt;Filled with the might and power of Glory, we will charge the hated Druj and drive them from Semmerholm. For Dawn and the Empire.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Less than a month, and the legions of Dawn have liberated all that land claimed by the Druj. The next two months are spent rooting out the worst of the Druj hunting bands - but that is work perhaps more suited for knights errant than for the glorious hosts of the rising sun. There is perhaps some disappointment - there are few opportunities for glory. &lt;br /&gt;
&lt;br /&gt;
Still, the Druj have made little effort to hide where they have gone. Their armies have crossed the southern border the way they came, back into the Barrens, back toward [[The Barrens#Dawnguard|Dawnguard]]. Perhaps it is only fitting that the armies of Dawn have a little time to celebrate their victory, to gird themselves for what must surely come next...&lt;br /&gt;
&lt;br /&gt;
===Game Information : Semmerholm===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Golden Axe&amp;quot;&amp;gt;Continue to march to Semmerholm in support of Dawn.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Druj have fled Semmerholm without allowing Imperial forces any major engagements. Druj raiding parties strike various places across Semmerholm, but by the end of the season, those that have not been hunted down and destroyed have either fled the territory or gone into hiding.&lt;br /&gt;
&lt;br /&gt;
Semmerholm is once again entirely in Dawnish hands.&lt;br /&gt;
&lt;br /&gt;
===Semmerholm Participation===&lt;br /&gt;
This season, the magicians of Dawn summoned four cohorts of knights of glory to fight alongside their armies (and a further two engaged in other campaigns alongside armies from other nations). Any character whose [[military unit]] supported one of the Dawnish armies this season may choose to begin the next event experiencing a roleplaying effect. &#039;&#039;You are filled with absolute confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Furthermore, if you are a changeling whose military unit supported one of the armies, the roleplaying effect is significantly more pronounced. In addition, however, you experience an additional roleplaying effect: &#039;&#039;you feel a yearning to see the Summer realm in all its glory, and the mortal realm seems dull and lifeless in comparison. The company of people who are not changelings or Summer heralds seems tedious and mundane, their concerns petty and limited.&#039;&#039; If you have the hero skill you have an additional hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their lineage. &lt;br /&gt;
&lt;br /&gt;
Any character whose military unit fought alongside the Dawnish armies will receive a ribbon for a [[Dawn_hearth_magic#Favours|favour]] from one of the Summer heralds - you can make up your own story of you received it. If your character would not have accepted such a favour, you can simply hand it back in at GOD when you get your pack. You will need to provide your own phys-rep; they will generally be strips of cloth marked with symbols appropriate to [[Eleonaris]].&lt;br /&gt;
{{CaptionedImage|file=Vallornspawn in the Mist.jpg|align=left|width=600}}&lt;br /&gt;
&lt;br /&gt;
==Immolation (Liathaven)==&lt;br /&gt;
The [[vallorn]] unfolds across [[Liathaven]], but it is [[Liathaven#West Ranging|West Ranging]] where its intent is most focused. Three Imperial armies - the Quiet Step of course, with the Tusks and the Bounders in support - come south out of the marshes of [[Bregasland]] to face it there. &lt;br /&gt;
&lt;br /&gt;
It is not easy to fight a vallorn. The vanguard of the vallorn is green; vines and plants and flowers that grow so swiftly they seem to be moving. Snaking over the trees of the western forests, smothering everything in their path, wrapping it in briars and thorns. Aberrant blossoms open to breathe forth the [[Vallorn#Vallorn_Miasma|miasma]] that cloaks those places the vallorn has claimed. Soft white seeds drift on the wind, swiftly sprouting whenever they land on fertile soil. Human-sized ferns uncoil and spread serrated leaves, sending out great clouds of golden spores. Where the spores find open wounds, a monstrous germination takes place, plants drawing sustenance from the liquids of the body as easily as from the ground. A few warriors get them in their eyes, and only the very fortunate are close enough to a physick that their sight can be saved. &lt;br /&gt;
&lt;br /&gt;
Soldiers become gardeners first, and warriors second. Perhaps it is appropriate that it is the [[the Marches|Marchers]] who support the Navarr - they are farmers, and sometimes fighting the vallorn is like weeding a fallow field. Scythes and sickles are employed as often as bills and bows. Fire works a little; once the plants have been cut and torn out, they are burned. Walls of black smoke drift through the trees joining with the miasma. This is not the heart of a vallorn; once the fecund life is uprooted, it is slow to grow back. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Quiet Step&amp;quot;&amp;gt;The time has come to return to the old war. We march through Bregasland into West Ranging where we will, supported by our marcher allies, make an overwhelming assault on the Vallorn expanding there.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Behind the plants come the [[Vallornspawn husk|husks]]. The [[Imperial Synod|Synod]] says that these are tragic victims; that their life has not fled them and their souls are trapped in torment. Unlike those corpses that are ridden by winter spirits, say the guides, the vallornspawn husks are living beings enslaved forever on the verge of death. They are tenacious opponents, and they come with the miasma that brings swift death to those that fall before it. &lt;br /&gt;
&lt;br /&gt;
There is an unsettling egalitarianism to these vallornspawn. Navarr and [[orc]] shapes shuffle and stumble together, their differences wiped away by the plant life that controls them. Some are clearly recent - the wounds that felled them clear to see, writhing with fresh greenery. Others are older - much older in some cases - unrecognisable as human or orc, devoid even of the scraps of clothing or armour that the fresher vallornspawn sport. &lt;br /&gt;
&lt;br /&gt;
The Quiet Step have made preparations, slathering their weapons in [[Legacy_of_Thorns#Oil_of_Blackthorn|Oil of Blackthorn]], or wielding rod and shield to deliver deadly [[venom]]. The vallornspawn husks cannot stand against these attacks, failing and withering like wax in a furnace. But there are so many of them. Thousands. The bitter fruit of decades of war, of a legacy of the long centuries of misfortune and desperation before ever the [[Jotun]] came into the woods in force. Perhaps some date back to the fall of Liath itself, before the first Navarr took their oaths. Most of them are shaped like people but a few are different. [[Vallornspawn_husk#Vallornspawn_Hulks|Hulking beasts]], once ogres, now massive overgrown threats. Cautious [[Vallornspawn_husk#Vallornspawn_Husks_and_Briars|briarborn]], the bark that marked their Spring-touched bodies in life now grown to cover them entirely. They radiate the power of life, healing injured vallornspawn and sending them back against the Imperial soldiers.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Tusks&amp;quot;&amp;gt;OK Tusks. Time has come to move again. Our neighbours need us. Bregasland needs us. We strike the vallorn, through Bregasland and into west ranging on Steady Advance. Get your bills. We are going Gardening.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The viridian wave breaks against the defenders; breaks and falls back and surges forward again. New horrors begin to appear. Among with the husks and the hungry plants come aberrations from the deep vallorn. Unique in their madness, in their twisted shapes, but all-too-familiar in their desire to destroy and consume anything that stands against them. Plants that lurch forward slowly but inexorably, or that lie in wait like green spiders. Natural animals long since twisted and made strange by the awful fecund power of Spring. A massive blind dire bear covered in beautiful multicoloured blossoms. A pack of trilling forest drakes covered in whiplike fronds that trip and entangle those who fight them. A great humanoid effigy half again as tall as the tallest Marcher, faceless head surmounted with horns of braided vines, elongated wooden claws ripping and tearing anything that comes within reach of its emaciated stick-like arms.&lt;br /&gt;
&lt;br /&gt;
The [[Navarr_magical_traditions#Vates|vates]] whisper. Not all these creatures are natural expressions of the vallorn. There are other powers at work here. &lt;br /&gt;
&lt;br /&gt;
Finally, the [[ettercap|ettercaps]] begin to appear. Massive carapaced beetles scuttle out of the [[Liathaven#Westwood|Westwood]]. They are rare, but when they appear they do not come alone. Twisted insect-creatures with the proportions of humans or orcs, wrapped in chitin. These are something new. They bear scraps of metal and leather strapped to their bodies - armour looted from the battlefields. They wield weapons taken from fallen orcs, from lost Navarr scouting parties. They work together - with more than the cunning of wolves or other natural beasts. Unlike the bulk of the creatures that live within the vallorn, they seem aware of themselves, of their enemies. They are unmarked by the changes, the uniqueness, that the vallorn fosters in its spawn. They use tactics - simple, straightforward, undeveloped - but tactics nonetheless. They flank, they ambush, they hunt out the weak links and fall on them. They possess an eerie fluidity to their movement and action - fighting together as a group rather than each one attacking as the whim takes them as is more common for the vallornspawn. &lt;br /&gt;
&lt;br /&gt;
Horrors, then. A war of human folk against horrors.&lt;br /&gt;
&lt;br /&gt;
The vallorn creatures are at their most dangerous when they draw near a Spring [[regio]]. The power of the vallorn takes root more easily there, more swiftly, and with more vitality. The plants and the husks are drawn to these places. Those who must fight the vallornspawn around the scattered Spring regios of West Ranging endure some of the worst fighting of the campaign. They speak also of things coming &#039;&#039;out&#039;&#039; of the regio - handfuls of horrors that attack with the power of Spring magic as well as wooden claws. The vates whisper and mutter, certain now. The hand of [[Yaw&#039;nagrah]] rests on western Liathaven, despite the efforts of the [[Imperial Conclave|Conclave]] to [[Amity and enmity#Declaration of Enmity|forbid her entry]]. Has she been called? Or is Liathaven so long outside the borders of the Empire that the Conclave&#039;s edict no longer holds sway here?&lt;br /&gt;
&lt;br /&gt;
There are more pressing questions; the matter of Yaw&#039;nagrah must wait.&lt;br /&gt;
&lt;br /&gt;
The battle is hard, and it is tragic. Whenever a soldier falls, they pass quickly into the influence of the miasma. Without immediate aid, they become hosts for the very force that has struck them down. Left long enough, they rise again, infested with the power of the vallorn, to fight their former companions. Especially the briars.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Bounders&amp;quot;&amp;gt;Steady Conquest into West Ranging.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Empire is not without powers of its own. Where the Quiet Step fights, an inferno follows. A potent enchantment, fuelled by the power of the Winter realm, brings the flame of [[The_Thrice-cursed_Court#Surut|Surut]] to aid the Navarr. The incandescence is deep ruby red, almost black, and devours whatever it touches. It is eager to consume the vallornspawn, but the Navarr seem to have little sway over it and it burns where it wishes. Sometimes it is in the blades of the warriors. Sometimes it kindles in their wake, seizing on fallen vallornspawn or igniting suddenly in the branches of a living tree. It reduces everything to cold grey ashes. It does not harm the Navarr or their allies - not directly. After a few hours, anyone fighting alongside the Quiet Step is caked in dirty ashes, coughing from the smoke that clings to everything. Soap and water will not shift the stench of burning wood. The flames in particular seem hungry to consume Spring regio, and with each immolation of a magical place, they burn stronger. &lt;br /&gt;
&lt;br /&gt;
In the end, the green tide of the vallorn is met and turned back, but the fighting takes a heavy toll. Nearly fifteen-hundred Imperial soldiers - the bulk of them Marchers - fall before the unnatural ferocity of the living forest. Most of those who are overcome in Liathaven are burnt, or beheaded, or rendered to dust by the power of Surut lest they rise again as vallornspawn husks. No Navarr welcomes such an end, but for the Marchers it is a particularly cruel fate. Eight hundred yeomen denied the quiet peace of the soil of their homeland, denied the succor of the apple trees and the rest they have earned. &lt;br /&gt;
&lt;br /&gt;
In the end, as the last fires burn dim and the miasma begins to thin, the Empire has made significant gains in north-western Liathaven. The land is as scarred as the soldiers, however. Swathes of forest have been consumed by Surut&#039;s blazing gift, or so warped by the vallorn that there was no choice but to take axe and burning brand to them. It will be decades before the woods recover - if they ever do. &lt;br /&gt;
&lt;br /&gt;
But for now, the vallorn&#039;s power has fallen blunted - if not subdued.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Liathaven===&lt;br /&gt;
The vallorn has been prevented from seizing West Ranging. The Empire has made significant headway toward capturing the region, but has not conquered it completely - they are still in the process of establishing a beachhead in northern Liathaven.&lt;br /&gt;
&lt;br /&gt;
As predicted, the vallorn&#039;s attempt to expand into West Ranging has expended a lot of energy, leaving it vulnerable. An opportunity exists to push south into Westwood and potentially clean the infestation from this region. As before, magic may be helpful in establishing how difficult that is likely to be. The lack of a beachhead in West Ranging will make it more difficult to press into the Westwood. It will also mean fighting in an area claimed by the vallorn miasma - casualties are likely to be higher than normal as a consequence.&lt;br /&gt;
&lt;br /&gt;
Fire has destroyed great swathes of the forest here; both natural fire and the grim magical immolation of Surut. The latter has left wide ashen scars where nothing will grow, especially where it has consumed a Spring regio. There is no doubt that this has been effective in helping the Imperial forces defeat the vallorn, but so much damage has been caused that the region has lost the &#039;&#039;forested&#039;&#039; quality. Almost all the Spring regio in West Ranging have been consumed by Surut&#039;s gift.&lt;br /&gt;
&lt;br /&gt;
===Liathaven Participation===&lt;br /&gt;
Anyone whose [[military unit]] supports one of the three armies fighting here (the Bounders, the Tusks, or the Quiet Step), and the generals of those armies, can [mailto:plot@profounddecisions.co.uk e-mail] Profound Decisions and ask for a [[Combat#Traumatic_Wounds|traumatic wound]] related to their experiences with the vallorn. A word of warning, however; while the perils of [[Vallornspawn_husk#Green_Lung|green lung]] and similar results of exposure to the misasma are well understood this fight against the vallorn has been like nothing in living memory. Soldiers are left infested with living plants that function much like parasites, and there may be lasting damage to anyone whose wounds are not carefully treated. Anyone who does request such a wound will be encouraged to be creative in phys-repping it, at least until a physic can treat them.&lt;br /&gt;
==Cascade (Zenith)==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Granite Pillar&amp;quot;&amp;gt;Make a Strategic Defence of Zenith. The Urizen have lost too much, let them lose no more!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The water of [[Zenith]] may have been unleashed in the [[381YE_Winter_Solstice_winds_of_war#Hunting_By_The_Rivers|catastrophic destruction]] of the Golden Cascades, but that water is now infused with healing power. The [[Rivers of Life]] flow through the streams, gathering in the pools, falling with the rain. Any wound short of death itself will heal overnight; it is as if every spring in the mountains serves as a healing potion. The [[Druj]], if they are surprised, show no sign of it - as keen to take advantage of this enchanted balm as any Highborn warrior.&lt;br /&gt;
&lt;br /&gt;
They have worked their malign craft in [[Zenith#Proceris|Proceris]], transforming the sodden once-fertile plains into a dripping marshland more suited to something from their own homeland, from the Mallum. They have laid down [[Druj_miasma#Miasma_Pillars|miasma pillars]], the wicked stone monoliths that anchor a supernatural force of dread and terror, and let it seep out into the countryside to cow the defenders, speeding the transformation of the [[Urizen]] farmland into a stinking morass. But these are the least of their works in Zenith this season. Even as the Winter Solstice comes to an end their armies are on the move. Easily thirty thousand [[orc|orcs]] pour across Proceris. The Highborn have held a thin strip of land in the north-west, the gate to [[Zenith#Clypion|Clypion]], for six months or so - they are overwhelmed in a matter of days.&lt;br /&gt;
&lt;br /&gt;
Pushed back into Clypion they barely have time to rally before they are again on the retreat. The Granite Pillar coordinate the three [[Highguard|Highborn]] armies, and it is largely due to their strategies that the Druj are slowed as much as they are. The Valiant Pegasus focus their efforts on reducing the casualties the Druj are so eager to inflict; the healing waters are powerful but even they are no match for the malice of the orcs. Hundreds of lives are saved - and not only those of Highborn warriors. At the same time, the unconquered and the [[magister|magisters]] of the Seventh Wave risk all to gather as much information as they may about the composition of the Druj forces and - perhaps - their eventual aims.&lt;br /&gt;
&lt;br /&gt;
Into Clypion then floods the tide of the Druj. An overwhelming wall of orcs, set on nothing less than the annihilation of the Imperials and the conquest of the entire territory. At their forefront comes an implacable host beneath a scorpion banner who direct their fellows as to how best to counter the defensive strategies of the Granite Pillar. While they are not as disciplined as their Highborn opponents, they more than make up for that with their cunning. What the Pillar seek to defend, the scorpion-warriors seem to take special pleasure in defiling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Seventh Wave&amp;quot;&amp;gt;Not One More Step. We have drawn a line of Blood in the Mud and the Druj will not cross it. Turn the Waters of Zenith Red with their blood. Whilst we fight, our unconquered will identify their weaknesses for when we retake Zenith. Death to the Druj.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;{{anchor|Druj Fury}}&lt;br /&gt;
Spire after spire falls. Then the Druj come at last to the flat mountaintop where the [[Morrow#The_Halls_of_Knowledge|Halls of Knowledge]] once stood... and the Seventh Wave report that the absence of the college drives some of them into a wrath as terrifying as it is all-consuming. There are magicians among the Druj - [[Druj_lore#Ghulai|ghulai]] and [[Arkad#Vikari|vikari]] alike - who are clearly apoplectic with rage that they have been denied the chance to destroy the foremost college of Urizeni scholarship. They turn the shallow lake where the college once stood black with blood spilled from those prisoners - Highborn and Urizen alike - who suffer the torments inflicted by the frustration of the Druj.&lt;br /&gt;
&lt;br /&gt;
They barely pause, then, their advance fired with the rage of thwarted desire. The deluge continues, out of the hills of Clypion and down onto the plains of [[Zenith#Iteri|Iteri]] where the Highborn make their last stand.&lt;br /&gt;
&lt;br /&gt;
The Druj do not like to fight on the open plains. Even ground as rugged as that which passes for plains in Urizen lacks the kind of cover they prefer. Their surging advance pauses, and for a day and a night it seems that the invasion may have reached its high-water mark. This hope is short lived however. A tidal wave of Druj washes over the front line defenders, killing and maiming. At first the lines hold then, one by one, the Druj push through. Those soldiers who do not immediately retreat are surrounded and devoured by the horde.&lt;br /&gt;
&lt;br /&gt;
Then the Druj splinter, separate, flowing around the second line of Highborn defenders, outflanking and outmaneuvering. Chaos reigns. The intelligence of the Seventh Wave tracks the Druj warbands as best it can, providing last-minute warnings to the defenders of the movements of the foes. The last refugee camps are almost overrun - the Valiant Pegasus fight desperately to let the last few Urizen evacuate to Morrow and Redoubt, holding off the Druj in some cases to their last breath. The Druj advance reaches the banks of the river Utique; there is a valiant defence that secures time for the last escaping ships of the Urizen to make their way downstream to the river Couros. Five hundred Highborn pay for the flight of the Urizen with their lives in this battle alone, in spite of the magic of the healing river walkers.&lt;br /&gt;
&lt;br /&gt;
The order comes to fall back across the Utique. Spire Calator - the ancient spire where Urizen crafters first codified the lore of the ushabti - burns. The [[Head_Gardener_of_Urizen#The_Gardens_of_Pallas|Gardens of Pallas]] fall to the Druj and - to the surprise of many physicks and apothecaries - after reaping their herbs the Druj burn them also. A pall of thick smoke drifts across the Utique and again it seems that the Druj have reached the extent of their advance.&lt;br /&gt;
&lt;br /&gt;
But they have not. A great storm of axes is brought to bear, stripping the trees of central Iteri. Barely a forest within three leagues of the riverbanks escapes the blades of the Druj. A profusion of pontoon bridges and rafts stretches across the river in a dozen places. Like ants, the Druj swarm across them. The Highborn pepper them with arrows, with javelins; they take up defensive positions on the banks... but fighting a force as cunning and relentless as the Druj who stand knee-deep in what amounts to enchanted healing elixir? It can end only one way. Force of numbers carries the day. Another five hundred Highborn fall in the battle of the Fords of Uteri, bringing the death toll to more than fifteen hundred. Barely a third that many Druj have been slain.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Valiant Pegasus&amp;quot;&amp;gt;Tend the Highborn armies, but also lend the survivors/refugees of Zenith. Treat them and aid them returning to Morrow/Redoubt&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Granite Pillar do their best but it is clear that even their superior tactics will not keep the Druj at bay. The order is given. The three Highborn armies retreat through the hills into [[Redoubt#Limus|Limus]], rallying at the town of [[Redoubt#Cargo|Cargo]] - one of the most important settlements in Urizen, dangerously close to the font line of the Druj advance. A throng of refugees greets them; a quarter of the population of Zenith has gathered here in the shadow of the high cliffs of the port-town.&lt;br /&gt;
&lt;br /&gt;
The Druj advance pauses at last. They now control the entirety of Zenith. Some of the Highborn weep openly, remembering the grim retreat out of Reikos only a handful of years ago, when Haros Water and Riverwatch fell to this very same foe. Some weep also when they remember what happened to the people left behind, in the clutches of the Druj, in a land dominated by the cruelest orcs.&lt;br /&gt;
&lt;br /&gt;
But their tears are just tears; the healing power infused into the waters has been left behind in Zenith.&lt;br /&gt;
&lt;br /&gt;
===Game Information : Zenith===&lt;br /&gt;
During the Winter Solstice, the Druj appear to have used their sinister arts to set in motion a transformation that has begun the process of turning Proceris into a stinking marshland. The region has gained the &#039;&#039;marsh&#039;&#039; quality. This may be connected to the establishment of black monoliths, but that seems to be only part of the process.&lt;br /&gt;
&lt;br /&gt;
The entire territory is now under the control of the Druj - any character whose personal resource is in Zenith suffers the [[Resource#Conquered_Territories|conquered territory]] penalty to production unless it is secured with the [[Vale of Shadows]]. Any Urizen from Zenith who wishes to evacuate may e-mail admin@profounddecisions.co.uk and request a new rank 1 resource in Morrow or Redoubt without paying the normal 2 crown handling charge for changing their resource.&lt;br /&gt;
&lt;br /&gt;
A handful of Zenith spires are protected with [[Night magic]] from the orcs of the Mallum; the rest are either destroyed or in imminent danger of attack.&lt;br /&gt;
&lt;br /&gt;
The [[Head_Gardener_of_Urizen|Gardens of Pallas]] have been destroyed; the title [[Head Gardener of Urizen]] has effectively ceased to exist as a consequence.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Citadel Guard&amp;quot;&amp;gt;Sentinels, I am proud of each and everyone of you. For some of you, this will be the last season you will fight for some time. Make the Grendel pay for how they have made us suffer. We will cut them down. We will make them break. We will fight them in Ankra, we will fight them in Ossuary, we will fight them in Screed. Leave them the coast. Do not approach Apulus. Fight well. Fight with Pride. Regain our Strength. Make me Proud.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leviathan Wakes (Spiral)==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#556B2F&amp;quot;&amp;gt;[[Spiral#The_Black_Plateau|Black Plateau]]&amp;lt;/span&amp;gt; growls and shifts restlessly in its sleep.&lt;br /&gt;
&lt;br /&gt;
Two armies take the  Crow Road out of Spiral - the Fire of the South and the Green Shield leave shortly after the Winter Solstice. Four armies pass them in the other direction. The Towerjacks return from their furlough in Sarvos. Both Imperial Orc armies, fresh from fighting the Jotun on the western front, march through the pass.&lt;br /&gt;
&lt;br /&gt;
The Empire prepares for one final push, The Grendel secure their positions. The &amp;lt;span style=&amp;quot;color:#556B2F&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; rumbles and mutters.&lt;br /&gt;
&lt;br /&gt;
Thirty three thousand soldiers raise their banners. Nearly fourteen thousand troops commanded by independent captains - ten thousand at least supporting the Summer Storm alone. Two legions of [[Knights of Glory|knights]] called from the Summer Realm march with the Imperials, alongside the Summer Storm and the Towerjacks. Bound to fight with the Empire by the same magicians of Dawn who set the glorious contingent to aid their own armies in Semmerholm.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Red Wind Corsairs&amp;quot;&amp;gt;It has been a dark time for our people, but our light hums with a fury that will not die. Be daring, alongside our brothers and sisters of the Empire. Take what is theirs, make yourself prosperous. And stay vigilant, do not listen to the whispers of the plateau. I will drink with you all soon.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Imperial strategy is complex. Some strike for Ossuary, others to Ankra, seeking to exploit the foothold the Empire has secured in seasons past and the Grendel have failed to dislodge. One heads straight for Screed and...&lt;br /&gt;
&lt;br /&gt;
More of that later. The Red Wind Corsairs, urged to ignore the whispering of the &amp;lt;span style=&amp;quot;color:#556B2F&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;, hunt living prey through the dry valleys, through the foothills, through the scrubby forests. Wealth is recovered, prisoners captured, baggage trains disrupted. They strike with relative impunity; the Grendel are dug in and their ability to respond to the corsairs is limited at best. High value &amp;quot;guests&amp;quot; are relieved of their valuables and returned to their comrades for princely sums. They join once more with the Wolves of War, and with the Northern Eagle, and lay siege to Ossuary pushing mile by mile towards the shining prize - the Legacy.&lt;br /&gt;
&lt;br /&gt;
At the same time the Towerjacks and the Citadel Guard strike west into Ankra. The Imperial Orc armies reinforce them from Cinion. The Grendel soldiers try to stand their ground but they are outnumbered and outclassed. In spite of the magic that grants them supernal strategic advantages, they cannot stand against what has come against them. The four Imperial armies crush the limited Grendel resistance, catching them and driving them east and south. Armies beneath banners of twining eels, resplendent turtles, forced to retreat before the hammer of the Empire into the crucible of Ossuary. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Summer Storm&amp;quot;&amp;gt;The Heroes of Anvil have lost many. We will repay this debt in Death. Cut them down wherever you find the enemy. The drowned Urizen in Water, we drown them in Blood.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Ankra is liberated by the Empire. The great host does not pause, moving quickly to join their allies in Ossuary. The Iron Helms...&lt;br /&gt;
&lt;br /&gt;
No. Later. The massed forces of the Empire lay siege to the Legacy. The Grendel fight tooth-and-nail to keep the mithril mine. Two weeks it takes to finally breach their defences. The Eel and the Turtle banner join the Stone Gyre, but they are not enough. The general commanding the orc troops refuses to give the order to retreat, it seems. It is only towards the end, when the Empire is battering down her door, that she allows her troops to flee south. If not for the intervention of the Sand Pipers and the Salt Dogs, the armies would have been crushed like eggs in a vice. The slaughter is... a thousand dead orcs, hundreds of dead Imperials. The mithril of the Legacy is drowned in blood, stained with defeat.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#556B2F&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; hungers. Tides of madness and death ebb and flow. Restful sleep becomes a luxury. Fear, rage, doubt, confusion, despair. These are the currency with which Ossuary is bought. What came before, what the armies who have fought here over the last year have experienced, is as nothing to what comes now.&lt;br /&gt;
&lt;br /&gt;
But two regions are liberated. Thousands of orcs dead.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Winter Sun&amp;quot;&amp;gt;We Join our 2nd legion kin and charge head long into west ranging in Spiral. We scream the name of Thrace and in his name we shall overwhelm the Grendel in our assault. Loud still ring the voices from the mines of old. Free this land of the barbarian skum. Show no mercy... For the Empire... For Thrace&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Iron helms come at last to Screed. Perhaps it was inevitable, in a way. With the soldiers travel magicians from the darkest parts of Varushka - cabalists well versed in the arts of bargaining, and the dark spirits they have chained. They meet the Iron Gulls, supported and supplied by marines and the Grendel legionnaries that serve the navies. They build on the successes the Empire has already had, pushing the orcs back towards the coast. They fight without quarter. Any orc that falls into their hands is torn apart by dogs, crucified, impaled, ripped limb from limb. They have gone beyond mercy, beyond humanity perhaps. What begins as cruelty escalates quickly. They are in the shadow of the &amp;lt;span style=&amp;quot;color:#556B2F&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; - their actions call to it, and it answers. A circle of power begins to flow. Hate begetting hate, fear feeding fear. The &amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; rouses.&lt;br /&gt;
&lt;br /&gt;
Into the shadow of the &amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; the Iron Helms come. There, as the sun sets, the cabalists begin to weave their magic. Bolstered by the knowledge that they have the full support of the priests, and the generals they draw on old pacts. They call to the shadows beneath the trees of distant Miekarova and Volodmartz, on the blackness that waits beneath the hills of Karsk and Karov. They draw it to them, streamers of cold, hungry darkness. And then they turn it loose upon the Grendel.&lt;br /&gt;
&lt;br /&gt;
At the moment their rite is completed, every living thing in Spiral knows it. The presence of the &amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; is suddenly impossible to ignore. From Ankra to Apulus every single thinking being is suddenly absolutely aware of the location of the &amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. Heads snap round. Sleeping soldiers jerk awake. The fighting pauses. There is a moment of absolute silence, that seems to stretch timelessly... and then everything snaps back into focus.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Towerjacks&amp;quot;&amp;gt;The stage is set. Curses rain upon us and the Beast has made their move. Now it is time for The Bravo to take the stage and win the day. Charge like heroes of Holberg into Ankra, then Screed, then Ossuary. Throw these bad actors off the stage&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Yet everyone in the territory - human and orc - is left with a profound awareness of the Iron Helms. They know where they are, and they know every time one of them slaughters an orc. Every time they tie a captured prisoner between two saplings and let them be torn in half. Every time they burn a Grendel merchant alive. Every time they set their dogs on orcs desperate to surrender. Every time they break the legs of a scout and tie them, still living, to a gibbet for the crows to feast on.&lt;br /&gt;
&lt;br /&gt;
It is bad enough for the Imperials; it is hard to imagine how terrible it must be for the Grendel.&lt;br /&gt;
&lt;br /&gt;
If the &amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; was restless before... the intensity of the dreams and visions it brings seems to double over the next few nights. It becomes harder and harder to tell what is real and what is a phantasmagorical hallucination. Supplies of liao run dangerously low as soldiers desperately seek the solace of anointing. The violence, if anything, escalates even further. Only the Red Wind Corsairs and the Wolves of War seem capable of remembering what quarter is - perhaps thanks to the tenor of their orders. Those Imperial soldiers whose generals have urged them to give in to the power that is lose in Spiral, to cut the Grendel down, to take revenge, to hate.. they revel in it, in the slaughter. The worst are the orc armies, and the Towerjacks, who begin to echo some of the atrocities of the Iron Helms, but the Citadel Guard and the Northern Eagle likewise begin to seek out opportunities to slake their thirst for blood on the orcs. For their part, the Grendel match the Imperial ferocity blood for blood. They fall back, but it is clear their generals are struggling to keep them under control. They stand and fight when they should retreat. The Black Eels and the Brine Turtles seem least affected, but their relative discipline is more than made up for by the Salt Dogs, Sand Pipers, and the Stone Gyre.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Wolves of War&amp;quot;&amp;gt;The schemes of our enemies have robbed us of the mercenaries that make our force so flexible.  But we shall not be deterred.  We advance into Ankra, then Ossuary then Screed, making no attack on any coastal regions or fortifications.  Where we meet the Grendel, whether they defend or attack, we shall engage them.  We shall not press hard to drive them back, instead our assault will be measured and careful.  We hold back until we see the banners of the Summer Storm and the Iron Helms.  Only then do we surge forward to give our enemies the dead reckoning they&#039;re owed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Iron helms take Screed. The Grendel there retreat south and east. Some to the fortified port of Apulian, some to the south-eastern border, to Apulus, to rendezvous with the forces driven south by the main bulk of the Imperial armies. There, on the lower slops of Apstrus, in the shadow of Solen&#039;s Doubt the final battle of the season is fought.&lt;br /&gt;
&lt;br /&gt;
It is carnage. Absolute. A frenzy of bloodletting, of savagery. Unspeakable. Indescribable.&lt;br /&gt;
&lt;br /&gt;
The Salt Dogs break first, turning on their own officers in their frenzy to escape. As they fragment, a panic runs through the Grendel ranks like a wildfire. The Sand Pipers break next, abandoning their positions and cutting through their own baggage train in their madness. The Stone Gyre try to turn them back, and within moments the two Grendel forces are at each others&#039; throats. Madness. Chaos reigns.&lt;br /&gt;
&lt;br /&gt;
Those generals still in command of their troops, lead by the cool heads of the Black Eels and the Brine Turtles, begin to sound the retreat. The Stone Gyre refuse. The madness is in them, the terror of the Iron Helms has unhinged their reason. They charge the Imperial lines and are cut to shreds. It is impossible to tell what is happening. Human and orc bodies lie in drifts, the dead and the dying comingled, trampled by both sides in the confusion and...&lt;br /&gt;
&lt;br /&gt;
And then the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; wakes up. &lt;br /&gt;
&lt;br /&gt;
Everyone fighting in the shadow of Solen&#039;s Doubt knows the exact moment when it happens. It is as if a pressure has been building, unfelt, unheard, for the last year and suddenly it has been released. There is a sound, and a sensation of movement, of overwhelming nausea. Every dark thought, every painful memory is suddenly brought to the fore. Roughly five hundred Imperials - including all the cabalists who roused the terror in the night - go mad or die in that instant, their minds or their hearts breaking into shards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Iron Helms&amp;quot;&amp;gt;The Iron Helms will unleash Terror in the Night on the Grendel in Spiral, across the Black Plateau&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The battle of Solen&#039;s Doubt ends in that moment. The commanders on both sides desperately pull their armies apart but it is no easy task. The bloodlust reigns supreme. And it is not just aimed at the enemy. Every slight, every little niggle, every suspicion is let loose in a flood as the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; becomes ascendant. Soldiers who have bickered in the past draw steel against each other. Not every dispute is rational, or real. One soldier stabs another in the back shouting incoherently about an imagined infidelity. Others break and flee, howling like beasts, their reason fled.&lt;br /&gt;
&lt;br /&gt;
The elfin knights fighting alongside the Summer Storm and the Towerjacks depart en masse. They retreat north in as much disarray as the Imperial armies, and withdraw almost immediately to the nearest Summer regio where they depart the mortal realm. Those who saw them leave say that they were pale and brittle, confused and afraid, uncertain, profoundly uncertain and full of doubts.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; is awake.&lt;br /&gt;
&lt;br /&gt;
The Empire withdraws its forces to Ossuary, leaving the remaining Grendel in control of Apstrus and the southern coast. &lt;br /&gt;
&lt;br /&gt;
After the initial surge of madness, the power of the Plateau recedes a little but nobody in Spiral is left in any doubt that it is awake, whatever that means. Everyone knows exactly where it is, a weight on the skein of their pereception. Looked at directly, it is the same as it always has been - a great lump of black volcanic glass. Seen from the corner of the eye - and in dreams - it is the centre of a howling gyre of hatred and despair, a whirling column that reaches up into the clouds, churning ceaselessly.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Northern Eagle&amp;quot;&amp;gt;Cautious Advance to Ossuary&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Empire controls Spiral - technically at least. They have conquered Ankra, Ossuary, and Screed. Along with Cinion, they now own Spiral. They have also recaptured the Legacy, the mithril mine in Ossuary. Around two thousand Imperials are dead, as compared to perhaps as many as six thousand Grendel orcs. Many are unaccounted for, scattered in the moment the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; awoke. The Grendel have lost &#039;&#039;three whole armies&#039;&#039; to the terror of the Iron helms and the merciless ferocity of the Imperial armies.&lt;br /&gt;
&lt;br /&gt;
And the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;... is awake.&lt;br /&gt;
===Game Information : Spiral===&lt;br /&gt;
The Empire now controls Spiral, and it may now be [[Powers_of_the_Imperial_Senate#Assignment|assigned]] by the Senate. The Legacy is back in Imperial hands and may be [[Powers_of_the_Imperial_Senate#Allocation|allocated]] during the Spring Equinox as either Imperial or National position. If it is allocated it will be available to appoint, and receive its first share of mithril, during the Summer Solstice.&lt;br /&gt;
&lt;br /&gt;
The Grendel have lost three entire armies - the Salt Dogs, the Sand Pipers, and the Stone Gyre.&lt;br /&gt;
&lt;br /&gt;
However... the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; is now active to a degree unprecedented in the history of the Empire. This has a number of effects, many of which are not yet clear. What is certain for the time being however is:&lt;br /&gt;
* Every army fighting in Spiral will take 25% additional casualties going forward&lt;br /&gt;
* It is impossible to receive natural resupply in Spiral&lt;br /&gt;
* Any army that sends the season in Spiral will lose 5% of its maximum fighting strength over the course of that season even if it is not engaged.&lt;br /&gt;
* Personal resources have their production reduced by a quarter; this includes fleets and military units. The nightmares and the oppressive power of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; encourages any living person in Spiral to leave.&lt;br /&gt;
* The mithril in the Legacy appears to shield the workers there somewhat, but there are few workers prepared to make the trip to Ossuary given the recent history of the mithril mine and the constant threat of the Black Plateau. As a consequence the upkeep of the Legacy has been doubled for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
Over the last few years there have been several magical rituals designed to deal with the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;. None of those rituals will have any effect, for good or ill, on the active Black Plateau. Indeed, it is highly unlikely that &#039;&#039;any&#039;&#039; ritual magic will be effective against the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; in its current roused state.&lt;br /&gt;
&lt;br /&gt;
Finally ... even though the Urizen now control Spiral, it is a poor substitute for Zenith, which they have lost entirely. Consequently, the Citadel Guard is still in danger of disbanding. The civil service predicts that Urizen will need to conquer at least one more region of Spiral if they are to support their army.&lt;br /&gt;
&lt;br /&gt;
===Spiral Participation===&lt;br /&gt;
Anyone who wishes to roleplay there were present during the recent campaign is free to create their own horror stories of things they have encountered, based around themes of creeping fear, haunting phantasms, eerie dreams, gnawing suspicion, and outbursts of uncontrolled anger. As the campaign escalates, these experiences become more visceral, and more horrific - although any player character is assumed to have sufficient mental fortitude to have resisted the worst excesses caused by the malignant force of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt;... up to a point.  &lt;br /&gt;
&lt;br /&gt;
Every player whose military unit supported an army in Spiral this season, and the generals of those armies, will receive a curse card in their packs at the event.&lt;br /&gt;
&lt;br /&gt;
==Assured Destruction (Major Conjunctions)==&lt;br /&gt;
The Civil Service have detected four [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] during the Spring Equinox. Each provides an opportunity for the heroes of the Empire to influence the direction of one of the ongoing campaigns against the barbarian [[orc|orcs]]. &lt;br /&gt;
&lt;br /&gt;
Prognosticator Atraxes has noted that three of these conjunctions are fluid and not fixed to a specific day. This means that the gate can be opened on &#039;&#039;either&#039;&#039; Saturday or Sunday, but not both. The fourth conjunction can only be used on Sunday, should the Military Council wish to make use of it.&lt;br /&gt;
&lt;br /&gt;
* The first conjunction is to the site of Lerrovac&#039;s Camp, in [[The Barrens#Murderdale|Murderdale]], in [[the Barrens]]. The area contains a significant number of Imperial prisoners, held at the mercy of a powerful [[Druj]] [[Druj_champion#Tepel|Tepel]] and a major force of [[orc]] warriors.&lt;br /&gt;
&lt;br /&gt;
* A second conjunction will allow travel to the Spring Hills, in [[Sermersuaq]]. Located above the [[Sermersuaq#Tanikipari|hot springs of Tiniki]], a large Jotun force is resting there, gathering their strength for the coming season.&lt;br /&gt;
&lt;br /&gt;
* A third portal offers an opportunity to reach a Summer [[regio]] on the Westerhal Trail, West Marsh, [[Kallavesa]]. The raiding parties that have spent the last year maintaining the Jotun presence in [[Kallavesa]] have begun to gather there, potentially with the intention of beginning to solidify their hold over the West Marsh region.&lt;br /&gt;
&lt;br /&gt;
* The final conjunction, available only on Sunday, allows the heroes of Anvil to visit the Gethern Expanse in Screed, Spiral. A force of elite Grendel mercenaries are heading towards this location, although what they intend to do when they get there is not known at this time.&lt;br /&gt;
&lt;br /&gt;
By the time of the Spring Equinox  summit, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the [[general|generals]] during the [[Muster]]. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the [[Imperial Military Council]] alone.&lt;br /&gt;
&lt;br /&gt;
A further quartet of large conjunctions have been identified early on Saturday evening of the Spring Equinox. Two open portals in East Floes, Sermersuaq close to the location of engagements against drowned dead during the Winter Solstice. The second pair of conjunctions allow passage to the final two Spring Regio known to exist in West Ranging, Liathaven.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators are also preparing additional information relating to a number of smaller [[Sentinel_Gate#Conjunctions|conjunctions]] over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the summit, with additional details passed to national egregores and civil servants of the Military Council.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;Our Battle Team intend to run two large skirmishes aimed at Wintermark, and two aimed at the nations whose armies are engaged in Liathaven - Navarr and the Marches. They will take place on Saturday between 17:00 and 19:00. To ensure these encounters run as intended we are opening up monstering to any player who wishes to help out. We will provide additional details on the nature of the skirmishes, the exact times, and kit requirements as part of the Winds of Fortune.&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Summer_Solstice_winds_of_war&amp;diff=108442</id>
		<title>382YE Summer Solstice winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=382YE_Summer_Solstice_winds_of_war&amp;diff=108442"/>
		<updated>2024-04-02T11:44:58Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Recent History]] [[Category:382YE Summer]] [[Category:Military Council]]&lt;br /&gt;
{{CaptionedImage|file=Flowers.jpg|caption=Where there is darkness, we will make light.|align=left|width=500}}&lt;br /&gt;
==Death Masks (Overview)==&lt;br /&gt;
During the Spring Equinox 382YE, a great tragedy struck the heroes of the Empire. A battle in the shadow of the Black Plateau against the Grendel ended in a pyrrhic victory. The field was won, but many courageous people bought that victory with their lives. Spirits cast back into the Labyrinth, to wander for a time, and then to be reborn. The Empire will miss their strength. Grief touches many hearts. But grief does not slow the turning of the wheel of time. Its enemies care nothing for the sorrow of the Empire.&lt;br /&gt;
&lt;br /&gt;
[[382YE_Summer_Solstice_winds_of_war#Devil_Take_the_Hindmost_.28Brass_Coast.29|In the south-west]], on [[the Brass Coast]] the Grendel are driven conclusively from [[Madruga]]... only for the [[Jotun]] to move armies into [[Kahraman]]. When they were defeated during their last sortie, the Jotun promised to return, and return they have. Only the garrison of Fort Braydon slows their advance, preventing them from seizing both Serra Damata and the Damatian Cliffs.&lt;br /&gt;
__TOC__&lt;br /&gt;
[[382YE_Summer_Solstice_winds_of_war#In_Flagrante_.28Spiral.29|In the south-east]], in Spiral, there is little resistance. There, too, a [[fortification]] plays a key role but in this case it is a Grendel fortress in what was once an Urizen town. It falls before the Empire, its defenders executed without mercy by the Iron Helms. Yet even in the absence of Grendel armies, a portion of Spiral remains unconquered.&lt;br /&gt;
&lt;br /&gt;
[[382YE_Summer_Solstice_winds_of_war#A_Light_in_the_Darkness_.28Sermersuaq.29|In the north-west]], in [[Sermersuaq]], the Jotun advance in force. The Empire rises to meet them, calling on its own strange allies, but in the end it is not enough. The Jotun take Sealtoq, and seize Atalaq, the Suaq heartland. The territory ceases to be Imperial. Yet perhaps not all is as dark as it appears...&lt;br /&gt;
&lt;br /&gt;
From [[Liathaven]], from [[Zenith]], from [[the Barrens]] there is no news at the moment. Perhaps the old saying is true, and a lack of news leaves space for something good to grow. Perhaps not.&lt;br /&gt;
&lt;br /&gt;
Finally, as the wheel turns inexorably grinding human and orc lives alike in its indifferent advance to the future, the civil service examine the [[Sentinel Gate]] - that source of so much hope and despair and joy and grief - and reveal what they have learned of the [[382YE_Summer_Solstice_winds_of_war#De_Profundis_.28Major_Conjunctions.29|major conjunctions]] that will open during the Summer Solstice. So it begins again. The old grief fades and the Empire steels itself for new grief, beneath the impassive red eye of [[the Wanderer]].&lt;br /&gt;
{{CaptionedImage|file=Feeding Time.jpg|title=Alix i Erigo, devoured by the spawn of [[Siakha]] during the battle of the Black Plateau&#039;s Shadow.|caption=Life is short; let it never be dull!|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==Devil Take the Hindmost (Brass Coast)==&lt;br /&gt;
The Drakes are in [[Madruga]], fighting the remaining [[Grendel]] for control of the islands around [[Madruga#Atalaya|Atalaya]]. They are supported by [[The Brass Coast|Freeborn]] [[corsair|corsairs]] and fisherfolk alike, ferried across the hungry sea in boats and ships pressed into service as troop transports. There is significant grumbling on both sides - the [[the Marches|Marchers]] do not enjoy the boats and the Freeborn do not enjoy having to turn aside from their business to deliver soldiers to their destinations. Both groups enjoy having Grendel on Imperial soil even less, however, and so the matter is dealt with expeditiously - so the Drakes can get back to dry land and the Freeborn sailors get back to work.&lt;br /&gt;
&lt;br /&gt;
Thanks to the efforts of Imperial heroes who [[Sentinel Gate|struck]] at [[Everything_has_rhythm#Stone_Born_Stand_Solid|key targets]] during the Spring Equinox, there is little fight left in the [[orc|orcs]]. Those who remain on the Brass Coast are mainly chancers, risking everything for a chance to make a profit or build a name for themselves. They are no match for the disciplined Marcher army. The situation is slightly different on the island of Atalaya - there is a solid core of Grendel troops here who do their best to to resist the army of Tom Drake - but they are outmatched, outnumbered, and outclassed. &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;Will Talbot, General of the Drakes&amp;quot;&amp;gt;My merry lads and lasses, those cheeky Grendel so-and-so&#039;s have been baring their arse cheeks and giving us for the last month. Their time si up. We&#039;re going to board the skiffs of our Freeborn allies and sweep the arrogant bastards from Atalaya. Slow and steady though, we don&#039;t know what traps they&#039;ve laid so make sure we preserve marches lives in this steady conquest. Let them flee across the Bay if they wish, there are Corsairs in these waters no doubt, hungry for payback. Once we&#039;re done, time for foot the ball on the beach. Mitwold town Forever!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
When it becomes clear they will fail to hold the Freeborn town, the Grendel garrison simply surrenders - to the surprise of many. By this point there are perhaps fifty Grendel left; their commander opens the gates of the town, and offers her spear to the first Marcher captain she sees. The orcs are currently corralled in a makeshift pen on the small island of Mariposa - the Freeborn will not suffer them to remain on Atalaya, not after all they have done and the Drakes are somewhat at a loss to know what to do with them. The captain - Innevia, daughter of Moorvain - is quite up-front about her orders, seeing no reason to conceal them. They expected the armada to return, she says. They were to hold Atalaya and [[Madruga#Free Landing|Free Landing]] as a beachhead against a more sizeable Grendel force returning. No such force has arrived. Presumably something happened to change the plans of the Salt Lords.&lt;br /&gt;
&lt;br /&gt;
Madruga, then, is once more in the hands of the Empire in its entirety.&lt;br /&gt;
&lt;br /&gt;
This is not the only military activity in south-west this season, however. &lt;br /&gt;
&lt;br /&gt;
On the other side of the Brass Coast, as far away from Free Landing as it is possible to get but still be in Freeborn territory, an army emerges from the hills of Reinos. Three weeks after the Spring Equinox over fifteen thousand orcs cross the border into [[Kahraman]]. For the most part, they seem to be [[Jotun]], but many wear hoods or sashes of a bright orange hue over their armour. These orcs march beneath the banner of the firebird - a great eagle wreathed in orange flames. This design was first seen in [[381YE_Winter_Solstice_winds_of_war#Resentment_Rides_High|the months leading up to the Winter Solstice]] last year, and is now recognisably the device of the orcs of the Lasambrian hills. Others march under more traditional Jotun standards, red banners topped with the skulls of great bears.&lt;br /&gt;
&lt;br /&gt;
The Jotun under the banner of the bear take the lead; they push straight toward the town of [[Kahraman#Serra_Damata|Damata]], a lightning advance that seeks to crush the defenders before they can be sure what is happening. The border watch is quickly overwhelmed, and it is pure chance their strategy is unsuccessful. A patrol from [[Kahraman#Fort Braydon|Fort Braydon]] catches sight of the smoke from their campfires, and sends three runners to warn the Freeborn that the Jotun have come back. As the bear army pushes forward, the orcs of the Hierro clan - and their new banners - follow in their wake. The Lasambrians are more cautious, dfensive, prepared for a trap. They secure the territory the army of the bear has claimed rather than pushing to the heart of the [[territory]]. A combination of the two strategies proves very effective - without the Imperial soldiers from the fort it is likely that the whole of [[Kahraman#Serra Damata|Serra Damata]] would have fallen to them in short order.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Corazón range far and wide across the territory. They are clearly more interested in causing as much disruption as possible than on engaging with the scattered Freeborn defenders. The are not shy about fighting - and those who try to resist are dealt with without pause - but they do not go out of their way to kill anyone who does put up a fight. Instead they raid caravans and [[farm|farms]], rob [[business|paradours]] and [[mine|mines]], and even take the time to carry away crystal mana from any [[mana site]] they encounter. Anything that might be useful to the defenders of Kahraman appears to be fair game. Nowhere is safe - bands of Corazón orcs are seen as far east as [[Kahraman#Jade_Range|Nestor&#039;s Bounty]]. Both the [[Great Mine of Briante]] and the [[Damatian Cliffs]] are targetted by these fast-moving orcs, who raid caravans transporting valuable mithril and white granite carrying away some of the bounty of the two Bourse seats. &lt;br /&gt;
&lt;br /&gt;
When the Jotun [[380YE_Winter_Solstice_winds_of_war#Quiet_on_the_Western_Front|retreated from Kahraman]] in the Winter of 380YE, they left a message on the walls of Damata saying they would return. It seems it is a promise they are intent on keeping. &lt;br /&gt;
&lt;br /&gt;
===Game Information - Madruga and Kahraman===&lt;br /&gt;
Madruga is entirely in Imperial control once more. There are fifty Grendel prisoners in a makeshift pen on the island of Mariposa in Free Landing, including their commander Innevia, daughter of Moorvain. A decision will need to be made about what to do with them. The [[Imperial Military Council]] will most likely be called upon to make this decision. There seem to be three likely outcomes. The orcs could simply be executed - they are barbarians after all. They could be released, given a boat and told them to go home. Or someone could try and negotiate with the Grendel somehow for a suitable ransom. Regardless of what is done, if they are still prisoners by the end of the Summer Solstice, they will need to be fed and watered and Freeborn guards employed to keep an eye on them. This will be paid for out of the Imperial treasury, and is estimated to cost 2 Thrones each season until the prisoners are dealt with.&lt;br /&gt;
&lt;br /&gt;
In Kahraman, Jotun conquerors have have claimed everything of note in Serra Damata with the exception of Damata itself, and the Damatian Cliffs that overlook it. Without the garrison at Fort Braydon, they would have taken the entire region and likely have made some headway into [[Kahraman#Gambit|Gambit]] or (more likely, judging on past campaigns) [[Kahraman#Serra_Briante|Serra Briante]]. At the same time the Hierro and the army beneath the bear banner have been doing their best to conquer Serra Damata, the Corazón have been extensively raiding all across the Freeborn territory.&lt;br /&gt;
&lt;br /&gt;
The first result of this action is that the production of both the Great Mine of Briante and the Damatian Cliffs will be reduced next season as a consequence (four fewer wains of white granite for the Damatian Cliffs, two fewer wains of mithril for the Great Mine of Briante). If the Corazón continue to raid the territory, then the production may be impacted again. Worse, if their raids continue then every [[Resource#Personal_Resource|personal resource]] with the exception of a [[military unit]] or [[fleet]] in the territory will lose a fifth of its production next season.&lt;br /&gt;
{{CaptionedImage|file=Nothing Is Forgotten.jpg|caption=The Empire is our destiny.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==In Flagrante (Spiral)==&lt;br /&gt;
After the [[382YE_Spring_Equinox_winds_of_war#Leviathan_Wakes_.28Spiral.29|Battle of Solen&#039;s Doubt]], the Citadel Guard, the Red Wind Corsairs, and the Winter Sun withdraw westwards leaving the [[Varushka|Varushkan]] Iron Helms and Northern Eagle, the Summer Storm, and the two [[the League|League]] armies to finish the task of liberating [[Spiral]]. Six thousand soldiers under the banners of [[military unit|independent captains]] fight alongside the Wolves of War; a handful of other captains fight with the Summer Storm. For the most part, the Imperial armies engage in a slow and [[Army_orders#Steady_Conquest|steady progression]] into the remaining regions of the south-east, engaging the orcs carefully and making great use of physicks, magical healers, and the priests whose ceremonial skills help to reduce the impact of the horror that lurks at the heart of [[Spiral#Screed|Screed]]. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;General of the Iron Helms&amp;quot;&amp;gt;Moving through Apstrus, Ateri then Apulus using merciless onslaught. We have grought the Grendel Terror, now we destroy those that remain for the crimes they have committed.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Iron Helms and the handful of  captains who march with their banner eschew such careful tactics and instead engage in [[Army_qualities#Cruel|a campaign of wholesale terror and slaughter]] against every [[orc]] they can find. Without the [[Not_dark_yet#We_Haven.27t_Even_Started|supernatural terror unleashed by their magicians]] during the previous season, they are forced to rely on more mundane tools of torture and execution - but they prove equally adept at wielding the sharpened stake, the hound, the chain, and the rope as they were the abyssal terror and howling gyre during the advance on Solen&#039;s Doubt. There are few enough orcs left in the territory - the Grendel appear to have made a full retreat - but some still fall into the hands of the Varushkan soldiers of the Iron Helms and suffer for it.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Akstis Eigulys, General of the Northern Eagle&amp;quot;&amp;gt;Steady Conquest into Apstrus, followed by Ateri and into Appulus, under the shadow of the Plateau, Spiral, to crush the Grendel.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The majority of the Imperial forces first push through the wooded rolling hills of [[Spiral#Apstrus|Apstrus]], capturing Solen&#039;s Doubt, and the fallen remains of the central heliopticon tower there. At the same time the Summer Storm drive into the hills of [[Spiral#Ateri|Ateri]], securing the ruins of Fort Mezudan and the eastern end of the [[Spiral#The_Three_Passes|Onyx Path]]. Both forces then turn their attention to [[Spiral#Apulus|Apulus]], and to the Grendel [[fortification|fort]] at Apulian.&lt;br /&gt;
&lt;br /&gt;
The fighting on the southern coast is brief, and exceptionally bloody. There is no chance of escape - a [[Foam and Spittle of the Furious Sea|supernatural storm]] roars across the southern coast, and those ships prepared to brace its unrelenting fury have done so weeks before. The garrison does its best to hold back the Imperial tide but they cannot hope to stand. Even tired from the conquest of Apstrus and Ateri, the Empire easily crushes the defenders of Apulian. The soldiers there have suffered their own months of terror since the nightmare at the heart of Spiral was awoken. All told, the siege lasts less than a week - the gates fail and the town is liberated. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Irontide Skar, General of the Summer Storm&amp;quot;&amp;gt;Last Summit, we butchered Grendel in droves. Now, we take back what they stole with a Steady Conquest. Will them wherever you find them, don&#039;t let them do what they want with Imperial Land any more.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Iron Helms hang every surviving Grendel soldier; many choose to throw themselves into the waters of the Bay of Catazar rather than face the fate that awaits them if they fall into the hands of the Varushkans.&lt;br /&gt;
&lt;br /&gt;
A number of slaves are liberated, but there are few [[Urizen|Urizeni]] here however. Those who were enslaved in Apulian are exclusively mundane citizens - farmers and miners without a spark of magical talent. They talk in halting sentences about the magicians - the [[Urizen_magical_traditions#Mages|mages]], the [[Urizen_magical_traditions#Stargazers|stargazers]], the [[Urizen_magical_traditions#Seers|seers]], and especially the [[Urizen_religious_beliefs#Illuminates|illuminates]] - who have passed through Apulian in chains both real and metaphorical. Carefully examined by Grendel Wind Lords, the magicians who fell into the hands of the Broken Shore orcs were quickly taken out of Spiral, sent south to the slave markets of [[Bay_of_Catazar#Dubhtraig|Dubhtraig]], of [[Bay_of_Catazar#Fort_Fuil|Fort Fuil]], of [[Bay_of_Catazar#Gainmeachdubh|Gainmeachdubh]], and of [[Bay_of_Catazar#Vorlach|Vorlach]].&lt;br /&gt;
&lt;br /&gt;
There are also a handful of slaves who were Imperial soldiers, [[Wintermark|Winterfolk]] and Varushkans especially. Taken prisoner in battle and pressed into service, they . As with the magicians of Urizen, however, the majority of these people have been sent elsewhere. There is a great demand for strong, disciplined warriors both to work in the salt and the mithril mines, and to spill out their blood for the amusement of the Grendel in the arena.&lt;br /&gt;
&lt;br /&gt;
Finally, there are a small number of people among the freed population who speak little [[Languages#English|Imperial]]. Once translators can be brought in, they are discovered to be slaves from the [[Asavean Archipelago]]. They are not slaves of the Grendel, for the most part. Rather they appear to be the slaves of an Asavean collaborating with the Grendel - a representative of the Tarquinius family of [[Asavean_Archipelago_ports#Nemoria|Nemoria]]. That powerful [[Asavean_Archipelago#Politics|Plenum]] family, it seems, has been trading white granite and slaves to the Grendel - importing the valuable building material to a number of places but most especially to Apulian. Asavean quarries provided the stone used to build the fortifcation here - a fortification that was in the process of being enlarged when the Empire tore it apart. Without exception, these freed slaves ask for sanctuary in the Empire.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Michelangelo Garcian de Sarvos, General of the Wolves of War&amp;quot;&amp;gt;We make a Steady Conquest through Apstrus, Ateri and finally to Apulus. The Grendel&#039;s backs are broken, now we push to drive them to the coast and out of spiral once and for all. It&#039;s time to settle sore reckonings, let&#039;s to it!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
There is a single Asavean ship left in the harbour, and when Imperial troops move to board it a handful of soldiers attempt to stop them. An argument ensues, blades are drawn. Blood is spilled. Their master  - Leri Tarquinius - is dragged kicking and screaming from the captain&#039;s cabin. The Tarquinius does not seem to appreciate the gravity of his situation - he is arrogant and condescending. He demands to be allowed to leave once the storm has died down, to return to his peoples&#039; embassy in Dubhtraig. He wants to take his slaves, of course, and also his shipment of white granite. A quick inspection discovers that the cargo hold of his vessel is weighted down with fifteen wains of white granite, which he claims quite vociferously are the property of the Tarquinius family for which he has not been paid. He is taken into custody for his own safety, before anything unfortunate can happen to him.&lt;br /&gt;
&lt;br /&gt;
And so Apulian falls... but there the advance falters. The constant pressure of the abominable atmosphere, and the desperate tenaciousness of the defenders of Apulus, has meant that the Empire has failed to take the entire territory. Two-fifths of Apulus is not in Imperial hands. It does not entirely appear to be in Grendel hands either, however. Rather, it seems that a large number of ex-soldiers, orcs and humans driven to madness along with what seem to be the tattered remnants of the howling maniacs that once clustered in Screed, have gathered in the south-east. They slaughter and in some cases devour those few Grendel who attempted to flee toward [[Bay of Catazar#Mareave|Mareave]] in the south. They are disorganised, confused, nothing like an army... but there are a lot of them and they effectively control the southern part of the region.&lt;br /&gt;
&lt;br /&gt;
Throughout all this, it must not be forgotten that at the heart of Spiral, the gyre of despair at the heart of Spiral continues to cast its ebony shadow across events. It shows no signs of becoming quiescent - quite the contrary in fact. It seeps into the hearts and minds of humans and orcs alike - spreading despair, breeding violence and unleashing the darkest nature of those who fight under its influence. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Natalia Barossa, General of the Towerjacks&amp;quot;&amp;gt;Once more we push to drive the Grendel from the Empire. Draw from the power of the Clarity of the Master Strategist to resist the influence of the Plateau. Fight shoulder to shoulder and watch for your comrades to protect each other. Push through Apstrus and Ateri and drive them back to the coast.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
All told, a little over three hundred Imperial troops are lost fighting the Grendel, primarily during the assault on Apulian. A further one and a quarter &#039;&#039;thousand&#039;&#039; are lost to the malign influence, to the nightmares. Some die, or are killed, or kill themselves but many more survive long enough to desert, even though they are driven to howling madness and bloodthirsty violence. The orcs of the Summer Storm are a little more able to endure its influence than their human companions, able to resist any urging to turn on their fellows... but this simply means that when they &#039;&#039;do&#039;&#039; lose control they do it in groups.&lt;br /&gt;
&lt;br /&gt;
It seems impossible to judge, but far from abating the storm of madness that swirls around the plateau has gained strength. There is nothing like the horror that swept over Solen&#039;s Doubt, but rather a slow intensification of malice and dread that hangs like a thick fog over everything. With each execution, with each crucifixion, with each mass-hanging or impalement by the Iron Helms, the shadow of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; deepens, seeping into everything... including the spirits of those who fight in the territory.&lt;br /&gt;
{{CaptionedImage|file=Behind the Lines.jpg|caption=The human spirit is immortal.|align=left|width=500}}&lt;br /&gt;
===Game Information - Spiral===&lt;br /&gt;
The Empire controls Ateri and Apstrus, but is only three-fifths of the way toward conquering Apulus. This success means that the Citadel Guard are no longer in danger of disbanding.&lt;br /&gt;
&lt;br /&gt;
The Black Plateau continues to influence the territory, and that influence has become even more powerful as the season has worn on. Next season, every Imperial or Grendel campaign army fighting in the territory will suffer 30% additional casualties, and will lose 10% of its maximum strength over the course of the season even if it is not engaged.&lt;br /&gt;
&lt;br /&gt;
Finally, Imperial forces have captured an Asavean dignitary and 15 wains of white granite that apparently belong to the powerful Tarquinius family. Leri Tarquinius is in custody for his own safety, but is quite adamant that while the white granite was to be sold to the Grendel, they have not actually paid for it and so it remains the property of his family. He is demanding to be released and allowed to return to Nemoria with all fifteen wains.&lt;br /&gt;
&lt;br /&gt;
With the liberation of Apstrus, we have updated the strategic information on the Spiral page. The mountains here contain no passes through to the Grendel territory of Mareave that are suitable for use by an Imperial army. Without an opportunity it is only possible to enter Mareave through Apstrus. It &#039;&#039;is&#039;&#039; possible to [[commission]] a [[spy network]] in [[Bay of Catazar#Mareave|Mareave]] however - the high mountain passes can be traversed by small groups of adept soldiers even though they are closed to the armies themselves.&lt;br /&gt;
&lt;br /&gt;
===Participation - Spiral===&lt;br /&gt;
As with last season, anyone who wishes to roleplay there were present during the recent campaign is free to create their own horror stories of things they have encountered, based around themes of creeping fear, haunting phantasms, eerie dreams, gnawing suspicion, and outbursts of uncontrolled anger. As the campaign escalates, these experiences become more visceral, and more horrific - although any player character is assumed to have sufficient mental fortitude to have resisted the worst excesses caused by the malignant force of the Black Plateau.  &lt;br /&gt;
&lt;br /&gt;
Every player whose [[military unit]] supported an army in Spiral this season, and the [[general|generals]] of those armies, will receive a curse card in their packs at the event representing the oppression of the Black Plateau.&lt;br /&gt;
{{CaptionedImage|file=Blood and Stone.jpg|caption=The Virtuous inspire others to greatness; they do not demean them.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==A Light in the Darkness (Sermersuaq)==&lt;br /&gt;
It has been a little while since the waters of [[Sermersuaq]] last ran with [[Rivers of Life|enchanted life]]. Not since the Empire and the [[orc|orcs]] of [[Otkodov]] contended over the [[Sermersuaq#Silver Peaks|Silver Peaks]]. Three years, almost exactly, since the power of [[Spring magic|Spring]] sang in the waters. Barely a blink of the eye, and the waters burgeon with healing power once again. Barely a turning of the seasons in the circles of life and death. Once again, the magic is in place. The [[curse]] that brings life to the injured, and health and fecundity to the beasts and the plants, settled over Sermersuaq like a cloak.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Llofyn Bloodcloak, General of the Bloodcloaks&amp;quot;&amp;gt;Troops will be reminded of the honourable and heroic heritage of the Bloodcloak army, reminded that Winterfolk fight as heroes not just soldiers. All fallen Jotun should be treated with respect and allowed to be collected by their compatriots for honourable burial.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
After the Winter Solstice, there were some eighteen thousand [[Jotun]] in western Sermersuaq. With their way prepared by the Ice Fishers of Ldansk, the force has already captured Stark and pushed into Tanikipari. At the Spring Equinox, a large force of [[Elite_Jotun_troops#The_Kirkja|kirkja]] descended from the hills above the the [[Sermersuaq#Tanikipari|Hot Springs of Taniki]], capturing the settlement, and swiftly pressing their advantage. With little to stop them the Jotun had secured control of the entire region within a week of the Solstice ending.&lt;br /&gt;
&lt;br /&gt;
The armies of the Western orcs then turn their attention to [[Sermersuaq#Sealtoq|Sealtoq]]. The most hospitable [[territory#Regions|region]] of Sermersuaq, Sealtoq is also the site of Atalaq, the largest permanent settlement in the the entire [[territory]]. A gathering place for the hunters who follow the Suaq traditions, a place of cunning and craft where whale-followers, walrus-farmers, [[Wintermark_magical_traditions#Icewalkers|icewalkers]], and [[Mundane_beasts#Mammoths|mammoth]]-herders return after long treks north. With the Silver Peaks in the hands of the [[Thule]], it represents the greatest concentration of wealth in the entire northern territory. As [[Kallavesa#Rundhal|Rundhal]] is to the [[Kallavesi]], and [[Hahnmark#Kalpaheim|Kalpaheim]] is to the [[Steinr]], so Atalaq is to the Suaq - the heart of their tradition. It is defended - hunters returning from the northern plains, warriors driven south and east by the advance of the Jotun, all have gathered at Atalaq. The Jotun will have a fight on their hands if they try to take it with only eighteen thousand warriors!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Theoderic Ulfarsson, General of the Fist of the Mountain&amp;quot;&amp;gt;Troop will be told to remember and follow the honourable way of engaging foes. Honour Duels will be encouraged. Bodies of the fallen will be allowed to be recovered, and treated with respect.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Except they do not have eighteen thousand warriors. Not any more. The first sightings of the Jotun reinforcements are deeply worrying; the reports of scouts and hunters are dismissed by some as exaggeration at first. Yet the truth is as bad as it can be. Another &#039;&#039;fifty thousand&#039;&#039; orcs have come to Sermersuaq. The banners of the King of Narkyst and the Queen of Kalsea at their head - both the Jarl of Jarls of the north, and of the south, are here with their honour guard and their warriors, and maybe six thousand kirkja and champions of the Jotun.&lt;br /&gt;
&lt;br /&gt;
Against such a force, the hunters and warriors at Atalaq will avail nothing. The Jotun will crush Sealtoq in a month, and most likely the rest of the territory in short order.&lt;br /&gt;
&lt;br /&gt;
It is fortunate, then, that the hunters are not alone.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Marciel i Riqueza, General of the Fire of the South&amp;quot;&amp;gt; I come to you in a time of mourning, but it is not our way to be morose, so lets give our former general an appropriate celebration to usher him through the labyrith. Face the Jotun with honesty, with honour, and with your steel. Life is short, let it never be dull!&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Bloodcloaks, mustered at last, come north through the marshes of Kallavesa. With them march three thousand shining [[Knights of Glory|knights from the Fields of Glory]], champions of [[Eleonaris]] called by Summer magic. The knights are impressive enough - attired in golden chain with fine fur cloaks, razor-sharp spears, and crimson-stained circular shields - but their number is dwarfed by nearly three times as many soldiers beneath the banners of the independent armies of the Empire. Together, this sea of warriors gives the Bloodcloaks alone the strength of three whole armies! &lt;br /&gt;
&lt;br /&gt;
From the south-east, another Wintermark army comes to Atalaq. The Fist of the Mountain out of Hahnmark. Beside them march another three thousand Summer warriors, with bloodgold plate and amber leathers, vicious axes, teardrop shields of yellow and red, and fluttering pennants showing the lion encrowned. They join the Bloodcloaks, a great camp of thousands of warriors mortal and unearthly alike, spreading a lake of tents and banners around the Suaq settlement.&lt;br /&gt;
{{CaptionedImage|file=No More Prosecco.jpg|caption=Only human spirits reincarnate, therefore humans are the greatest of all beings in creation.|align=left|width=500}}&lt;br /&gt;
Their presence brings heart to the defenders - these heroes will surely stand against the orc horde in a battle well-worthy of the tales to come! &lt;br /&gt;
&lt;br /&gt;
As they begin to establish a base camp at Atalaq, they are joined by the flamboyant Fire of the South. Marching from [[Astolat]] in the east, this doughty army makes excellent time and is barely winded by the journey through [[Temeschwar]] and [[Hahnmark]]. They, too, march with three thousand knights of glory, fey warriors all bound up in crimson and gold silk with wicked swords and axes, and scarlet shields engraved with roaring lions. Another fifteen hundred heroes march with them. They begin to send swift-footed scouts out east and north, intercepting Jotun raiders and granting aid to the bands of hunters still returning from the northern hunt.&lt;br /&gt;
&lt;br /&gt;
Finally, tired from their long march north from the mad forest of [[Liathaven]], the [[the Marches|Marchers]] arrive. Through the familiar fens of [[Bregasland]], and the ghost-haunted swamps of Kallavesa the Tusks and the Bounders have come, without a pause, from their vicious battle against the [[vallorn]] horrors. The coming campaign may be a relief; they are exchanging an unknown, abhorrent foe for one of flesh-and-blood. The Jotun, whatever else they may do, will not turn their own dead against them. The fallen will reest beneath good soil, at least. No majestic heralds accompany the Marchers; but there are four-and-a-half thousand independent Imperial soldiers. Primarily Imperial orcs, Marchers, and Winterfolk, only [[the League]] is not represented. They have put aside national rivalries, bound by a [[Bound by Common Cause|potent enchantment]] to fight as a single, cohesive army against the Western orcs.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Black Jack, General of the Bounders&amp;quot;&amp;gt;Particular care to fight the Jotun Hourouably, recovery of the fallen&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
All told, then, some fifteen thousand Imperial troops, perhaps the same again in soldiers fighting beneath heroes&#039; banners, and nine thousand gilded sanguine knights against sixty thousand orc invaders, on the plains around Atalaq.&lt;br /&gt;
&lt;br /&gt;
Sermersuaq is the largest of the Imperial territories, and the Jotun already control nearly a third of it. It is large, but much of it is empty save for the beasts and the wind soughing through the trees, whispering across the tundra. Places like Atalaq are useful, in a way, because they give the armies something to fight over. And fight they do. The Empire is not here to defend - to draw a line and seek to hide behind it. They are here to &#039;&#039;drive the Jotun out&#039;&#039;! Their strategy is careful, minimizing unnecessary casualties - on both sides - but it is intended to push the orcs back.&lt;br /&gt;
&lt;br /&gt;
For their part, the orcs seem eager to face the Empire in battle. They are here to conquer, not to defend their gains. These orcs are no strangers to the Empire - they have fought them in dread Liathaven, in the hills of Kahraman, in the marches of Kallavesa... and the haunted ruins of the Mournwold. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 450px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Marius Woodville-Talbot, General of the Tusks&amp;quot;&amp;gt;Right Tusks. Clean your wounds, sharpen bills, and fledge arrows. We leave the horror of Liathaven behind us to meet our old enemy, the Jotun, in the North. We march to our allies &amp;amp; neighbours in Sermersuaq. Conducting a Steady Conquest to take back that cold soil! When we fight, we allow the Jotun to recover the bodies. I want them so full of goose fledged bodkins it will be like they recover hedgehogs!! Kit up, prepare to march once more.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
It quickly becomes apparent that they had expected the Empire to be on the defensive - parts of their strategy only make sense with that in mind. Some of their forces move north, lead by the Queen of Kalsea herself, attempting to flank Atalaq and its defenders. They march around the shores of the Atkonartoq, seeking to come down toward Atalaq from the [[Sermersuaq#Suaq Fount|Suaq Fount]]. They are perhaps a little surprised to find the Bounders and the Fire of the South moving to intercept them rather than remaining in defensive positions. &lt;br /&gt;
{{Anchor|Ford of Berusen}}&lt;br /&gt;
At the same time, the King of Narkyst leads an advance of twenty thousand orcs aiming straight for the walls of Atalaq, obviously intending to overrun the defenders. The approach from the west is slightly limited - a thick corridor of land between the Atkonartoq to the north and the Rikkivesi to the south. Before they can reach the town, they must capture the crossing point over the wide waterway that connects the two lakes - the Ford of Berusen. &lt;br /&gt;
&lt;br /&gt;
Three armies take the vanguard - the Fist of Ulven under the King himself, the doughty heavily-armoured Shield of the Mountain, and the glorious Mandowla&#039;s Roar. They are supported by the Iron Host and the Fell Hammers, whose relentless advance to either side of the main push threatens to engulf the Imperial forces, requiring them to fight on three fronts at once - but fight they do. The Tusks, the Fire of the South, and the two armies of Wintermark, prepare to intercept the Jotun attack.&lt;br /&gt;
{{CaptionedImage|file=Save All You Can.jpg|caption=only human spirits gain strength, knowledge and enlightenment through rebirth.|align=left|width=500}}&lt;br /&gt;
The Battle of the Ford of Berusen rages for three days. Orcs and humans clash again and again, neither side prepared to yield an inch of ground, both striving to push the other force back and out of Sealtoq. The Imperial forces reach the ford first, but they are quickly pushed back from the western bank. On the second day, the Jotun manage to establish a presence on the eastern shores, but are likewise pushed back before they can secure their position. &lt;br /&gt;
&lt;br /&gt;
The enchanted waters of the ford run red. Yet each night, after the sun has set and it has become too dark to see, there is a truce. It is unofficial, but it is a truce nonetheless. The healers of the Bloodcloaks, and the thralls and ghodi of the Jotun forces, move back and forth across the field of battle securing the injured, the dying, and the dead. They do not meet - an intricate dance of lanterns and torches moves between the two vast forces, like fireflies, picking through the churned mud for bodies. The potent enchantment laid across the territory has filled with the waters of the ford with healing magic but some wounds are too terrible even for the most powerful magic to heal.&lt;br /&gt;
&lt;br /&gt;
As the sun sets in the west on the third day, burning the sky to blood, the Jotun make a final push, led by the Iron Host and the Fell Hammers. The Hammers live up to their name, driving into the Imperial lines in grim silence, seemingly oblivious to the carnage. They fight as if they have lost of all fear of death - as if only the slaughter can redeem them. The Iron Host are just as deadly though their demeanour is starkly at odds with their allies. They sing as they advance, embracing the traditional Jotun thrill in battle, rushing to engage at every opportunity, heedless to the dangers. Soldier after soldier is cut down on both sides until finally the Fist of the Mountains and the Tusks are forced to give the order to retreat.&lt;br /&gt;
&lt;br /&gt;
With the Ford lost, the Imperial forces pull back. The Jotun take the opportunity to pause, to regroup and to raise a barrow mound for the dead. Then they begin to move again, turning their attention back toward their prize.&lt;br /&gt;
{{CaptionedImage|file=Death in the Grass.jpg|caption=The Empire is our home.|align=right|width=500}}&lt;br /&gt;
In the north, the Bounders and the Fire of the South face the Lion of the North, the Howling Night, and the Skjaldirborn. The Imperials are outnumbered, but the Jotun armies are forced to adapt their stratagem to an offensive army where they expected a defensive one. The quick-witted, disciplined Skjaldirborn respond quickest, moving out east and south from the shores of the great lake. At first it looks as if they are heading for East Floes, but at the last moment it becomes clear that they are actually moving to catch the Imperials in a closing fist. Just in time to avoid being trapped, the Empire pauses its advance, throwing down makeshift defences.&lt;br /&gt;
&lt;br /&gt;
The second battle of Sermersuaq begins, then, the Battle of the Shores of Akonartoq. It is less bloody than the battle at the Ford of Berusen, but no less intense. The Imperials fight on two fronts, with their backs to the lake. The Fire of the South are no strangers to using water to their advantage, and there are enough soldiers from Bregasland among the Bounders to do likewise. The Jotun give the water a wide berth - almost as if they fear it - which the Empire&#039;s troops use to their advantage.&lt;br /&gt;
&lt;br /&gt;
Inexorably though the tide begins to turn against the Imperial forces. The Skjaldirborn press them from the east, and the cunning warriors of the Lion of the North fight well with the peculiar shaman and Ulvenwar of the Howling Night to push them from the north. Each side is determined to attack, determined to claim victory, but in the end the Empire is outnumbered and forced to reatreat. Many lives lost on the shores of the Akonartoq, human and orc alike. As with the forces in the west, the northern force pauses a day to raise a barrow mound for the fallen; as at the Ford of Berusen, there is an unofficial truce to gather the dead.&lt;br /&gt;
&lt;br /&gt;
With the defenders rallying at Atalaq, and the two forces of the Jarls-of-Jarls closing in, there is a night to prepare. Much of it is spent in defence, or evacuation, but in the smallest hours of the morning the Suaq call together a circle of fire at the heart of their town, and beat their drums and remember their past and their heroes. They drum to remember, but also to raise the spirits of the defenders - in more ways than one.&lt;br /&gt;
&lt;br /&gt;
For a heart-stopping moment it appears they have succeeded. Shouts go up. Human warriors are approaching from the north-west, a band of perhaps two hundred. Survivors from the Ford of Berusen, and from the shores of the Akonartoq. They carry another hundred or so who are too injured to walk. Marcher and Winterfolk alike, they are accompanied by a score of Suaq with bone harpoons who deliver their charges to the armed camp and then melt back into the shadows. The soldiers tell an astounding tale of being cut off by the Jotun - on the west bank of the Berusen, or left behind in the retreat from the north, and of warriors and hunters that literally rose from the waters of the lake and fell on the Jotun. They fought viciously, and wherever they could they grabbed the lost soldiers and pulled them beneath the waters of the Akonartoq, sharing their breath with them, and leading them at last to a small camp on the south-east shores of the lake. The [[Varushkan_Monster#Rusalka|hylje]], the seal-shifters of the northern lakes, have come to the aid of their human cousins. They will not fight the Jotun head on, says one of the survivors charged to bring a message of hope - but they will offer what aid they can.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Battle of Atalaq}}The next morning, the third battle begins. The Battle of Atalaq, and the heart of Suaq.&lt;br /&gt;
&lt;br /&gt;
The King of the South leads the charge from the west, while the Queen of the North brings her troops down more cautiously. The defenders of Atalaq are supported both by the magic in the waters and by an open-air hospital established by the healers from the five Imperial armies at the centre of Atalaq. By nightfall on the first day of fighting it looks as if the Empire will be able to hold, thanks to the independent captains and the forces of Eleonaris and the power of the waters. But by noon on the second day, as the Jotun take the western side of the town, that hope begins to fade. By sunset, defeat is a certainty. There is a hurried council of war, and the next morning the retreat from Atalaq begins.&lt;br /&gt;
{{CaptionedImage|file=Great Deeds Are Eternal.jpg|caption=Great deed are eternal.|align=left|width=500}}&lt;br /&gt;
It is no frenzied rout, but a disciplined withdrawl east, fighting every step. The Iron Host and the Fell Hammers do their best to harry the Imperials, feinting at their flanks and continuing to press them, while the rest of the Jotun army regroups at Atalaq. Twice the Empire tries to halt their retreat and push back, twice they gain a little ground, twice they fall back again. They are eventually pushed all the way east out of Sealtoq, into East Floes.&lt;br /&gt;
&lt;br /&gt;
The Jotun do not cease their advance, they do not rest on their laurels. They continue to press eastward, pursuing the Imperial host onto the wide plains beneath the mountains of Hahnmark and Skarsind. There are no more pitched battles - although Imperial and orc forces clash several times - but the Jotun slowly but surely begin to drive the Empire back across East Floes. A second base of operations is established around the great ruined ship at Wreck, and serious plans for withdrawing east through Pakaanan&#039;s Pass or south to the North Spires are discussed.&lt;br /&gt;
&lt;br /&gt;
A week before the Summer Solstice, an hour before sunset, there is one further development. The Queen of Narkyst herself, alongside her champion Jorgen Hylasson, at the head of an honour guard of one hundred Jotun from,the Skjaldrborn and the Lion of the North, approaches one of the defensive positions of the Fist of the Mountains along the western side of East Floes. Behind her come another hundred thralls and oxen, pulling wagons. They remain well out of bowshot, though they are far enough from their own lines that they would be in grave danger if the Winterfolk chose to give battle. There is no flag of truce - and the warriors have their weapons at the ready - but they make no effort to attack. Instead, the thralls begin to unload the ox carts, quickly and deftly, laying out a sad harvest on the cold tundra. Long, cloth-wrapped shapes laid side by side and end to end by the human and orc thralls.&lt;br /&gt;
{{CaptionedImage|file=Into the Labyrinth.jpg|caption=A great life leaves a legend.|align=right|width=500}}&lt;br /&gt;
Then the Queen raises her blade once - a signal or a salute to is hard to say - and she and her soldiers withdraw east.&lt;br /&gt;
&lt;br /&gt;
When the Fist of the Mountain move to see what she has left for them, they find two hundred dead warriors of Wintermark, fifty Marchers, and twenty of the Fire of the South their bright clothes crusted with blood. Each has their hands crossed over their chests, and their eyes closed, and a weapon at their side, and on the brow of each body has been placed a pebble painted with the rune Tykonus.&lt;br /&gt;
&lt;br /&gt;
All told, the butcher&#039;s bill of this first season of campaigning in Sermersuaq is almost two-and-a-half-thousand Imperial dead. The Jotun have lost singificantly less - perhaps as few as one-and-a-half thousand. If not for the potent Spring enchantment in the territory, the cost would have been so much higher, of course. Of the three hundred soldiers saved by the hylje, only a bare hundred went on to survive the Battle of Atalaq - but they represent soldiers that otherwise would certainly have been slain.&lt;br /&gt;
&amp;lt;ic&amp;gt;Esa peered desperately into the gloom, holding the lantern out at arms length as he sought frantically for any sign of life. The sad dirge of war had begun now that the sun had set - a cacophony of low moans that drifted on the wind. They were the sound of soldiers, allies, friends, all in pain and at risk of death if Esa could not find them soon. If only it weren&#039;t so damn dark.&lt;br /&gt;
&lt;br /&gt;
A noise behind him made him jump and frantically he tried to spin around. The lantern twisted chaotically as he wrenched it round trying to cast its light on the shape that had come up suddenly behind him. A hand gripped his forearm holding it in place - the fingers were firm.... and inhuman. His bowels ran cold as he stared into the eyes of a Jotun orc. Neither of them were dressed for war - but a short scram hung from a belt around his enemies waist - more than enough to slit his throat.&lt;br /&gt;
&lt;br /&gt;
The Jotun tightened her grip, pushing his arm, still clutching the lantern out wide. The beam of light danced across the water at the edge of the ford before alighting on the body of a soldier laid face down in the muddy ground. She held him there then, for what seemed like an age.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One of yours&amp;quot; she said. And then she was gone.&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Information - Sermersuaq===&lt;br /&gt;
{{CaptionedImage|file=Alone.jpg|caption=You cannot armour the soul.|align=right|width=500}}&lt;br /&gt;
The Jotun have conquered Sealtoq, and along with Stark and Tanikipari they control three of the seven regions and have made some headway into the East Floes. The Thule control the SIlver Peaks, leaving the Empire with only three regions - East Floes, Suaq Fount, and the Suaq Wastes. Sermersuaq is no longer an Imperial territory - it is now considered neutral, under nobody&#039;s control. The Senator for Sermersuaq - Atte - has lost his seat in the Senate, and the territory can no longer be targeted from the Imperial regio.&lt;br /&gt;
&lt;br /&gt;
The ability of Wintermark to supply their armies has been decreased by one with the loss of Sermersuaq. Fortunately, [[Coming home|recent events]] in the marshes of Kallavesa mean they are still able to sustain their three existing armies.&lt;br /&gt;
&lt;br /&gt;
It is obvious to everyone fighting in the territory that the Wintermark armies are going out of their way to fight the Jotun with honour - as Gunnbrand Ironwill [[The_mother_of_morality#Gaze_Into_The_Abyss|urged them to do]]. This has resulted in less casualties among the Jotun, but has meant they have gained less ground in their conquest of Sermersuaq. The strategies ordered by the Marcher and Freeborn armies have not been quite so obvious, but it are unlikely to have gone unnoticed.&lt;br /&gt;
&lt;br /&gt;
The [[Pride_of_Ikka&#039;s_Tears|Pride of Ikka&#039;s Tears]] has not been damaged - it is still an Imperial Bourse seat for the moment, a national position controlled by Algar of Ashenhall. In the event that the Jotun conquer East Floes, however, it will be impossible to get the mithril from the mine in the north of Sermersuaq to an Imperial region without the assistance of the Thule in the SIlver Peaks. if this happens, the mithril will be stockpiled at the Pride of Ikka&#039;s Tears - unless the Senate orders that the workers withdraw (meaning no mithril will be produced, but they will need to pay no upkeep).&lt;br /&gt;
&lt;br /&gt;
The capture of Atalaq is a serious blow to the Suaq people and may have further consequences.&lt;br /&gt;
&lt;br /&gt;
===Participation - Sermersuaq===&lt;br /&gt;
The experience of fighting in close proximity with the [[Knights of Glory]] can be particularly inspirational, especially if one already has a trade of [[Summer magic]] in their blood. Any character whose [[military unit]] supported one of the three armies that fought alongside the heralds (Bloodcloaks, Fire of the South, Fist of the Mountains) may choose to begin the next event experiencing a [[Roleplaying effects|roleplaying effect]]: &#039;&#039;You are filled with confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Furthermore, if you are a [[changeling]] whose military unit supported one of the three armies, the roleplaying effect is much more pronounced. In you are a changeling and also have the [[Heroic skills#hero|hero]] skill you have an &#039;&#039;additional&#039;&#039; hero point for the duration of the event. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their [[lineage]].&lt;br /&gt;
&lt;br /&gt;
In addition, if your military unit was supporting one of the armies fighting here, or you are the general of one of the armies, you are also free to roleplay that you were one of the soldiers rescued by the hylje - carried underwater to safety and returned to Atalaq on the eve of the final battle. The hylje are strange and unearthly creatures who move freely between the shapes of humans and great seals, and while they may have offered aid here they are not be nature either violent or warlike. You are free to build your own story within reason, but should be aware that this is intended to empower you to create your own story, not to request plot.&lt;br /&gt;
&lt;br /&gt;
Please bear in mind that these opportunities are &#039;&#039;only&#039;&#039; available to characters whose military unit supported one of the three armies this downtime. You are free to roleplay you were present, as always, but you do not qualify for the additional hero point or the ability to increase your changeling lineage trappings.&lt;br /&gt;
{{CaptionedImage|file=Grief.jpg|caption=The human spirit traverses the Labyrinth of Ages before returning to mortal life through new birth.|align=left|width=500}}&lt;br /&gt;
&lt;br /&gt;
==De Profundis (Major Conjunctions)==&lt;br /&gt;
Based on their divinations and reports from across the Empire the Civil Service report on [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the Summer Solstice. These will allow the Heroes of Anvil opportunities to strike against the barbarian orcs and influence the wider military campaign.&lt;br /&gt;
&lt;br /&gt;
As noted with the conjunctions at the [[382YE_Spring_Equinox_winds_of_war#Assured_Destruction_.28Major_Conjunctions.29|Spring Equinox 382YE]] Prognosticator Atraxes reports that all of these major events are fluid and as of yet not fixed to a specific day of the Solstice. Any of the three conjunctions could be taken on either the second or third day of the Solstice.&lt;br /&gt;
&lt;br /&gt;
The first conjunction opens to the Clavidian Wilds, an area of the coastal plain in [[Spiral#Apulus|Apulus]] not far from where the Lighthouse of Apulian once stood. The last few Grendel soldiers left in Spiral have retreated here, and, as of this time, are holding their position in open land above the ruins.&lt;br /&gt;
&lt;br /&gt;
The second conjunction will open to Competa del Bosque, an area of the wild woodlands of southern [[Kahraman#Serra Damata|Serra Damata]], [[Kahraman]], close to the border with the former territory of the Lasambrians. While a great distance from the vanguard of the Jotun&#039;s advance, this area serves as a vital supply line for the invading armies.&lt;br /&gt;
&lt;br /&gt;
The final conjunction presents an opportunity to reach Firehand&#039;s Taiga in the northern reaches of [[Sermersuaq#Sealtoq|Sealtoq]], [[Sermersuaq]]. A large number of refugees from Atalaq have fled the eastward Jotun advance but are now trapped between the barbarians and the shores of Atkonaroq. &lt;br /&gt;
{{CaptionedImage|file=Debate.jpg|title=The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the Imperial Military Council alone.|caption=Human destiny is our own.|align=right|width=500}}&lt;br /&gt;
By the time of the Summer Solstice summit, the Civil Service will have completed reports for each of these conjunctions, which will be presented to the generals during the [[Muster]]. The final decision about which major conjunctions to exploit, and who will take part in the battles, is the heavy responsibility of the [[Imperial Military Council]] alone.&lt;br /&gt;
&lt;br /&gt;
A duo of large conjunctions have also been detected early on the Saturday evening of the Summer Solstice. Both of these will allow transit to a Spring [[regio]] named as the Green Maw in the depths of the [[Liathaven#West Wood|West Wood]], in [[Liathaven]]. Interestingly, the two conjunctions appear to open in quick succession, one after the other, although the precise nature of the conjunctions is still being examined.&lt;br /&gt;
&lt;br /&gt;
Imperial prognosticators are preparing additional information relating to a number of smaller conjunctions over the course of the summit that will be of relevance to the Military Council, individuals from the various nations, and other parties. A summary of the identified conjunctions will be provided nearer the summit, with additional details passed to national egregores, [[Herald of the Council]] and the Imperial War Scouts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;Our Battle Team intend to run two large skirmishes aimed at Navarr in Liathaven at the event.. They will take place on Saturday between 18:00 and 19:00. To ensure these encounters run as intended we are opening up monstering to any player who wishes to help out. We will provide additional details on the nature of the skirmishes, the exact times, and kit requirements as part of the Winds of Fortune.&amp;lt;/box&amp;gt;&lt;br /&gt;
==Audio Recording==&lt;br /&gt;
Ian Horne has worked with volunteers to create audio recordings of the Winds of War, and upload them to YouTube.&lt;br /&gt;
* [[#Death_Masks_.28Overview.29|Overview]] is [https://www.youtube.com/watch?v=3EQCEBM0Pwg&amp;amp;feature=youtu.be here], read by Ian Horne&lt;br /&gt;
* [[#Devil_Take_the_Hindmost_.28Brass_Coast.29|Brass Coast]] is [https://www.youtube.com/watch?v=jaUukVPgMEk&amp;amp;feature=youtu.be here] read by Jon Kidger.&lt;br /&gt;
* [[#In_Flagrante_.28Spiral.29|Spiral]] is [https://www.youtube.com/watch?v=06W36Ton-mM&amp;amp;feature=youtu.be here] read by Autumn Bailey. There&#039;s also a version of Spiral [https://www.youtube.com/watch?v=qIDjJCOpQ6A&amp;amp;feature=youtu.be here] which has weird audio effects.&lt;br /&gt;
* [[#A_Light_in_the_Darkness_.28Sermersuaq.29|Sermersuaq]] [https://www.youtube.com/watch?v=TwQM-FXVxMo&amp;amp;feature=youtu.be here] read by Ian Horne&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Living_with_war&amp;diff=108441</id>
		<title>Living with war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Living_with_war&amp;diff=108441"/>
		<updated>2024-04-02T11:44:43Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Summer]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;3 Rings friend. And at that price, it&#039;s a steal!&amp;quot; Lars cast a furtive glance left and right as he spoke. He wasn&#039;t expecting any trouble here in the baggage train, but it never hurt to stay alert.&lt;br /&gt;
&lt;br /&gt;
The muscular Dawnish knight he was talking to said nothing. The vacant look on the woman&#039;s face seemingly fixed in place. One too many blows on the head perhaps thought Lars.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;ll keep the miasma at bay - and it&#039;s good against poisons and infection!&amp;quot; He kept the patter up, it wasn&#039;t clear this hulking warrior had many words to insert into the conversation, but just in case. &amp;quot;With this talisman to protect you, your glory will be incomparable.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He&#039;d finally hit the right phrase and the woman motioned for her squire to pay him. As he handed over the rabbits foot to the yeoman, the look of thunder on the fellow&#039;s face told him everything he needed to know.&lt;br /&gt;
&lt;br /&gt;
Time to move on, before the yeoman started asking too many questions. Besides he had ten more rabbits feet to sell by nightfall.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Before each summit, the prognosticators produce lists of every conjunction that they have been able to identify based on reports compiled by the war scouts. These are not all the conjunctions, these are simply all the conjunctions that they have been able to find. Because of their focus, these conjunctions are usually very military-orientated; they are focused on the movement of the Empire&#039;s armies and the barbarian forces arrayed against them. Smaller conjunctions that allow groups to pursue their own personal agendas are only rarely discovered by the Imperial civil service.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the details of a conjunction are not fixed - in theory new conjunctions can appear and the destination or size of a conjunction are known to be mutable. The civil service strongly recommend that you check the size and timing of any conjunctions that interest you after you arrive at Anvil.&lt;br /&gt;
&lt;br /&gt;
Depending on the number of skirmish crew available, the size of the conjunctions might be increased between now and the event. They will be fixed Friday afternoon at time-in. Please check the conjunctions early Friday evening to confirm the gate size.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Golden Keys, Free Landing, Madruga&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
==Madruga==&lt;br /&gt;
* &#039;&#039;&#039;Brass Coast; any fleet owners that contributed towards the [[To_loose_the_fateful_lightning|Dominate the Bay]] action&#039;&#039;&#039;&lt;br /&gt;
The Imperial fleet owners have bloodied the Grendel pirates that have plagued the Bay of Catazar over recent seasons. Ships have been sunk into the depths, scuttled on reefs and shoals, or captured by privateers and Freeborn corsairs. All across the Bay the corpses of Grendel marines and sailors have begun to wash ashore while sheltered coves and wide beaches are littered with the wreckage of ships.&lt;br /&gt;
&lt;br /&gt;
One Grendel vessel ran aground near the Golden Keys in Free Landing. The vessel was soon smashed to pieces by the sharp rocks, but not before the crew, a toughened band of Grendel marines, were able to make it ashore. The group have launched two raids on local settlements, looting money and supplies, but retreating in the face of a concerted defence. It is likely that they are trying to avoid a major engagement while seeking a way to escape from the mainland; they appear to be a fractious and motley force, desperate to flee the island on which they are trapped.&lt;br /&gt;
&lt;br /&gt;
These orcs are not a major military threat, but this is a chance for the Empire to deal with the threat these scourges posed to Imperial trade. Given time they will likely capture a small trader or fishing vessel and make good on their escape. An opportunity to strike against the bedraggled host offers a chance to kill the pirates before they can cause more mayhem in future.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Letivius Station, Apulus, Spiral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
==Spiral==&lt;br /&gt;
* &#039;&#039;&#039;Urizen; any fleet owners that contributed towards the [[To_loose_the_fateful_lightning|Dominate the Bay]] action&#039;&#039;&#039;&lt;br /&gt;
A similar situation has taken place on the other side of the Bay of Catazar. A Grendel pirate ship has been forced ashore in the region of Apulus. The vessel is listing and battered, the sails torn and the main mast gone. It is good for little more than driftwood now; there is no way it will ever sail again.&lt;br /&gt;
&lt;br /&gt;
The pirates have seized &#039;&#039;&#039;Letivius Station&#039;&#039;&#039;, a small outpost that guards the approaches to the ruined port town of Apulian. Recovering from their ordeal at sea, and now coming to terms with being stranded in Spiral, they are in a disorganised state, offering a perfect opportunity to strike before they can cross the border into Mareave. The egregore of Urizen will certainly be able to provide additional information, along with the War Scout who can be found near the Sentinel Gate.&lt;br /&gt;
&lt;br /&gt;
Heroes looking to help deal with the situation are warned that the area is still under the debilitating effects of the &amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; miasma, so they will need to take appropriate steps to avoid the worst effects if possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;[[Spiral#The_Black_Plateau|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#2F4F4F; background:#D3D3D3 &amp;quot;&amp;gt;Black Plateau&amp;lt;/span&amp;gt; Miasma&#039;&#039;&#039;]]&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;All characters on a skirmish in Spiral will be under a permanent WEAKNESS and experience heightened negative emotions unless they:&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Are subject to an anointing&lt;br /&gt;
* Overcome the oppression using their [[Cambion#Roleplaying_Cambion|cambion]] lineage&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Thenga&#039;s Camp, East Floes, Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hall of Crows, East Floes, Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Arroweye&#039;s Fast, East Floes, Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Bearer&#039;s Rest, East Floes, Sermersuaq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
==Sermersuaq==&lt;br /&gt;
* &#039;&#039;&#039;Wintermark; those with an interest in the plight of Jotun thralls&#039;&#039;&#039;&lt;br /&gt;
The armies of the Empire may have retreated from Sermersuaq, and withdrawn from the northern front against the Jotun; but there are assurances that the hosts of the Imperial nations will return. Assurances that keep the flames alive in the hearts of those Winterfolk who have lost their homes, livelihoods and loved ones to the western barbarians. The Green Shields and Fist of the Mountain will return, and with them salvation. Until then, the people of Sermersuaq are having to fend for themselves.&lt;br /&gt;
&lt;br /&gt;
Whilst the Jotun lay claim to most of Sermersuaq, their forces cannot secure the hundreds of miles of border that stretches from the marshes of Kallavesa, through the hills of Hahnmark to the towering peaks of Skarsind. Where they can those living close to the border slip into the wild wastes to bring food, supplies and vital resources to the communities that are now under the barbarian yolk. When they return there are stories of the lives of those who are now claimed as thralls; life is not pleasant by any means, but it could be much worse, as long as a Suaq stays in line, keeps their head bowed and works hard in their craft life can be little different to it was before. But there are rumours of sporadic acts of rebellion being whispered among the communities of the East Floes.&lt;br /&gt;
&lt;br /&gt;
Reports have come to the civil service from fleet-footed Suaq Icewalkers of four small defensive stockades the Jotun have established across the eastern tundra of Sermersuaq. There are signs of problems in these camps, disruptions to the supply trains and patrols that come to these redoubts, and quarrels among the Jotun stationed there. It is possible that the rumours of resistance have started at &#039;&#039;&#039;Thenga&#039;s Camp&#039;&#039;&#039;, the &#039;&#039;&#039;Hall of Crows&#039;&#039;&#039;, &#039;&#039;&#039;Arroweye&#039;s Fast&#039;&#039;&#039;, and &#039;&#039;&#039;Bearer&#039;s Rest&#039;&#039;&#039;. There are a handful of thralls present in each of these camps, under the command of the Jotun stationed there. Perhaps they know more.&lt;br /&gt;
&lt;br /&gt;
Prognostications have identified four opportunities to send forces against the stockades and to strike against the Jotun defenders. It has also been suggested by the Icewalkers that attempts should be made to investigate each location and learn more about what the thralls are attempting to undertake. It is apparent that some Suaq ingenuity and cunning will greatly assist these sorties and that these are not just simple raids that require axe and steel.&lt;br /&gt;
&lt;br /&gt;
==Brocéliande==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Exile Trod, Elereal, Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;17:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===A Sea of Honey===&lt;br /&gt;
* &#039;&#039;&#039;Urizen, Navarr, Highguard; military unit commanders who supported efforts to [[383YE_Spring_Equinox_winds_of_fortune#Slow_the_Vallorn| Slow the Vallorn]]&#039;&#039;&#039;&lt;br /&gt;
A hundred and one military captains have brought their soldiers to the forests of Brocéliande over the last season. Together with magically summoned allies and the army of the Citadel Guard, they have managed to resist the growing strength of the Vallorn that has been attempting to spread into Elereal and Boar&#039;s Dell. For the third season in a row the Empire&#039;s commitment has held back a tide of verdant flora and vast waves of shambling vallornspawn husks. Hopefully, now that the military might of Urizen has arrived, this marks a turning point in the campaign and the efforts of the Navarr to prevent the spread of the vallorn in ancient Brocéliande.&lt;br /&gt;
&lt;br /&gt;
The Citadel Guard are skilled in the arcane arts and have spent their time in Brocéliande locating loci of power, seeking out mana sites and discerning the flow of magic across the regions. The general will receive a bounty of crystal mana following the order to consolidate the army&#039;s hold in Brocéliande and to source magical resources for the mages that travel as part of the host. During these explorations a large amount of [[Vis#Vital_Honey|Vital Honey]] has been uncovered by several sentinels travelling along &#039;&#039;&#039;Exile Trod&#039;&#039;&#039;, Elereal. Unexpectedly cut off by a wave of husks, the warriors have become trapped in the vallorn miasma, unable to reach the rest of the army with their find.&lt;br /&gt;
&lt;br /&gt;
A conjunction to the area has been identified on the second day of the solstice. War scouts operating alongside the Urizen have noted that the husks here are part of a larger movement of vallorn in the area and that striking against, and destroying a portion of, the horde will be of benefit in the season ahead. Eliminating the shambling corpses and killing any of the vallorn aberrations that travel with the spawn will make it easier for new forces to arrive in, and deploy across the territory in the coming season. By thinning the numbers of the husks, the Empire will be able to focus their attention on more important objectives, freeing soldiers to consolidate ground better and lead strikes against key target, rather than becoming mired in endless waves of husks. This will provide the equivalent 1000 fighting strength to [[383YE_Spring_Equinox_winds_of_fortune#Slow_the_Vallorn| hold back the vallorn]] in the coming season. The war scouts will no doubt have more thorough briefings by the time of the solstice. &lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Deep Weaver Wood, Boar&#039;s Dell, Broceliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
===Somewhere in Between===&lt;br /&gt;
* &#039;&#039;&#039;Dawn, Navarr, Highguard; military unit commanders who supported efforts to [[383YE_Spring_Equinox_winds_of_fortune#Slow_the_Vallorn|Slow the Vallorn]]&#039;&#039;&#039;&lt;br /&gt;
The Houses of Dawn have continued to contribute to the efforts to defend Broceliande over the last three months. By all accounts the questing knights, powerful war witches and dogged yeofolk conducted themselves well against their supernatural foes, gaining glory and renown for their houses and the nation. Troubadours tell of knights errant defeating insects the size of hounds, enchanters unleashing powerful rituals to destroy swathes of husks, and yeofolk hunters taking down heralds from the Spring realm with their bows. Yet there are accounts of a monstrous lumbering insect that was encountered in the &#039;&#039;&#039;Deep Weaver Wood&#039;&#039;&#039; in Boar&#039;s Dell. Said to stand the height of two stout yeofolk, with a carapace as thick as an oak wine barrel, they could shatter lances and cast aside a fully armed knight with ease.&lt;br /&gt;
&lt;br /&gt;
Following information from the Dawn egregore, the prognosticators of the civil service have discovered a chance for the glorious fighters of Dawn to use the Sentinel Gate to travel to the depths of the forest in Boar&#039;s Dell and counter this monster. Further research in various libraries and through consultations with naturalists at Holberg University, it has been theorised that this prodigious insect is a dire canthon, a normally small and unassuming beetle found among the fallen debris of temperate forests. Infused with the power of Spring, and growing in size within the verdant miasma of Terunael, this monster provides a great threat to those fighting in Boar&#039;s Dell. As many troubadours have already noted, it is also a vile creature most befitting of a place in a glorious tale of triumph and beast-slaying!&lt;br /&gt;
&lt;br /&gt;
Whilst these might have been simple engagements in other circumstances, the nature of the foe and the environment in which they will be fought makes them all especially deadly. Preparations to combat the [[Vallorn#Vallorn_Miasma|vallorn miasma]], to procure vital blade venoms, and to source [[bladeroot]] for the treatment of those exposed to [[Vallornspawn_husk#Green_Lung|green lung]] will all likely prove useful. The Spring ritual [[Vitality_of_Rushing_Water|Vitality of Rushing Water]] and the [[Abraxus_Stone|Abraxus Stone]] magical item will protect a warrior from the debilitating effects of the miasma.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The Battle Team invite players to volunteer to help monster the two Saturday skirmishes. You will need to arrive at the Battle Prep Tent by &#039;&#039;&#039;17:00&#039;&#039;&#039; to get into kit and be briefed ready for the 17:30 start. We need you to monster for the full 50 minutes that cover both skirmishes. It is not possible to turn up late and join in after 18:00.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You will be playing Vallorn husks of either dead humans or orcs. Simple base layers will be sufficient, but any [[Navarr]], [[Highguard]], or [[Dawn]] kit you have will make for a better looking encounter. We have a number of small latex domino masks to wear, along with shredded shrouds. A simple effect can also be achieved with face paint and our makeup team can help apply it at the Battle Prep Tent. We also have plastic vines that you can accessorise your costume with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vallorn husks are predominantly shambling corpses animated by vegetation, and there will be limited need to run about but combat is highly likely. We do not require water carriers or low-combatant support forces. Please do not bring the following equipment:&lt;br /&gt;
* Shields&lt;br /&gt;
* Bows and Crossbows&lt;br /&gt;
* Throwing weapons&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ossium==&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lomaa Spoils, Galath Fields, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Tanglethorn Glade, Near Weald, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
===Prologue===&lt;br /&gt;
* &#039;&#039;&#039;Varushka, Dawn; priests, Day ritualists&#039;&#039;&#039;&lt;br /&gt;
The newest addition to the Empire, Ossium is a land of dark forests, where the deep woodlands are relatively unexplored. This has made the exploration of the new land very difficult and many unexpected surprises still await those eager to settle in this rich land. The lingering presence of the Druj&#039;s [[Druj_miasma#Miasma_Pillars| miasma pillars]] across the territory blankets most of the territory in an oppressive gloom and continual sense of dread. Only the area around the terminus of the Golden Causeway is free of this fearful taint, and in scattered regions of the Bittershore where one of the pillars was destroyed last year. &lt;br /&gt;
&lt;br /&gt;
In response to a [[383YE_Spring_Equinox_Synod_judgements#Judgement_16| judgement]] in the Dawnish National Assembly bands of questing knights and troubadours of Dawn led by &#039;&#039;&#039;Ser Ancél Watcher&#039;&#039;&#039; have begun scouring Ossium to search for the source of this magical pillars, so that the pillars can be located and destroyed. These intrepid adventurers have managed to locate two pillars; one at &#039;&#039;&#039;Lomaa Spoils&#039;&#039;&#039; close to the subterranean mithril mine in the Galath Fields, and a second in the centre of the &#039;&#039;&#039;Tanglethorn Glade&#039;&#039;&#039;, in Near Weald.&lt;br /&gt;
&lt;br /&gt;
These are the closest areas to the Golden Causeway, and therefore the first pillars to be discovered by the people of Dawn. The remains of the Bittershore pillar can be found at &#039;&#039;&#039;Scarred Bay&#039;&#039;&#039; on the shores of the Semmerlak, whilst the pillar in Webwood is known to be at &#039;&#039;&#039;Fang Tree&#039;&#039;&#039;. The breaking of the misma pillars is normally undertaken through the Day ritual [[Chimes_of_Annulment|Chimes of Annulment]], but it is also possible for priests to break the aura if they were to consecrate the pillar should they be able to discern the strength of the miasma aura upon the pillar. If the two pillars that Ser Ancél has discovered can be dealt with then this just leaves pillars in the Bonewood, Drownbark Forest and the Echofell still to be discovered.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Korlack Marsh, Drownbark Forest, Ossium&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
===Nocturne===&lt;br /&gt;
* &#039;&#039;&#039;Dawn; priests skilled at exorcism&#039;&#039;&#039;&lt;br /&gt;
Whilst the Druj have been comprehensively routed from Ossium, and their armies have retreated from the territory, there are still numerous small bands of orcs that blight the deep forests. These Druj skirmishes continue to make attacks upon settlers from the west, and some Varushkans have likened them to the wolves of their homelands that prey on the unwary traveller. Precautions are already common, stout fences and vigilant night watches are seen in each new settlement to guard against attacks.&lt;br /&gt;
&lt;br /&gt;
One month before the solstice a new threat comes against the pioneers and settlers of Varushka as they make their new homes in Ossium. A terrifying band of shadowy knights accompanying a force of Druj Chikad warriors has destroyed several hamlets and farms around &#039;&#039;&#039;Korlack Marsh&#039;&#039;&#039; in the Drownbark Forest. The garbled first accounts speak of treachery and deceit by the nobles of Dawn, a devious plan to thwart the awarding of the new land to the people of Varushka, and outright calls of treason and collusion with the enemy. Yet as the situation becomes clearer, it is evident that the Druj have unleashed a number of their [[Druj_lore#Tortured_souls|Tortured Souls]] upon the settlers. Mere shades of people, created using mystic herblore, torture and hearth magic, these wights are likely former Dawnish citizens who were captured when Dawnguard fell, and slowly turned over time into hideous monsters of spite and malice.&lt;br /&gt;
&lt;br /&gt;
A conjunction to the marsh has been escryed on the Saturday evening by the civil service. To combat these foes a force of fighters will be required to engage the Druj, allowing priests to determine the strength of the exorcisms required to dispatch the tortured souls and prevent them from returning. The war scouts by the Sentinel Gate can provide additional advice in how to prepare for the opportunity, and how to work together to defeat the enemy.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Druj miasma]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;All characters on a skirmish in Ossium will be under a permanent WEAKNESS and experience a feeling of hopelessness and dread unless they:&lt;br /&gt;
* Expend a hero point upon entering the area&lt;br /&gt;
* Are subject to an anointing&lt;br /&gt;
* Overcome the supernatural dread using their [[Changeling]] lineage by becoming &#039;&#039;extremely angry&#039;&#039;&lt;br /&gt;
* Are bonded to a magical item or have a ritual enchantment that mitigates effects like these&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:700px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Semmerpine Shore, Misericorde, Holberg&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
==Holberg==&lt;br /&gt;
* &#039;&#039;&#039;The League; those with an interest in the Sand Fisher orcs&lt;br /&gt;
The armies of Dawn and Varushka left Ossium in a triumphal procession, heading down to the Bittershore where they were carried across the wide Barrens River in a flotilla of flat bottomed fishing barges. Landing in Misericorde, they made their way through the dark and seldom visited forests of the region into Utterland and then through to gates of Holberg itself. Much pomp and celebration were had as soldiers forgot the dark sights and dispiriting experiences they had witnessed in the brutal conquest of Ossium. Many were glad to be free of the Druj&#039;s miasma, despite knowing the orders the armies been assigned would see them march once more against the vicious eastern barbarians. Yet, it appears that some part of Ossium followed them across the river...&lt;br /&gt;
&lt;br /&gt;
Messengers from the scattered woodcutters and forest foragers that brave the wilds of Misericorde suggest that the victorious conquerors were followed from Ossium. Collated with tales from the Sand Fisher orcs that have begun settling in the forests across the Semmerlak from their former homes, it transpires that a band of Druj raiders has crept in the footsteps of the knights and schlacta into the dark of Holberg&#039;s wilderness. A war scout missive has confirmed that the barbarians have made camp on the shores of the Semmerlak, at &#039;&#039;&#039;Semmerpine Shore&#039;&#039;&#039; in the week before the solstice. They have travelled light and it appears they are keen to avoid detection, skulking through the thickest woods by day, and lighting no fires at night, ever watchful for the locals, or their former orc subjugates.&lt;br /&gt;
&lt;br /&gt;
It is understood that the camp is guarded by a number of pickets, making it hard to close unseen, or launch a surprise assault without the camp being alerted. Should the Druj force not be overcome or comprehensively dealt with it is likely that the orcs will be able to continue exploring the territory of Holberg over the coming season; learning about the new home of the Sand Fishers, or potentially discovering the recent work that has been undertaken to strengthen the defences of the city of Holberg.&lt;br /&gt;
&lt;br /&gt;
The prognosticators have determined that a conjunction can be used to travel near to the camp on the Saturday of the Summer Solstice.  The war scout representatives in Anvil will have additional information about the mission and how best the attack should be led.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Great_Harbour_of_Elos&amp;diff=108414</id>
		<title>Construct Great Harbour of Elos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Construct_Great_Harbour_of_Elos&amp;diff=108414"/>
		<updated>2024-04-01T19:28:25Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Outcome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Senate Motion]][[Category:384YE Spring]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Proposed Volodmartz, Seconded Sarvos&amp;quot;&amp;gt;To disburse funds for and commission the restoration of the Great Harbour of Elos in Redoubt, a great work yielding prosperous returns to the territory and the tax budget. Overseen by the Elosian Architect, an Imperial title appointed by Imperial Bourse Auction, with the right to purchase foreign herbs.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
* Commissions the construction of a Great Harbour at Elos, in the [[Redoubt#Naris|Naris]] region of [[Redoubt]].&lt;br /&gt;
* Details of this opportunity can be found in the &#039;&#039;&#039;[[To_see_what_you_sell#Restoring_Elos|To see what you sell]]&#039;&#039;&#039; Wind of Fortune.&lt;br /&gt;
* Passed at 300 Thrones&lt;br /&gt;
&lt;br /&gt;
==Date==&lt;br /&gt;
* Spring 384YE&lt;br /&gt;
==Cost==&lt;br /&gt;
* As detailed in the wind of fortune&lt;br /&gt;
* 35 wains of [[weirwood]]&lt;br /&gt;
* 35 wains of [[white granite]]&lt;br /&gt;
* 140 crowns in labour costs, &lt;br /&gt;
* Six months to construct&lt;br /&gt;
==Progress==&lt;br /&gt;
{{CommissionProgress|Great_Harbour_of_Elos}}&lt;br /&gt;
==Outcome==&lt;br /&gt;
* Once work on the great harbour is completed the title of [[Elosian Architect]] will be available to be appointed.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Down_the_cavalier_road&amp;diff=108247</id>
		<title>Down the cavalier road</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Down_the_cavalier_road&amp;diff=108247"/>
		<updated>2024-03-28T08:53:37Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:384YE Autumn]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;quot;Well obviously I&#039;m not one to gossip....&amp;quot; began the herald, leaning back in their chair and steepling their golden fingers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am!&amp;quot; interrupted their companion, grinning mischievously, the mass of thin tendrils that made up her hair coiling and twisting excitedly. Enchanter Tregea smiled back, making sure to top up all three of their glasses. The second bottle of fine white wine was already nearly empty.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well obviously, I&#039;m aware of the Edric du Gauvain situation and....&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, Hayaak is spitting &#039;&#039;teeth&#039;&#039; over that, let me tell you. He is &#039;&#039;beside himself&#039;&#039;. He is... he is... &#039;&#039;pure raging&#039;&#039; so he is. Imagine! Edric du Gauvain! At the table no less! &#039;&#039;Next to the Gryphon-king&#039;s own representative can you believe it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The herald of Rhianos nearly fell off her chair, she was so excited. Meraud&#039;s slightly more serious herald shook his golden head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No good will come of it,&amp;quot; he said gloomily, but then perked up. &amp;quot;On the other side of the river, though, everyone is talking about Jaheris&#039; surprise showing at the Summer Tourney. The Summer Mage is obviously a &#039;&#039;little&#039;&#039; disappointed not to have secured the patronage, but it&#039;s quite the feather in the cap of the &#039;&#039;Silver Prince&#039;&#039; and no mistake.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rhianos&#039; herald was literally bouncing on her chair by this point.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which is of course &#039;&#039;another&#039;&#039; thing for Hayaak to be absolutely furious about! It&#039;s incredible! Some of the Court of the Eternal Sea are wondering if he might be so angry he&#039;s going to do himself an injury! Just... explode into a cloud of feathers and wroth!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Enchanter Tregea nodded and smiled but internally he was significantly more worried than he was prepared to let on. He had no idea how much damage Hayaak could do in his current, reduced state. But the Vengeful One had the ear of Eleonaris, and while things may have been patched up for now it would take comparatively little to bring it all crumbling down again. He made a mental note to let Nimue know next time he saw her, and perhaps pen a few letters to other Enchanters of his acquaintance who might be able to look into it further. Right now though, the night was still young, and the two heralds seemed more than happy to keep trying to outdo each other with the gossip of the Summer Realm and who knew what &#039;&#039;else&#039;&#039; he might learn?&amp;lt;/ic&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 400px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Down the cavalier road.jpg|caption=The eternals of Summer have a great fondness for the people of Dawn.|align=left|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Audio|link=https://www.youtube.com/watch?v=Zptc40hlxDQ}}&lt;br /&gt;
==Crowns and Coronets==&lt;br /&gt;
The mercurial [[eternal|king and queens]] of the Summer Realm are notoriously fickle with their affections. Quick to anger, their rage is usually mercifully brief but it can be intense and all consuming. At the recent summit, the Empire took steps to change the nature of their relationship with several of the key inhabitants of the realm and has reaped a number of rewards as a result, some of which have in turn led to further [[opportunity|opportunities]]. The [[enchanter|enchantresses]] of [[Dawn]] have been busy getting the lay of the land in the Summer realm over the last several months for their own reasons - of which more in a moment - but they are far from the only sources of knowledge about what is going on between the rulers of the realm, and their attitudes to the Empire. It appears most of the Summer eternals are currently well disposed to Imperial citizens - with one glaring exception.&lt;br /&gt;
===Eleonaris===&lt;br /&gt;
* &#039;&#039;&#039;The ire of Eleonaris has been calmed by the construction of a statue in her honour, she has moved to claim the statue&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;She has indicated that she is not prepared to allow the Empire to perform Knights of Glory, but is making arrangements for a new ritual to enchant armies that will be available soon&#039;&#039;&#039;&lt;br /&gt;
At the recent summit, the Summer Archmage and his allies were able to corral a recalcitrant Empire to construct the statue that [[Eleonaris]], the Lion of Summer, had demanded. The petulant eternal queen had been angered by what she perceived as slights inflicted on her by the Empire and had threatened dire retribution if Imperial magicians [[Knights_of_Glory|used ritual magic]] to force her servants to fight for the Empire. She insisted that the Empire construct a statue in her honour, to demonstrate their gratitude for the boons she had bestowed, but for a year the Empire resisted this blackmail.&lt;br /&gt;
&lt;br /&gt;
Finally when it became clear that they had absolutely no other choice and that time had run out, the Empire begrudgingly agreed to acknowledge the thousands of knights that the Commander of the Golden Armies had sent to fight for them. The Master of the Koboldi arranged to construct the statue and the Senate passed a motion to cede it to the Lion of Summer.&lt;br /&gt;
&lt;br /&gt;
With this act, the Summer Archmage has been able to calm the Lion of Summer&#039;s ire. She seems pleased with the new statue and is reported to be surprised but especially delighted to have it ceded to her. After long deliberation, she is no longer prepared to tolerate &#039;&#039;any&#039;&#039; mortal realm performing Knights of Glory, however she has sent a message to the Summer Archmage to inform him that she has instructed [[Meraud|The Golden Magician]] to create a replacement for the ritual. The new ritual to enchant armies will be presented to &#039;&#039;Brother Luke&#039;&#039; at the Winter Solstice in gratitude for all his hard work in resolving the conflict.&lt;br /&gt;
&lt;br /&gt;
As for the statue itself, that has a curious end. Within days of its completion, on a promontory facing the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], the water level around the statue begins to rise. The effect seems peculiarly localised, as slowly but surely the surrounding rock is drowned beneath the onrushing waters of [[the Semmerlak]]. The promontory quickly becomes an island, close enough to the shore that it can still be seen, but dangerous to reach, either by boat or swimming, due to the presence of sharp rocks below the lake&#039;s surface. On most days the island is obscured by mist and fog, even when the sun is high, making its presence even more mysterious.&lt;br /&gt;
&lt;br /&gt;
===Jaheris===&lt;br /&gt;
* &#039;&#039;&#039;The Moonsilver Prince is delighted by his victory in the contest for the Icy Crag and has sent servants to aid the college&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;With this aid, the Master of Ice and Darkness can now research curses of any realm at the same speed they can research Summer magic&#039;&#039;&#039;&lt;br /&gt;
The Moonsilver Prince is delighted by the victory of his three chosen champions in the recent tourney. Together &#039;&#039;&#039;Bohemond de Rondell&#039;&#039;&#039;, &#039;&#039;&#039;Zadkiel de Coeurdefer&#039;&#039;&#039;, and the highly respected war-witch &lt;br /&gt;
&#039;&#039;&#039;Corvyn de Coeurdefer&#039;&#039;&#039; were able to overcome all obstacles to claim the prize for [[Jaheris]]. In recognition of their victory, the Lord of Despite has sent a pair of heralds, Mahine and Esmeray, to assist the researchers at the Icy Crag. The arrival of these pale skinned elves dressed in heavy all-covering robes causes confusion at first, but it is soon clear that their magical skills are a valuable addition to the college. &lt;br /&gt;
&lt;br /&gt;
As a result, when the [[Master_of_Ice_and_Darkness|Master of the Ice and Darkness]] directs research towards any project that is a curse, the work proceeds at the rate of 15 ranks of magnitude each season. The Master can increase the rate at which a curse researched by spending money to purchase rare materials, esoteric tomes, and exceptional equipment. The first five ranks of additional research in a season cost 2 thrones. The next five ranks cost a further 5 thrones. The next five ranks cost a further 10 thrones, and so on doubling the price for each additional five ranks of research within the same season.&lt;br /&gt;
&lt;br /&gt;
===Cathan Canae===&lt;br /&gt;
* &#039;&#039;&#039;The Queen of Ice and Darkness remains concerned about the Empire&#039;s willingness to trade land for peace&#039;&#039;&#039;&lt;br /&gt;
[[Cathan Canae]] remains concerned about the Empire&#039;s willingness to trade land for peace. Her heralds are at pains to stress that she is not concerned with the Empire [[Powers_of_the_Imperial_Senate#Concedence|ceding]] small areas of land to allies in exchange for useful benefits, nor is she bothered by them ceding a [[fane]] to an eternal. What concerns her is major losses of [[territory]], such as the ceding of two territories to the [[Grendel]], or entire [[territory#region|regions]] of [[Varushka]] given up to buy the support of the [[Thule]]. Cathan Canae respects only two things: might and resilience, it is the failure of the Empire to defend that which is theirs that has raised her anger.&lt;br /&gt;
===Adamant===&lt;br /&gt;
* &#039;&#039;&#039;Adamant is pleased by the Master of the Koboldi&#039;s use of his diligent servants&#039;&#039;&#039;&lt;br /&gt;
Despite some concerns expressed that Adamant might be offended by the use of his little &#039;&#039;koboldi&#039;&#039; to construct a statue of his rival Eleonaris, &#039;&#039;Stone Face&#039;&#039; seems very pleased with the actions of the [[Master of the Koboldi]]. His heralds at the [[Master_of_the_Koboldi#College_of_Engineering|College of Engineering]] in [[Temeschwar]] continue to work with Imperial citizens, and if he is annoyed about losing the chance to serve as patron of the [[Master_of_Ice_and_Darkness#The_Icy_Crag_of_the_Eternal_Sun|Icy Crag of the Eternal Sun]] he has not given any indication of it.&lt;br /&gt;
===Barien===&lt;br /&gt;
* &#039;&#039;&#039;Barien remains favourably inclined towards Dawn and the Empire&#039;&#039;&#039;&lt;br /&gt;
[[Barien]] is one of the few Summer eternals who is not quick to anger. He continues to look on the Empire with approval and favours Dawn as a land where personal glory is recognised and celebrated. During the coming Autumn Equinox, he will again be hosting a gathering for those champions who have completed [[Challenge the Iron Duke|one of his challenges]] to come forward, announce their success, and claim their rewards (as detailed in the &#039;&#039;&#039;[[A yellow star hung]]&#039;&#039;&#039; wind of fortune). His heralds will be on the field during Friday evening as usual, eager to speak with those undergoing a challenge.&lt;br /&gt;
&lt;br /&gt;
===Meraud===&lt;br /&gt;
* &#039;&#039;&#039;Meraud remains favourably inclined towards Dawn and the Empire&#039;&#039;&#039;&lt;br /&gt;
The &#039;&#039;[[Meraud|Summer Enchanter]]&#039;&#039; remains pleased with Dawn and the Empire as a whole, and remains interested in supporting her endeavours. Unlike most of the other Summer eternals, he seems to have little interest in the [[orc]] nations except perhaps for the [[Thule]] - while he&#039;s not hostile to them neither does he seem to offer them much in the way of patronage. He is disappointed that he failed to become patron of the Icy Crag during the Summer, but appears more than happy to await the next chance to defeat his rivals in a tourney. He is also apparently quite enthusiastic about his upcoming [[Hopeless_as_a_feather#Meraud|parley]] with the [[Archmage of Summer]].&lt;br /&gt;
===Rhianos===&lt;br /&gt;
* &#039;&#039;&#039;Rhianos is delighted with the adventurous spirit of the Empire and is keen to present them with more such opportunities&#039;&#039;&#039;&lt;br /&gt;
[[Rhianos]] is delighted with Dawn and the Empire. The adventurous spirit of the Empire pleases the eternal greatly and he has been delighted by their spectacular results achieved by the recent raids on Skallahn and Chalonsio as well as the successful attempt to install the Red Iron Door. Such bold adventures warm the eternal&#039;s spirit and he longs to see the Empire engage in more such challenges. Indeed, he is offering a chance for a particularly grand adventure of his own as detailed in the &#039;&#039;&#039;[[The city asleep]]&#039;&#039;&#039; Wind of Fortune.&lt;br /&gt;
&lt;br /&gt;
===Hayaak===&lt;br /&gt;
* &#039;&#039;&#039;The Brother of Lions is furious with the Empire, blaming them for his fall from power&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He has demanded the head of Edric du Gauvain in recompense for this and the most recent slights by the Dawnishman&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He is attempting to turn the Lion of Summer against the Empire and is now backing the Jotun in force&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;He has sent gryphons and other monsters to stalk the forests of Coombe&#039;&#039;&#039;&lt;br /&gt;
Hayaak, the Brother of Lions is furious with the Empire. This proud eternal blames the Empire for his recent troubles, during which he lost control of the Forest of Arden to Jaheris. His heralds claim that &#039;&#039;&#039;Edric du Gauvain&#039;&#039;&#039; led a group of Dawnish knights to cast him down. Though they did not succeed in killing him, he was badly weakened allowing Jaheris to seize his lands and drive him out. He has since taken refuge with Eleonaris, the Lion of Summer, who has had her courtiers nurse him back to health. &lt;br /&gt;
&lt;br /&gt;
To add insult to injury, at a banquet organised to honour the Lady of Pennants, the hosts chose to seat Hayaak&#039;s representative directly adjacent to Edric du Gauvain himself! Only the iron laws of hospitality constrained the Gryphon-king&#039;s herald from drawing his weapon and slaughtering everyone present. Now that the banquet is done, his fury has boiled over. &lt;br /&gt;
&lt;br /&gt;
Seeking revenge, he has thrown his support behind the Jotun backing them with those servants he still commands. Feathered and beaked heralds have been spotted by keen-eyed Imperial scouts, scattered through the Jotun forces. It is hard to say how many yet, but it is clear the Jotun have gained significant reinforcements and a powerful new ally who can help them oppose the Empire. He has also sent monsters, gryphons and other terrible beasts, to stalk the forests of [[Astolat#Coombe|Coombe]] in [[Astolat]]. Travellers seeking to reach the settlement of [[Astolat#Caer Faucon|Caer Faucon]] risk being attacked and armed patrols have had to be sent out into the woods to try to drive the monsters away.&lt;br /&gt;
&lt;br /&gt;
Perhaps worst of all, the Gryphon-King is trying to turn his host, Eleonaris, against the Empire. He is openly claiming that the Empire has only built a statue of the &#039;&#039;Queen of the Fields of Glory&#039;&#039; so that they can regain access to Knights of Glory, bitterly deriding the [[Imperial Senate]] for the time taken to provide the &#039;&#039;Lady of Pennants&#039;&#039; with her due and arguing that it only happened at all once it became clear that there was absolutely no other way for them to regain access to [[Knights of Glory|her armies]]. He claims that such are not the actions of an Empire that respects the &#039;&#039;Sovereign in Scarlet and Gold&#039;&#039;, and pointedly suggests they indicate neither gratitude nor friendship.&lt;br /&gt;
&lt;br /&gt;
Thus far, Eleonaris has refused to be drawn into his argument with the Empire, but it&#039;s notable that rather than lift her injunction on the prized ritual of war, she has instead indicated that she will provide the Empire with a different ritual in its place. The &#039;&#039;Queen of the Fields of Glory&#039;&#039; is said to be somewhat enamoured of the Gryphon-King - and is watching how his patronage of the [[Jotun]] plays out with interest. It remains to be seen if she will continue to look favourably on the Empire with the &#039;&#039;Prince-in-Exile&#039;&#039; dripping furious venom into her ear.&lt;br /&gt;
&lt;br /&gt;
For his part, Hayaak&#039;s heralds have demanded the head of Edric du Gauvain in payment for the attack upon their King and for the slight of being forced to sit next to his attacker at the feast Solstice organized by the Empire at the Summer. The heralds have let it be known that Hayaak will support the Jotun on every battlefield where they fight the Empire until his enemy is executed and his decapitated head delivered to the Gryphon-King.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=EasternSky_Colour.png|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The civil service indicate that Edric du Gauvain passed away three years ago at the 381YE Spring Equinox summit.&lt;br /&gt;
&lt;br /&gt;
==Swords and Sorcery==&lt;br /&gt;
* &#039;&#039;&#039;Lady Nimue de Moraine proposes that the enchanters of Dawn petition up to five eternals to act as patrons of the Eastern Sky&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each eternal would provide access to a specific army order that could be used by the general of the army once a year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dawn has until the end of the summit at the Summer Solstice 385YE to convince enough eternals to offer their favour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Eleonaris has already agreed to act as patron if requested, an acknowledgement of the statue constructed in her honour&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Each of the other eternals could be persuaded by a similar statue in their honour or by careful negotiation by one or more of Dawn&#039;s enchantresses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One reason the enchanters of Dawn have been so busy speaking with heralds of the Summer eternals relates to a discussion that took place during the Summer Solstice. Returning to [[Weirwater#Spiral Castle|Spiral Castle]] from [[Anvil]], a representative of House deCassilon brought an interesting snippet of news. Two years ago, a group of Dawnish [[enchanter|enchanters]] worked to convince five Summer eternals to [[Swords_and_sorcery#Eastern_Sky|offer their favours]] to the [[Eastern Sky]]. Their goal was to grant the army an impressive range of powers when such patronage was agreed but there were disagreements at the time about whose favour should be courted and the opportunity was lost. Urged on by the deCassilon, who believe that there may now be more interest in the opportunity, &#039;&#039;Lady Nimue de Moraine&#039;&#039; has taken advantage of the changing mood of [[Eleonaris]] to reopen negotiations. She and her fellow enchanters have worked tirelessly with the civil service to survey the mood of each of the summer eternals, presenting information that could be useful to the entire Empire and providing options for Dawn to consider if it wishes to deepen its relationship with the realm of Summer.&lt;br /&gt;
&lt;br /&gt;
Rather than present a fait accompli, this time Lady Nimue has got all but one of the Summer eternals to agree &#039;&#039;in principle&#039;&#039; to the idea of up to five of their number acting as patrons of the Eastern Sky. She has also identified which ability each of these eternals might lend to the Dawnish armies if asked. As a result, Dawn has three seasons to decide which eternals they want to approach to request their favour.&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;Enchanters and Enchantresses of Dawn&#039;&#039;&#039;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Areloe Larmallevés&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Baldwin&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Creasy Willowhistle&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Enchantress Olivia Sepulchre&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Guissart Vexille&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kym, Enchanter of the Twisted Rose&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Kyriel Asterion&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lanval Van Narood&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Leviticus Cagliostro&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Lord Edmund the Enchanter of House Torawyr&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Madeline Usher&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mal` Lassal Scethos of House Cordraco&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morgana&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morien de Carsenere&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Morrigan Mortére&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pelleas Montrose&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Pellinore Goldvein&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Roderick Usher&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Sophia Ivarovich Orzel&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 Enchantress is at great pains to stress that at present, only one eternal, Eleonaris, has been sufficiently flattered to accept the bargain and offer her favour - the other eternals have only agreed &#039;&#039;in principle&#039;&#039; to the compact. Impressed by the [[384YE_Summer_Solstice_Senate_sessions#Eleonaris_Statue|construction of a statue]] in honour of the &#039;&#039;Lion of Summer&#039;&#039;, they have all indicated that a similar sized (or larger!) statue constructed in their honour would be enough to convince them that Dawn was worthy of their favour.&lt;br /&gt;
&lt;br /&gt;
However the eternals are prepared to negotiate with any one of the [[Earl#Enchanters|prominent enchanters of Dawn]] to see if other terms can be be agreed. The prestige of these individuals&#039; position means that they are well placed to deal with the eternals on this matter. This means that at the Summer Solstice when Dawn decides whose favours to accept, they can chose from any Summer eternal whose favour has been won by a Dawnish enchantress, provided they are prepared to meet whatever terms have been agreed.&lt;br /&gt;
&lt;br /&gt;
Nimue has drawn up a list of a score of Dawnish citizens known to be active at Anvil, any of whom the Summer eternals are happy to recognise as worthy intermediates. They would be prepared to negotiate with any of the listed individuals, if they can find a way to contact the eternal and they can make a suitable offer. Nimue is certain that the list of names the eternals have provided her with is not definitiv; any enchanter or enchantress who is recognized as such by their peers has a chance to gain the favour of an eternal, even if their name is not on the list of those the eternals have already acknowledged as having the appropriate stature.&lt;br /&gt;
&lt;br /&gt;
To help facilitate negotiations, Nimue has worked with the civil service to provide an assessment of the current status of relations and what each eternal might offer as detailed under &#039;&#039;&#039;favour&#039;&#039;&#039; below. Any eternal who agreed to act as patron of the Eastern Sky would be bound by their word, if the Empire took them up on their offer. They would not be able to withdraw their support, although as Eleonaris has demonstrated, they could make life very difficult if the Dawnish found themselves in opposition to the eternal.&lt;br /&gt;
&lt;br /&gt;
Any power gained from the favour of a specific eternal would be unavailable if the eternal were subject to [[Alignment#Enmity|enmity]], though in theory the eternal in question might try to find other ways to support the Eastern Sky, assuming they were still favourably inclined towards Dawn.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=WingedMessenger.png|caption=Enchantress &#039;&#039;Nimue de Moraine&#039;&#039; can be contacted at &#039;&#039;House deMoraine, [[Semmerholm#Ulvenholm|Ulvenholm]], [[Semmerholm]] in the event that anyone wishes to to contact her via [[Call Winged Messenger|Winged Messenger]].|align=right|width=200}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Making a Decision===&lt;br /&gt;
* &#039;&#039;&#039;The enchanters of Dawn have until the Summer Solstice 385YE to make up their mind about which eternals to approach - if any&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Changing the order of the Eastern Sky requires the assent of the general&#039;&#039;&#039;&lt;br /&gt;
Nimue indicates that the enchantresses of Dawn have until the Summer Solstice 385YE to make up their mind about which, if any, eternals to ask to offer their favour to the Eastern Sky. The statues that will certainly gain the support of each eternal would be a [[folly]] that would require a separate [[commission]] and require &#039;&#039;at least&#039;&#039; 30 wains of [[white granite]] &#039;&#039;each&#039;&#039;, which alone is a good reason that the Dawnish enchanters may wish to negotiate with their chosen eternals. Any that needed to be [[Powers_of_the_Imperial_Senate#Concedence|conceded]] could only be created by a [[Senate motion]].&lt;br /&gt;
&lt;br /&gt;
Assuming that the enchanters of Dawn and the general of the Eastern Sky &#039;&#039;want&#039;&#039; to grant the army the &#039;&#039;favoured&#039;&#039; quality in place of the current resourceful quality, Lady Nimue and her allies will arrange to gather the heralds of any eternal who has agreed to offer their favour together at the Summer Solstice next year. There is no requirement that &#039;&#039;only&#039;&#039; five eternals be approached, either. If more than five are represented, the final decision about which favours to accept would lie with the general.&lt;br /&gt;
&lt;br /&gt;
Once the decision is made, the heralds and enchanters will participate in a [[Dawn_hearth_magic#Girding|girding]] ceremony, and then the [[Army qualities|army quality]] of the [[Eastern Sky]] will permanently be changed to &#039;&#039;Favoured&#039;&#039;. There will be no requirement for a specific Senate motion to achieve this - as long as the general offers their consent willingly. &lt;br /&gt;
====Favoured====&lt;br /&gt;
* &#039;&#039;&#039;The army can use the special orders granted by its patron eternals once each per year&#039;&#039;&#039;&lt;br /&gt;
An Imperial army that is &#039;&#039;favoured&#039;&#039; can call on one of the boons offered by its eternal allies each season, gaining access to a special order. No more than five eternals can offer their favour to an Imperial army. The general is guaranteed the right to call on each eternal once each season and never the same aid two seasons running. The eternals are bound by their word, so they are obliged to provide the aid agreed, regardless of how they feel about Dawn or the Empire at any given point, but they cannot help if the Conclave has [[declaration|declared]] them under [[Amity_and_enmity#Declaration_of_Enmity|enmity]]. If an eternal is under enmity, then any attempt to request their aid will automatically fail and the army will default to either [[Army_orders#Solid_Defence|solid defense]] or [[Army_orders#Balanced Attack|balanced attack]] if that order is chosen. The yearly ability to call on a boon refreshes during the Summer Solstice, when the general of the Eastern Sky is appointed, but even then it remains impossible to employ the same boon two seasons running.&lt;br /&gt;
&lt;br /&gt;
===The Favours===&lt;br /&gt;
At the moment, apart from Hayaak, the Summer eternals approached by Lady Nimue and her friends have all agreed &#039;&#039;in principle&#039;&#039; to offer their favour to the Eastern Sky if a statue is built. The special ability they can provide is set - but it is up to the enchanters of Dawn to negotiate with them if they wish to agree a more achievable agreement than building several large statues of eternals at great expense all over Dawn.&lt;br /&gt;
&lt;br /&gt;
Hayaak has utterly rejected any attempt to consider Nimue&#039;s compact - although in theory if his anger could be mitigated he might still be persuaded to consider it once he receives the head of Edric du Gauvain.&lt;br /&gt;
&lt;br /&gt;
====Eleonaris&#039;s Favour====&lt;br /&gt;
* &#039;&#039;&#039;She has already agreed to act as a patron of the Eastern Sky if called on, she &#039;&#039;may&#039;&#039; be angered if not called on, unless dealt with respectfully&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If persuaded to act as patron of the Eastern Sky, then the army will be able to issue a triumphant charge once a year&#039;&#039;&#039;&lt;br /&gt;
Eleonaris is content to act as a patron of the Eastern Sky if Dawn calls on her to do so. Indeed Nimue cautions that she may be angered if she is &#039;&#039;not&#039;&#039; called on, unless such negotiations are handled decorously. If she is chosen as patron, then Eleonaris&#039; support would enable to the general of the Eastern Sky to issue a [[Army_qualities#Glorious|triumphant charge]] once each year.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Triumphant Charge&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by two-fifths.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by half.&#039;&#039;&#039;&lt;br /&gt;
A general who unleashes their troops in a triumphant charge seeks great victory, but pays a great price. The army confronts the strongest enemy troops and the most defended positions, and attempts to rout them. Individual soldiers and companies engage in valiant attacks, employing risky tactics to defeat their opponents. The army will gain much more ground, but does so at the cost of increased casualties.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jaheris&#039; Favor====&lt;br /&gt;
* &#039;&#039;&#039;He would accept a statue of the Unicorn Prince built next to the Weirwater Vales in Weirwater&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If persuaded to offer his favour, then the army will be able to issue orders to pursue the Hunt of the Wild Wood once a year&#039;&#039;&#039;&lt;br /&gt;
Jaheris would be delighted to offer his favour to the Eastern Sky, but he will not do so unless the Empire builds a statue of him that is at least as large as the one they created for his great rival, Eleonaris. His heralds suggest a statue of the Unicorn Prince be erected next to the [[Weirwater Vales]] in [[Weirwater]], but they indicate that due to his good mood, the Unicorn Prince would look favourably on an alternative location provided it had a suitably storied history. Unfortunately, he &#039;&#039;will not&#039;&#039; offer his favour if Eleonaris is also serving as a patron of the Eastern Sky. With the favour of Jaheris in place, the general would be able to issue orders to carry out the &#039;&#039;Hunt of the Wild Wood&#039;&#039; once a year.&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Hunt of the Wild Wood&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by one fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one tenth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by one fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is an attacking order&#039;&#039;&#039;&lt;br /&gt;
A general who engages in the hunt of the wild wood gains the support of the heralds of Jaheris in the form of goblin footsoldiers, cunning spiders, and venomous unicorns. The heralds encourage the soldiers of the army to seek glory, without worrying about the cost. The army confronts the strongest enemy troops and the most defended positions, and attempts to overwhelm them. The army will gain more ground, driving their enemies back time and again, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cathan Canae&#039;s Favour====&lt;br /&gt;
* &#039;&#039;&#039;She would accept a statue of the White Bear built in the ruins of the Towers of the Dawn in Dawnguard in the Barrens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If persuaded to offer her favour, then the army will be able to issue orders to &#039;&#039;Embrace the Storm&#039;&#039; once a year&#039;&#039;&#039;&lt;br /&gt;
Cathan Canae has made no secret of the fact that she is concerned with the Empire&#039;s lack of commitment to holding what is theirs. Perhaps this irritation is why she has obdurately chosen such an untenable position for any statue built in her honour. The &#039;&#039;Immovable One&#039;&#039; demands that any statue be built in the ruins of the [[The Barrens#Towers of the Dawn|Towers of the Dawn]], in [[the Barrens#Dawnguard|Dawnguard]] in [[the Barrens]]. Although this entire area was once part of Dawn, it was overrun by the [[Druj]] when they took the Barrens, so the Empire would have to conquer the region before any statue could be built. Cathan Canae has been explicit that her choice is not mere coincidence. She regards the Barrens as part of the rightful dominion of Dawn, and is vexed by their failure to resist the attacks of the Druj and their reluctance to retake the land. With the favour of Cathan Canae in place, the general would be able to issue orders to &#039;&#039;Embrace the Storm&#039;&#039; once a year.&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Embrace the Storm&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Surrounded by storms and blizzards, the army can only move a single territory this season.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by two fifths.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is a defending order.&#039;&#039;&#039;&lt;br /&gt;
With Cathan Canae&#039;s favour, the General of the Eastern Sky could order their army to embrace the storm. Hail storms and icy blizzards would greet the army wherever they went, reducing their movement to a single territory this season, but making any region they defend much more difficult to conquer, increasing their ability to defend territory by two fifths. In battle the freezing snow and chilling winds would bring death, increasing the casualties suffered by this army and the casualties inflicted by them by a fifth.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Adamant&#039;s Favour====&lt;br /&gt;
* &#039;&#039;&#039;The Empire could build a statue of the Golden Dragon in the main courtyard of the Castle of Thorns in Astolat&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If persuaded to offer his favour to the Eastern Sky, then the army will be able to issue orders to &#039;&#039;Stand the Walls&#039;&#039; once a year&#039;&#039;&#039;&lt;br /&gt;
Following discussions with the Dawnish enchanters, the &#039;&#039;koboldi&#039;&#039; have indicated that a statue similar to that which they built for Eleonaris would be an ideal way to secure their master&#039;s favour for the Eastern Sky. Something that portrayed his majesty as a great golden dragon could be constructed in the courtyard of the [[Astolat#The Castle of Thorns|Castle of Thorns]] in [[Astolat]]. While enjoying the favour of Adamant, the general would be able to issue orders to &#039;&#039;Stand the Walls&#039;&#039; once a year.&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;Stand the Walls&amp;lt;/big&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The general must name a fortification within the territory that their side controls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend the territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are reduced by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army protects the fortification that it is defending, taking all the casualties in its place&lt;br /&gt;
* &#039;&#039;&#039;This is a defensive order&#039;&#039;&#039;&lt;br /&gt;
With Adamant&#039;s aid, the General of the Eastern Sky could order their army to stand the walls, taking advantage of a named [[fortification]] under Imperial control to defend the territory against all attackers. To employ the aid of the eternal, the general&#039;s side must name a fortification in the territory controlled by an allied force, otherwise this order defaults to [[Army orders#Solid Defence|solid defence]]. The order &#039;&#039;&#039;does not work&#039;&#039;&#039; with a magical fortification such as that conjured by [[Frozen Citadel of Cathan Canae]].&lt;br /&gt;
&lt;br /&gt;
If the region containing the named fortification is attacked by the enemy during the campaign, then the fortification will benefit from the protection provided by the army. All casualties that the fortification would have suffered are transferred to the army up to the point where the army breaks or is destroyed (the casualties are not diminished by this transfer - they are transferred one for one - but the total casualties suffered by the army are still reduced by a fifth). The transference of casualties only happens if the fortification is directly attacked.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Barien&#039;s Favour====&lt;br /&gt;
* &#039;&#039;&#039;The Empire could build a statue of the Knight of the Long Road at the Semmerstones in Semmerholm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If persuaded to offer his favour, then the army will be able to issue orders to &#039;&#039;Traverse the Crossroads&#039;&#039; once a year&#039;&#039;&#039;&lt;br /&gt;
Barien has suggested that if Dawn wants his support then they could construct a statue of the Knight of the Long Road at the [[Semmerholm#The Semmerstones|Semmerstones]] in [[Semmerholm]]. If that happened then he would be happy to provide his favour to the Eastern Sky, allowing the general to issue orders to &#039;&#039;Traverse the Crossroads&#039;&#039; once a year.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Traverse the Crossroads&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Can move up to five territories this season. It must still stop moving when it enters a hostile territory.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is an attacking order.&#039;&#039;&#039;&lt;br /&gt;
With Barien&#039;s favour, the General of the Eastern Sky could order their army to traverse the crossroads. The soldiers take advantage of Barien&#039;s aid to [[Army_orders#Movement|move]] swiftly with the aid of summer magic. Roads seem shorter than people remember them and they always travel in the direction the army wishes to go. Sometimes they may even make use of summer [[regio]] to gain strength for their journey, or to enjoy the hospitality of the inhabitants and wash the weariness of the road away. Such expedited travel is dangerous - the army may quickly move beyond its supply lines - but allows the army to travel with uncommon speed.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Meraud&#039;s Favour====&lt;br /&gt;
* &#039;&#039;&#039;The Empire could build a statue of the Golden Magician in the centre of Weaving in Astolat&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If persuaded to offer his favour, then the army will be able to conduct Arcane Consolidation once a year&#039;&#039;&#039;&lt;br /&gt;
Meraud has suggested that if Dawn wants his support then they could construct a statue of the Golden Magician in the centre of [[Astolat#Weving|Weaving]] in Astolat. If that happened then he would be happy to give his favour to the Eastern Sky, allowing the general to carry out [[Cyclic_magic#Magic|arcane consolidation]] once each year.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Arcane Consolidation&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The army generates mana crystals based on the number of victory points generated.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Does not change army strength, casualties inflicted or casualties suffered.&#039;&#039;&#039;&lt;br /&gt;
The army concentrates on making magical preparations, shoring up their reserves of mana crystals and seeking out nearby sources of magic. A portion of this bounty in the form of mana crystals is passed to the army general so that they can make the most appropriate use of it.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rhianos&#039; Favour====&lt;br /&gt;
* &#039;&#039;&#039;The Empire could build a statue of Bottlenose in Racqueen in Semmerholm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;If persuaded to offer his favour, then the general can order the Eastern Sky to Seek the Greatest Prize once a year&#039;&#039;&#039;&lt;br /&gt;
If Dawn wishes to have his patronage for the Eastern Sky, he seeks to have a statue in his likeness erected in [[Semmerholm#Elvette|Racqueen]] in [[Semmerholm]] and he would like it ceded to him so that he can watch as brave Dawnish knights try their hands in the forests of [[Brocéliande]]. If that happened then he would be happy to grant his favour to the Eastern Sky, allowing the general to order the army to &#039;&#039;Seek the Greatest Prize&#039;&#039; once each year.&lt;br /&gt;
&amp;lt;box&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Seek the Greatest Prize&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is reduced by one fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army generates wealth based on the number of victory points generated.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is an attacking order&#039;&#039;&#039;&lt;br /&gt;
The army looks for and takes opportunities for risky, dangerous adventures while fighting in a territory. They strike into enemy territory, taking chances that might lead to both opportunities to secure valuable items and create glorious stories for the troubadours. The [[general]] will receive a share of the bounty they secure in the form of wains of [[mithril]], [[weirwood]], and [[white granite]], rings of [[ilium]], and more mundane loot such as money, ingots and measures, herbs, mana crystals or vis, and even potentially ribboned items.&amp;lt;/box&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mage&amp;diff=108246</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Mage&amp;diff=108246"/>
		<updated>2024-03-28T08:51:19Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Archetype]][[Category:Urizen]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The mages (or &#039;&#039;magi&#039;&#039;) are the political magicians of Urizen. They see the application of magic as fundamentally political in nature, something that can be used to change the world for the better, but only when used wisely. Using the [[Net of the Heavens]] as a model, they seek to become powerful nodes in their own right, building alliances and exerting influence over others to achieve their political goals. They feel a natural affinity for other magicians, but they also realise the value of using their magical abilities to help their allies and build interlocking webs of favour and influence.&lt;br /&gt;
&lt;br /&gt;
In Urizen, magic is the single most effective way to get the kind of influence you need to achieve anything. The basic principle of a mage, is the understanding that &#039;&#039;all magic is political&#039;&#039;. The resources needed to perform magic are always highly limited - there are never enough mana crystals to do everything. This means every ritual that is ever performed is a choice - a decision to help one person, one group, one nation, one campaign - instead of another. Who you choose to help, and how much help you give them, these decisions are the purview of the mage.&lt;br /&gt;
&lt;br /&gt;
Mages do not restrict their political ambitions to the mortal world; the [[eternal|eternals]] are powerful and are clearly pivotal nodes in their own rights, even if they are not part of the Empire. Where other nations may find the eternals suspect, the mages believe fundamentally that the eternals are a “knowable quantity.” Their restricted nature as compared to humans means that mortals will always eventually get the better of them, provided they approach them rationally and with care not to become overconfident.&lt;br /&gt;
&lt;br /&gt;
Mages are the masters of intrigue and machinations. They can be charismatic demagogues, whipping up a mob to drive a Synod vote, or hidden schemers, cleverly manipulating people in private to get a Senate motion passed. Mages are ambitious - they seek to create a better world - but they are often ruthless, prone to manipulating those around them to achieve their plans. The power of nations like Wintermark and Dawn are exemplified by their heroes - but the power of Urizen is wielded by its mages.&lt;br /&gt;
==History==&lt;br /&gt;
Urizen mages have been pivotal at key points in [[Urizen history|Imperial history]]. They successfully persuaded their fellow magicians to decline the invitation to join the Empire, but they also encouraged Urizeni magicians to travel north to help Imperial armies defeat [[Alderei the Fair]]. Indeed, the same key figures were heavily involved in both decisions. Throughout, they were guided by one of the key pillars of Urizen society, the ambition to create the perfect civilisation. The rejection of the First Empress&#039; invitation was not based on fear of giving up control or being dragged into foreign wars, but on the understanding that to do so risked disaster not just for Urizen but for the nascent Empire. The mages of Urizen feared that the Empire would become a tyrannical regime, one that oppressed the very people it had been created to free. With the power of Urizen magic unmatched by the other nations that made up the early Empire, that danger would have been even greater.&lt;br /&gt;
&lt;br /&gt;
Only when it was clear that the Empire held the potential to create a society based on learning did they consent to join. They were instrumental in shaping the Conclave, the creation of which they made a precondition for Urizen joining the Empire. In particular, they were adamant that association within the Conclave must be based on political leanings, rather than prowess with a magical realm. They wanted to ensure that magicians would not have their purview limited only to matters of magic. The [[Conclave_order|Conclave Orders]] that were created at this time reflect the view of Urizen mages that the true purpose of magic is to change the world.&lt;br /&gt;
&lt;br /&gt;
The most famous mage in history is [[Emperor Nicovar|Nicovar]] of [[Spiral#Ankarien|Ankarien]] who became [[The Throne|Emperor]] in 200 YE. His later actions overshadow the fact that he was a clever speaker and former [[archmage]]. He was the acknowledged expert in the use of the rituals of the realm of Day, his early reign was marked by significant advances in the effectiveness of the civil service and the [[Imperial Military Council]]. He also instituted dozens of well-planned and well-thought-out programs to improve the lives of citizens from all walks of life. While he is largely villified by Imperial historians, and held up as an example of the dangers of applying magic unwisely, modern mages are still quick to point to the many improvements he made in pursuit of his dream of a united Empire founded on reason. Even as he burned the libraries, his consummate political acumen gave him a broad base of support from the Senate and Synod, and it was only a single rogue actor that finally ended his career and his life.&lt;br /&gt;
&lt;br /&gt;
Although less notorious, Hersilia of Delving is considered one of the most influential people of her age. An early supporter of [[Empress Deanne]], she is sometimes credited with persuading the Senate of the need to end the [[Imperial_history#.28281_YE_-_300_YE.29_The_Second_Interregnum|Second Interregnum]], having astutely identified the threats posed by the [[Druj]] and the [[Grendel]] to the eastern and southern Empire. Her persuasive speeches, and her ability to create common ground between political rivals, helped prepare the Empire for the coming disaster and saw her (unsuccessfully) proposed as an [[Paragons_and_exemplars|exemplar]] of [[vigilance]]. Her memoirs are still studied by modern magi, especially her musings on the notions of arete, affection, and respect. She placed each of these ideas at the corner of a triangle, saying that a mage must possess all three - their only choice is which quality must go at the top, a reference to the compromises any mage must make in the pursuit of their goals.&lt;br /&gt;
&lt;br /&gt;
==Fighting Style==&lt;br /&gt;
According to the Net of the Heavens, the best way to achieve change is to focus effort on the key nodes that determine the outcome in any situation. Politicians who employ this approach understand that the best way to guide the Senate, the Military Council or another house of power is to exert influence on the most pivotal members. &lt;br /&gt;
To smooth passage of an important [[Senate motion|motion]], [[judgement]], or [[declaration]], it is not necessary to persuade everyone to vote as you wish them to, you just need to identify the people who are key to that decision and focus your efforts on them.&lt;br /&gt;
&lt;br /&gt;
Some mages will lead from the front, giving speeches on the floor of the Senate or the Conclave, but others are content to forego glory preferring a subtle approach that seeks the least overt actions needed to achieve the best outcome. Whatever the approach, mages genuinely regard the Imperial houses of power as battlefields. If war is an act of force to compel an enemy to your will, then triumph in the Senate is no different to a victory on the battlefield. Words are weapons, you employ them to reinforce your positions, defend your allies, and cut down your enemies. What matters more than anything is victory. Politics is not a matter of life and death - it&#039;s more important than that.&lt;br /&gt;
&lt;br /&gt;
Working to secure allies - to gain friends and favours - is simply a way of preparing for the next battle. Most magicians understand that you need to gather sufficient mana crystals to perform a ritual. Politics is no different - to get the outcome you desire you must first accrue sufficient political capital. Thus many mages strive to involve themselves in every political situation, even those that don&#039;t pertain to their interests, seeing this as the best way to identify critical nodes and accumulate influence. The best though never lose sight of the true purpose of it all - to create a more perfect world.&lt;br /&gt;
&lt;br /&gt;
Most mages are active in the Conclave, usually joining a [[Conclave order]] and supporting a preferred candidate for [[grandmaster]] or else trying the title themselves. While the Conclave is the place where magicians meet to discuss matters of magic, the Conclave orders exist to allow magicians to be involved in every aspect of the running of the Empire, not just to focus on magic. To a magus, the point of magic is to transform the world for the better; the point of the Conclave is so that magicians can agree how best to do that.&lt;br /&gt;
&lt;br /&gt;
==Eternals==&lt;br /&gt;
Many mages are passionate advocates of dealing with eternals, arguing that while such deals have dangers the benefits outweigh the risks. They promote a transactional relationship, stressing that eternals are political actors, just like any other. Each eternal has things they can offer and things they want - where those desires can be met it creates the potential for benefits for the Empire and for the mage that makes the arrangement. Given that eternals are individually powerful with capabilities that rival those of a powerful [[coven]], it makes sense to treat with them to gain an advantage where possible. If the Empire can forge a good relationship with an eternal, then that will lead to benefits, regardless of the eternal&#039;s nature.&lt;br /&gt;
&lt;br /&gt;
Most mages have little time for those who view dealing with eternals as unpredictable or doomed. They stress that while the desires of eternals are often strange, at least in the eyes of mortals, they make sense if you understand the nature of the eternal. The majority of eternals are open about what they want in exchange for their boons - and it is very rare for them to lie. To the experienced mage this makes dealing with them &#039;&#039;easier&#039;&#039; than dealing with mortals, where the truth is impossible to establish. Belisari of the White Cliffs, a mage famous for their dealings with &#039;&#039;all&#039;&#039; the winter eternals claimed that &amp;quot;the eternals are like powerful, wilful children. Their goals are simple and naive, but they want what they want with every fibre of their being. They can do nothing else but want that thing. The skillful mage is like the parent - it is up to you to decide which desires you will gratify and which you will refuse.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
While mages often cultivate relationships with one or more eternals, they try to be careful to avoid falling into the trap of thinking of eternals in the same way as they view mortal allies. A mage can become proficient at dealing with an eternal by learning to understand what it is they want and what they can offer, but the relationship remains fundamentally transactional; they can never be friends.&lt;br /&gt;
&lt;br /&gt;
==Creating a Mage==&lt;br /&gt;
The mage archetype is intended to allow players to create Urizen characters that are dedicated political actors. Whether you hope to be a public speaker, moving your audience with soaring oratory or a shrewd manipulator directing events from behind the throne, the mage is the perfect archetype for anyone who enjoys player-vs-player politics. Mages are always looking to accrue more political capital, so playing a mage gives you a reason to get involved in every possible political conflict, as you look for ways to turn situations to your advantage.&lt;br /&gt;
&lt;br /&gt;
The overwhelming majority of mages are magicians - usually ritual magicians. Ritual magic is an important asset for any Urizen character who wants political influence, since it grants you votes in Urizen&#039;s senatorial elections. More fundamentally, a mage is someone who understands the costs and benefits involved in the use of magic, it isn&#039;t essential to be able to perform a specific ritual yourself, but you will almost certainly need a good understanding of what is involved and what the possibilities are. Likewise, a mana site is usually the best resource for a mage, since it provides you with the perfect currency with which to curry favour with your fellow magicians as well as votes in some important Urizen elections.&lt;br /&gt;
&lt;br /&gt;
If you are creating a character as part of a group then you don&#039;t need everyone in the group to be interested in politics. A mage works well in any spire or citadel; you can draw on their skills and abilities to accumulate influence, and if the group have any goals for their spire, then that instantly provides you with objectives that you can try to achieve or support. It is particularly useful to find out about any goals that other members of the group have - the more you know about what they want and what they can offer, the more you can improve your own standing and influence by helping them to achieve their goals.&lt;br /&gt;
&lt;br /&gt;
Even though you have a reason to poke your nose into everyone&#039;s business, the most important thing you need as a mage is a vision of what you are trying to achieve. Most mages are not interested in gaining political power for its own ends - they want to use it to change the world for the better. You might care about your spire, your territory, your nation, the Empire or even the whole world - but you&#039;ll need to care about something! It&#039;s always a good idea to have more than one goal, but having a sense of what you are hoping to accomplish gives you a direction and purpose for your politicking. Don&#039;t worry if you&#039;re not certain what truly motivates your character at first though, you can always set about the task of becoming influential while you work out what it is you&#039;re gaining all that influence for.&lt;br /&gt;
&lt;br /&gt;
One thing to consider when creating a mage is how singular you will be in pursuit of your goals. How absolute is your vision and how ruthless are you? You may dream of creating a better world, but your utopia could be hell for others. The more anodyne your vision of change, the easier it will be to get others to go along with it, but the less opportunities for interaction and conflict you&#039;ll have as you pursue it. Likewise think about how ruthless you are prepared to be in pursuit of your goals. A callous character will be less popular but can be more effective and create a great challenge for everyone who roleplays with you.&lt;br /&gt;
&lt;br /&gt;
==Playing a Mage==&lt;br /&gt;
Playing a mage gives you a set of basic character goals: to accumulate political capital by making deals with others to gain influence and relationships, to gain magical power so that you can use that to further your political goals, to encourage others to think about magic as a fundamentally political tool, and to liaise with eternals so that you can parlay such relationships into power. &lt;br /&gt;
&lt;br /&gt;
In Urizen, magic is the single most effective way to get the kind of influence you need to achieve anything. The more magic you have access to, the more power and influence you have. Provided you wield magic prudently, it is possible to gain benefits by performing rituals, which can then be used to get access to more mana crystals or potions and items that you can use to make your rituals more powerful. The easiest goal you have as a mage is to accumulate the resources that you need to make yourself and your allies more powerful and effective magicians. Magic always has a cost - you can&#039;t perform every ritual you want to - so you want to use your magic in ways that grow your power and encourage your allies to do likewise.&lt;br /&gt;
&lt;br /&gt;
The challenge you will have is that your fellow magicians are likely to have their own reasons to be pursuing and performing magic. If they are not willing to withhold their magical skills when their political demands are not met, then it is significantly harder to use those abilities to benefit Urizen and the Empire. So your second goal is to encourage people to understand that all magic is inherently political - and for Urizeni magicians, it is their best way to achieve what they want for them and their nation. People who aren&#039;t mages may not be interested in politics, but they may still care about the outcomes - how many bourse resources are assigned to Urizen, how many armies are sent to defend it, and so on. &lt;br /&gt;
&lt;br /&gt;
You may face opposition from people who say &amp;quot;everyone should just help the Empire&amp;quot;. You may hear this from people who want a ritual done for them - but you may also hear it from your fellow Urizen magicians who might be performing the ritual. You might have other priorities which are more important than helping the Empire but if you want to rebut this approach you can point out that every Imperial ritual that is cast helps the Empire... The question is how best to employ limited skills and resources to best help the Empire. These are political decisions - decisions you as a mage are well placed to make - if you can convince people to trust your judgement.&lt;br /&gt;
&lt;br /&gt;
You should try every opportunity to converse with eternals or their heralds and interrogate them to see what they want. If you think you can give them what they want, then you can ask what they will offer in return and decide if the bargain is worth it. You will need to be very careful if you deal with eternals who are under enmity since that is very illegal, but you should have confidence in your ability to get the better of an eternal and avoid falling into the trap of fearing that you can never know what an eternal is really planning. While it is easy to overlook something an eternal has said, in practice, we strive to avoid having our eternals trick the players or knowingly lie to you.&lt;br /&gt;
&lt;br /&gt;
Most importantly you should try and involve yourself in every political decision in your nation and in the Empire if you can. One of your core goals as a mage is gain political influence and power - the better to allow you to change the world. Doing that is incredibly difficult - lots of players at Empire are trying to gain power. But one of the best ways to succeed is to get involved in every decision - no matter if it seems irrelevant to your own interests. If you help others achieve their political goals - then you are gaining influence that you can use in the future to achieve your own.&lt;br /&gt;
&lt;br /&gt;
Ultimately, you should develop and pursue your own political goals. When you do try to remember the [[Urizen|three pillars]] of Urizen (magic, reason, and ambition), but above all trust your own judgement. Your goal is to benefit all humanity, to create a more perfect world. Magic is the tool with which you will achieve this end. But only those like you who put reason and learning above all other pursuits will have the vision to see perfectly what must be done.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Both_cut_alike&amp;diff=108245</id>
		<title>Both cut alike</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Both_cut_alike&amp;diff=108245"/>
		<updated>2024-03-28T08:50:54Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:382YE Summer]][[Category:Recent History]][[Category:Conjunction]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
Magistrate Suuli the Jay plodded along the corridor, his tired and weary bones longing for a rest. The sudden onset of rays of sunset making their way through the shutters half-blinded him, and he rubbed his eyes to clear them. Behind him, on the wall, his shadows stood as a stark silhoutte, framed by a headdress of feathers.&lt;br /&gt;
&lt;br /&gt;
As his eyes cleared, he grasped hold of his staff once more and stepped forwards - only to hear the sounds of hurried footsteps rounding the corner ahead. He growled to himself, peered ahead, and wondered just who was making such a noise at this hour.&lt;br /&gt;
&lt;br /&gt;
Round the corner burst an energetic figure, bark-skin covering the lower jaw, sleek longbow strung over bleached leather armour, hair tied back into a tight bun. She screeched to a halt in front of the Magistrate, who gave her a long, cold stare, waiting for her to speak.&lt;br /&gt;
&lt;br /&gt;
Despite her exertions, she seemed to require almost no time to recover her breath, and stood up straight in front of him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Magistrate Suuli? They said you&#039;d be here. I have a report!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suuli took in a deep breath, allowing his initial frustrations to subside.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Speak to me, Suaq. Name yourself. What report do you have?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eadlin Arsdottir, Magistrate. I am... Frayed. My band and I - we&#039;ve tracked some bandits - kidnappers, we think - they took people - they swam away - how did they do that, though? It doesn&#039;t make sense - they weren&#039;t merrow, and in any case-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence!&amp;quot; roared Suuli, with sudden voice and passion. Eadlin looked visibly shaken, but clamped her mouth shut, fingers dancing along her bow.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You mean to say,&amp;quot; he continued, &amp;quot;that you have encountered some bandits kidnapping people. Where was this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On the coast. Up and down the rocks, actually. They keep moving - sometimes inland, sometimes right on the shore - been there for a few weeks, I think. Have you not heard of them yet? I think they&#039;re maybe Suaq, or Steinr, or-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Slow down. How many bandits?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eadlin stopped moving for a moment, eyes closed, brow furrowed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;One or two dozen, Magistrate. They move in a group, like trained fighters - or warriors bonded by blood. They&#039;ve been attacking people - my cousin Vaaki said two of her hall never came back from a hunt, and-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are they kidnapping? How many?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We saw two. Dressed like Suaq, although not wearing much beyond thick skins on their back. We couldn&#039;t get to them in time - we were going to open fire, but then they all dived into the Gullet, and we couldn&#039;t line up our shots, and we thought someone should know, so we came-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suuli gave the ground a firm, hefty tap with his staff. The echo reverberated up and down the corridor, causing Eadlin to once again fall into silence.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They dived into the Gullet? Weapons, armour and all?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Magistrate. They just disappeared - like they could breathe water and swim like fish! The poor Suaq must be drowned by now, I-&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That will do, Eadlin. Return to your warband. I will take it from here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eadlin turned and half-sprinted back down the corridor, rapidly disappearing from view. Suuli shook his head - it looked like it would be several hours before he could lay himself down to rest...&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Before each summit, the Imperial war scouts and the prognosticators produce lists of every conjunction that they have been able to identify. These are not all the conjunctions, these are simply all the conjunctions that they have been able to find. Because of their focus, these conjunctions are usually very military-orientated; they are focused on the movement of the Empire&#039;s armies and the barbarian forces arrayed against them. Smaller conjunctions that allow groups to purse their own personal agendas are only rarely discovered by the Imperial civil service.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the details of a conjunction is not fixed - in theory new conjunctions can appear and the destination or size of a conjunction are know to be mutable. The civil service strongly recommend that you check the size and timing of any conjunctions that interest you after you arrive at Anvil.&lt;br /&gt;
===OOC Note===&lt;br /&gt;
Depending on the number of skirmish crew available, the size of the conjunctions might be increased between now and the event. They will be fixed Friday afternoon at time-in. &#039;&#039;&#039;Please check the conjunctions early Friday evening to confirm the gate size.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Friday==&lt;br /&gt;
===Out of the East===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:600px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Beggar&#039;s Trail, Willstone, Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Trees on the Mountain of Aquina, Limus, Redoubt&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:45 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
As the summer sun reaches its height at the Solstice, bands of fast-moving Druj warriors cross the border from Zenith. They head north, west and south from the shrouded mountains of the former Urizen territory. These elite fighters bear beetle banners splashed with bright greens, reds and yellows, and they make swift progress down from the high passes and out across the open plains of Iteri, before heading into the the lands of Morrow, Redoubt, and Spiral. Bands of sentinels are readied to counter their advance, but it is soon clear that they have little interest in facing off against opposing forces, avoiding citadels and slinking away when they are approached. It is apparent to Urizeni and Imperial War Scouts alike that these barbarian Druj are a reconnaissance force, intent on scouting the lands adjacent to Zenith.&lt;br /&gt;
&lt;br /&gt;
The prognosticators have detected two conjunctions on the first evening of the solstice. War scouts have tracked parties of Druj fighters moving through eastern Redoubt. The first opportunity is on the &#039;&#039;&#039;Beggar&#039;s Trail&#039;&#039;&#039;, a road that leads south through Willstone and is close to the army camp of the Winter Sun. The second will allow passage to the &#039;&#039;&#039;Trees on the Mountain of Aquina&#039;&#039;&#039;, in eastern Limus and across a wide valley from where the Granite Pillar have a camp.&lt;br /&gt;
&lt;br /&gt;
The Imperial War Scout will have the latest updates on these incursions, and they will surely be of interest to the people Urizen, the Imperial Orcs, and Highguard. Sending forces to counter these raiders will stop their exploration of the Urizen territories that neighbour Zenith and prevent them returning to their leaders with a greater understanding of the surrounding terrain and the Imperial forces currently stationed there.&lt;br /&gt;
&lt;br /&gt;
===Out of the West===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:600px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;East Nuajaat Bank, Sealtoq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;West Nuajaat Bank, Sealtoq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nuajaat Bluff, Sealtoq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Nuajaat Cairns, Sealtoq&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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 ring of Jotun steel that has encircled the town of Atalaq is slowly tightening, heralding its inevitable fall. Everyone the Jotun encounter is being given the Choice - join the Jotun as thralls, or die as their enemies with a weapon in hand. All except those those considered too young to fight; children of all ages are taken as thralls by the Jotun without a second thought.&lt;br /&gt;
&lt;br /&gt;
Those who lived in the town or the surrounding wilderness must pick between two bitter fates, either death at the hands of the overwhelming Jotun forces or else flee. Those with something to live for are desperately trying to escape. Those who have decided that their heroes journey ends today, head out to battle, victory is impossible - but every hero who dies facing the Jotun buys another minute for their loved ones to escape.&lt;br /&gt;
&lt;br /&gt;
A series of conjunctions to the &#039;&#039;&#039;Nuajaat Shore&#039;&#039;&#039; on the southern banks of Atkonaroq, Sealtoq, will provide four opportunities to intercept Jotun forces that are closing in on the coastline and the refugees from Atalaq that are sheltering there. All along the edge of the cold waters are clusters of families, traders, trackers and herders, hurriedly assembling makeshift rafts on which to head north, or looking to the horizon hoping to see the fabled Hylie arrive.&lt;br /&gt;
&lt;br /&gt;
Whilst slim, there is every chance that these citizens can be saved if the heroes of the Mark put themselves in harms way and stand solid against the Jotun warriors as they make for the coast. Success at Nuajaat Shore will provide valuable time to build transports or hide in the rocky headlands along the shoreline. Defeating the Jotun warbands will prevent hundreds of helpless Wintermarkers from being slain or taken as thralls but it will &#039;&#039;not&#039;&#039; stop the barbarians heading towards Firehand&#039;s Taiga, further to the north, but the fate of the Suaq people in this more distant location will be determined by the decisions of the Military Council at the Friday Muster, and the actions of the Heroes of Anvil should the major conjunction be chosen.&lt;br /&gt;
&lt;br /&gt;
===Out of the Past===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:600px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eleri&#039;s Paths, Elerael, Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:00 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eleri&#039;s Paths, Elerael, Brocéliande&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:30 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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 Navarr egregores have reported on a strange disturbance at &#039;&#039;&#039;Eleri’s Paths&#039;&#039;&#039;, in Elerael, Brocéliande; close to the Brackensong Steading and the site of the former Whispering Drays Steading. A group of warriors, who appear to be Navarr, have been observed by the Courageous Bough Striding among the forest of the region. While dressed in Navarri garb and bearing tattoos on their skin, this group have a strange air about them; they appear distant and detached, and oddly uncultured, in ways that even the most lonesome Navarri rarely display. Who they are, or what they want at this time has yet to be established, but one fact is known; they travel with a group of strange heralds of the Spring Realm. A rag-tag mixture of demure creatures clad in ivy, and twisted figures consumed by vegetation. Already it has been suggested that they are heralds of the Greenest Mother, the Spring Eternal Yaw&#039;nagrah; who because of the Conclave&#039;s declaration of enmity cannot send her minions into the lands of the Empire.&lt;br /&gt;
&lt;br /&gt;
Whilst this territory has never been part of the Empire, it is still an important part of the Navarr nation, and many steadings can be found on the borders, and several stridings venture towards the heart of the Vallorn that dwells at the centre of the area. Yet, as it is not part of the Empire, the Greenest Mother is able to extend her influence over this place. The vates of the Courageous Bough have sent word to the civil service and via their egregores that they are preparing to defend a Spring Regio on Eleri&#039;s Paths, from which the heralds exited, protecting the approach with daily castings of the warding ritual, [[There Is No Welcome Here]]. They are running out of crystal mana and have sufficient to last out the Solstice, providing they can defend themselves from the unusual Navarr warriors.&lt;br /&gt;
&lt;br /&gt;
Two conjunctions, one after another, have been detected by the civil service and a short briefing is being prepared for the Imperial War Scout. Access to the Spring Regio at Eleri&#039;s Paths offers an opportunity for the vates of the Navarr to bring to repair the trods of Brocéliande with [[the Dance of Navarr and Thorn]]. (Because Brocéliande is not under Imperial control, the ritual can only be cast at a regio in the territory). The Navarr egregores will have additional insight to share with anyone who wishes to travel to Brocéliande on these conjunctions.&lt;br /&gt;
&lt;br /&gt;
====Accessibility====&lt;br /&gt;
Accessibility guidance for the conjunction is available below. Please be aware that this information &#039;&#039;&#039;may contain possible spoilers&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Category&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Walking&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;The second of these two conjunctions has been classified as &amp;quot;combat unlikely or contained&amp;quot;; participants will have to travel several hundred yards to the start of the encounter, but will not need to move far once the skirmish begins.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Out of the Sea===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:600px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Hval Beach, West Marsh&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21:15 Friday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
In the weeks leading up to the Summer Solstice, there are sightings of a band of warriors on the shores of [[Kallavesa#West_Marsh|West Marsh in Kallavesa]]. Though they seem for the most part to avoid [[Wintermark|Winterfolk]] halls and other settlements, they furiously attack any wandering groups they come across.&lt;br /&gt;
&lt;br /&gt;
A scouting party of [[Wintermark_religious_beliefs#The_Frayed|Frayed]] led by Eadlin Arsdottir tried to follow this band and ambush them, but they were unsuccessful. According to Eadlin&#039;s account, she witnessed the warriors chasing down a number of people dressed in Suaq garb and taking them captive. Before the Frayed could intervene, the foe-warriors marched their charges into the sea of the Gullet, and the whole host disappeared beneath the waves.&lt;br /&gt;
&lt;br /&gt;
Eadlin herself was at a loss to explain this strange event, but Marchers from nearby [[Bregasland#North Fens|North Fens]] in Bregasland are already relating their tales of the strange shapeshifting beasts that live in the Gullet, devouring hapless fisherfolk who stay too long at anchor.&lt;br /&gt;
&lt;br /&gt;
Thanks to the scouting efforts of the Frayed, it has been determined that the band of warriors is still active in the area, and seems to be hunting for something - possibly more victims to drag beneath the waves. Prognosticators have determined that a conjunction exists to &#039;&#039;&#039;Hval Beach&#039;&#039;&#039;, West Marsh, Kallavesa. The attention of Courageous heroes is required to deny these attackers any opportunity to kidnap further victims.&lt;br /&gt;
&lt;br /&gt;
==Saturday==&lt;br /&gt;
===Out of Time===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:600px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Weaving Wood, Operus, Morrow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Green Road Citadel, Operus, Morrow&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Wooden Rest of Dusk, Ossuary, Spiral&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
A further series of three conjunctions on the second day of the solstice have been identified in locations where the War Scouts know the Druj scouts are active. Among the greenery of the &#039;&#039;&#039;Weaving Wood&#039;&#039;&#039;, Operus in Morrow; the &#039;&#039;&#039;Green Road Citadel&#039;&#039;&#039; near Canterspire in Morrow; and the &#039;&#039;&#039;Wooden Rest of Dusk&#039;&#039;&#039; close to the Twilight Gate, in northern Ossuary, Spiral. The Imperial War Scout will have the latest updates on these incursions, which will be of relevance to the people Urizen, as well as citizens from the League, Imperial Orcs and Varushka, nations that all have campaign armies in Spiral. Sending forces to counter these scouts will stop their exploration of the Urizen territories that neighbour Zenith, preventing them returning to their leaders with a greater understanding of the surrounding terrain and the Imperial forces currently stationed there.&lt;br /&gt;
&lt;br /&gt;
===Out of Nowhere===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:600px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Whitethorn Gulch, Southridge&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15:45 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Eafshal, Valasmark&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16:15 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
Following the reports of increased [[Make good use|Feni raiding]] in [[Hahnmark]], the civil service have identified two conjunctions that will allow the heroes of the Empire to strike at raiding parties. Success at either one of these opportunities will mitigate half the impact on Winterfolk farms, businesses and herb gardens each; success at both will completely remove the impact of the raids.&lt;br /&gt;
&lt;br /&gt;
A conjunction has been identified to &#039;&#039;&#039;Whitethorn Gulch&#039;&#039;&#039; in Southridge. The report comes off the back of the news that a group of Winterfolk Frayed called the &#039;&#039;Talons of Dusk&#039;&#039; attempted to tail and ambush a Feni raiding party. There is little information to hand, but it seems that their attempt was unsuccessful, and they are fleeing back towards Moot - but are currently being hotly pursued by the vengeful Feni.&lt;br /&gt;
&lt;br /&gt;
There is a second opportunity to travel to &#039;&#039;&#039;Eafshal&#039;&#039;&#039; in Valasmark. Recently, a Feni warband attempted to assault a nearby Steinr hall, but were sorely beaten back by the local warriors. Reports indicate they are camping near the ruins of Eafshal, a once-prosperous hall of grimnir who perished en masse during the campaigns of [[Emperor Guntherm]]. This opportunity would allow the warband to be defeated before they are able to retreat back into Southridge and continue raiding.&lt;br /&gt;
&lt;br /&gt;
===Out of the Shadows===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:600px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Verdant Maw, Westwood, Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Verdant Maw, Westwood, Liathaven&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18:20 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 minutes&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;
A pair of conjunctions to a Spring regio in the depths of Westwood have been brought to the attention of the civil service prognosticators by the Navarr egregores. The inaccessible location of the regio known as the &#039;&#039;&#039;Verdant Maw&#039;&#039;&#039;, the withdrawal of Imperial armies from West Ranging, and threatening presence of the Vallorn have made it next to impossible to obtain reliable details of the terrain, the disposition of the enemy, or how close the first portal will open from the regio. However, given the location of the conjunctions, it is certain however that those travelling to Liathaven will be exposed to the venemous effects of the Vallorn Miasma whilst there, and are likely to contract Green Lung if they linger too long.&lt;br /&gt;
&lt;br /&gt;
The Navarr egregores have informed the civil service that these conjunctions could allow the vates of the nation a unique opportunity to follow through on plans they devised for the casting of several high-magnitude rituals when the Heroes of the Forests ventured through the Sentinel Gate to West Ranging at the Spring Equinox. Heralds of Surut of the Thrice-Cursed Court have also visited Anvil over recent days proclaiming an interest in the Verdant Maw on behalf of their master. Surut has expressed a wish to claim the Verdant Maw for his own purposes, but requires it to be transformed into a regio of the Winter Realm. It is understood that a herald of the Burnt Steward - the &#039;&#039;Baron of the Bone Orchard&#039;&#039;, already known to the Navarr - will be awaiting the heroes of the Navarr near the regio and will offer minor boons to empower ritualists skilled in the lore of their master&#039;s realm should it be required, and to receive the regio into his lord&#039;s keeping.&lt;br /&gt;
&lt;br /&gt;
====Accessibility====&lt;br /&gt;
Accessibility guidance for the conjunction is available below. Please be aware that this information &#039;&#039;&#039;may contain possible spoilers&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Category&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Status&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Combat&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;The second of these two conjunctions has been classified as &#039;&#039;&#039;&amp;quot;combat possible&amp;quot;&#039;&#039;&#039;; participants will have to travel several hundred yards to the start of the encounter, but will not need to move far once the skirmish begins. The level of threat will depend on the success of the first party venturing through the Sentinel Gate, and their ability to keep the enemy away from the second party. If suitable precautions are taken to protect the ritualists, then the second conjunction would be classed as &#039;&#039;&#039;&amp;quot;combat highly unlikely or contained&amp;quot;&#039;&#039;&#039; meaning that the risk of entering into combat is only slightly more than in Anvil, providing the player remains in the contained area.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; The Battle Team invite players to volunteer to help monster these two skirmishes. You will need to arrive at the Battle Prep Tent by &#039;&#039;&#039;17:30&#039;&#039;&#039; to get into kit and be briefed ready for the 18:00 start. We need you to monster for the full 50 minutes that cover both skirmishes. It is not possible to turn up late and join in after 18:00.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You will be playing Vallorn husks of either dead humans or orcs. Simple LRP base layers will be sufficient, but any Navarr, Marcher, Wintermark or Jotun kit you have will make for a better looking encounter. We have a number of small latex domino masks to wear, along with shredded shrouds. A simple effect can also be achieved with face paint and our makeup team can help apply it at the Battle Prep Tent. We also have plastic vines that you can accessorise your costume with.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Vallorn husks are predominantly shambling corpses animated by vegetation, and there will be limited need to run about but combat is highly-likely. We do not require water carriers or low-combatant support forces. Please do not bring the following equipment:&lt;br /&gt;
* Shields&lt;br /&gt;
* Bows and Crossbows&lt;br /&gt;
* Throwing weapons&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Out of the South===&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:600px; float: right; clear: right; margin-left: 10px;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitext&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;4&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;Conjunctions&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Where&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;When&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Size&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Time&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Haven Rocks, Riposi, Sarvos&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:00 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;White Sands, Longbeach, Necropolis&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20:30 Saturday&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30 people&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 minutes&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;
Shortly before the Summer Solstice, reports reach the civil service of two sightings of Grendel vessels making landfall on the northern coast of the Bay of Catazar. Both ships are reported to be badly damaged, sitting low in the water, with torn rigging and tattered sails - likely having encountered a storm out in deeper water. The first ship has foundered on rocks just below the surface at &#039;&#039;&#039;Haven Rocks&#039;&#039;&#039; to the east of Ophan&#039;s Haven in Riposi, on the outskirts of Sarvos. The second has run aground at &#039;&#039;&#039;White Sands&#039;&#039;&#039;, Longbeach, Necropolis, several miles across the border from Sarvos. Marines from both vessels have come ashore to locate materials to repair their transports, and to gather fresh water and other sundries. Several farms, smelters and woodmills in the area have been pillaged by both parties and they are now returning to get their vessels seaborne before local forces can move to intercept them.&lt;br /&gt;
&lt;br /&gt;
The scouts are confident that these two wayward ships are not the precursor to an invasion force or even an attempt to scout out or establish spy networks on the coast. The orc marines have harassed the local populace, stolen property and murdered anyone who has stood in their way. If nothing else, these two conjunctions offer a chance to exact revenge on the pirates, and potentially recover any property that have taken. The Imperial War Scout, and egregores of Highguard and the League will likely know a little more by the time of the Summer Solstice.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Summer_Solstice_Conclave_sessions&amp;diff=108244</id>
		<title>380YE Summer Solstice Conclave sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Summer_Solstice_Conclave_sessions&amp;diff=108244"/>
		<updated>2024-03-28T08:49:28Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a summary of Conclave proceedings during the Spring Equinox 380 YE.&lt;br /&gt;
&lt;br /&gt;
==The Imperial Titles of the Conclave==&lt;br /&gt;
The full list of Imperial Titles held in the Conclave at the end of the Spring Equinox, 380 YE  can be found under [[380YE Spring Equinox Imperial titles]].&lt;br /&gt;
&lt;br /&gt;
The following Imperial Titles were appointed by the Conclave during the Spring Equinox, 380YE:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brother Luke of the Shattered Tower&#039;&#039;&#039; became the new [[Master of Ice and Darkness]].&lt;br /&gt;
*&#039;&#039;&#039;Finn Finnsson&#039;&#039;&#039; was appointed [[Imperial Seer]].&lt;br /&gt;
*&#039;&#039;&#039;Bartholl de Rondell&#039;&#039;&#039; was appointed [[Warmage]].&lt;br /&gt;
*&#039;&#039;&#039;Solomon&#039;&#039;&#039; was appointed [[Archmage]] of Summer.&lt;br /&gt;
*&#039;&#039;&#039;Mord&#039;&#039;&#039; retained his title of [[Archmage]] of Day.&lt;br /&gt;
&lt;br /&gt;
==Conclave Addresses==&lt;br /&gt;
At the Summit, the following addresses were placed on the Conclave agenda:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Day&#039;&#039;&#039; || &#039;&#039;&#039;Speaker&#039;&#039;&#039; || &#039;&#039;&#039;Nature of Address&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Kyra Halcyon|| The Stars&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Jabin Endsmeet || The Mageblood Potion&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Vaan, Warmage || On the Progress of the War&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Vaan || On the Future&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Ancel Steward || To thank the Conclave for allowing us to be Vigilant and protect the Empire.&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Catalina Novarian || Oversight of magical items sold through the Bourse&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Vuktle Wolfeater || The landing location of the Nameless Star&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Leif Arnbjorn || Signs and Reports&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Alcuin Shatterspire || Spring and Reikos &lt;br /&gt;
|-&lt;br /&gt;
| Fri || Ludmilla || Lashonar the amazing and a permanent caucus&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Lisabetta von Holberg, Imperatrix || Things have changed. They need to change more.&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Simargl || Magic and Faith&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Aquillian || On the Phoenix and its heart&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Aquillian || Redirecting the falling star&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Sam Plumptre || Karim&#039;s Dealings with the Autumn Realm&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Andreus Gremani || Summer Matters&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Achilles || The Lord of the Slumbering Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Brother Luke || Summer College Matters&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Finn Finnsson || The Death of the Imperial Seer&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Mord, Archmage of Day || Day Matters&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Maurice, Archmage of Autumn || Realm of Serious Business&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Luciano, Archmage of Night || The Brass Coast, Wrong rituals, lots of mana, sad times.&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Heilyn Bronwen&#039;s Rest || On the matter of Meraud&#039;s Boon&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Vitore van Temeschwar || Sinecures with extra abilities&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Vaan || Summer Matters&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Garth || Update about the position for Custodian of the Great Library of Phaeleron&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Eternal Sadogua || Amity and Enmity&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Ludmilla Koslov || Lashonar&#039;s Caucus - the non-Conclave parts of the Caucus agreement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Conclave Declarations==&lt;br /&gt;
The Conclave made the following Declarations:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Day&#039;&#039;&#039; || &#039;&#039;&#039;Speaker&#039;&#039;&#039; || &#039;&#039;&#039;Declaration&#039;&#039;&#039; || &#039;&#039;&#039;Outcome&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Alexi Grimani || Candidacy for Master of Ice and Darkness || FAILED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Kyra Halcyon || Concord: That Halcyon Spire of Urizen is best suited to overseeing the Spire of Twisting Shadows || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Maurice de Gauvain || Concord: That the Conalve believes that an appropriate name for the current unnamed Red Star is &amp;quot;The Miscreant&amp;quot;. (But see below.) || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Brother Luke || Candidacy for Master of Ice and Darkness || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Heilyn of Bronwen&#039;s Rest || That Heilyn Brownwen&#039;s Rest will organise the ordering of rituals while Meraud&#039;s Boon is in effect tomorrow. || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Iobhar Ergruk || Candidacy for Master of Ice and Darkness || FAILED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Asenath || Enmity against Sadogua|| FAILED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Andreaus || Adding &amp;quot;[[From the Mouths of Babes]]&amp;quot; to Imperial Lore || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Martin Orchard || Concord: This Conclave recognises the efforts of all who aided in the unmasking of the House de Luisignan Anarchy Cult, and encourages virtuous citizens to show their prosperity by donating mana to the Virtue Fund to reward such efforts. || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Gancius della notte di Sarvos || Amity with Roshanwe || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Velushka || A position should be created that will have access to the Bourse private auction list and the power to raise a free interdiction in Conclave. || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Gancius della notte di Sarvos || That the law should be amended to officially grant Archmages the power to treat with Eternals of their relevant realm currently under enmity. || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Brother Luke of the Shattered Tower || EMERGENCY MOTION - Concord: The Red Star should instead be named &amp;quot;Stalker&amp;quot;. || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Lev || Neutrality for Gilean, Herald of Llofir || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Gregor || Neutrality for Sadogua || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Luciano || Concord: Senate to Shoulder some burden in magic for the good of the Empire || FAILED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Ricardo || Concord: Conclave supports all imperial mages in the trade in mage with any Faraden citizens, BUT Conclave as an Imperial body will not support any Faraden family above or below any other.|| FAILED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Zephaniah || Sorcery: That Guillermo, formerly di Tassato, who has renounced his nation and Empire and stolen a powerful boon, be declared a sorcerer.|| PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Finn Finsson || Candidacy for Imperial Seer || PASSED &lt;br /&gt;
|-&lt;br /&gt;
| Sat || Faustus || Concord: That anyone who attempts to cast non-scrying rituals upon the meteor without consent from at least 2 Grandmasters should be considered to be performing a gross mis-use of magic and should be considered for sorcery. || UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Zephaniah || Concord: The Conclave requests an opportunity to speak with the Eternal Sorin on a matter of great importance. || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Faustus || Under Veil of Night, as Concord:To extend the definition of sorcery to proscribe the use, ownership or possession of ritual staves, foci, covenstones, crystaline mana, vis, and anything if similar properties, items that have passed from a realm into the Empire, potions whose primary purpose is to aid or enhance the performance of rituals. Proscribed items are to be placed in the Vault at the Conclave for use by the Will of the Conclave. Regalia (tools of office) are not covered by this proscription. || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Heilyn Bronwen&#039;s Rest || Candidacy for Warmage || FAILED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Solomon || Candidacy for Archmage of Summer || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Faustus || Concord: The Conclave are interested in continuing talks with the Eternal Murit, and striking a deal between themselves and the Empire. || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Nicholas Reaper || Sorcery: Deidre of Overton, currently resident in Marshcutt in Bregasland || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Ludmilla || Concord: That we agree we are happy for a gift of 25 dragonbone to be given to Lashonar in exchange for the use of the Caucus and will commission a portrait or symbol of Lashonar to be placed in the Hall of the Worlds whilst the Empire is willing to use to Caucus. Conclave will continue to support those in the Empire who will take a diplomatic route towards conflict resolution. The Empire understand this will only last as long as a Pauper&#039;s Ley is provided once a year to Lashonar to invite a non-magician to visit them. || UNKNOWN&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Gancius || Candidacy for Archmage of Day || FAILED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Mord || Candidacy for Archmage of Day || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Maurice de Gauvain || Concord: That Hercynia is a suitable place to drop a star || PASSED&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Aubrietta de Gauvain || Candidacy for Archmage of Summer || FAILED&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Conclave Gambits==&lt;br /&gt;
The Conclave made the following Gambits:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Day&#039;&#039;&#039; || &#039;&#039;&#039;Proposer&#039;&#039;&#039; || &#039;&#039;&#039;Intended Use of Resources&#039;&#039;&#039; || Mana || Ilium || Am || BL || Dr || GI || IG || Or || TJ || We || &#039;&#039;Funded&#039;&#039; || CA || GP || RS || SP || SL || UM || Indep&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Maurice de Gauvain, Archmage of Autumn || Two castings of Brotherhood of Tian. || 120 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || FUNDED. || 20 || 20 || 20 || 20  || 20  || 20 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Vaan, Warmage || To create a Vagabond Wyrm, allowing more casting of Night magic by those who assist in the War Effort.. || 0 || 0 || 9 || 7 || 5 || 0 || 15 || 0 || 7 || 0 || FUNDED. || 0 || 9 Ambergelt, 7 Beggar&#039;s Lye || 2 Dragonbone, 2 Tempest Jade || 3 Dragonbone || 5 Tempest Jade || 8 Iridescent Gloaming || 0&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Finn Finnson, Proxy Archmage of Day || Divination magicks || 115 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || FUNDED. || 7 || 19 || 19 || 18  || 20  || 14 || 0.&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Alcuin Shatterspire, Archmage of Spring ||House of Seven Mirrors precautionary reward for curses on the Empress || 20 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || FAILED || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Archmage of Day || Pauper Key - permanent || 0 || 20 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || PASSED || 2 || 5 || 2 || 0 || 7 || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Luciano, Acting Archmage of Night || Protection and Shrouding against the Thule || 35 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || PASSED || 0 || 0 || 3 || 14 || 18 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Maurice Archmage of Autumn || Moving the Miscreant, Sorry I Mean Stalker || 150 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || PASSED || 10 || 36 || 9 || 20 || 25 || 38 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Sirrus, Archmage of Winter || Quickening Cold Meat || 120 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || PASSED || 10 || 0 || 9 || 60 || 20 || 15 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Order Strengths==&lt;br /&gt;
The strengths of the six Orders at the Conclave this summit were as follows:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Order&#039;&#039;&#039; || Friday Strength || Saturday Strength || &#039;&#039;&#039;Total Strength&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sevenfold Path || 17 || 23 || 40 &lt;br /&gt;
|-&lt;br /&gt;
| Rod &amp;amp; Shield || 26 || 20 || 46&lt;br /&gt;
|-&lt;br /&gt;
| Celestial Arch || 13 || 13 || 26 &lt;br /&gt;
|-&lt;br /&gt;
| Golden Pyramid || 32 || 11 || 43 &lt;br /&gt;
|-&lt;br /&gt;
| Shuttered Lantern || 25 || 20 || 45&lt;br /&gt;
|-&lt;br /&gt;
| Unfettered Mind || 19 || 18 || 37&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Order Vaults==&lt;br /&gt;
The contents of the Order Vaults at the beginning and end of Conclave this summit were as follows:&lt;br /&gt;
&lt;br /&gt;
===Celestial Arch===&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Material&#039;&#039;&#039; || Beginning || End&lt;br /&gt;
|-&lt;br /&gt;
| Mana || 67 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Ilium || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ambergelt || 7 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Beggar&#039;s Lye || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dragonbone || 7 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Green Iron || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Gloaming || 23 || 23&lt;br /&gt;
|-&lt;br /&gt;
| Orichalcum || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Jade || 24 || 24&lt;br /&gt;
|-&lt;br /&gt;
| Weltsilver || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shuttered Lantern===&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Material&#039;&#039;&#039; || Beginning || End&lt;br /&gt;
|-&lt;br /&gt;
| Mana || 112 || 9&lt;br /&gt;
|-&lt;br /&gt;
| Ilium || 7 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ambergelt || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Beggar&#039;s Lye || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Dragonbone || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Green Iron || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Gloaming || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Orichalcum || 4 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Jade || 20 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Weltsilver || 17 || 17&lt;br /&gt;
|-&lt;br /&gt;
| 3 Hearthfire Crystals&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sevenfold Path===&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Material&#039;&#039;&#039; || Beginning || End&lt;br /&gt;
|-&lt;br /&gt;
| Mana || 132 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ilium || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| Ambergelt || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Beggar&#039;s Lye || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Dragonbone || 6 || 8&lt;br /&gt;
|-&lt;br /&gt;
| Green Iron || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Gloaming || 30 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Orichalcum || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Jade || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Weltsilver || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rod &amp;amp; Shield===&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Material&#039;&#039;&#039; || Beginning || End&lt;br /&gt;
|-&lt;br /&gt;
| Mana || 60 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ilium || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Ambergelt || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Beggar&#039;s Lye || 13 || 13&lt;br /&gt;
|-&lt;br /&gt;
| Dragonbone || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Green Iron || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Gloaming || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Orichalcum || 21 || 21&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Jade || 3 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Weltsilver || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Golden Pyramid===&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Material&#039;&#039;&#039; || Beginning || End&lt;br /&gt;
|-&lt;br /&gt;
| Mana || 75 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ilium || 5 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ambergelt || 25 || 16&lt;br /&gt;
|-&lt;br /&gt;
| Beggar&#039;s Lye || 25 || 18&lt;br /&gt;
|-&lt;br /&gt;
| Dragonbone || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Green Iron || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Gloaming || 17 || 10&lt;br /&gt;
|-&lt;br /&gt;
| Orichalcum || 28 || 28&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Jade || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Weltsilver || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unfettered Mind===&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Material&#039;&#039;&#039; || Beginning || End&lt;br /&gt;
|-&lt;br /&gt;
| Mana || 117 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Ilium || 4 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Ambergelt || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Beggar&#039;s Lye || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Dragonbone || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Green Iron || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Iridescent Gloaming || 19 || 11&lt;br /&gt;
|-&lt;br /&gt;
| Orichalcum || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Jade || 30 || 30&lt;br /&gt;
|-&lt;br /&gt;
| Weltsilver || 15 || 15&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Conclave]]&lt;br /&gt;
[[Category: Conclave Sessions]]&lt;br /&gt;
[[Category: 380YE Summer]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Comes_a_time&amp;diff=108243</id>
		<title>Comes a time</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Comes_a_time&amp;diff=108243"/>
		<updated>2024-03-28T08:48:50Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:383YE Summer]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;&lt;br /&gt;
&amp;quot;Cords, its a lovely idea but it&#039;s crazy! Nobody is going to pay for this - they want to raise an army!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The old woman smiled at her young friend affectionately, apparently unmoved by his lack of faith. &amp;quot;Did I ever tell you about the old Wintermark scop I met when I first started studying the history of the Empire? Topi he was called.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes Cordelia - you&#039;ve told me the story more than once.&amp;quot; He tried to interrupt but she ignored him - as she usually did.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;His hall was falling into the sea you know. The sea was washing the cliffs away. Nothing could be done. And all his books were going to be lost. So he set to, carrying them all to Gildenheim. Folk laughed at him too. Took him three years to move them all. Back and forth he went, back and forth, patient as a beaver. Just kept at it, until it was done. Well this is just the same. It will take &#039;&#039;years&#039;&#039; too, patient as a beaver, back and forth. And people will laugh, just like they laughed at Topi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;ve heard the story Cordelia, but it&#039;s different now. There are priorities, we need another army. We can&#039;t do everything - we need to focus on what is possible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, no Aedan, you&#039;re quite wrong. That&#039;s absolutely the wrong way to think about it. We need to focus on what is impossible. How else will we achieve it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He tried to interrupt again but Cordelia was not finished speaking.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We don&#039;t collect history so that we know what happened Aedan - what on earth would be the use of that! The point of history is to remind us of all the things we are capable of. Of the things we can do if we only put our mind to it. Once we built great cities of architecture and beauty and splendour. Cities that lived and breathed and fed a million people. It&#039;s all in the books Aedan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She smiled at her favourite apprentice. &amp;quot;We don&#039;t need an army to beat the vallorn Aedan. We just need to remember who we are.&amp;quot;&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] [[National Assembly]] passed a number of important [[judgement|judgements]] at the recent summit. All those that achieved a greater majority were disseminated throughout the territories of Navarr, from [[Brocéliande#The_Broch|the Broch]] to [[Liathaven#Liaven&#039;s Dance|Liaven&#039;s Dance]], from [[Therunin#Peakeadge Song|Peakedge Stead]] to [[Hercynia#Treji|Treji]], and all leading to [[Miaren#Seren|Seren]]. Two judgements in particular have sparked the imagination of the Navarr - two judgements that could not have been more different. The first calls for [[383YE_Spring_Equinox_Synod_judgements#Judgement_34|the creation of a new army to fight the vallorn]]; the second speaks of the [[383YE_Spring_Equinox_Synod_judgements#Judgement_88|Navarr city of Seren]] and the pride of its citizens.&lt;br /&gt;
&lt;br /&gt;
The second statement did &#039;&#039;not&#039;&#039; achieve a greater majority, but nonetheless has attracted a great deal of interest. With the nations of the Empire encouraged to look to the strengthening of their own people and lands by the Imperial Synod, statement of principle raised by Enis in the General Assembly regarding the city of Seren has inspired people across Miaren and beyond.&lt;br /&gt;
&lt;br /&gt;
These two statements appeal to very different parts of the Navarr nation. The army has an obvious role to play in the present, in dealing with the vallorn and in fighting the enemies of the Empire. The status of the city of Seren, however, appeals to those Navarr who look to the future - to a time when the vallorn is gone and their people must find a new dream to guide them on their path through the Great Dance.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Corey Wayfarer, Navarr Assembly, Spring 383YE, Upheld (168 - 0 Greater Majority).&amp;quot;&amp;gt;Now is our time, a time of venom and blood, we have an opportunity to strike at the Vallorn. This will not be achieved without armies. To this end we ask the Navarr nation to focus its ambition and create a new army. This army will be formed with the intention of striking at the Vallorn.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Thorns==&lt;br /&gt;
* &#039;&#039;&#039;The Navarr can already raise a third army&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The standard cost of raising an army is 200 wains of mithril, 50 thrones, and a senate motion. It takes a year to complete.&#039;&#039;&#039;&lt;br /&gt;
The call to raise a third Navarr [[Imperial army|army]] is carried to every corner of the Empire by the [[striding|stridings]]. This isn&#039;t the first time in recent years that there has been an attempt to raise a third army. The matter has come up several times in recent years and there was even a [[Raise Navarr Army|motion in the Senate]] to that effect during the Summer Solstice of 380YE. The motion was [[Abrogate third Navarri army|abrogated]] the following summit, and the subject was not raised again until very recently. Precisely why the motion failed is subject of speculation, but the most common assumption is that it was due to a shortage of materials. Funding an army has always been a challenge for the Navarr. Any army raised by the Empire needs mithril but the nation has never had a steady supply of the precious metal. While wealthy, the Navarr generally lack the great monetary wealth of [[the League]] or [[the Marches]].&lt;br /&gt;
&lt;br /&gt;
It is difficult to disagree with the National assembly as to the importance of an army that is specially trained to deal with the vallorn. Such an ability would be unique in the Empire, a vital boon in the endless war against the Navarr&#039;s terrible enemy. Surely any price is worth paying to have such a weapon in Navarr hands? The vallorn of Liathaven has been weakened, and there are those who speculate that if the vallorn of Brocéliande can be withstood for long enough it might likewise be weakened. The [[trods]] have never reached as far or as widely as they do today; the locations of the other vallorn-infested ruins of Terunael have been identified. The presence of the [[Grey Pilgrim|Grey Pilgrims]] means that there have never been more people actively trying to destroy the vallorn. There is something in the air - and if the Navarr are to make the most of future opportunities to fight their unnatural foe they may need to act quickly to secure the tools to do so.&lt;br /&gt;
&lt;br /&gt;
However, as the one-eyed [[Navarr_magical_traditions#Vates|vate]] &#039;&#039;Araun Blood of Fire&#039;&#039; points out there is someone else who enthusiastically supports the idea of the Navarr raising more armies - a potential ally who has already offered their assistance to the Quiet Step and seems more than happy to offer continued assistance. He is speaking, of course, of the [[Arhallogen|King of Spiders]].&lt;br /&gt;
&lt;br /&gt;
===Blood and Fire===&lt;br /&gt;
* &#039;&#039;&#039;The eternal Arhallogen has offered to support the creation of a new Navarr army.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It offers to create a testing ground in Brocéliande where the new army could be trained.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Before it will provide its aid, it requires either a [[declaration]] of [[Amity and enmity#Amity|amity]] or a precisely worded declaration of [[concord]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;[[Arhallogen|Spider King]]&#039;&#039; has offered aid to the Navarr in the past, and continues to provide assistance in various ways. It&#039;s agents have confirmed that it is prepared to help raise and empower a third army, but before it will do so it requires the approval of the [[Imperial Conclave]]. That approval could be acquired in either of two ways. &lt;br /&gt;
&lt;br /&gt;
The Conclave could grant the eternal [[Amity_and_enmity|amity]]. Alternatively, they could pass a [[Concord|Declaration of concord]] explicitly inviting the Patient One to raise it&#039;s school in Broceliande, and offer it&#039;s assistance to the Navarr in raising their third army. It would not be necessary to pass both. Amity would give the eternal great freedom to act in the Empire; it&#039;s heralds could travel as they chose and the &#039;&#039;Queen of Scorpions&#039;&#039; would find it easier to exert its power over within Imperial territories. The declaration of concord would have a similar effect, but &#039;&#039;only&#039;&#039; for the specific task of raising and operating a structure in Brocéliande to aid the Navarr. &lt;br /&gt;
&lt;br /&gt;
If the Conclave provides their stamp of approval, the &#039;&#039;Marshal of Centipedes&#039;&#039; would require no further assistance to raise its training hall. The construction would be formed around a [[regio|regio]] in Brocéliande - likely in [[Brocéliande#Boar&#039;s Dell|Boar&#039;s Dell]] or [[Brocéliande#Elerael|Elerael]] but it is not impossible the eternal might choose to place it in [[Brocéliande#The Broch|The Broch]]. The hall would not require any materials, nor need a commission from the Senate. Nothing would be ceded - even if the hall were built in a region under Imperial control - and all the work would be carried out by the eternal and their heralds. It would be complete within a season. &lt;br /&gt;
&lt;br /&gt;
Technically, as Brocéliande is outside the Empire, the &#039;&#039;Silent Hunter&#039;&#039; does not &#039;&#039;require&#039;&#039; the approval of the Conclave -  but they are asking for it nonetheless. Most likely because they wish to gain a level of &amp;quot;legitimacy&amp;quot; for their scheme. Going ahead without Conclave approval runs the risk of the magicians of the Empire deciding that they disapprove and punishing those involved. Arhallogen seems keep to avoid this situation. The eternal may also be aware of the recent violence between the Empire and &#039;&#039;the [[Llofir|Rot Lord]]&#039;&#039; and wish to avoid any misunderstandings. Unlike that eternal however, Arhallogen does not appear to be seeking to control anything in the mortal world - there is no suggestion that the eternal plans to claim the region where its hall would be raised nor that it has any ambitions to spread its influence beyond its walls. &lt;br /&gt;
&lt;br /&gt;
Should the declaration be secured, the Navarr could raise an army at the site, allowing them to benefit from the unique training provided by heralds of the &#039;&#039;Wasp Lord&#039;&#039;. This tuition would allow the Navarr to replace up to 100 wains of mithril with 100 wains of weirwood when raising the army. Navarr soldiers would be taught all the ways that living things prey on and compete with each other, and practice strategies to let them hunt, and kill their enemies. They would learn how to crush weaker prey and how to use poison and disease to enfeeble their enemies, and how to strike at them when they are at their weakest. &lt;br /&gt;
&lt;br /&gt;
The new army would gain the &#039;&#039;Silent hunters&#039;&#039; quality, reflecting the training and skills learned from Arhallogen&#039;s children.&lt;br /&gt;
&lt;br /&gt;
====Silent Hunters====&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;Tear Down the Weak&#039;&#039; order when [[army orders#Attacking|attacking]]&#039;&#039;&#039;&lt;br /&gt;
A pestilent army is able to employ poison and disease to weaken their enemies. Warriors employ deadly poisons on their blades in battle, but the army is also able to employ Spring magic to spread poison and disease throughout the land, sapping the strength of those any who oppose them. On campaign they excel at using murderous ambushes to kill and maim as many of the enemy as possible. Heralds and venomous beasts of Arhallogen accompany the army, bringing with them the magical might of the Spider King. Should Arhallogen be placed under [[Alignment#Enmity|enmity]] by the [[Imperial Conclave]], the enmity would have the normal effect but it would not be sufficient to prevent the army from having the silent hunters quality of using the Tear Down the Weak order.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Tear Down the Weak&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by three tenths.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is reduced by a fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effectiveness of this army against the Vallorn is greatly improved; the army does not suffer additional casualties for fighting in a vallorn miasma.&#039;&#039;&#039;&lt;br /&gt;
The army uses their unique training and access to Spring magic to spread poison and disease through the ranks of their enemies. Warriors set cunning traps designed to murder the unwary and use poisons and venoms to weaken the strong, and slaughter the vulnerable. Heralds of Arhallogen fight alongside the army using all the magical techniques available to such creatures.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Without Fear or Favour===&lt;br /&gt;
It is possible that the Imperial Conclave will not choose to allow an eternal to create a commission in the Empire, not so soon after the [[Highguard|Highborn]] were forced to [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|destroy the fortress]] created by [[Llofir]] in [[Reikos]]. It is also possible that the Navarr might choose not to accept the gifts of the &#039;&#039;Silent One&#039;&#039;. It is clear that the &#039;&#039;Spider King&#039;&#039; sees the Navarr as favoured allies among the mortals - it is not clear that all the Navarr &#039;&#039;see themselves that way&#039;&#039;. There are some among the Navarr who claim that the nation must stand apart from the harsh ideology of the &#039;&#039;Eyes in the Dark&#039;&#039;. These critics do not deny the importance of an army trained to fight the vallorn - they simply suggest that another way must be found.&lt;br /&gt;
&lt;br /&gt;
While Arhallogen can certainly grant the Navarr the ability to wield the destructive power of Spring against their enemies, these critics argue that the Navarr do not &#039;&#039;need&#039;&#039; the eternals help. The vates are adept at manipulating the power of the [[Spring magic|Spring realm]], and the Navarr are among the finest masters of [[Surgical skills#Apothecary|herb lore]] in the Empire. It would not be easy and it would definitely not be cheap, but the Navarr could focus on their own mastery of Spring magic and apothecary to train a new army to fight the vallorn themselves.&lt;br /&gt;
&lt;br /&gt;
This path would require 200 wains of mithril, 50 wains of weirwood, and 500 crowns, but the Navarr could raise an army with the quality &#039;&#039;Thornbound&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Thornbound====&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;Poison thorns&#039;&#039; order when [[army orders#Attacking|attacking]]&#039;&#039;&#039;&lt;br /&gt;
The army is able to use their mastery of Spring magic and their expertise with herbs to create powerful poisons to apply to their weapons. These poisons are designed to kill quickly and without suffering, ensuring that the enemy do not linger in pain. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Poison Thorns&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by three tenths.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to conquer territory is reduced by a fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The effectiveness of this army against the Vallorn is improved; the army does not suffer additional casualties for fighting in a vallorn miasma.&#039;&#039;&#039;&lt;br /&gt;
The army uses their mastery of Spring magic and knowledge of the apothecary&#039;s art to produce poisons and venoms that they can use in battle. These poisons cause those who succumb to them to pass swiftly and without pain and are particularly effective against the vallorn.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Limitations===&lt;br /&gt;
Neither of these opportunities is limited. As long as Arhallogen does not have enmity it is prepared to offer its aid to the Navarr and as long as the vallorn exists there will be Navarr prepared to fight it. &lt;br /&gt;
&lt;br /&gt;
Exactly how effective the &#039;&#039;Tear Down the Weak&#039;&#039; or &#039;&#039;Poison Thorns&#039;&#039; orders will be at fighting the vallorn is impossible to predict - there has never been an army specifically trained to deal with the vallorn and its spawn before. What is certain is that the use of venom, Spring magic, and herb lore &#039;&#039;will&#039;&#039; make the army more effective at fighting the vallorn than other armies.&lt;br /&gt;
&lt;br /&gt;
Should it become relevant, the Wintermark special order [[Wintermark_military_concerns#Army_Orders|Fight with honour]] would affect both &#039;&#039;Tear Down the Weak&#039;&#039; and &#039;&#039;Poison Thorns&#039;&#039; in the same way it affects &#039;&#039;[[Army_qualities#Venomous|Fire in the Blood]]&#039;&#039;.&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 500px; float: right; clear: right; margin-left:10px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Enis, General Assembly, Spring 383YE, Upheld (587-238).&amp;quot;&amp;gt;While the Ambition of the Navarr may seem to be mainly focused on eradicating the Vallorn, we are also a people of great culture, history, and virtue. We move to recognise Seren, in Miaren, as a city of worth equal to those in other nations.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
* &#039;&#039;&#039;Miaren is one of the most populated territories of the Navarr but among the least developed.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Numerous opportunities exist to reinforce the position of Seren as one of the Empire&#039;s cities.&#039;&#039;&#039;&lt;br /&gt;
When people talk of the cities of the Empire, their first thought is of the great conurbations of [[the League]]. Push them a little further and some will be able to name [[Mitwold#Meade|Meade]] in [[the Marches]], [[Madruga#Siroc|Siroc]] on [[the Brass Coast]], [[Bastion#Bastion, the White City|Bastion]] in [[Highguard]], [[Hahnmark#Kalpaheim|Kalpaheim]] in [[Wintermark]] and even [[Skarsind#Gildenheim|Gildenheim]] in [[Skarsind]]. Outside the Navarr, surprisingly few would mention the city of [[Miaren#Seren|Seren]] in the same breath.&lt;br /&gt;
&lt;br /&gt;
Yet it cannot be denied that Seren is a city on par with Meade and the rest. While it may lack the great walls or clustered buildings of the cities in other nations, this is simply because the city covers so much more land and the population is much more spread out. Seren is composed of a number of large [[steading|steadings]] joined by well-maintained wooded paths and bridges. From the ruins of the Terunael city that was once the heart of the [[vallorn]], the Navarr have created an idyllic homeland - a vision of what the future could hold once the great enemy is finally defeated.&lt;br /&gt;
&lt;br /&gt;
All remnants of wild growth have been eradicated; in their place the Navarr have cultivated avenues of tall trees to mark the paths, and cleared expansive glades to allow the sunlight to pour in, warming the ground below. As you draw closer to the ruins, there are carefully planted flower beds, that produce a riot of colours when they open their petals. The city has become a testimony to what humanity can achieve when the natural world is tamed by the Ambitions of civilised people. More than anything Seren proves that when suitably tended, nature can be both benign and beautiful.&lt;br /&gt;
&lt;br /&gt;
Despite this Seren is so often overlooked, not just by the Empire but sometimes by the Navarr themselves. Brands and Thorns can spend so long locked in battle with the vallorn that some forget what they are fighting for. The vates may forget that their promise to Navarr and Thorn was not to avenge the fall of Terunael but to restore it. Seren is the legacy of the Navarr, it is the dream made real - it is what the Navarr are fighting for.&lt;br /&gt;
&lt;br /&gt;
Enis&#039; judgement did not achieve a greater majority in the General Assembly, but in the [[What_will_be,_was_not#Further_Guidance|current climate]] it achieved enough support to inspire the people of Navarr nonetheless. It is not enough for the Empire to simply &#039;&#039;say&#039;&#039; Seren is a city however; that is too easy and will have minimal effect. Instead, the people of Miaren have put forward three far-reaching projects have been proposed, any one of which would cement the importance and prominence of Seren as one of the great cities of the Empire.&lt;br /&gt;
&lt;br /&gt;
The three proposals are mutually exclusive; each one requires not only the construction of a key building but also a degree of reshaping of the city itself to support that structure.&lt;br /&gt;
&lt;br /&gt;
===The City of Flowers===&lt;br /&gt;
* &#039;&#039;&#039;A grand wonder could be built in Miaren that would greatly enhance the herb gardens of the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This would lead to the city being Seren, the Garden City.&#039;&#039;&#039;&lt;br /&gt;
The Navarr are widely acknowledged to be masters of the herbal arts in the Empire. They played a pivotal role in the discovery of [[liao]] and by extension [[Liao#True Liao|true liao]] for example. Miaren is already the site of dozens of well-tended gardens that produce crops of vital herbs. Some are used to help in the fight against the vallorn; some are used to support the Navarr armies; some are sold to the physicks and apothecaries of other nations. One noted apothecary, &#039;&#039;Bronwen of the Silver Falls&#039;&#039;, proposes that by applying some organisation, the herb gardens of Seren could be harnessed to provide a truly wondrous bounty of magical herbs to the Navarr people. And by harnessing those gardens, Seren could truly earn the title of the &#039;&#039;City of Flowers&#039;&#039;.&lt;br /&gt;
====The Gardens of the Heart==== &lt;br /&gt;
* &#039;&#039;&#039;The Gardens of the Heart would require 70 wains of weirwood, 20 wains of white granite, 10 wains of mithril, and 25 Thrones in labour. They would take three seasons to complete&#039;&#039;&#039;&lt;br /&gt;
When the vallorn was cleared from Miaren over two hundred years ago, the ruins of the old city of Seren were left largely alone. The vallorn heart was uprooted and destroyed, and the ruins themselves preserved as a monument to - and reminder of - the past. Over time, they were largely transformed into a garden, rich with beautiful flowers and rare plants. Bronwen proposes to expand these gardens, and then build seven more dedicated public garden-parks in a great ring around them. Some of these gardens would grow [[True Vervain]], [[Imperial Roseweald]], and [[Marrowort]] alongside flowering plants and fruit trees. Others would be enclosed beneath great greenhouses and used to grow [[Cerulean Mazzarine]], [[Bladeroot]], and other plants that prosper best in controlled environments.&lt;br /&gt;
&lt;br /&gt;
The [[striding|stridings]] of the Navarr criss-cross the Empire and (these days) even travel beyond its borders; Navarr mariners visit distant shores and trade with the inhabitants of far-away lands. All would be encouraged to bring back samples of exotic and unfamiliar plants to be cultivated in the Gardens of the Heart, to the benefit of all the people of Navarr. The garden at the heart of Seren itself would be tended by a cadre of the finest gardeners and herbalists in the Navarr, who would be encouraged to share their knowledge with students. Not only Navarr students either; it is likely that apothecaries and physicks from across the Empire would be interested in travelling to Seren to study with the finest Navarr herbalists.&lt;br /&gt;
&lt;br /&gt;
Bronwen&#039;s plans would require 70 wains of weirwood, 20 wains of white granite, 10 wains of mithril, and cost 200 crowns to build. The Gardens could only be commissioned using a Senate motion, and would take three seasons to build. Once complete, they would create the title of &#039;&#039;Brand of the Garden City&#039;&#039;, whose responsibilities would include overseeing and increasing the prosperity and standing of the city of Seren. In return, the Brand would receive a bounty of 35 herbs each season, five of each type. &lt;br /&gt;
&lt;br /&gt;
In addition, the Gardens of Seren would provide a bounty of 90 herbs spread between the herb gardens of Miaren each season. Unlike a [[great work]] however, the herbs provided would vary by season. During Summer, the herb gardens of Miaren would produce additional Cerulean Mazzarine, During Autumn, they would produce Marrowort. In Winter, they would produce Bladeroot. In Spring, they would produce Imperial Roseweald.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, however, a wonder on this scale would cement Seren&#039;s status as the &amp;quot;Garden City of the Empire&amp;quot; - a recognition of it&#039;s status and natural beauty. It would become a haven for students of herb lore from across the Empire, but also a beacon for the study of the arts. This would likely lead to future opportunities, in keeping with the new prominence of the city.&lt;br /&gt;
&lt;br /&gt;
===The City of Dreams===&lt;br /&gt;
* &#039;&#039;&#039;A great temple could be built in Seren that would inspire guides across the nation and attract pilgrims from across the Empire.&#039;&#039;&#039;&lt;br /&gt;
It is not only magical herbs that are gathered by the people of Miaren. The territory is also known for producing large amounts vinum - the raw sap from which is used to produce [[liao]]. Miaren produces more vinum than any other single territory in the Empire, and much of that production is centred in the gentle woodlands around the steadings of Seren. Many of the plants are refined in Seren, and it is said that when the workers are preparing the sap, the smell is so intoxicating that it is common to experience a dreamy feeling of light-headedness. The vinum does not put people to sleep, but it can produce the most vivid day-dreams in those who work it for too long - and when they sleep at night they often experience profound dreams that are almost visionary in nature. It is for this reason it is called the&#039;&#039; Dream Harvest&#039;&#039; by those who work to gather it.&lt;br /&gt;
&lt;br /&gt;
The dreams produced by exposure to the partially refined liao are not mere fancies. Rather, they are similar in nature to the kind of dream a priest can cultivate through their understanding of the [[Dedication]] ceremony. While unguided, they can often contain images that reflect the concerns or challenges the dreamer faces in their life. A skilled guide can help interpret those dreams and perhaps help the dreamer understand their concerns, or face the challenges that lie before them.&lt;br /&gt;
&lt;br /&gt;
It is perhaps not a surprise that the Dream Harvest also attracts a number of guides, many of whom have made a great study of dreams and gained much insight from working with those who labour at the Harvest. Guides play a crucial role in Navarr society, helping people find their &amp;quot;right place&amp;quot; in the world. The various settlements that make up Seren count many guides amongst their number and scores more who have been helped by them. Despite this the city has no great places of worship... no numinous construction to uplift the human spirit and inspire them in their pursuit of the seven Virtues or in their understanding of the Great Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dradan of the River Falls&#039;&#039; is an old guide who has spent most of his life travelling the Empire looking to help people find their way in the Way - but his journeys always bring him back to Seren. Now too old to travel easily. he has spent the last decade advising pilgrims and passing on seven decades of wisdom to young guides. He has a proposal that what would make Seren a true equal to the other cities of the Empire, a great temple, dedicated to the study of the Way and the practical examination of the virtues. In particular, it could be a place where the Navarr guides can explore how their understanding of the Great Dance interlocks with the teachings and doctrines of the Way. &lt;br /&gt;
&lt;br /&gt;
====The Temple of Waking Dream====&lt;br /&gt;
* &#039;&#039;&#039;The Temple of Waking Dream would require 90 wains of weirwood, 30 wains of white granite, and 30 Thrones in labour. It would take three season to complete.&#039;&#039;&#039;&lt;br /&gt;
Dradan proposes to create a grand &#039;&#039;Temple of Waking Dream&#039;&#039; - a place of faith and virtue. Big enough to rival the cathedrals of Highguard, but built in harmony with the existing gardens and steadings of Seren, it would stand as a testament to both the philosophy of the Great Dance and the teachings of the Way. In addition to the Temple itself, and the extensive gardens that surrounded it, the project would include building wayhouses and shrines suitable for use by both pilgrims and students of spirituality and religion. It would attract guides and pilgrims from across the Empire - especially those who were for whatever reason dissatisfied with their lives and wished to find new purpose - or a new way of living.&lt;br /&gt;
&lt;br /&gt;
Dradan&#039;s plans are exquisitely beautiful, echoing the most adept techniques used to build many of the finest buildings in Seren. Part of the plans include incorporating much of the current work refining vinum sap into chambers within the temple - which would be a place of industrious prosperity as well as contemplation and study. The presence of the Dream Harvest within the main building would mean that the fragrance of raw vinum would permeate everywhere through the building producing exotic and vivid dreams in those who stayed long enough to gain the full benefits of their visit; dreams that Dradan and his fellow guides could interpret&lt;br /&gt;
&lt;br /&gt;
Such construction would not be cheap. It would require 90 wains of weirwood, 30 wains of white granite, and 30 thrones on labour costs. It would need a Senate motion to commission it and take nine months to build.&lt;br /&gt;
&lt;br /&gt;
As a place of pilgrimage, the Temple of the Waking Dream would provide every Navarr [[congregation]] in Miaren with a share of 80 Synod votes and 40 doses of liao each season, as if it were a [[great work]].&lt;br /&gt;
&lt;br /&gt;
At the same time, the Temple would create a new Imperial title, the &#039;&#039;Dreamer&#039;s Guide&#039;&#039; who would receive 10 liao and 20 votes in the Synod each season, appointed annually by the Navarr Assembly. The guide would  oversee the temple, but also to look to the prominence and prosperity of the city of Seren and the many pilgrims passing through. If the Navarr chose they could give the Dreamer&#039;s Guide the responsibility to guide the National Assembly, effectively turning the commission into the seat of the leader of the National assembly with responsibilities similar to those of the [[Speaker of the Highborn Assembly]]. These would include guiding the Navarr National assembly, ensuring its traditions are upheld, chairing the meetings of the National assembly, encouraging the priests of Navarr to vote on judgements of the Synod, to express the will of their congregations, and to share the spiritual understanding of the nation with the rest of the Empire.&lt;br /&gt;
&lt;br /&gt;
With a centre for spiritual study such as this, the calling of dreamspeaker would be pushed into greater prominence, creating a new [[archetype]] for Navarr characters - a priest who focuses on interpreting dreams and using the [[Dedication]] ceremony to foster such dreams, with an eye towards helping people understand the route through the Great Dance that was right for them. Dradan speaks of dreamspeakers as people who would help the Navarr to remember their dreams, to remember that once they dreamed of something more than just unending war with the vallorn, that they stood for something, not just against something. He believes that dreamspeakers could help the Navarr put words to their dreams, to imagine a future greater than the one the Navarr hold now.&lt;br /&gt;
&lt;br /&gt;
Finally, and perhaps most importantly, Seren would be fixed in the minds of the Empire as the &amp;quot;City of Dreams&amp;quot; - not just the dreams of those using liao and vinum, but also the dream of a world free of vallorn where every human finds their place within the Great Dance. Miaren, after all, is a dream of the future made real - a place where the vallorn has no sway and where the people are free to explore what it means to be Navarr once they are free of their responsibility to make restitution for the mistakes of the past.&lt;br /&gt;
&lt;br /&gt;
===The City of Leaves===&lt;br /&gt;
* &#039;&#039;&#039;A great wonder - a grand library larger than anything that has existed in the Empire in a century and a half - could be built in Seren.&#039;&#039;&#039;&lt;br /&gt;
The Navarr are perhaps best known as travellers, and warriors against the vallorn, but they are also a people with a long history and a deep appreciation of learning. The [[Advisor_on_the_Vallorn#The_Great_Library_of_Hacynian|Great Library of Hacynian]] is one example of the Navarr&#039;s commitment to scholarship. They know the terrible cost when a civilisation loses its books and its scholars. In the mad scrabble for survival after the disaster that destroyed Terunael, the art and stories of a thousand years were lost in a matter of decades. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Cordelia of Winter&#039;s Sorrow&#039;&#039; is a historian who has travelled to every corner of the Empire in her long life. She has at various times been employed by the [[Historical research#The Department of Historical Research|Department of Historical Research]], and has taken many students with her on her long walks across the  Empire - the respected nomadic scholar Eilian Sweetwater is one of her apprentices for example. She has long been an outspoken proponent of the role of the Navarr in gathering and spreading knowledge - in fostering greater understanding between the nations of the Empire and in undoing the devastating blow to Imperial scholarship inflicted by [[Emperor Nicovar]].&lt;br /&gt;
&lt;br /&gt;
With that in mind, she proposes the construction of a great library at Seren - and that the city be dedicated to creating the single largest storehouse of Imperial knowledge ever seen. &lt;br /&gt;
====Isaella&#039;s Legacy====&lt;br /&gt;
* &#039;&#039;&#039;Isaella&#039;s Legacy would require 100 wains of weirwood, 50 wains of white granite, 300 crowns in labour, and take a year to construct.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The building would require a 10 Throne upkeep to the Imperial treasury.&#039;&#039;&#039;&lt;br /&gt;
At the height of Terunael, Seren was a city known for its scholars and poets, and for both colleges and military academies. All were destroyed when the vallorn consumed the city. The Navarr spent decades sifting the ruins for lost lore after the territory was liberated from the vallorn - only to see much of their work lost once more when Nicovar burned the libraries. In a year, the Mad Emperor destroyed and scattered what had taken centuries to gather together. Perhaps understandably, ever since there has been a singular reticence to create a new centralised storehouse of knowledge for fear that a second Nicovar might again set the Empire teetering on the brink of a new dark age of ignorance.&lt;br /&gt;
&lt;br /&gt;
Some people even claim that Nicovar&#039;s madness was for the best - that it is safer to have knowledge spread through every household in the Empire rather than kept in one place. Who would store that knowledge? Who could protect it? But perhaps was really puts people off is the sheer cost of creating and supporting such a structure. To create a large library, a commission big enough to actually store a substantial number of important texts is expensive - eye-wateringly so.&lt;br /&gt;
&lt;br /&gt;
Undeterred by these facts, Cordelia proposes to create a great library at Seren - the first since Nicovar&#039;s time - which she proposes be named &#039;&#039;Isaella&#039;s Legacy&#039;&#039;. The plans that have been created for the library are truly impressive; a great building of wood and stone so vast it would require 100 wains of weirwood, 50 wains of white granite and 300 crowns to construct. It would need a senate motion to commission it and take a full year to build. The resulting structure would have an upkeep of 10 thrones a season from the Imperial treasury. &lt;br /&gt;
&lt;br /&gt;
The time taken to actually construct the building would be nothing compared to how long it would take to fill with scrolls, tomes and books. That would take decades. But the Navarr can make a legitimate claim that Seren is the perfect place for &#039;&#039;Isaella&#039;s Legacy&#039;&#039; to be constructed. Because of Miaren&#039;s central location in the Empire, more stridings visit the territory than any other. By working with the stridings that visit the territory, the scribes who worked in the library could create copies of books and rare texts from all across the Empire. Over time the city of Seren would become the Empire&#039;s memory - as perhaps it was once before.&lt;br /&gt;
&lt;br /&gt;
It is difficult to estimate what the full benefits of building Isaella&#039;s Legacy would be - but it would be invaluable to historians and researchers looking into the past. Once the construction was complete, the Empire&#039;s ability to carry out [[historical research]] would be permanently increased, granting them an additional opportunity to commission research each season.&lt;br /&gt;
&lt;br /&gt;
There is some concern that the library would immediately become a target for enemies of the free exchange of knowledge such as the [[Whisper Gallery]] or the [[Sung|Feathered Serpent]]. After some extensive discussion with her old colleague Leontes the Scribe, the Imperial Archivist has proposed moving the entire Department for Historical Research to Seren if Isaella&#039;s Legacy is built. This would allow the money the Senate is already paying to protect the scholars and professors associated with the Department to also protect the librarians and scribes at Isaella&#039;s Legacy.&lt;br /&gt;
&lt;br /&gt;
Most importantly, Isaella&#039;s Legacy would cement Seren&#039;s status as the &#039;&#039;City of Leaves&#039;&#039;, as well as providing a fitting and lasting memorial to the life of one of the most renowned Navarr ever to have lived.&lt;br /&gt;
&lt;br /&gt;
Following the Winter Solstice 383YE, the newly appointed [[Master of the Koboldi]] spoke with the civil service about the feasibility of undertaking the work on the Library themselves. Unfortunately, the project is not one of those [[Master_of_the_Koboldi#Commission_stone_construction|commissions available to the Master]]; legally they cannot announce that they will build it with the aid of the &#039;&#039;koboldi&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Unlimited Opportunities===&lt;br /&gt;
To get one of these great commissions completed is an extremely ambitious undertaking. The people of Miaren are realistic about the chances of success.&lt;br /&gt;
&lt;br /&gt;
It would be easy to build something less grand, something less ambitious. A few sinecures in Seren designed to take advantage of the fertile soil to produce herbs would be much more easily achieved and would still help the city. They would be welcomed by everyone who lives here and likely make the city more prosperous. But a smaller commission would do nothing to fundamentally alter the &#039;&#039;status&#039;&#039; of Seren as one of the great cities of the Empire in the eyes of those who live outside its bounds. It would continue to be overlooked, just as it is today.&lt;br /&gt;
&lt;br /&gt;
To change that requires a significant construction, such as one of the things described here; something that could give Seren the prominence it richly deserves among the Navarr and the Empire as a whole. But the inhabitants of Seren hope that those who voted for Enis&#039; judgement will be inspired by their ideas and commit themselves to the task of building one of these wonders - even if it takes a lifetime. If successful, any of them would likely lead to future opportunities, in keeping with the new prominence of the city. &lt;br /&gt;
&lt;br /&gt;
Because of this patience, none of these opportunities will expire while Miaren remains in Imperial control. The inhabitants of Seren have been inspired by Enis&#039; judgement, but the Navarr have spent centuries fighting the vallorn. They understand the importance of patience; they understand that achieving something truly monumental takes time. If one or more of the leaders of the Navarr is inspired to take up the challenge, then the people who live here will give them their full support no matter how many years it takes.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Swords_and_sorcery&amp;diff=108242</id>
		<title>Swords and sorcery</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Swords_and_sorcery&amp;diff=108242"/>
		<updated>2024-03-28T08:47:04Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of Fortune]][[Category:382YE Winter]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;ic&amp;gt;Lady Nimue de Moraine straightened her dress and checked her appearance in the mirror a final time. It was important to look her best today she mused, though perhaps more for her Pride than for professional reasons. She needed to hurry, she&#039;d spent too longing picking appropriate jewellery to match the dress. She&#039;d picked the silver tiara in the end rather than the gold, a small act of rebellion against her heart. She left her maid, Mary, to put the remainder away as she strode out of the pavilion, and began to pick her way along the simple stone path that would take her to the top of the hill.&lt;br /&gt;
&lt;br /&gt;
The negotiations had gone well, uncannily well in her professional opinion. The nobility of the Realm of Flowers were overjoyed by Dawn&#039;s continued triumphs and their recent victory over their hated enemy the Druj had been cause for mutual celebration. Now they seemed to be falling over themselves to offer aid. That was their way of course - when Dawn triumphed they would shower her with love, and when tragedy befell them then they would turn on them just as quickly. They were as faithless as they were powerful.&lt;br /&gt;
&lt;br /&gt;
All the more reason to bind them to this compact now. Take what is given when it is freely offered, but wall your heart against their favour when the weather turns cruel she told her apprentice. She wished she&#039;d taken that advice herself, once.&lt;br /&gt;
&lt;br /&gt;
Where had that thought come from? Better not to think about that. Not today. Most of the talks had been with heralds so far, but she would be here today to sign the compact. Something as important as this would require Presence - the laws of magic compelled her. So many years had gone by, would she even recognise Nimue? Lord Boric, the enchanter who had led the negotiations claimed that eternals were incapable of understanding mortal aging. He thought that when they met a mortal again later in life, they would think them a different person. It was a silly idea... but there was some evidence for it.&lt;br /&gt;
&lt;br /&gt;
In a way it made sense. She thought about herself all those years ago. She was a different person then. Nineteen, flush with the confidence of youth. Beautiful, strong, arrogant. Fifty years later, the troubadours called her elegant instead of beautiful. Faint praise indeed, not that it mattered. She&#039;d lost her heart when she passed her test and sworn she would never love again. Now she was an enchantress with the full power of House Moraine arrayed behind her. Heralds and house members alike feared her wroth. It was a fair exchange, all things considered, albeit somewhat involuntary.&lt;br /&gt;
&lt;br /&gt;
She checked her hair was still in place. Mary had spent an age braiding it. The yellow petals were a nice touch, and the winds were just calm enough for them to stay in. Would she remember the night they had lain together on a bower of golden lilies? Of course she wouldn&#039;t. Only one heart had broken that night. Faithless they were by their nature. Powerful - but eternally faithless.&lt;br /&gt;
&lt;br /&gt;
She was nearly at the summit now. The great moss-covered stones were coming into view. She could see her colleagues waiting for her and some of their counterparts were already beginning to assemble. She tried not to laugh as she spotted Keki, the funny little koboldi servant of the Mountain King, capering and cartwheeling between the stones. &lt;br /&gt;
&lt;br /&gt;
Enough foolishness, it was time. Today was about glory.... not love.&lt;br /&gt;
&amp;lt;/ic&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Dawnish armies have gone from victory to victory. They have driven the druj from Dawn, [[382YE_Spring_Equinox_winds_of_war#Home_.28Semmerholm.29|sending them fleeing from Semmerholm]]. Then they made common cause with the eternals of summer to [[Semmerholm#The_Golden_Causeway|gain their aid to cross the Semmerlak]] and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|take the Druj by surprise]] invading and swiftly conquering Osseum. Buoyed up by these triumphs, the people of Dawn, noble and yeofolk alike, increasingly see their armies as invincible. Now the mandate that the Dawish national assembly gave Pelleas has created three chances for Dawn to capitalize on these opportunities.&lt;br /&gt;
&lt;br /&gt;
In the wake of the mandate, the armies of Dawn are filled with zeal for conquest and glorious war. For the next year (until the start of the Winter Solstics 383YE) no Dawnish general can issue the [[Army orders#Give Ground|Give Ground]] or [[Army orders#Cautious Advance|Cautious Advance]] [[Army orders|orders]]. However if even one of the generals takes advantage of one of these opportunities, this restriction will become &#039;&#039;permanent&#039;&#039; for every Dawnish army. They will never again be able to give ground before a foe, or use cautious inglorious tactics.&lt;br /&gt;
&lt;br /&gt;
==Hounds of Glory==&lt;br /&gt;
The Hounds of Glory have prided themselves on their unstoppable nature since the army was founded. The core of the army are battle-hardened knights arrayed in gleaming armour, their shields proudly displaying their house and personal sigils. They are supported by cadres of archers and witches, but what has long made them unique in the Empire is the Courage and the conviction that they draw from their surety of purpose and their commitment to [[glory]] above all other things. In battle they go where the glory is found, where the fighting is thickest, where legends are written.&lt;br /&gt;
&lt;br /&gt;
The Hounds of Glory very publicly strive to be the most glorious army in the Empire; while few are so gauche as to say it openly that comes with the clear understanding of every Hound that that means they are the &#039;&#039;greatest&#039;&#039; army in the Empire.&lt;br /&gt;
&lt;br /&gt;
Driven by the need to prove themselves themselves first among equals, and capitalising on the enthusiasm generated by the Dawnish victories and Pelleas&#039; mandate they have recruited knights from all over Dawn and challenged each to prove their glory in ever more demanding ways. Now they stand ready to capitalise on that success. With 25 wains of mithril and an appropriately worded order their general can request that the knights of the Hounds of Glory perfect their new training. That army&#039;s quality would be changed to &#039;&#039;indomitable glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
This would mean that &#039;&#039;&#039;in addition&#039;&#039;&#039; to the current options allowing them to order a &#039;&#039;triumphant charge&#039;&#039; or a &#039;&#039;final stand&#039;&#039;, the general of the Hounds of Glory could give the order for the army to fight with an allied army &#039;&#039;at any price&#039;&#039;. Thus the Hounds of Glory can prove, once and for all, that there is no army anywhere in the Empire that is their equal.&lt;br /&gt;
&lt;br /&gt;
===Indomitable Glory===&lt;br /&gt;
* &#039;&#039;&#039;Can give the order to take a named region &#039;&#039;No Matter the Cost&#039;&#039; when [[army orders#Attacking|attacking]]&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;triumphant charge&#039;&#039; order when [[army orders#Attacking|attacking]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can use the &#039;&#039;final stand&#039;&#039; order when [[army orders#Defending|defending]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Every member of an army with indomitable glory is committed to the eternal quest for glory and the need to prove that they are the greatest heroes of the Empire. Their unwavering Ambition, Courage, and Pride in the face of any danger means that they are prepared to take any chance to achieve glory. This allows their general to issue unique orders, taking enormous risks where necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;No Matter the Cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by one-fifth.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The general names a single region when giving their orders that they will take at any price.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Provided the Imperial side is victorious, the army will gain sufficient additional victory points to take the named region. They will suffer one hundred additional casualties for each additional victory point required.&#039;&#039;&#039;&lt;br /&gt;
A general who gives the order to take a region at any price is doing everything possible to ensure a glorious victory. Provided that the Imperial side is victorious, the army will succeed in taking the named region. However they will pay a significant price, suffering additional casualties as a consequence of their glorious indomitable advance. After the normal campaign outcomes are calculated, the named region will be completely conquered by the army with indomitable glory, but it will suffer one hundred additional casualties for each victory point required to take that region (and only that region).&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Golden Sun==&lt;br /&gt;
When people think of Dawn their first thought is usually the nation&#039;s knights, arrayed in mail, swords gleaming, ready for battle. Those that know Dawn at all will talk of the witches and weavers, of those who speak with the eternals as equals and those who forge magic the way the blacksmith forges armour. The yeofolk are always the last to be mentioned... yet they are the most numerous by far and they are every bit as hungry for glory as their noble kin.&lt;br /&gt;
&lt;br /&gt;
Inspired by the recent victories and urged to seek glory through service to Dawn, thousands more yeofolk have requested to join the Dawnish armies. The Golden Sun, one of the oldest Dawnish armies, has been their first choice, probably because its general is sometimes referred to as the First General of Dawn. As a result there is a short window for Dawn and the Empire to capitalise on this enthusiasm.&lt;br /&gt;
&lt;br /&gt;
As an [[opportunity]] available at the Winter Solstice, should the Senate approve a [[commission]] to [[Imperial_army#Enlargement|enlarge]] the Golden Sun, then the thousands of yeofolk who are looking to enlist can be recruited and trained. As a consequence, the cost to enlarge the army would be 100 wains of mithril and 200 crowns.&lt;br /&gt;
&lt;br /&gt;
==Eastern Sky==&lt;br /&gt;
Over-shadowed by Urizen&#039;s pre-eminent mastery of the magical arts, those outside Dawn often forget that the nation has powerful magical traditions with deep roots. Their weavers create some of the finest magical items in the Empire (as well as many fine and beautiful mundane things). Clad only in mage-armour, their war-witches enter battle with the same unwavering commitment to glory that marks the knights. But in the crucial area of negotiation with the eternals of summer they are without rival. The unique position of the enchanters combines their mastery of magic with their political and temporal power granting them a respect from the monarchs of the summer realm that they accord to few other mortals.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 500px; margin-left: 10px; clear: right&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Pelleas Thorne, Statement of Principle, Dawn National Assembly, Summer Solstice 382YE, Upheld with a Great Majority 156 - 0&amp;quot;&amp;gt; The Dawnish Assembly commends the magicians of Dawn for their contribution to the Imperial war effort and urges witches and weavers to forge their legends with the Dawnish armies.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Inspired by Pelleas&#039; statement of principle unanimously approved by the Dawnish Assembly at the Summer Solstice, a group of enchanters who serve with the Eastern Sky have met in secret with a number of the eternals of Summer. It has taken the best part of six months, but they have managed to hammer out a deal that provides the Empire with a unique opportunity to secure the support of these otherwordly patrons permanently.&lt;br /&gt;
&lt;br /&gt;
Each eternal may only be called on for aid once a year, and never the same eternal two seasons running. At the insistence of their eternal counterparts the deal states that if the Empire ever violates these terms then the aid will be rendered, but the compact with that eternal will be broken. Henceforth that eternal will offer no more aid to the Eastern Sky.&lt;br /&gt;
&lt;br /&gt;
To do so the Empire must commission a great tower of mithril to be constructed at the [[Semmerholm#The_Semmerstones|the Semmerstones]]. The Tower of the East would require 75 wains of mithril, and would need to be constructed in the regio itself. The structure would form a place where the enchanters of Dawn and the Eternals of Summer might meet and discuss business in comfort and security. Rather than appoint someone to oversee the tower, the suggestion is that it become the official residence of the General of the Eastern Sky. If they were an enchanter they might use the tower to meet with their eternal allies and negotiate their help, if not then they could direct others to do so on their behalf.&lt;br /&gt;
&lt;br /&gt;
The tower would take two seasons to construct, but once completed, the quality of the Eastern Sky would change to &#039;&#039;favoured&#039;&#039; a reflection of the close relationship between Dawn and the summer eternals. &lt;br /&gt;
&lt;br /&gt;
As a small additional benefit, the eternals of Summer would ensure that if the Semmerstones were ever seriously attacked, they would draw the Tower of the East into the Summer Realm so that it could not be reached until the danger had passed.&lt;br /&gt;
&lt;br /&gt;
===Favoured===&lt;br /&gt;
* &#039;&#039;&#039;The army can use traverse the crossroads, triumphant charge, make them pay, stand the walls or merciless onslaught orders once each per year&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Imperial army that is favoured by the eternals of a realm can call on them for allies each season. Whichever patron they ask for assistance will determine the nature of the aid, granting the army great flexibility. Most will send soldiers to fight alongside the Empire, but not all the lords and ladies of Summer have armies at their command.&lt;br /&gt;
&lt;br /&gt;
By right of the agreements made, the general is guaranteed the right to call on each eternal once each season and never the same aid two seasons running. The eternals of summer are bound by their word, so they are obliged to provide the aid agreed, regardless of how they feel about Dawn or the Empire at any given point, but they cannot help if the Conclave has given them [[Amity_and_enmity#Declaration_of_Enmity|enmity]]. If an eternal is under enmity, then any attempt to request their aid will automatically fail and the army will default to [[Army_orders#Solid_Defence|solid defense]].&lt;br /&gt;
&lt;br /&gt;
A favoured army is versatile, but can only request aid from each eternal once a year and never the same eternal two seasons running. The general of the Eastern Sky is appointed in Summer. They might immediately employ the Iron Duke&#039;s aid to give orders to traverse the crossroads, provided that a different order was given the season before, but then cannot call on Barien again until after the next Summer summit. If the general chooses to override this limitation it will work, but that option will be permanently removed from those available from that point onwards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Favoured Options&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The Eastern Sun could call on the following Summer eternals for aid. That aid would allow the general to employ a specific order, provided that the eternal is not currently under enmity.&lt;br /&gt;
* [[Barien|The Iron Duke]] - Traverse the Crossroads&lt;br /&gt;
* [[Eleonaris|The Lion of Summer]] - [[Army_qualities#Glorious|Triumphant Charge]]&lt;br /&gt;
* [[Cathan Canae| Lady of the Frost]] - [[Army_qualities#Hard_Bitten|Make Them Pay]]&lt;br /&gt;
* [[Adamant|The Mountain King]] - Stand the Walls&lt;br /&gt;
* [[Jaheris|The Unicorn Prince]] - [[Army_qualities#Cruel|Merciless onslaught]]&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Traverse the Crossroads&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can move up to five territories this season. It must still stop moving when it enters a hostile territory.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This is an attacking order.&#039;&#039;&#039;&lt;br /&gt;
With Barien&#039;s aid, the General of the Eastern Sky may order their army to traverse the crossroads. The soldiers take advantage of Barien&#039;s aid to move swiftly with the aid of summer magic. Roads seem shorter than people remember then and they always travel in the direction the army wishes to go. Sometimes they may even make use of summer regio to gain strength for their journey, or to enjoy the hospitality of the inhabitants and wash the weariness of the road away. Such expedited travel is dangerous - the army may quickly move beyond its supply lines - but comes with opportunities to take the enemy by surprise.&lt;br /&gt;
&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Stand the Walls&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Can work to defend a fortification or similar structure that is under attack.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to defend territory is increased by a fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The fortification protects the army that is defending it, taking all the casualties in their place&lt;br /&gt;
* &#039;&#039;&#039;This is a defensive order&#039;&#039;&#039;&lt;br /&gt;
With Adamant&#039;s aid, the General of the Eastern Sky may order their army to stand the walls, taking advantage of a named fortification under Imperial control to defend the territory against all attackers. In addition to the aid of the eternal, the general&#039;s side must control a suitable fortification in the territory otherwise this order defaults to solid defence.&lt;br /&gt;
&lt;br /&gt;
If the region containing the named fortification is attacked by the enemy during the campaign, then the army will benefit from the protection gained. All casualties that the army would have suffered are transferred to the fortification up to the point where the fortification is destroyed (these casualties are not diminished by this, they are transferred one for one). The army only gain this additional benefit if the fortification is attacked.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limited Opportunity==&lt;br /&gt;
These opportunities are only available during the Winter Solstice 382YE.&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Pelleas Thorne, Mandate, Dawn National Assembly, Autumn Equinox 382YE, Upheld 82 - 10&amp;quot;&amp;gt; The people of Dawn applaud the great triumphs that our generals and our armies have wrought. Now let us embrace glory, claim victory, an seize the prize. We send Pelleas Thorne with 50 doses of liao to urge every Dawnish soldier to commit themselves body and soul to glory in the service of Dawn.&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Resolution==&lt;br /&gt;
Regardless of the decisions of individual [[general|generals]], the [[Imperial Senate]] agreed to the [[enlargement of the Golden Sun]].&lt;br /&gt;
&lt;br /&gt;
The general of the Hounds of Glory provided 25 wains of mithril after the Winter Solstice and has changed the army&#039;s quality to &#039;&#039;Indomitable Glory&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Winter_Solstice_Conclave_sessions&amp;diff=108241</id>
		<title>380YE Winter Solstice Conclave sessions</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=380YE_Winter_Solstice_Conclave_sessions&amp;diff=108241"/>
		<updated>2024-03-28T08:45:40Z</updated>

		<summary type="html">&lt;p&gt;Hastur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a summary of Conclave proceedings during the Winter Solstice 380 YE.&lt;br /&gt;
&lt;br /&gt;
==The Imperial Titles of the Conclave==&lt;br /&gt;
The full list of Imperial Titles held in the Conclave at the end of the Winter Solstice, 380 YE  can be found [[380YE_Winter_Solstice_Imperial_titles|here]].&lt;br /&gt;
&lt;br /&gt;
The following Imperial Titles were appointed by the Conclave during the Winter Solstice, 380YE:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alcuin Shatterspire&#039;&#039;&#039; remained the [[Archmage]] of Spring after a Friday challenge. However, &#039;&#039;&#039;Rosamund Holt&#039;&#039;&#039; then became the new Archmage following the Saturday session.&lt;br /&gt;
* &#039;&#039;&#039;Elyssiathain of Endsmeet&#039;&#039;&#039; became the Archmage of Night following the Saturday session.&lt;br /&gt;
* &#039;&#039;&#039;Gancius della Notte di Sarvos&#039;&#039;&#039; became the Archmage of Day following the Saturday session.&lt;br /&gt;
==Conclave Declarations==&lt;br /&gt;
The Conclave made the following Declarations:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &#039;&#039;&#039;Day&#039;&#039;&#039; || &#039;&#039;&#039;Speaker&#039;&#039;&#039; || &#039;&#039;&#039;Declaration of..&#039;&#039;&#039; || &#039;&#039;&#039;The Imperial Conclave declares...&amp;quot; || &#039;&#039;&#039;Outcome&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Bartimaeus of Reikos Reborn || Candidacy || that Bartimaeus of Reikos Reborn shall be the Archmage of Spring. || Failed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Eudaemon of Halcyon Spire || Sorcery || Renee de Loire to be a Sorcerer.  || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Severin de Rondell || Amity || a state of Amity between the Empire and Murit. || Failed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Simargl, the Empty One || Imperial Lore || that Gideon&#039;s Refrain shall be accepted into Imperial Lore. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Allegra Foundhome || Enmity || a state of Enmity between the Empire and Yaw&#039;na&#039;grah. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Alcuin, Archmage of Spring || Candidacy || that Alcuin shall be the Archmage of Spring. || Passed &lt;br /&gt;
|-&lt;br /&gt;
| Fri || Grandmaster of the Unfettered Mind || Sorcery, under the Veil of Night || that House Vexell[[#Clarification|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;]] are Sorcerers. || Failed due to Invalid Declaration&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Mord, Archmage of Day || Concord || that Conclave reaffirm and endorses the invitaton to the Symposium from the Synod and furthermore invites and grants explicit permission for a chamber to be opened after Conclave this Saturday for the discussion of Virtue and the Way by Roshanwe. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Morien Stewart || Concord || that Conclave would appreciate if the host, Lord of Hierarchy, would contact Morien Stewart about the Rod of the Sun. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Leif || Concord || that the Conclave encourages the trade of magical knowledge in the Realm of Night with the Frozen Hearth of Faraden. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Maurice de Gauvain || Concord || that the Conclave acknowledges the deplorable fate of mages in the Iron Confederacy, encourages attempts to bring Suranni citizens to the Way, and specifically strongly suggests such suggestions should include mage representation. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Fri || Lyb Fahas || Concord || that the Conclave believes that all briars be they citizen or citizen should be allowed the opportunity to serve the Empire in a lawful and virtuous manner. || Failed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Archmage of Night || Concord || that a place of contemplation be built in Morning Hollow, not a library. || Failed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Volfe of Ashenhall || Interdiction || that Hallow of the Green World shall be Interdicted. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Elyssiathain of Endsmeet || Candidacy || that Elyssiathain of Endsmeet should be Archmage of Night. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Volfe of Ashenhall || Candidacy || that Volfe of Ashenhall should be Archmage of Spring. || Failed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Maurice de Gauvain || Neutrality || a state of Neutrality to exist between Meraud and the Empire. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Brother Luke, of the Shattered Tower || Acceptance || that Lions of Phoenix Reach shall be accepted into Imperial Lore. || Passed &lt;br /&gt;
|-&lt;br /&gt;
| Sat || Brother Luke, of the Shattered Tower || Acceptance || that Stalwart Stand on Solid Ground shall be accepted into Imperial Lore. || Passed &lt;br /&gt;
|-&lt;br /&gt;
| Sat || Pavel Danisavia Patricia || Candidacy || that Pavel Danisavia Patricia shall be the Archmage of Night. || Failed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Allegra Foundhome || Candidacy || that Allegra Foundhome shall be the Archmage of Spring. || Failed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Gancius della Notte di Sarvos || Candidacy || that Gancius della Notte di Sarvos shall be the Archmage of Day. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Rosamund Holt || Candidacy || that Rosamund Holt shall be the Archmage of Spring. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Catalina, Grandmaster of the Celestial Arch || Concord, under the Veil of Night || that the Archmage of Night, in line with his official role, is overseeing Ancel Vexille[[#Clarification|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]] in using his boon with the Whisper Gallery to ensure the return of an Imperial soul. Should this act be carried out under his auspices, the Conclave understands this to be neither treason nor sorcery. [[#Clarification|&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;]]|| Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Mord of Auric Horizon || Candidacy || that Mord of the Auric Horizon shall be the Archmage of Day. || Failed &lt;br /&gt;
|-&lt;br /&gt;
| Sat || Mord of Auric Horizon || Concord || that the collective of day beings known as the Myrmidons be recognised as an Eternal. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Heilyn Bronwen&#039;s Rest || Concord || that the Imperial Conclave authorises the trade of a copy of &amp;quot;Bound by Common Cause&amp;quot; to the Principalities of Jarm in return for an Autumn ritual that can double construction speed. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Heilyn Bronwen&#039;s Rest || Dissemination || that Bound by Common Cause shall be Disseminated, and the text delivered the Marcus of Endsmeet. || Passed and Paid.&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Concord || Raewynn Farkas || that Conclave is willing to produce a ritual text of &amp;quot;The Dance of Navarr and Thorns&amp;quot; should negotiations with Axos be completed successfully. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Zephaniah of the Sevenfold Path || Concord || that Conclave believes the Prosperity of those who fund Imperial magical positions is to be respected and this work must not count against them in matters of Candidacy. Ambitious opposition is also laudable but candidates must be elected on Virtuous merit. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Kyra, of the Unfettered Mind || Sorcery || that the coven of Vexille&#039;s Keys, consisting of &amp;quot;Guisart of House Vexille&amp;quot;, &amp;quot;Acel[[#Clarification|&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;]] Steward of House Vexille&amp;quot;, &amp;quot;Gui of House Vexille&amp;quot; [[#Claritifcation|&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;]], &amp;quot;Allen Weaver&amp;quot;[[#Claritifcation|&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;]] and &amp;quot;Guiniveve of House Vexille&amp;quot;, are Sorcerers. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Heilyn Bronwen&#039;s Rest || Concord || that the Conclave expects that any casting coven casting an Empire-wide ritual will obtain a Declaration of Concord first. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Luke of the Shattered Tower || Imperial Lore || that Hammer of the Brilliant Shore shall be accepted into Imperial Lore.  ||  Passed &amp;lt;label type=&amp;quot;important&amp;quot;&amp;gt;[[Payment Unclear&amp;lt;/label&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Alcuin || Neutraility || a state of Neutrality between the Empire and Stormcrow Vora. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Alcuin || Neutraility || a state of Neutrality between the Empire and Ylitha-Rose. || Passed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Alcuin || Candidacy || that Alcuin shall be the Archmage of Spring. || Failed&lt;br /&gt;
|-&lt;br /&gt;
| Sat || Alcuin || Neutraility || a state of Neutrality between the Empire and Mel&#039;yannsh. || Passed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Conclave Addresses==&lt;br /&gt;
Following an audit of procedure, the Civil Service scribes will no longer be providing a detailed list of addresses given at Conclave sessions.&lt;br /&gt;
&lt;br /&gt;
Records indicate that 12 addresses were made at the Friday session and 13 at the Saturday session.&lt;br /&gt;
==Order Resources==&lt;br /&gt;
&#039;&#039;&#039;TBC&#039;&#039;&#039;&lt;br /&gt;
==Clarifications==&lt;br /&gt;
{{anchor|Clarification}}&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Believed to refer to &amp;quot;House Vexille&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; This declaration has significant legal implications for all involved&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Believed to refer to &amp;quot;Ancel Steward&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; Believed to refer to &amp;quot;Gui Fletcher&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; Believed to refer to &amp;quot;Arlen Weaver&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Category: Conclave]]&lt;br /&gt;
[[Category: Conclave Sessions]]&lt;br /&gt;
[[Category: 380YE Winter]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Troubadour%27s_Ring&amp;diff=107958</id>
		<title>Troubadour&#039;s Ring</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Troubadour%27s_Ring&amp;diff=107958"/>
		<updated>2024-03-08T12:59:55Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
A Troubadour&#039;s Ring is a ring, usually worn by [[Dawn|Dawnish]] [[Troubadour|troubadours]], [[Wintermark military concerns#Banner-bearers|banner-bearers]], standard-bearers, bards, [[Wintermark culture and customs#Art and history|scops]], [[Varushka|Varushkan]] [[Stzena|stzena]], many priests and even [[The League|League]] [[The League culture and customs#Relationships|cicisbeos]]. It is a valuable item that allows a supporter or assistant to use their charisma and inner strength to keep their allies alive in the most desperate straits. While the common name is used throughout the Empire, the individual nations often refer to them by the name of an [[Archetype|archetypal]] supporter from their own culture - thus there are &#039;&#039;Cicisbeo Signets&#039;&#039;, &#039;&#039;Bannerbearer&#039;s Bands&#039;&#039;, and &#039;&#039;Bard&#039;s Bands&#039;&#039; in various places.&lt;br /&gt;
&lt;br /&gt;
A Troubadour&#039;s Ring is a grand gift to a member of a [[Groups#Banners|fighting company]] whose bravery and loyalty are seen as being inspirational. Some companies with a long history are lucky enough to own an artefact quality version of the ring which is passed from one &#039;mascot&#039; to another. Being chosen to carry one of these treasured relics is a mark of great honour. The nature of war means that these priceless rings often fall into the hands of enemies, unfortunately; recovering one of these rings and returning it to the company to which it belongs can easily create a lifelong debt, especially in places such as the [[The Marches|Marches]] and the [[The League|League]] where debts are not treated lightly.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
{{Jewellery}}&lt;br /&gt;
* &#039;&#039;&#039;Effect:&#039;&#039;&#039; You may spend a [[Heroic skills#Hero points|hero point]] to use the [[Heroic skills#Stay With Me|stay with me]] skill as if you know it. Once per day you may use the stay with me skill without spending a hero point.&lt;br /&gt;
* &#039;&#039;&#039;Materials:&#039;&#039;&#039; Crafting a Troubadour&#039;s Ring requires five ingots of [[Materials#Green Iron|green iron]], four measures of [[Materials#Ambergelt|ambergelt]] and seven measures of [[Materials#Dragonbone|dragonbone]]. It takes one month to make one of these items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- IC text by Dave Sheridan ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ic&amp;gt;&amp;lt;i&amp;gt;Dear Tomasina di Sarvos, Captain of the Company of the Black Banner,&lt;br /&gt;
&lt;br /&gt;
Firstly, allow me to extend my warm congratulations on the birth of your granddaughter, a girl whom I am certain will be as full of the virtues of courage and pride as those who gave her birth. Keep her close and love her dearly, and she will not falter for want of good examples to guide her.&lt;br /&gt;
&lt;br /&gt;
Secondly, please request from my messenger the package accompanying this letter now. I hope that you recognise it, my dear friend. I only wish that I could deliver it in person, but the terms of my contract keep me across the water for now, and it seemed too important to wait once I discovered its origins.&lt;br /&gt;
&lt;br /&gt;
This fine ring fell into my possession on campaign along the Brass Coast, among a hoard of otherwise trivial jewellery being auctioned after its capture from foreign reavers. My lieutenant recognised it immediately as a Cicisbeo’s Signet, and clearly decorated with a banner of Sarvos, and yet though it lingered on the edges of our awareness, none among the crew could place it by sight. Call it a failing of vigilance, perhaps, but my banner-book was damaged by water some years ago, and parts of it remain utterly illegible. As you are aware, I am not presently on friendly terms with the Reckoner guilds, and I did not wish to entrust it to another, and so it lay unknown, an object of fierce curiosity, for these past two years. &lt;br /&gt;
&lt;br /&gt;
Eventually, however, along came a torchbearer of Urizen who wished to travel in foreign parts. He boarded the same Freeborn ship as us, and his own notes on the banners of the Companies of the League were quite extensive. It was then, some days into the voyage, that we recognised it in those notes as the old seal of the Company of the Black Banner, formerly the Black Swan Ascendant, which your grandfather re-named and valiantly rebuilt after its defeat at sea.&lt;br /&gt;
&lt;br /&gt;
Imagine my delight at the discovery. I swear to you, that nervous old mountain-goat did not appreciate being shaken with quite such excitement as I felt at that moment. Immediately we made landfall I attempted to amend the terms of my contract to permit me to deliver the ring myself, but alas, you know the Freeborn: signed in a cambion’s blood, the contract was immutable. I do not blame them; when I look back, the gesture seems a tad off-colour, but such was my delight.&lt;br /&gt;
&lt;br /&gt;
Instead, you have it from the hand of my most trusted lieutenant Drago Durante di Sarvos, along with this letter, sealed with two kisses of joyful affection, one for each cheek. I hope that when we next meet, I will have the honour of seeing it resplendent on the hand of your cicisbeo.&lt;br /&gt;
&lt;br /&gt;
I must to the campaign trail now, but know that a part of my thoughts go with this ring to you.&lt;br /&gt;
&lt;br /&gt;
With warmest regards, I remain,&lt;br /&gt;
&lt;br /&gt;
Yours,&lt;br /&gt;
&lt;br /&gt;
Fabrizio di Sarvos&lt;br /&gt;
Captain, Company of the Bald Eagle&amp;lt;/i&amp;gt;&amp;lt;/ic&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=107306</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=107306"/>
		<updated>2024-01-19T12:21:26Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Opascari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish, especially on Winter nights when the [[Sermersuaq#Northern lights|northern lights]] dance in the sky. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachhead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachhead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Today, the town serves as something of a crossroads; a trade hub that serves travellers from [[Karsk]], [[Miekarova]], and [[Karov]].&lt;br /&gt;
&lt;br /&gt;
===Sungold Pass===&lt;br /&gt;
High in the mountains of [[#Opascari|Opascari]], above the treeline on the easternmost peak known as the Traveller, lies [[Sungold Pass]]. Extensive mineworkings and ruins that date back to Terunael times were revealed during a [[Sowing_on_the_mountains|terrible storm]] that wracked the northern mountains of Varushka after the Autumn Equinox 381YE. Sungold Pass was a source of contention between the Empire and Otkodov - both claiming that the ruins lay within their own nation - until it was resolved in favour of the Thule as part of the [[Ratify Sungold Treaty|Sungold Treaty]] of Summer 382YE. It is not entirely clear where the pass lies with regard to the border between Volodmartz and Otkodov - the Empire claims it is in Volodmartz while the Thule claim it is in [[Otkodov#Sk.C3.BCld|Kógur]] in Sküld.&lt;br /&gt;
&lt;br /&gt;
=== The [[Hunt of Alderei the Fair]]===&lt;br /&gt;
The Hunt of Alderei the Fair is a Bourse resource located at the foot of the [[#Opascari|Opascari]] mountains. Custodianship of the Hunt is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 26 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Winter Solstice - as with the [[Night Quarry]], there is some resentment that the Hunt is an Imperial, rather than National Varushkan, Seat.&lt;br /&gt;
&lt;br /&gt;
===The [[Granites of Veltsgorsk]]===&lt;br /&gt;
The Granites of Veltsgorks are a Bourse resource located deep in the mountains of [[#Brez|Brez]]. Custodianship of the Granites is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 26 Imperial wains of white granite every season. The seat is allocated during the Summer Solstice, to whichever Varushkan candidate receives the most support from Varushkan owners of [[mine]] and [[forest]] resources.&lt;br /&gt;
&lt;br /&gt;
===The [[Gift of the Dwindling Star]]===&lt;br /&gt;
Following the impact of the [[Starfall|falling star]] known as the Stalker or the Miscreant during the Autumn Equinox 380YE, the [[Thule]] [[orc|orcs]] arranged to [[Lantern&#039;s_light|provide some of the bounty]] of [[ilium]] the star provides to the [[Varushka|Varushkan]] people. The offices for overseeing this tribute are located at Void in the mountainous foothills of [[#Brez|Brez]]. Custodianship of the [[Gift of the Dwindling Star]] is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 4 rings of ilium every season. The seat is allocated during the Spring Equinox to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] and [[mine]] resources.&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
The majority of the [[Varushkan Road|roads]] in Volodmartz are the result of a grand building project completed shortly before the Spring Equinox 385YE. The Iron Roads were first proposed by the civil service [[Starting_at_the_end#The_Iron_Roads_of_Varushka|several years]] earlier. In Volodmartz, the project was somewhat more ambitious. Rather than just expanding on existing roads, the plan involved building a major road along the edges of the foothills north of [[#Triosk|Triosk]], passing by the [[Hunt of Alderei the Fair]] and then striking north-west through the dark woods of central Volodmartz to [[#Brez|Void]], and ultimately to [[Granites_of_Veltsgorsk|Veltsgorsk]] in the shadow of the northern mountains. The new road linking to the Hunt of Alderei and the Fair and the Granites of Veltsgorsk required careful planning, and protection from the wolves of the forests, but once it was complete it greatly increased the prosperity of the territory.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|tempest jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of Winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that heralds from the realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter [[eternal|eternals]]. Void has also become a place of contact for the orcs of [[Otkodov]] - the offices of the [[Gift of the Dwindling Star]] are here, and the warlocks of the north have begun to visit the settlement more regularly in the wake of this arrangement.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. . Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces. Ruin is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again, and is closely watched by the inhabitants of the nearby &#039;&#039;&#039;Vale of Gorazima&#039;&#039;&#039; who are keen to avoid a similar fate.&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&amp;lt;br&amp;gt;&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his forces back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
The mountains of Opascari are rich in gold, [[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded by and requiring regular protection from packs of hungry [[trogoni]] (among other things) . While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]]. High in the easternmost peaks, atop the mountain known as the Traveller, lies [[Sungold Pass]], although the mines there were ceded to the Thule as part of the [[Ratify Sungold Treaty|Sungold Treaty]]. The cavern known as [[Birds#Zoria&#039;s Cave|Zoria&#039;s Cave]] is found at the foot of the Black Hill, part of the Opascari mountains.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&amp;lt;br&amp;gt;&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an eternal of Winter (generally held to be [[Agramant]]), and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Desilav10126.jpg||caption=Desilav Sergeyevich Jesen (centre), Senator Volodmartz|align=left|width=400}}&lt;br /&gt;
{{Senate Elections|Senator_for_Volodmartz|Territory=Volodmartz|Season=Autumn}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control.&lt;br /&gt;
* The [[#The_Iron_Roads|Iron Roads]] are a [[great work]] the provides a share of extra metals to Varushka [[mine]] owners, and extra materials to [[forest]] owners, in the territory. They also improve the production of the Hunt of Alderei the Fair and the Granites of Veltsgorsk.&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=107305</id>
		<title>Volodmartz</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Volodmartz&amp;diff=107305"/>
		<updated>2024-01-19T12:20:48Z</updated>

		<summary type="html">&lt;p&gt;Hastur: /* Opascari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofVolodmartz.png|title=Rich in timber and bottomless mines|caption=Regions of Volodmartz|align=left|width=500}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mountainous Volodmartz is rich in timber and deep mines. There are comparatively few vales here, and the boyars have a reputation for being particularly iron-fisted. Much more common are [[Varushka Economic Interests#Outposts|outposts]], scattered across the brooding hills and growing rich from the mineral wealth they exploit. Both tend to be very well fortified, and not without reason. There are dark things in the Volodmartz mountains, and plenty of folk tales tell of malign horrors that burrow under them, emerging without warning to overwhelm the foolish, especially on Winter nights when the [[Sermersuaq#Northern lights|northern lights]] dance in the sky. An equally worrying threat is that posed by the northern [[Thule]] barbarians who sometimes strike down through the north-eastern forests. As recently as 376YE a major offensive was launched through the northern mountains in an attempt to secure a beachhead near [[#Brez|Void]]; it is very unlikely to be the last.&lt;br /&gt;
&lt;br /&gt;
The [[Volodny]] had their old centre of power in Volodmartz, and it was here that [[Alderei_the_Fair|Alderei the tyrant-boyar]] was defeated by the Imperial Army. The ruins of several strongholds still lie beneath the forest canopy. One of the most vicious battles took place in the foothills of the [[#Opascari|Opascari]] mountains at what is now a valuable [[#The Hunt of Alderei the Fair|weirwood forest]]. This vital strategic asset, the largest source of weirwood in Varushka, was essential to the support of the tyrant-boyar&#039;s armies. The penultimate, savage battle of the Imperial campaign against Alderei took place here; after the forest was lost, his forces were forced to fall  back towards [[#Murupa|Alderei&#039;s Run]] in Murupa, where they finally met their end.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
Following the [[Thule]] invasion of [[Karsk]] in 368YE, probing assaults were made against [[#Livardz|Livardz]] and [[#Suvretz|Suvretz]]. These were turned back by Imperial forces, but the threat of further attacks has never been ruled out. The northern barbarians certainly covet the valuable resources of Volodmartz; in the Summer of 377YE an attempt was made to create a [[War#Creating_a_Beachhead|beachhead]] in the north near the vale of [[#Void|Void]] - almost certainly a strike not only against the mana sites and libraries of the [[Varushka_magical_traditions#Cabalists|cabalists]] but against the [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]]. The expeditionary force was scattered by a force of Imperial heroes, and a follow-up campaign by Imperial forces wiped out the survivors, stymieing the attempted invasion.&lt;br /&gt;
&lt;br /&gt;
== Major Features ==&lt;br /&gt;
=== Triosk ===&lt;br /&gt;
A riverside town in [[#Livardz|Livardz]], with a fish-dam and low bridge that has always been the main land route into Karsk. Once a hotbed of support for Alderei the Fair on the edge of what was then Varushka, and the scene of savage fighting in the war against his forces. Empire armies laid siege to it, and burnt the original town to the ground. The tyrant-boyar sallied forth before the final assault, and gathered those still loyal from across Volodmartz and the wilds to his final battle to the north. Today, the town serves as something of a crossroads; a trade hub that serves travellers from [[Karsk]], [[Miekarova]], and [[Karov]].&lt;br /&gt;
&lt;br /&gt;
===Sungold Pass===&lt;br /&gt;
High in the mountains of [[#Opascari|Opascari]], above the treeline on the easternmost peak known as the Traveller, lies [[Sungold Pass]]. Extensive mineworkings and ruins that date back to Terunael times were revealed during a [[Sowing_on_the_mountains|terrible storm]] that wracked the northern mountains of Varushka after the Autumn Equinox 381YE. Sungold Pass was a source of contention between the Empire and Otkodov - both claiming that the ruins lay within their own nation - until it was resolved in favour of the Thule as part of the [[Ratify Sungold Treaty|Sungold Treaty]] of Summer 382YE. It is not entirely clear where the pass lies with regard to the border between Volodmartz and Otkodov - the Empire claims it is in Volodmartz while the Thule claim it is in [[Otkodov#Sk.C3.BCld|Kógur]] in Sküld.&lt;br /&gt;
&lt;br /&gt;
=== The [[Hunt of Alderei the Fair]]===&lt;br /&gt;
The Hunt of Alderei the Fair is a Bourse resource located at the foot of the [[#Opascari|Opascari]] mountains. Custodianship of the Hunt is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 26 Imperial wains of weirwood every season. Control is allocated to any Imperial citizen by open auction during the Winter Solstice - as with the [[Night Quarry]], there is some resentment that the Hunt is an Imperial, rather than National Varushkan, Seat.&lt;br /&gt;
&lt;br /&gt;
===The [[Granites of Veltsgorsk]]===&lt;br /&gt;
The Granites of Veltsgorks are a Bourse resource located deep in the mountains of [[#Brez|Brez]]. Custodianship of the Granites is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 26 Imperial wains of white granite every season. The seat is allocated during the Summer Solstice, to whichever Varushkan candidate receives the most support from Varushkan owners of [[mine]] and [[forest]] resources.&lt;br /&gt;
&lt;br /&gt;
===The [[Gift of the Dwindling Star]]===&lt;br /&gt;
Following the impact of the [[Starfall|falling star]] known as the Stalker or the Miscreant during the Autumn Equinox 380YE, the [[Thule]] [[orc|orcs]] arranged to [[Lantern&#039;s_light|provide some of the bounty]] of [[ilium]] the star provides to the [[Varushka|Varushkan]] people. The offices for overseeing this tribute are located at Void in the mountainous foothills of [[#Brez|Brez]]. Custodianship of the [[Gift of the Dwindling Star]] is an [[Imperial Title]] that brings with it a Seat on the [[Imperial Bourse]]. It produces 4 rings of ilium every season. The seat is allocated during the Spring Equinox to whichever Varushkan candidate receives the most support from Varushkan owners of [[forest]] and [[mine]] resources.&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
The majority of the [[Varushkan Road|roads]] in Volodmartz are the result of a grand building project completed shortly before the Spring Equinox 385YE. The Iron Roads were first proposed by the civil service [[Starting_at_the_end#The_Iron_Roads_of_Varushka|several years]] earlier. In Volodmartz, the project was somewhat more ambitious. Rather than just expanding on existing roads, the plan involved building a major road along the edges of the foothills north of [[#Triosk|Triosk]], passing by the [[Hunt of Alderei the Fair]] and then striking north-west through the dark woods of central Volodmartz to [[#Brez|Void]], and ultimately to [[Granites_of_Veltsgorsk|Veltsgorsk]] in the shadow of the northern mountains. The new road linking to the Hunt of Alderei and the Fair and the Granites of Veltsgorsk required careful planning, and protection from the wolves of the forests, but once it was complete it greatly increased the prosperity of the territory.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Brez===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
The mountains of Brez have a shadowy reputation among Varushkans. The peaks are high enough that they are perpetually shrouded in snow, even at the height of summer. The [[#The Granites of Veltsgorsk|Granites of Veltsgorsk]] lie high in the eastern peaks of the region, and it is said that without the presence of this valuable Bourse resource, no outsider would ever visit the peaks here despite the rich seams of copper, iron, silver and [[Materials#Tempest_Jade|tempest jade]] the mountains conceal.&lt;br /&gt;
&lt;br /&gt;
There are known to be several strong [[regio]] here, associated primarily with the realm of Winter, and these have attracted [[Varushka_magical_traditions#Cabalists|cabalists]] and magical scholars since before there was a Varushka. The cabalists of the mountains of Brez tend to be somewhat isolationist; the best known settlement is the vale of &#039;&#039;&#039;Void&#039;&#039;&#039; in the western foothills, home to a number of allied cabals who study and perform those rituals best kept away from centres of population. Rumour has it that heralds from the realm of Winter come here to treat and bargain with the inhabitants, while others speak of a &#039;&#039;shadow library&#039;&#039; containing great stores of information about curses, malign magics and the nature of the Winter [[eternal|eternals]]. Void has also become a place of contact for the orcs of [[Otkodov]] - the offices of the [[Gift of the Dwindling Star]] are here, and the warlocks of the north have begun to visit the settlement more regularly in the wake of this arrangement.&lt;br /&gt;
&lt;br /&gt;
The southern peaks are the site of &#039;&#039;&#039;Ruin&#039;&#039;&#039;. Once a key mining settlement called &#039;&#039;Vikram&#039;s Haven&#039;&#039;, its destruction in 349YE is generally believed to have been at the hands of a group of miners who delved too far into rocks under the broken peak above Alderei’s Run in search of rare ores. The vale did not survive their return. . Precisely what led to the doom of Ruin is unclear, but scattered rumours suggest that the miners came upon a trove of ancient pre-Imperial artefacts, and fell prey either to a maddening curse or possession by malign occult forces. Ruin is now the occasional home of [[Warden]]-bands who seek to ensure no Vale makes the same mistake again, and is closely watched by the inhabitants of the nearby &#039;&#039;&#039;Vale of Gorazima&#039;&#039;&#039; who are keen to avoid a similar fate.&lt;br /&gt;
&lt;br /&gt;
===Livardz===&lt;br /&gt;
The southernmost region of Volodmartz, and certainly the most densely settled. The vales here maintain trade west to [[Miekarova]] and south to [[Karov]] - especially to the bustling port-town of [[Karov#Malimorzi|Korotny]]. At one point, Livardz served as something of a crossroads - with trade also coming from [[Karsk]] to the east, through the town of [[#Triosk|Triosk]]. With that territory now back under normal Imperial control, it is to be hoped that trade will begin to trickle in once more.&lt;br /&gt;
&lt;br /&gt;
In addition to the permanent population, there are a number of vales who maintain their prosperity by catering to the [[Varushka_military_concerns|wagon raiders]] - either as a base of operations, or serving as middle-men purchasing the raw materials they rip from the northern mountains and forests.&lt;br /&gt;
&lt;br /&gt;
===Murupa===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&amp;lt;br&amp;gt;&lt;br /&gt;
Central Volodmartz is home to several vales and outposts drawn by the rich bounty of [[Materials#Dragonbone|Dragonbone]] that the forests promise. Several of the vales here maintain close ties with [[Miekarova#Perumaki|Razorwatch]] in [[Miekarova]] - and keep a close eye on the [[Miekarova#The Razors|Razors]] and the [[Varushkan_Monster#Sovereigns|dark power]] that lurks beneath them. There is also a brisk trade in items scoured from the old battlefields, where Varushkan and Imperial forces fought Alderei&#039;s armies. The valley known as &#039;&#039;&#039;Alderei’s Run&#039;&#039;&#039; is the largest of these battlefields, the Tyrant-Boyar’s forces were finally destroyed by the Imperial Armies. Rumour says that Alderei can still be heard there, ordering his forces back into the fray. &lt;br /&gt;
&lt;br /&gt;
To the north of the run are a series of small caves that Alderei’s army used for stores. They are generally referred to as &#039;&#039;&#039;The Star Caverns&#039;&#039;&#039;, due to a prevalence of eroded carvings of star patterns attributed to the Ushka mystics. Some scholars suggest that some of the patterns are much older, probably pre-Terunael in origin. The caverns themselves contain a [[regio]] aligned with the realm of Day, whose power waxes and wanes from season to season and year to year - studies have suggested the strength of the regio is related to the position of certain [[Astronomancy|constellations]] especially the [[The_Key_and_The_Lock#The Key|Key]] and [[The_Key_and_The_Lock#The Lock|Lock]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Opascari===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&amp;lt;br&amp;gt;&lt;br /&gt;
The mountains of Opascari are rich in gold, [[Materials#Orichalcum|orichalcum]] and precious stones. Opascari is known in particular for its sapphires and emeralds, which are often of uncommon size and lustre. The range is also rich in [[mana site|mana sites]], often jealously guarded by and requiring regular protection from (among other things) packs of hungry [[trogoni]]. While much of Opascari&#039;s wealth is mineral in nature, at the feet of the southern peaks lies the rich weirwood forest known as [[#The Hunt of Alderei the Fair|The Hunt of Alderei the Fair]]. High in the easternmost peaks, atop the mountain known as the Traveller, lies [[Sungold Pass]], although the mines there were ceded to the Thule as part of the [[Ratify Sungold Treaty|Sungold Treaty]]. The cavern known as [[Birds#Zoria&#039;s Cave|Zoria&#039;s Cave]] is found at the foot of the Black Hill, part of the Opascari mountains.&lt;br /&gt;
&lt;br /&gt;
===Suvretz===&lt;br /&gt;
&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&amp;lt;br&amp;gt;&lt;br /&gt;
A sprawling region of forests that extends to the eastern borders of Volodmartz and, by extension, the Empire. Many of the vales here are especially fortified, even for Volodmartz - fortifications designed to offer protection not only from wolves, but also from barbarian raiders coming down from the cold forests of barbarian [[Otkodov]]. There are few permanent settlements in the eastern woods - but many crow-haunted battlefields.&lt;br /&gt;
&lt;br /&gt;
Of special interest in Suvretz is a place of legend named &#039;&#039;&#039;Runa&#039;s Loss&#039;&#039;&#039;. Runa was a [[draughir]] [[warden]] who watched the [[Varushkan_Monster|monsters]] of the hills with Toki, her [[changeling]] lover, an apprentice [[Varushka_magical_traditions#Volhov|volhov]]. Toki&#039;s master was seduced by an eternal of Winter (generally held to be [[Agramant]]), and Toki chose loyalty to master over love. Runa was one of the wardens who hunted and killed the volhov and all loyal to him. The Vale reminds all wardens that their calling is more important than lesser [[Loyalty|loyalties]], and is considered a site of pilgrimage for devotees of Loyalty and [[Vigilance]] - albeit a particularly perilous one. The vale maintains a careful watch not only over the eastern forests but also over the borders with [[Karsk]].&amp;lt;br&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Desilav10126.jpg||caption=Desilav Sergeyevich Jesen (centre), Senator Volodmartz|align=left|width=400}}&lt;br /&gt;
{{Senate Elections|Senator_for_Volodmartz|Territory=Volodmartz|Season=Autumn}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* All the regions of Volodmartz are under Imperial control.&lt;br /&gt;
* The [[#The_Iron_Roads|Iron Roads]] are a [[great work]] the provides a share of extra metals to Varushka [[mine]] owners, and extra materials to [[forest]] owners, in the territory. They also improve the production of the Hunt of Alderei the Fair and the Granites of Veltsgorsk.&lt;br /&gt;
[[Category:Varushka]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Hastur</name></author>
	</entry>
</feed>