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		<title>Mud, blood, and manacles</title>
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		<summary type="html">&lt;p&gt;Rafferty: Created page with &amp;quot;Category:Winds of WarCategory:388YE AutumnCategory:Military Council &amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt; ==What Has Gone Before==  &amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt; &amp;lt;div style=&amp;quot;font-size: .6em;&amp;quot;&amp;gt; &amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. H...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Holding the Line.jpg|align=left|caption=The Jotun have sown seeds of war, and now it is time to gather the bloody harvest.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==What Has Gone Before== &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: .6em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Amberlain P. Black, General of the Strong Reeds&amp;quot;&amp;gt;From the Rushes we rise from the reeds. Heed not the gnashing jaws and grasping hands of the unquiet Grey walkers, we are of the fens and reeds and are as much a part of the land as they are, our risen neighbours. Seek out the Jotun, strike at them and push them back to Ottermire!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Aracelis I Erigo, General of the Burning Falcon&amp;quot;&amp;gt;The Drakes turn south as we turn west. The bonds of Loyalty turn over from nation to nation and through General to General freely given in our actions to another. As an Empire we fight to show the Jotun they cannot take with Impunity and that we answer their threat with standing together whether in Mitwod reclaiming as they quit our lands, or Bregasland where we will face their armies and their Fjorknaw. We are the Burning Falcon, empowered by the might of Summer. Where we tread, Triumph blazes&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Lord Daemon Mortére, General of the Golden Sun&amp;quot;&amp;gt;The Golden Sun stands where the Empire needs it most. Every oath deserves its shield. We will grinding advance into Bregasland. Out of fields of gold, through the Rushes and Ottermire. No enemy can sever what Loyalty has forged. For family, for the Marchers. We stand for the lore of their land. For the Empire. The Golden Sun will be a glorious arrow into the heart of our enemies. Secure the objective sun. For Gui.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Zadok, General of the Valiant Pegasus&amp;quot;&amp;gt;Two Years ago I ordered you to begin a crusade of liberation against the Jotun to free those labouring under barbarian yoke, starting in the Mourn. We inspired and aided the Oakleaf rebellion to free themselves. Then Bregasland fell, and our commitment to our crusade was renewed. Diversionary attacks North and South, the Reeds patience tested, a strike to one of the two hearts of their power, Keirheim, just barely thwarted. All this to make possible the conditions of this season, our return to Bregasland. We are fighting for Dominion, for the Liberty of the people of Bregasland; Accept no less than total victory. One day the Tyranny of Queens and Kings shall end and all people will be free to pursue virtue. We fell their rotten oaks one strike at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Joaquim i Erigo, General of the Red Wind Corsairs&amp;quot;&amp;gt;Corsairs we trade a swamp for a marsh in helping our Marcher Cousins reclaim Bregasland. The Lasambrians have stolen from our cousins so we commit to a Daring Riad to reclaim their wealth from the Jotun by Proxy. We must be especially vigilant for the stolen dolmen of Drayham Mere. For the Empire! For the Marches!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Albrecht Sanguineo, General of the Sparrow&#039;s Reckoning&amp;quot;&amp;gt;Bravos of Tassato, soldiers of the League, heroes of the Empire we stand ready all swords sharpened, armour new and unblemished. Now we test them and ourselves against Jotun steel. We march to Bregasland at steady conquest to retake the homes of our Marcher siblings. We are named for our Empress, let your Pride in that legacy give you the strength to show the world that when the twin cities march to war no one can stand against us.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Fitzwilliam Thorn, General of the Bounders&amp;quot;&amp;gt;Jacks of the Bounders. Look into yourself and find your ambition, for there is work to be done. We go back to Bregasland with our Imperial cousins with us. Even the most impenetrable forest may fall one Jotun at a time.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Jack Ashton, General of the Tusks&amp;quot;&amp;gt;War is a vicious dog on a long chain. Too fucking long has it been let loose in our lands. Our homes. The time has come to chase the beast from our bounds. I say to you what I did before. Kill the invaders. Leave no Jotun Warrior alive to contest the claim. Make Balanced attack and liberate our home. P.S. if you see Stephen he&#039;s mine!!!&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Tager Defender of the Fallen Tyrshalt, General of the Bloodcloaks&amp;quot;&amp;gt;Bloodcloaks, we go to Bregasland to recover those we have lost and will lose reclaiming the homes of the Marchers. Find the trinkets on the limbs of the trees that sprung up on this blood-soaked beachhead. We collect them to return them to the families of these heroes so their stories can be told and their memories shall survive the cold of night. We are Winterborn and the cold doesn&#039;t compromise. All heroes have a name, no matter which nation.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Iron Osric, General of the Green Shield&amp;quot;&amp;gt;A red sky after battle day, Bleeds broad beyond the brae; What fields, what fallen friends are they, What fires fade o&#039;er far away? What spears stood stout in storm and shout, What banners broke and burned? What voices, valiant, call me out, To rounds from which we turned? That was the ground of gathered might, Of kin in clash and cry, The steadfast shields, a woman bright, Whose blade sang swift and high. O iron hours and embered eve, O dust and drum and flame, The hands I held, that I&#039;ve had to leave, Yet thrill to speak their name. Good battle days &#039;neath shining star, Are loath to lose their lustre, Naught after else their joy can mar, Nor break the band we muster.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Determination of Ice Kaisa, General of the Narwhal&#039;s Spear&amp;quot;&amp;gt;We are to be a dance of cunning to claim what is before us. Let us weave our way through the lines carrying messages between our many allies. Be the Vigilant eyes and ears that inform every step forward. Seek the flanks and guide the Jotun&#039;s path into our Imperial victory.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;quote by=&amp;quot;Ashborn Vana, General of the Autumn Hammers&amp;quot;&amp;gt;Hammers, this is the season we strike the Jotun and bind them. This is the season we invoke the contracts with the City of Lock and Bond. We have seen the Hunters walk among us and now we fight with them. Show the Jotun why the Lictors are known as the Punishers, more than that, show them why WE are The Hammers! Strike the blow, cripple them so they cannot flee from us. Have Pride in your strength.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Here are the [[Bregasland#Grey_Fens|Grey Fens]] of [[Bregasland]]. The Jotun rule here, at least in theory. Yet what is this emerging from the marshes, from the dead pools? The [[Old_blue_banners_dancing#Objective:_Dismiss_the_Grey_Walkers|shades of Marchers past]] walk the Grey Fens, now that [[Old_blue_banners_dancing#Objective:_Recover_the_Ullsmere_Rock|Ullsmere Rock]] is gone. They do not tolerate trespassers, and unlike many ghosts they are capable of enforcing their will at least to a degree. They have no time for the self-styled Jarls of Bregasland, but they also care not for the folk of the Marches it seems. The Jotun defend their thralls, which includes those Bregas folk who have taken the Choice, but their efforts go only so far. Slowly, methodically, the Grey Walkers [[Pride_in_the_Marches#Get_Off_My_Fen|drive our]] everyone living in &amp;quot;their&amp;quot; fens, human and orc alike.&lt;br /&gt;
&lt;br /&gt;
Here are the [[Bregasland#North_Fens|North Fens]], where stands [[Bregasland#Fisher’s_Rock|Fisher&#039;s Rock]]. The interloper queen of the Fishers is dead now, interred far to the north by her erstwhile Jotun allies. She is gone but the shadow of her touch remains; the bitter anger of [[Old_blue_banners_dancing#Battle_opportunity:_Open_relations_with_House_Brawness|House Brawness]] festers here, steeped in daydreams of [[Bregasland#Rebellious|rebellion]]. Yet it is not House Brawness that the people of North Fens fear at night. It is not rebels who come creeping out of the Gullet to steal away the unwary. It is not the bitter anger of Matilda Fisher&#039;s former friends that has seen villages and farms deserted. The Jotun try to defend their thralls here, too, but the monsters that come out of the sea strike without warning and often as not the yeofolk are dragged kicking into the sea, shouting for aid that arrives too late.&lt;br /&gt;
&lt;br /&gt;
Here then is [[Bregasland#Ottermire|Ottermire]], and the town of Ottermire where the Jotun have planted their standards, from where they rule over Bregasland. They control the hub from which roads run like spokes - the Odd&#039;s Way east into [[Mitwold]], and Sallow&#039;s Walk south toward the [[Mournwold]], and innumerable paths and byways stretching out across the fens. These lesser roads quickly give way to streams and lakes and rivers, and the flat-bottomed boats of the Bregasfolk. Especially since that season of rains which left all the Empire&#039;s marshes deeper, and stranger. And the fens of Bregasland were strange enough to begin with...&lt;br /&gt;
&lt;br /&gt;
And here are [[Bregasland#The_Rushes|the Rushes]], and the town of the Sallowfolk, which rises in time toward the dry land of [[Bregasland#Graven_Rock|Graven Rock]] and its [[Bregasland#Gravenmarch|march]]. There is a [[Old_blue_banners_dancing#The_Forest_Endures|new woodland]] here, where the marshwaters give way to the stone, where Jotun and Imperial once fought in the shadow of that great, flat rock (that rock that echoes still with the fading notes of that [[Old_blue_banners_dancing#The_Mountain_Rings|eerie song]] that once rang out across the battlefield). This is the border that the barbarians watch, between their lands and that fraction of Bregasland wrested free from their grasp.&lt;br /&gt;
&lt;br /&gt;
It is from that rock, right down there in the south of Bregasland, that the ripples of [[Spring magic]] still spread across Bregasland bringing with them unnatural life, and the [[Spring magic#Chaos|chaotic touch]] of the [[Realms#Spring|Primal Forest]]. It runs through the waters of the marshes and the swamps, bringing [[Spring_magic#Healing_and_Vitality|indiscriminate healing]] to all who need it, whether they want it or not. Since the flat-topped mountain sang, all save the most mortal of injuries heals in a matter of hours, provided one bathes in or drinks from the waters of Bregasland.&lt;br /&gt;
&lt;br /&gt;
Spring rarely, if ever, brings unalloyed benefit to those it touches, and as Summer fades it is clear that Bregasland is no different. The vitality that infuses the humans, and the orcs, and their beasts, infuses also the vermin of the marsh. Great clouds of mosquitos and biting flies rise from the waters of the fens, spreading fear, and painful bites, and the threat of pestilence. The Jotun fight to defend their thralls, but against clouds of insects, what use can axes be?&lt;br /&gt;
&lt;br /&gt;
The Jotun also cannot forget that out there, hidden in the fens and the marshes, are the [[Strong Reeds]]. They have not forsaken their oath to the Bregas, not for one day. They fought to take back Gravenmarch, and then they slipped back into the rushes and the water without a trace, and every day the Jotun jarls must remember that they are &#039;&#039;still here&#039;&#039;, and oh how that must rankle, how that must tug at their pride. They cannot root out the Strong Reeds, and every raid, every battered baggage train, every prisoner spirited away from beneath their noses, is a reminder that the spirit of Bregasland will never submit to them.&lt;br /&gt;
&lt;br /&gt;
This is Bregasland, then, in the heartbeats between the height of Summer and the slow descent toward Winter. And none of these problems besetting the Jotun - not Grey Walkers, not coral-tainted husks, not bitter rebels, not bloodthirsty mosquitos, not even the lurking threat of the Strong Reeds - is anything compared to the storm of war that breaks over Bregasland as the sun rides high in the sky and the grain darkens toward gold in the fields.&lt;br /&gt;
&lt;br /&gt;
==A Storm of Summer&#039;s Passing==&lt;br /&gt;
Eleven Imperial armies explode into Bregasland with hurricane force, while the Strong Reeds rise from the rushes to meet them, to lead their assault against the Jotun conquerors. Across the territory, those the Reeds have inspired throw their strength behind the Empire, launching long-rehearsed strikes against barbarian strongholds across the fens. They strike supply caches in Ottery, fire the pallisade at Sallow, and wreck bridges across the North Fens. Then, with the skill of the Bregas, they melt back into the marshes before the Jotun can retaliate.&lt;br /&gt;
&lt;br /&gt;
Into the Rushes, the Empire comes in force. A dozen armies, half of them marked with the power of Imperial [[enchantment|enchantments]]. A further five thousand strength of [[military unit|warbands]], lead by bold captains eager to see the Jotun brought down, driven out of the Marches entirely. &lt;br /&gt;
&lt;br /&gt;
The Strong Reeds rise, flanked by the [[Tusks]] and the [[Bounders]]. This is a war for the Marches, but not solely &#039;&#039;by&#039;&#039; the Marches. Three Marcher armies are matched by three armies of [[Wintermark]] - by the [[Bloodcloaks]], the [[Green Shield]], and the [[Narwhal&#039;s Spear]]. The first guards the lives of those who fight, bringing succour to the fallen. The second [[Wintermark_military_concerns#Army_Orders|fights with honour]], reminding their allies that there are some tactics that will not be borne - and showing the Jotun that the heroes of Wintermark at least remember how to glory in battle without letting it taint their spirit. The hunters of the third army, [[Army_qualities#Quick-Witted|quick witted]] and fleet footed and no stranger to fighting in marshes, test the mettle of their foes and seek that understanding which is key to any successful hunt.&lt;br /&gt;
&lt;br /&gt;
Six armies, and only halfway through their accounting!&lt;br /&gt;
&lt;br /&gt;
Next are two Freeborn armies, bright and burning despite the mud and the damp Summer. The [[Burning Falcon]] blaze with passionate ardour, a deadly bonfire of [[Army_qualities#True_Conviction|true conviction]] that will not settle for anything less than absolute victory over the foe. The Jotun cannot help but respect this incomparable enthusiasm for battle. The [[Red Wind Corsairs]] match the bold courage of their cousins with daring and audacity of their own, making the Jotun pay not in blood but in treasure to recover the prisoners they claim on the battlefield. The war-price is a sacred tradition, after all, and the orcs can hardly complain when the Freeborn take advantage of it.&lt;br /&gt;
&lt;br /&gt;
Then the virtuous [[Valiant Pegasus]] and the untested soldiers of the League fresh mustered to the  [[Sparrows Reckoning]]. They eschew glory and heroism in the pursuit of preserving lives, a [[Army_orders#Steady_Conquest|steady conquest]] that sees them ensure their soldiers are never far from the healing touch of the [[Surgical skills#Physick|physick]] or the [[heal|healer]]. The soldiers of one of the oldest nations of the Empire fight beside those belonging to one of the youngest. The one shares their experience with the other, who in turn share their pride at their chance to serve their nation, their Empire, and their [[the Throne|Throne]].&lt;br /&gt;
&lt;br /&gt;
Last, then, but by no means least, come the [[Autumn Hammers]]. The [[orc|orcs]] of the [[Imperial Orcs|Unshackled]] have the strangest of allies; with them marches a cohort of figures, features concealed in cowled hoods and metal masks. They fight not with sword or spears but with chains of green iron or pale glass or stranger materials. They are hunters bound by contract with the [[Lictors|Sovereign Lords of the City of Bar and Bond]], and they bring with them the power of the [[Realms#Autumn|Iron Labyrinth]] itself. It&#039;s power is subtle, but as the Empire engages the armies of the Jotun, it begins to spread wherever the orc army treads.&lt;br /&gt;
&lt;br /&gt;
Twelve armies. Three - the Hammers, the Reeds, and the Bounders - are at the heart of the Imperial strategy. Their soldiers are granted supernatural [[Clarity of the Master Strategist|clarity of thought]] by the Empire&#039;s masters of [[Day magic]]. They can see how best to wield the strength of Imperial soldiers against the defenders, the straight road from where they are to the future where Bregasland is freed. &lt;br /&gt;
&lt;br /&gt;
Two are enchanted with the [[Knights of Glory]]. With the Green Shield is &#039;&#039;Ollavan the Reeve&#039;&#039;, sharp-eared archer and master of the bow. He brings his warband of hunters and rust-red hounds, and their arrows sing as they seek out the Jotun foe. When not fighting, they are eager to test their skill against that of the finest archers among the Imperial troops, congratulating winner and loser with equal enthusiasm. Their thirst for glory is contagious, spreading easily through the bold warriors of Wintermark. &lt;br /&gt;
&lt;br /&gt;
The Burning Falcon are joined by &#039;&#039;Kore the Lion-maned&#039;&#039;, resplendent in crimson armour, leading their leonine lancers at the forefront of every charge. Kore&#039;s knights tower above the Freeborn beside them; while their torso, head, and arms are humanlike their lower bodies are those of deadly predatory cats. (And if there are also rumours of laughing, dancing [[Inhabitants of the realms#heralds|heralds]] of the [[Janon|Shadowed Fire]] with the Burning Falcon, they are surely just that - rumours. Surely such sightings are simply kohan inspired by the passion of [[Eleonaris|Eleonaris&#039;]] captain, and not the servants of any [[eternal]] the [[Conclave]] has placed under [[Alignment#Enmity|enmity]]. Surely.)&lt;br /&gt;
&lt;br /&gt;
The storm of swords breaks over Bregasland, and the Jotun are in its path. But what of the Jotun?&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 250px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=aurochs.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=Jotunarmy.jpg|width=250|align=right}}&lt;br /&gt;
{{CaptionedImage|file=wolves.jpg|width=250|align=right}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==An Answering Gale==&lt;br /&gt;
The Jotun are on the back foot in Bregasland. The challenges to their rule, the threats to the thralls they are sworn to protect, are only the half of it. Their forces withdrew [[Pride_in_the_Marches#Mitwold_Triumph|fell back]] from [[Mitwold]] last season, surrendering the land they had taken without a fight. The Lasambrian armies continued southward, down towards their home in [[Reinos]], beset by the armies of the [[Iron Confederacy]]. The Imperial attack on [[Skallahn]] threatened the unity of the north and the south, and drew the attention of both the king and the queen away from Bregasland.&lt;br /&gt;
&lt;br /&gt;
This season, it seems, the Jotun planned to tighten their grip on Bregasland once more. Perhaps they expected the Empire to be busy elsewhere, perhaps they simply didn&#039;t predict the sheer &#039;&#039;might&#039;&#039; that the Empire would bring to bear. Either way, when the Strong Reeds rise and the Imperial armies attack, the Jotun are in the midst of mobilizing for an attack of their own. Lead by the &#039;&#039;Skjaldirborn&#039;&#039;, the Jotun forces in Bregasland sought to make a [[Army_orders#Cautious_Advance|cautious foray]] into Gravenmarch, to take back the only dry land in the marshes from the Empire.&lt;br /&gt;
&lt;br /&gt;
Likely this was a calculated gamble - if the Empire were to wait another season before committing forces to Bregasland, they would be able to take back the March and remove the Imperial beachhead. If the Empire chose to defend, they could probe those defences without risking too many casualties. And if, as has happened, the Imperials launched an attack of their own they would at least be able to face it without wholesale bloodshed. Unfortunately for the Jotun, it is nowhere near as good as a carefully planned defence for holding in the face of the hurricane of war that has descended upon them. &lt;br /&gt;
&lt;br /&gt;
There are some eight armies remaining in Bregasland, and the warbands of many of the Jotun champions. There are warriors of the &#039;&#039;Fields of Glory&#039;&#039; with them also; the warbands of the hound-knight &#039;&#039;Ser Grumbar&#039;&#039; and the stag-knight &#039;&#039;Ser Helvennan&#039;&#039; battle alongside the Jotun. The households of the rival twins glower and glare at each other, but seem united in their disappointment at how conservative the orcs&#039; strategy is this season. It does not stop them fighting, however, and as always the court of the &#039;&#039;Lady of the Pennants&#039;&#039; seek every opportunity to test their skill against one another.&lt;br /&gt;
&lt;br /&gt;
With the disruption spread by the Strong Reeds and their Bregas allies, the Jotun are barely able to respond to the awesome force of the Empire before they have already lost control of Sallow and most of the Rushes. They rally as best they can; the Roaring Thunder, the Southern Bear and the Shield of the Mountain try to hold the southern end of &#039;&#039;Sallow Walk&#039;&#039; while the skirmishers of the Howling Night and the vanguard of the Bear who Swims seek to flank the Imperial forces. Their rearguar action slows the Empire only briefly; the Jotun are forced to retreat in disarray. In their wake they leave the would-be Jarl Kiergmunt of Sallow. He and his household warriors are found floating in the eel ponds below the town he thought to make his hall, cut to pieces with the distinctive long knives favoured by the reed-cutters of the Rushes. The people here may resent the Empire, but they resent the Jotun even more; and when the Strong Reeds rise, they rise with them.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=BurningFalcon Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=GreenShields Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=Narwhal&#039;s Spear.webp|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=RedWindCorsairs Colour.png|align=right|width=150}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Battle of Sallow Walk==&lt;br /&gt;
As the Empire quells barbarian resistance in the Rushes, the Jotun regroup and prepare a counter-attack from their stronghold at Ottery. While the siege-engineers of the Tower of the North feverishly reinforce the defences along the northern part of Sallow Walk and the town at its head, the relentless Fell Hammers and the Southern Bear lead the bulk of the Jotun forces against the Empire. As they march south along Sallow Walk, they meet the Burning Falcon marching north, eagerly pulling ahead of the main Imperial line. Perhaps ten thousand Freeborn and allied captains, along with the heralds of Eleonaris, clash with maybe twelve thousand Jotun, and their own supernatural allies. Neither Imperial nor barbarian are prepared to step aside, and furious battle is joined with control of the Walk being the ultimate prize.&lt;br /&gt;
&lt;br /&gt;
Battle rages on the raised road, and the sections of dry land to either side. The four Imperial armies most familiar with fighting in open marsh - the Bounders and the Drakes to the east and the Narwhal&#039;s Spear and the Green Shield to the west - sweep round to attack the Jotun from the side. Before they can strike, the rest of the Jotun forces arrive to support their vanguard. It&#039;s clear that while many of the barbarians are at a disadvantage when forced to leave the dry ground of the Walk, others have made the most of their time in Bregasland to adapt their tactics a little to the realities of shifting ground and open water.&lt;br /&gt;
&lt;br /&gt;
At first it seems the furious charge of the Burning Falcon will give them the advantage, but the Fell Hammers and the Southern Bear have their own momentum. The enthusiasm of the Freeborn proves to be both an advantage and a disadvantage when tested against the more cautious strategy of the orcs. The front lines press forward too far, and while at first it seems the Jotun line is breaking, they are actually falling back and to the side to allow the Falcon to over-extend itself. The barbarians close around the vanguard of the Burning Falcon like a fist, and exact a terrible price from the bright burning warriors of the south before the tides of battle allow them to retreat to their own lines. &lt;br /&gt;
&lt;br /&gt;
In the end though it is the unstoppable force of the Falcon and their allies that wins the day. The Jotun are forced to sound the retreat - great hollowed horns braying mounrful notes across the sodden battlefield. The Empire continues to press them all the way back to Ottery, with the pitched battle of Sallows Walk becoming a ragged mess of smaller fights and skirmishes. The barbarians are still more interested in the fight than they are in defending their hold of Bregasland - at least for the moment.&lt;br /&gt;
&lt;br /&gt;
A butchers&#039; trail lies along the top of Sallow Walk as the Empire presses the Jotun north. The unheard rippling song of Graven Rock still washes across Bregasland, but even Spring magic has its limits. The Jotun take their wounded with them where they can but must leave the bodies of the dead behind; at the same time they make no effort to execute the fallen Imperial soldiers who have fought valiantly against them. The Empire may be their enemies, but to slaughter the fallen would be to surrender the heart and soul of what it means to be Jotun. For their part, the Empire is also restrained in its treatment of barbarians that fall behind the retreating armies - the Green Shield in particular will not allow the mistreatment of prisoners. Some Freeborn joke that the Red Wind Corsairs are spending almost as much time negotiating the exchange of prisoners and the ransom of captured Jotun as they do fighting the barbarians!&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: right;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=EasternSky Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=Tusks Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=StrongReeds Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=Bounders Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=SparrowsReckoning Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=ValiantPegasus Colour.png|align=right|width=150}}&lt;br /&gt;
{{CaptionedImage|file=BloodCloak_Colour.png|align=right|width=150}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Battle of Ottery==&lt;br /&gt;
The Tower of the North have been busy, wringing every ounce of opportunity from every hour of time the rest of the Jotun have bought for them. Wood is at a premium in Bregasland, but it seems the Tower has brought wagons of lumber out of Liathaven to prepare their defences. A stout wood-and-stone palisade surrounds Ottery, reinforced with archers-towers. Spiked barricades have been thrown like the toys of a frustrated giant across the road, and the marshy land surrounding the town. The Bregas themselves are trapped in their houses, a curfew imposed by savvy Jotun who will not risk Strong Reeds or their sympathisers infiltrating Ottery.&lt;br /&gt;
&lt;br /&gt;
Arrayed before Ottery to meet the Empire is the full might of the Skjaldirborn, banners flapping fitfully in the sour wind blowing from the north. The mighty Jorgen Hylasson, one of the most respected of the northern Jotun warlords, stands a little ahead of the army. As the Imperial forces begin to move forward, he raises his hand in a salute to the attackers, and then sounds the massive horn he hefts easily in one hand. The Jotun are not content to cower behind makeshift walls - and it seems they are not prepared to risk harm coming to the thralls of Ottery. With the Skjaldirborn in the lead, they attack the Empire head-on.&lt;br /&gt;
&lt;br /&gt;
Yet even so, they are not reckless. They make good use of the barricades the Tower of the North have erected; archers are positioned in key locations across the battlefield and in the newly constructed towers of Ottery. Rather than volleying indiscriminately, these skilled marksmen pick their targets with care. More than one Imperial battlemage is brought down without any hint of a warning by an arrow to the back of the head. These deadly warriors support the [[Elite_Jotun_troops#Ulfur|Ulfur]] of the Howling Night in their efforts to counter the impact of Imperial battlefield magic.&lt;br /&gt;
&lt;br /&gt;
Many of the Jotun warriors here bear [[enchantment|enchantments]], or the boons of the [[eternal|eternals]]. Summerbound [[Elite_Jotun_troops#Skjaldir|Skjaldir]] with truly supernatural levels of [[combat skills#Endurance|endurance]] battle relentlessly alongside [[Elite_Jotun_troops#Ulvenwar|Ulvenwar]] with the strength to [[shatter|rend]] the wargear of their enemies. These magically empowered warbands especially seek to test themselves against the knights of Dawn and the Marcher armies, and before the real threat is made clear are able to splinter many Marcher polearms and break the bright heraldry of Dawnish shields.&lt;br /&gt;
&lt;br /&gt;
While the battle rages south of Ottery, the Bounders, Strong Reeds, and the Sparrows Reckoning avoid the thick of the fighting and flank round to the east. They launch a coordinated raid against the less-well defended gates of the town and quickly gain purchase within the town itself. The League army is untested, but the [[bravo|bravos]] that fight with it are well versed in fighting in the confined spaces of city streets - skills that serve them well inside Ottery. Once the folk here realise the Reeds and the Bounders are here, that the Empire is here, many of them take up weapons and join the effort to reclaim their town. The struggle within Ottery itself culminates in a trio of Marcher beaters and a League crossbow marksman capturing one of the archer towers, and firing on the Jotun from behind. When Jorgen Hylasson takes a Marcher arrow to the shoulder, piercing through his mandowla-hide cloak and finding a chink in his armour, it is the turning point of the battle.&lt;br /&gt;
&lt;br /&gt;
Ottery lost, and the Empire pressing forward, the second retreat is sounded. Again the Jotun fall back toward [[Bregasland#North Fens|North Fens]]. Not one Jotun Army tries to retreat west into Grey Fens - they would always rather fight living Imperials than dead phantoms.&lt;br /&gt;
&lt;br /&gt;
The Bloodcloaks quickly take charge of Ottery, establishing field hospitals wherever they can. Public buildings are used, but there are also sickrooms set up in the homes of grateful Bregas who open their doors to the injured and to the Winterfolk healers. There is a significant Jotun supply cache here, and its not clear who gives the order to break it open, but the night after the Battle of Ottery an impromptu celebration begins in the streets of the town. At first it is muted - this liberation has been bought at a terrible cost after all - but perhaps it is that very cost, that spectre of death and war, that adds kindling to the feasting and the dancing and the singing in the streets of Ottery that night. A weight has been lifted from the Bregas - hope replacing fear and bitterness. Perhaps there are some who think the celebration premature, but over the next two weeks the Imperial forces win out against the Jotun again and again and eventually Ottermire is Imperial - and with it the territory of Bregasland as a whole.&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Shiny Helmets.jpg|align=right|caption=With steel, pride, and loyalty, the Empire has been victorious.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==A Long Slog Through Thick Mud==&lt;br /&gt;
After Ottermire, the writing seems to be on the wall for the Jotun. They continue to launch attacks against the Imperial armies, but they are short-lived, probing stabs rather than committed efforts to bring the Empire to battle again. The Jotun could dig-in at Fisher&#039;s Rock, but for the most part they focus on trying to bog the Imperial forces down wherever they can. It&#039;s clear messengers have been sent west and north, to call for aid against the massive Imperial host, to warn King Gudmundr and Queen Yrsa of the situation in Bregasland.&lt;br /&gt;
&lt;br /&gt;
The fighting continues as the Autumn Equinox approaches, and as it does so too the Empire&#039;s front line approach Fisher&#039;s Rock where the Jotun have their fallback position. One last push, and the Jotun will have no choice but to retreat again - either into the Grey Fens to the south and thence to Liathaven, or west into Hordalant. It seems inevitable that the Empire will win - if they keep up this relentless pressure the remaining Jotun forces will not be able to stand against it.&lt;br /&gt;
&lt;br /&gt;
The cost has been high. Even with the magic of Graven Rock and the efforts of the Bloodloaks, the butchers&#039; road northward has claimed so many lives. The dead are counted in the thousands, and the Empire&#039;s forceful strategy has seen thm pay the lions&#039; share. Many of the fallen are recovered, but just as many are not, will likely never be found, taken by the mud and the water. The marshes give but they also take, say some of the Bregas dourly. &lt;br /&gt;
{{CaptionedImage|file=AutumnHammers_colour.png|align=right|width=150}}&lt;br /&gt;
==The Manacle Snaps Shut==&lt;br /&gt;
Autumn is in the wind, in the water, in the sun setting behind the western peaks. But that is not the &#039;&#039;only&#039;&#039; place the Autumn lies. All through this long campaign, the Autumn Hammers have been busy. While their warriors have fought no less valiantly against the Jotun than anyone else, that is not &#039;&#039;all&#039;&#039; they have been doing. As the battle presses the Jotun north, bands of thief-takers and oathwrights have made forays into the marshes, or lead swift raids against key positions that seem to have little strategic importance. With them have gone the iron-masked chainfighters of the City of Bar and Bond. &lt;br /&gt;
&lt;br /&gt;
The whole time the Jotun have been fighting over the marshes of Bregasland, the Unshackled have been fixing unseen manacles about their ankles. The [[lictors]] are the unparalleled masters of [[Autumn_magic#Binding|binding]] and this season they are contracted to the service of the Imperial Orcs. None of the Jotun armies escape their touch. While binding is often dramatic and obvious - the spells of the war magician that hold folk in place - there are also more subtle methods of holding in place, of impeding travel. As the last light of Summer drains from the sky, and Winter&#039;s herald delicately touches the leaves on the scrubby marsh trees, the jaws of the final trap snap shut.&lt;br /&gt;
&lt;br /&gt;
==Game Information==&lt;br /&gt;
===Bregasland===&lt;br /&gt;
&amp;lt;div {{float}}&amp;gt;{{CaptionedImage|file=Bregasland Region Map.png|caption=A very rough region map of Bregasland.|align=right|width=600}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The Empire has reclaimed the Rushes and Ottermire, and is seven tenths of the way toward claiming North Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Bregasland is once again an Imperial territory and may elect a Senator&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Grey Walkers are one-tenth of the way toward claiming Grey Fens&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Spring magic continues to ripple across Bregasland creating an effect similar to RIvers of Life&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Jotun armies have all been cursed by the Lictors and the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
This season has seen the Empire win a resounding victory over the Jotun in Bregasland. Imperial forces liberated the Rushes and Ottermire, and along with their control of Gravenmarch this means the territory is once again Imperial. As such it will be eligible to elect a Senator at the Autumn Equinox. The Empire is also seven-tenths of the way toward claiming North Fens.&lt;br /&gt;
&lt;br /&gt;
The phantom Grey Walkers are slowly driving &amp;quot;trespassers&amp;quot; - human and orc alike - out of Grey Fens. They are one-tenth of the way toward claiming the region from the Jotun. The [[Region_qualities#Grey_Walkers|Grey Walkers]] will continue to try and claim the region each season.&lt;br /&gt;
&lt;br /&gt;
Spring magic continues to ripple across the territory, emanating form Graven Rock. This creates an ongoing effect similar to Rivers of Life, and seems to be a consequence of the recent magical chaos linked to the [[astronomancy|astronomantic]] [[constellation|constellations]].&lt;br /&gt;
&lt;br /&gt;
The Autumn Hammers have used the assistance of the Lictors to curse all the Jotun armies over the course of the campaign in Bregasland. This [[Highest_discipline#Technique_of_the_Coiling_Chain|special technique]], secured by [[Army_qualities#Contracted|contract]] with the City of Bond and Bar, means that no Jotun army currently in Bregasland will be able to move more than one territory following the Autumn Equinox. If any of the armies try to leave Bregasland, they will be unable to go any further than [[Hordalant]] or [[Liathaven]]. The Jotun will be aware of this restriction.&lt;br /&gt;
&lt;br /&gt;
Only military units supporting the Burning Falcon received a share of the Guerdon this season; other military units receive nothing.&lt;br /&gt;
{{CaptionedImage|file=Osric5853.jpg|caption=&#039;&#039;&#039;Iron Osric&#039;&#039;&#039;, General of the Green Shield|align=right|width=200}}&lt;br /&gt;
===Participation : Green Shield===&lt;br /&gt;
* &#039;&#039;&#039;The Green Shield cannot take the cautious advance or give ground orders for the next year&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any character whose military unit fought alongside the Green Shield  may be inspired by the Knights of Glory&#039;&#039;&#039;&lt;br /&gt;
The Empire is aware that use of [[Knights of Glory]] sometimes has unexpected effects on the soldiers in the armies that use it regularly. During [[Even_darkness_must_pass#The_Weight_of_Glory|recent fighting]] in the [[Sarangrave]], this manifested as an ethereal influence over the warriors fighting with the army. Both the Green Shield and the Burning Falcon are now experiencing this effect - their soldiers are even more enthusiastic for battle for its own sake, for tests of glory, for tents of honour and heroism, than ever before. &lt;br /&gt;
&lt;br /&gt;
This means that the Green Shield cannot take the [[Army orders#Cautious Advance|Cautious Advance]] or [[Army orders#Give Ground|Give Ground]] orders until a year has passed without that enchantment being cast on them. Each time they are campaign alongside the Knights of Glory, the clock will be reset.&lt;br /&gt;
===Participation : Burning Falcon===&lt;br /&gt;
{{CaptionedImage|file=Aracelis4339.jpg|caption=&#039;&#039;&#039;Aracelis i Erigo&#039;&#039;&#039;, General of the Burning Falcon|align=right|width=200}}&lt;br /&gt;
* &#039;&#039;&#039;The Burning Falcon has been inspired by the Knights of Glory&lt;br /&gt;
* &#039;&#039;&#039;The General can issue a new order as long as the army continues to be enchanted with Knights of Glory or until a year has passed&lt;br /&gt;
* &#039;&#039;&#039;Characters whose military unit supported the Burning Falcon may begin the Autumn Equinox with a powerful enchantment&lt;br /&gt;
This season the Burning Falcon have fought with the [[Knights of Glory]], and engaged in a [[Army_qualities#True_Conviction|triumphant charge]] against the Jotun. The leonine commander &#039;&#039;Kore&#039;&#039;, and his warband of lion-bodied lancers, have revelled in the chance to battle the Jotun alongside the passionate warriors of the Brass Coast. For their part many of those who fought with the Falcon this season will have experienced a profoundly heightened thirst for battle and glory. This influence has spread throughout the army - and if there is any truth to the rumours that heralds of [[Janon]] were also present it is likely that they will have intensified this influence even further.&lt;br /&gt;
&lt;br /&gt;
In theory, this would mean that the Burning Falcon would be unable to take more cautious orders... but their &#039;&#039;True Conviction&#039;&#039; means they can&#039;t do that &#039;&#039;anyway&#039;&#039; so this is all rather moot. Except that it has made the Freeborn soldiers even &#039;&#039;more&#039;&#039; enthused about fighting. As a consequence, following the Autumn Equinox the general of the Burning Falcon can issue an additional [[Army_orders#Attacking|attacking]] order: &#039;&#039;Leonine Rampage&#039;&#039;. To use the order the army must be enchanted with Knights of Glory&lt;br /&gt;
&lt;br /&gt;
&amp;lt;box&amp;gt;&#039;&#039;&#039;Leonine Rampage&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The army must be enchanted with Knights of Glory otherwise this defaults to Triumphant Charge&lt;br /&gt;
* &#039;&#039;&#039;If available, Knights of Glory used on this army will always call forth &#039;&#039;Kore&#039;&#039; and their leonine lancers&lt;br /&gt;
* &#039;&#039;&#039;The ability of this army to capture territory is increased by a half&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties inflicted by this army are increased by one fifth&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Casualties suffered by this army are increased by three-fifth&#039;&#039;&#039;&lt;br /&gt;
The soldiers of the army embrace the inspiration provided by the Knights of Glory, seeking a triumphant victory over any foe that dares to stand against them. The victory comes at a cost - soldiers are much more likely to take risky actions, viewing anything save the most basic caution as a distraction or a weakness. They seek out the strongest enemy troops and the most defended positions, and do everything they can to overrun them. The army will gain much more ground, but does so at the cost of increased casualties.&amp;lt;/box&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This order will continue to be available until a season passes without Knights of Glory being cast on the army or until the end of the end of the Summer Solstice 389YE whichever comes first. Obviously, continuing to employ Knights of Glory will continue to bring to bear the influences of the Summer Realm on the soldiers of the army.&lt;br /&gt;
&lt;br /&gt;
The lion-lancers have also had a powerful effect on the [[military unit|military units]] that fought with the army. The captain of any military unit that fought alongside the Burning Falcom begins the Autumn Equinox with a boon - an [[enchantment]] that gives them the ability to call [[Calls#CLEAVE|cleave]] twice each day when wielding a [[Weapons &amp;amp; armour#One-handed Weapons|one-handed weapon]], [[Weapons &amp;amp; armour#One-handed Spears|one-handed spear]], [[Weapons &amp;amp; armour#Great weapons|great weapon]] or [[Weapons &amp;amp; armour#Pole-arms|polearm]] with which they are proficient. If anyone uses [[Detect_magic#Discern_Enchantment|discern enchantment]] on you, you&#039;ll need to let the referee know that you are under the effect of a magnitude 7 Summer enchantment, and that you bear the &#039;&#039;mark of leonine glory&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
As well as the game benefits, the aura creates a [[roleplaying effects|roleplaying effect]]: &#039;&#039;You feel a strong urge to confront problems head on, and to overwhelm your rivals and enemies with sheer strength of personality. If that doesn&#039;t work, smashing them into the ground will do just as well. The idea of holding back when you could be charging into a dangerous situation, or wasting too much time planning when everyone knows plans never survive contact with the enemy, seems like an utter waste of time.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The boon can be removed [[Enchantment#Removing_Enchantments|as normal]] - “overwritten” with a new enchantment - and will have faded by the start of the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
===Participation: Marchers===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 200px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Amberlain7869.jpg||caption=&#039;&#039;&#039;Amberlain P. Black&#039;&#039;&#039;, General of the Strong Reeds|align=left|width=250}}&lt;br /&gt;
{{CaptionedImage|file=Fitzwilliam Thorn.jpg|caption=&#039;&#039;&#039;Fitzwilliam Thorn&#039;&#039;&#039;, General of the Bounders|align=left|width=300}}&lt;br /&gt;
{{CaptionedImage|file=Jack Ashton.jpg|caption=&#039;&#039;&#039;Jack Ashton&#039;&#039;&#039;, General of the Tusks|align=left|width=250}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher character whose military unit supported the Strong Reeds or the Tusks may receive a hearth magic benefit&lt;br /&gt;
* &#039;&#039;&#039;Any Marcher whose personal resource is in Bregasland may also receive a hearth magic benefit&lt;br /&gt;
The folk of Bregasland are often viewed as oddly withdrawn, or even strange, by their fellow Marchers. Recent history has been marked with suspicion of the Empire as a whole, and local politics have boiled over several times. However, the commitment of the Strong Reeds has never been in question by people who might otherwise see the entire Empire go hang as long as they are left alone to tend their eels. This has been particularly apparent in the Bregasland campaign, with the Reeds making good on their promise to drive out the Jotun, supported by the Bounders and the Tusks.&lt;br /&gt;
&lt;br /&gt;
Any [[the Marches|Marcher]] character whose [[military unit]] was assigned to [[Military_unit#Support_Army|support]] the [[Tusks]] or the [[Strong Reeds]] this downtime may choose to gain a special, personal benefit. If they receive an [[Anointing]] of [[Auras_of_Loyalty#Anointing|Loyalty]], [[Auras_of_Pride#Anointing|Pride]], [[Malign_spiritual_presences#Vengeance|Vengeance]], or [[Malign_spiritual_presences#Hate|Hate]] before time out on Friday during the Autumn Equinox, then in addition to the [[Anointing#Effects|normal benefits]] they will gain one additional rank of [[Combat skills#Endurance|endurance]]. &lt;br /&gt;
&lt;br /&gt;
As well as those who fought directly, there are plenty of people in Bregasland who heard the call of the Strong Reeds and rose up to resist the Jotun. Any Marcher character whose personal resource is in Bregasland may also receive a hearth magic benefit if they receive one of these anointings before time out on Friday. Instead of receiving a point of endurance, however, their will to live is heightened and they receive a point of [[Combat skills#Fortitude|fortitude]]. &lt;br /&gt;
&lt;br /&gt;
A character whose personal resource is in Bregasland and also supported one of the Marcher armies receives &#039;&#039;both&#039;&#039; benefits.&lt;br /&gt;
&lt;br /&gt;
These effects are not magical - they do not register on either [[detect magic]] or [[insight]]. It is likely a result of the powerful hearth magic of the oaths sworn by the generals of the Tusks and the Strong Reeds and the clear demonstration of their commitment to the Marches and the people of Bregasland in particular.&lt;br /&gt;
&lt;br /&gt;
Either benefit lasts only as long as you continue to be committed to driving the last Jotun out of Bregasland as soon as possible; if your will to do so falters then the bonus is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, Vengeance, or Hatred. &lt;br /&gt;
&lt;br /&gt;
In any event the benefit will fade along with the anointing, by the start of the Winter Solstice.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Bregasland]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Holding_the_Line.jpg&amp;diff=143593</id>
		<title>File:Holding the Line.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Holding_the_Line.jpg&amp;diff=143593"/>
		<updated>2026-08-15T16:43:37Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: {{Tom}}
Category:The Marches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Tom}}&lt;br /&gt;
[[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Shiny_Helmets.jpg&amp;diff=143592</id>
		<title>File:Shiny Helmets.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Shiny_Helmets.jpg&amp;diff=143592"/>
		<updated>2026-08-15T16:42:54Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: {{Tom}} Category:The Marches&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Tom}} [[Category:The Marches]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=143591</id>
		<title>388YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=143591"/>
		<updated>2026-08-15T16:35:32Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* The Heavy Skies of Autumn */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Three_Flags.jpg|align=left|caption=Banners flutter as the winds of war begin to blow.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[388YE_Autumn_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==The Heavy Skies of Autumn==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Bregasland]] || [[Mud, blood, and manacles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
After the height of Summer, we take the slow road toward Winter. Green leaves shade to yellow and red; bright blossoms swell and undergo that magical transformation from flower to fruit. The sun stays abed a little longer each morning, retires a little earlier. The gulfs of night yawn, whispering the promise of snow and rain and the end of things. Summer is the season of war, blades bright in the noonday sun, shields raised against the sharp arrows of the foe, horns and voices alike raised in praise of battle. The crows circle lazily in the azure sky, though. They know that after every fight there will come a harvest, and they are eager to sup the bounty that spills out on the sodden soil.&lt;br /&gt;
&lt;br /&gt;
This year is no different; the Empire&#039;s [[army|armies]] march proudly to war against their enemies. In the east, the west, and the south they fight, and even the north is not entirely spared the glorious rhythm of steel on stell as Imperial soldiers fight alongside the blue-swaddled warlocks of Otkodov who battle in pursuit of their own inscrutable goals. &lt;br /&gt;
&lt;br /&gt;
Where to begin?&lt;br /&gt;
&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Imperial prognosticators have identified three possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in &amp;lt;!--[[Bregasland]], --&amp;gt;[[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Dawn military concerns#Army Orders|Link]]&lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Steady Conquest|Steady Conquest]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** Dawnish armies can take the &#039;&#039;&#039;&#039;&#039;[[Army_qualities#Glorious|Triumphant Charge]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Highborn armies enchanted with rituals or targeted by a boon that calls an eternal to send heralds to fight alongside the army will lose a thousand effective strength until the end of the Spring Equinox 389YE as a result of a [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|mandate]] enacted by Frater Pontius of Adoniram&#039;s Testament&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=143590</id>
		<title>388YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=143590"/>
		<updated>2026-08-15T16:21:44Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Three_Flags.jpg|align=left|caption=Banners flutter as the winds of war begin to blow.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[388YE_Autumn_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==The Heavy Skies of Autumn==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
After the height of Summer, we take the slow road toward Winter. Green leaves shade to yellow and red; bright blossoms swell and undergo that magical transformation from flower to fruit. The sun stays abed a little longer each morning, retires a little earlier. The gulfs of night yawn, whispering the promise of snow and rain and the end of things. Summer is the season of war, blades bright in the noonday sun, shields raised against the sharp arrows of the foe, horns and voices alike raised in praise of battle. The crows circle lazily in the azure sky, though. They know that after every fight there will come a harvest, and they are eager to sup the bounty that spills out on the sodden soil.&lt;br /&gt;
&lt;br /&gt;
This year is no different; the Empire&#039;s [[army|armies]] march proudly to war against their enemies. In the east, the west, and the south they fight, and even the north is not entirely spared the glorious rhythm of steel on stell as Imperial soldiers fight alongside the blue-swaddled warlocks of Otkodov who battle in pursuit of their own inscrutable goals. &lt;br /&gt;
&lt;br /&gt;
Where to begin?&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Imperial prognosticators have identified three possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in &amp;lt;!--[[Bregasland]], --&amp;gt;[[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Dawn military concerns#Army Orders|Link]]&lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Steady Conquest|Steady Conquest]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** Dawnish armies can take the &#039;&#039;&#039;&#039;&#039;[[Army_qualities#Glorious|Triumphant Charge]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Highborn armies enchanted with rituals or targeted by a boon that calls an eternal to send heralds to fight alongside the army will lose a thousand effective strength until the end of the Spring Equinox 389YE as a result of a [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|mandate]] enacted by Frater Pontius of Adoniram&#039;s Testament&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=143589</id>
		<title>388YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=143589"/>
		<updated>2026-08-15T16:20:16Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Three_Flags.jpg|align=left|caption=Banners flutter as the winds of war begin to blow.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[388YE_Autumn_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==The Heavy Skies of Autumn==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
After the height of Summer, we take the slow road toward Winter. Green leaves shade to yellow and red; bright blossoms swell and undergo that magical transformation from flower to fruit. The sun stays abed a little longer each morning, retires a little earlier. The gulfs of night yawn, whispering the promise of snow and rain and the end of things. Summer is the season of war, blades bright in the noonday sun, shields raised against the sharp arrows of the foe, horns and voices alike raised in praise of battle. The crows circle lazily in the azure sky, though. They know that after every fight there will come a harvest, and they are eager to sup the bounty that spills out on the sodden soil.&lt;br /&gt;
&lt;br /&gt;
This year is no different; the Empire&#039;s [[army|armies]] march proudly to war against their enemies. In the east, the west, and the south they fight, and even the north is not entirely spared the glorious rhythm of steel on stell as Imperial soldiers fight alongside the blue-swaddled warlocks of Otkodov who battle in pursuit of their own inscrutable goals. &lt;br /&gt;
&lt;br /&gt;
Where to begin?&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Imperial prognosticators have identified three possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in &amp;lt;!--[[Bregasland]], --&amp;gt;[[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Dawn military concerns#Army Orders|Link]]&lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Steady Conquest|Steady Conquest]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** Dawnish armies can take the &#039;&#039;&#039;&#039;&#039;[[Army_qualities#Glorious|Triumphant Charge]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Highborn armies enchanted with rituals or targeted by a boon that calls an eternal to send heralds to fight alongside the army will lose a thousand effective strength until the end of the Spring Equinox 389YE as a result of a [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|mandate]] enacted by Frater Pontius of Adoniram&#039;s Testament&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=143588</id>
		<title>388YE Autumn Equinox winds of war</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=388YE_Autumn_Equinox_winds_of_war&amp;diff=143588"/>
		<updated>2026-08-15T16:19:37Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: Created page with &amp;quot;Category:Winds of WarCategory:388YE AutumnCategory:Military CouncilCategory:Recent History &amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Three_Flags.jpg|align=left|caption=Banners flutter as the winds of war begin to blow.|width=500}}&amp;lt;/div&amp;gt; ==Overview== Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dram...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Winds of War]][[Category:388YE Autumn]][[Category:Military Council]][[Category:Recent History]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Three_Flags.jpg|align=left|caption=Banners flutter as the winds of war begin to blow.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are [[opportunity|opportunities]], we&#039;ve given a Wind of War its own page; other military actions are discussed here. &lt;br /&gt;
&lt;br /&gt;
As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the [[388YE_Spring_Equinox_winds_of_fortune|Winds of Fortune]] is to make players aware of things their characters &#039;&#039;should&#039;&#039; know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of [[Anvil]].&lt;br /&gt;
&lt;br /&gt;
It should go without saying that we ask everyone to abide by the rules about [[Online_roleplaying|online roleplaying]] with regard to the military campaign. It&#039;s important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.&lt;br /&gt;
&lt;br /&gt;
All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn&#039;t need a full battle campaign write-up.&lt;br /&gt;
==The Heavy Skies of Autumn==&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;width:400px; float: right; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Conflict !! Wind&lt;br /&gt;
|-&lt;br /&gt;
| [[Territory]] || [[Wind]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
After the height of Summer, we take the slow road toward Winter. Green leaves shade to yellow and red; bright blossoms swell and undergo that magical transformation from flower to fruit. The sun stays abed a little longer each morning, retires a little earlier. The gulfs of night yawn, whispering the promise of snow and rain and the end of things. Summer is the season of war, blades bright in the noonday sun, shields raised against the sharp arrows of the foe, horns and voices alike raised in praise of battle. The crows circle lazily in the azure sky, though. They know that after every fight there will come a harvest, and they are eager to sup the bounty that spills out on the sodden soil.&lt;br /&gt;
&lt;br /&gt;
This year is no different; the Empire&#039;s [[army|armies]] march proudly to war against their enemies. In the east, the west, and the south they fight, and even the north is not entirely spared the glorious rhythm of steel on stell as Imperial soldiers fight alongside the blue-swaddled warlocks of Otkodov who battle in pursuit of their own inscrutable goals. &lt;br /&gt;
&lt;br /&gt;
Where to begin?&lt;br /&gt;
==Battle opportunities==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Imperial prognosticators have identified three possible [[Sentinel_Gate#Major_Conjunctions|major conjunctions]] of the [[Sentinel Gate]] at the coming summit. The [[Military Council]] will [[muster]] on Friday night, and the [[general|generals]] will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.&lt;br /&gt;
&lt;br /&gt;
All battle opportunities are [[Accessibility#Combat_Highly_Likely|Combat Highly Likely]] environments.&lt;br /&gt;
&lt;br /&gt;
===Battle participation===&lt;br /&gt;
If you have your own [[orc]] mask please do bring it along as we&#039;re keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player [[Monstering_a_battle#Elite_Monster_Units|elite monster units]] (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT&#039;&#039;&#039; - we will &#039;&#039;&#039;not&#039;&#039;&#039; be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.&lt;br /&gt;
&lt;br /&gt;
==Conjunctions==&lt;br /&gt;
The [[Sentinel Gate]] also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these &#039;&#039;[[Sentinel Gate#Conjunction|conjunctions]]&#039;&#039; involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.  &lt;br /&gt;
&lt;br /&gt;
For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians&#039; goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.&lt;br /&gt;
&lt;br /&gt;
Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting [[Detect_magic#Discover_Conjunction|Detect Magic (Discover Conjunction)]] on the Sentinel Gate in the presence of a referee.&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to pay attention to the [[accessibility]] note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are [[Accessibility#Who_and_how_to_ask.3F|available both before and during the event]]. You can learn more about this on the [[accessibility]] page.&lt;br /&gt;
&lt;br /&gt;
===Friday===&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert&amp;quot;&amp;gt;&#039;&#039;&#039;These times and numbers are subject to change until 18:00 on Friday&amp;lt;/div&amp;gt;&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Saturday===&lt;br /&gt;
{|table class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Time !! People !! Duration !! [[Accessibility#Combat|Combat]] !! Location !! Responsibility !! Overview/Link&lt;br /&gt;
|-&lt;br /&gt;
| 18:30 || tbc || tbc mins || [[Accessibility#Combat_Highly_Likely|Highly Likely]] || TBC || TBC || TBC&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Military Considerations==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Several [[territory]] pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several [[fortification|fortifications]] that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.&lt;br /&gt;
* &#039;&#039;&#039;Billeting:&#039;&#039;&#039; Any Imperial army can take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Billet|Billet]]&#039;&#039;&#039;&#039;&#039; order in &amp;lt;!--[[Bregasland]], --&amp;gt;[[Mitwold]], [[Mournwold]], or [[Upwold]]. [[Army_orders#Billet|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Dawn:&#039;&#039;&#039; &lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Cautious Advance|Cautious Advance]]&#039;&#039;&#039;&#039;&#039; order or the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[Dawn military concerns#Army Orders|Link]]&lt;br /&gt;
** Dawnish armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Steady Conquest|Steady Conquest]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** Dawnish armies can take the &#039;&#039;&#039;&#039;&#039;[[Army_qualities#Glorious|Triumphant Charge]]&#039;&#039;&#039;&#039;&#039; order against Druj until the start of the Summer Solstice 389YE. [[A_horn_blast_of_victory#Charge!|Link]]&lt;br /&gt;
** The borders of [[the Barrens]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_23|mandate]] enacted by Ser Tunic. The Druj require 25 victory points to claim a beachhead in the Barrens.&lt;br /&gt;
* &#039;&#039;&#039;Highguard&#039;&#039;&#039;&lt;br /&gt;
** Highborn armies can take the &#039;&#039;&#039;&#039;&#039;Protect the Innocent&#039;&#039;&#039;&#039;&#039; order. [[Highguard_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** Highborn armies enchanted with rituals or targeted by a boon that calls an eternal to send heralds to fight alongside the army will lose a thousand effective strength until the end of the Spring Equinox 389YE as a result of a [[387YE_Winter_Solstice_Synod_judgements#Judgement_9|mandate]] enacted by Frater Pontius of Adoniram&#039;s Testament&lt;br /&gt;
** Any Highborn army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
** An Imperial Orc army can take the &#039;&#039;&#039;&#039;&#039;Forge Hammers&#039;&#039;&#039;&#039;&#039; order whilst in [[Skarsind]]. [[Imperial_Orcs_military_concerns#Army_Orders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;The Marches:&#039;&#039;&#039; &lt;br /&gt;
** Marcher armies cannot take the &#039;&#039;&#039;&#039;&#039;[[Army_orders#Give_Ground|Give Ground]]&#039;&#039;&#039;&#039;&#039; order. [[The_Marches_military_concerns#Army_Orders|Link]]&lt;br /&gt;
** The [[Strong Reeds]] receive an additional 1000 strength when fighting in [[Bregasland]]. [[New_port,_old_wine#New_Oaths,_Old_Boots|Link]]&lt;br /&gt;
** The [[Tusks]] receive an additional 1000 strength when fighting in [[Mournwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Drakes]] receive an additional 1000 strength when fighting in [[Mitwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
** The [[Bounders]] receive an additional 1000 strength when fighting in [[Upwold]]. [[I_already_know_you#Reeds,_Drakes,_Tusks,_Bounders|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Urizen:&#039;&#039;&#039;&lt;br /&gt;
** The borders of [[Morrow]] and [[Zenith]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_14|mandate]] enacted by Herminius of the House of the Wanderer. The Druj require 25 victory points to claim a beachhead in Morrow and Zenith.&lt;br /&gt;
** Any Urizen army attacking into Zenith from Morrow gains a 20% bonus to any territory captured and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&lt;br /&gt;
* &#039;&#039;&#039;Varushka:&#039;&#039;&#039; &lt;br /&gt;
** The borders of [[Ossium]] are patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_157|mandate]] enacted by Velko Perunovich Razorasza. The Druj require 25 victory points to claim a beachhead in Ossium.&lt;br /&gt;
** Varushkan armies can take the &#039;&#039;&#039;&#039;&#039;Hospitality of the Boyars&#039;&#039;&#039;&#039;&#039; order whilst in Ossium. [[Varushka_military_concerns#Army_Orders|Link]].&lt;br /&gt;
* &#039;&#039;&#039;Wintermark:&#039;&#039;&#039;&lt;br /&gt;
** Wintermark armies can take the &#039;&#039;&#039;&#039;&#039;Fight with Honour&#039;&#039;&#039;&#039;&#039; order. [[Fight_with_monsters#A_Hero.27s_Tale|Link]].&lt;br /&gt;
** Wintermark armies fighting against the Jotun will gain 10% more victory points but inflict 20% less casualties. [[Fight_with_monsters#A_Hero.27s_Tale|Link]]&lt;br /&gt;
** Wintermark armies fighting against the Jotun have their casualties taken reduced by 10%. This effect continues as long as the Winterfolk continue to fight honourably. [[A_tale_told#Game_Information|Link]]&lt;br /&gt;
&amp;lt;!--** The border of [[Therunin]] is patrolled by citizens of the territory as a result of the [[386YE_Autumn_Equinox_Synod_judgements#Judgement_122|mandate]] enacted by Oleander Ashwood. The Druj require 25 victory points to claim a beachhead in Therunin.--&amp;gt;&lt;br /&gt;
Click &#039;&#039;Expand&#039;&#039; to see military considerations that are less relevant at the current time but are still active.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Morrow:&#039;&#039;&#039; Any Highborn or Urizen army that defends in Morrow against an army attacking from Zenith gains a 20% bonus to defend territory and suffers a 10% reduction in casualties inflicted. [[Three_soldiers#The_High_Pass|Link]]&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Three_Flags.jpg&amp;diff=143587</id>
		<title>File:Three Flags.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=File:Three_Flags.jpg&amp;diff=143587"/>
		<updated>2026-08-15T16:10:31Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: {{Tom}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
{{Tom}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thornsinger&amp;diff=143578</id>
		<title>Thornsinger</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thornsinger&amp;diff=143578"/>
		<updated>2026-08-15T14:51:46Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Thornsong House */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation|As of Winter 387YE, Thornsong House has been [[Crimson_and_green|destroyed by the Druj]] and is no longer an active title. This page reflects its status before it was lost to the barbarian orcs}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The Thornsinger was an Imperial title [[Construct Thornsong House|created]] by the Senate during the Winter Solstice 384YE. Thornsong House, a grand hospital in [[Therunin]], created by this commission formed part of [[Make_a_deal#Thornsong_House|the response]] to &#039;&#039;&#039;Darian Numbers&#039;&#039;&#039; call to the Assembly of Prosperity to look for opportunities to increase the Prosperity of the inhabitants of the territory.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 386YE, several covens of Navarr came together to shroud Thornsong House. This paused [[#The Studies of Apothecaries|research]], stopped the Thornsinger from being able to purchase herbs and potions, and protected it from being destroyed by the [[Druj]] for as long as the shroud persists.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Thornsinger had a responsibility to oversee and guide the research. In addition, if Thornsong House or those who train, rest, or study there were to be threatened in any way, it would have been the responsibility of the Thornsinger to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Guide the Apothecaries===&lt;br /&gt;
The Thornsinger could guide the herb masters of the Empire in expanding their mastery of herb lore. The Thornsinger was presented with three potential avenues of investigation that could be pursued over the coming year. The Thornsinger had the power to [[Senate announcement|announce]] which one to focus on in the Imperial Senate. The Navarr would work with their allies to pursue this research, and it would take at least a year. Magic was not able to speed this process up.&lt;br /&gt;
&lt;br /&gt;
===Wealth of the Bayou===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:400px; float: right; margin-left:10px;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of Song&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 each of doses of [[true vervain]] and [[marrowort]], and 8 doses of random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 each of doses of true vervain and marrowort, and 17 doses of random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 each of doses of true vervain and marrowort, and 26 doses of random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;46 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 each of doses of true vervain and marrowort, and 35 doses of random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;65 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 each of doses of true vervain and marrowort, and 44 doses of random herbs &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:400px; float: right; margin-left:10px;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Hand of the Healer&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 [[Master_Medicinal#The_Sovereign_Specific|Sovereign Specific]], 1 [[Master_Medicinal#Maledict.27s_Medicament|Maledict&#039;s Medicament]], 1 [[Master_Medicinal#Tranquil_Nostrum|Tranquil Nostrum]], 1 [[Apothecary_Potions#Anodyne_Analgesic|Anodyne Analgesic]], 2 [[Apothecary_Potions#Elixir_Vitae|Elixir Vitae]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Sovereign Specific, 2 Maledict&#039;s Medicament, 2 Tranquil Nostrum, 2 Anodyne Analgesic, 2 Elixir Vitae&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Sovereign Specific, 3 Maledict&#039;s Medicament, 3 Tranquil Nostrum, 2 Anodyne Analgesic, 3 Elixir Vitae, 2 Ossean Solution&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;46 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Sovereign Specific, 4 Maledict&#039;s Medicament, 4 Tranquil Nostrum, 3 Anodyne Analgesic, 4 Elixir Vitae, 2 Ossean Solution&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;65 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Sovereign Specific, 5 Maledict&#039;s Medicament, 5 Tranquil Nostrum, 3 Anodyne Analgesic, 5 Elixir Vitae, 3 Ossean Solution&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Thornsong House also functioned as a [[ministry]] - the Thornsinger had access to two different purchase tracks, allowing them to purchase healing herbs and medicinal potions from those who made the hospital their home. The Thornsinger made their decision on how much money to spend during downtime from their character page. Money was removed from, and resources were placed into, the character&#039;s inventory when the downtime was processed.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
This title was appointed during the Autumn Equinox each year. The Thornsinger was appointed by citizens of Navarr who control the [[herb garden|herb garden]] [[Resource#Personal_Resource|personal resources]] through the [[Tally of the Votes]]. The more improved a herb garden an individual controls, the more votes they could allocate in support of a candidate. The voting was handled by the civil servants in the Bourse. &lt;br /&gt;
&lt;br /&gt;
Only a citizen of Navarr could hold the title. They did not receive a seat on the Bourse. As a title appointed through the Bourse they cannot be [[revocation|revoked]] by the [[Synod]].&lt;br /&gt;
{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=&#039;&#039;&#039;Orinn Embracing Fold&#039;&#039;&#039;, the last Thornsinger|align=left|width=300}}&lt;br /&gt;
{{RecentElections|Thornsinger}}&lt;br /&gt;
==Thornsong House==&lt;br /&gt;
Thornsong House is composed of a collection of interconnected tree houses built surrounding the heart of the college; a grand weirwood hall built around one of the largest of the great trees and supported by several attendant herb gardens, The tree houses are an eclectic blend of original structures and numerous added extensions, giving the buildings a ramshackle appearance that makes it difficult to discern their true size and shape.&lt;br /&gt;
&lt;br /&gt;
The tree houses connect to the weirwood hall by a network of rope bridges, allowing researchers and students to move from one area of study to another. Hanging baskets brimming with a variety of herbs and plants can often be seen being lowered into streams that meander around the tree trunks, allowing the plants to be watered naturally, and then raised up when the herbs are needed for experiments. At times when complex experiments are underway or during particularly lively lectures, the college becomes a spectacle of enticing and intriguing scents.&lt;br /&gt;
&lt;br /&gt;
In Winter 386YE, with the [[Druj]] invading [[Therunin]], Imperial magicians wove a bespoke shroud of [[Night magic]] about the college to protect it. This had the side effect that the college was protected from &#039;&#039;everyone&#039;&#039; - meaning it was impossible to guide the scholars who chose to remain behind. The magic came just in the nick of time as the Druj [[To hold death&#039;s hand in mine|swept west out of East Ashes]], conquering [[Therunin#Peakedge Song|Peakedge Song]]. While the [[eternal]] [[Ossegrahn]] stepped in to protect the hospital and the [[Hand_of_the_Healers#Houses_of_Healing|Houses of Healing]], he was unable to protect Thornsong House. As 387YE began, the ward continued to protect the apothecary college... but in the end it proved to be a valiant but fruitless battle. The ward failed after the Autumn Equinox 877YE, and the Druj were waiting.&lt;br /&gt;
&lt;br /&gt;
Thornsong House [[Crimson_and_green#Songs_of_Fire|burned]], as had [[Therunin#Peakedge Song|Peakedge Song]] before it. Yet even the Druj were not wholly victorious. The apothecaries and herb masters of Thornsong House had not been idle during their exile from the world, safe within the wards of Night. The moment the ward failed, they made their move. They fled west  toward the border with [[Reikos]] and the safety of High Chalcis. They were aided on their way by half a dozen blue-skinned heralds of [[Ossegrahn|Lord Rain]] who shared their durance with them. &lt;br /&gt;
&lt;br /&gt;
Their escape did not go unnoticed - the Druj pursued with bloodthirsty fury. Fortunately Imperial heroes were able to [[Crimson_and_green#Under_an_Oak_(Therunin)|intervene]] via the [[Sentinel Gate]] to save the fleeing apothecaries.&lt;br /&gt;
&lt;br /&gt;
==The Studies of Apothecaries==&lt;br /&gt;
Due to the nature of Thornsong House, it is not feasible to conceal the nature of the work being done here from the people of Navarr or, by extension, the Empire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Autumn Equinox 386YE:&#039;&#039;&#039; &#039;&#039;&#039;Wren Dappledgrove&#039;&#039;&#039; [[386YE_Autumn_Equinox_Senate_sessions#Thornsong_Research|announced]] research into a tonic could be developed that provides protection from the vallorn miasma by building on some of the principles involved in the [[Tonics of the Open Sky]]. This research was paused at the Winter Solstice 386YE, due to the shroud placed on Thornsong House.&lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Title]][[Category:Bourse]][[Category:Navarr]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thornsinger&amp;diff=143577</id>
		<title>Thornsinger</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Thornsinger&amp;diff=143577"/>
		<updated>2026-08-15T14:51:33Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Thornsong House */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Disambiguation|As of Winter 387YE, Thornsong House has been [[Crimson_and_green|destroyed by the Druj]] and is no longer an active title. This page reflects its status before it was lost to the barbarian orcs}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Thornsong.png|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
The Thornsinger was an Imperial title [[Construct Thornsong House|created]] by the Senate during the Winter Solstice 384YE. Thornsong House, a grand hospital in [[Therunin]], created by this commission formed part of [[Make_a_deal#Thornsong_House|the response]] to &#039;&#039;&#039;Darian Numbers&#039;&#039;&#039; call to the Assembly of Prosperity to look for opportunities to increase the Prosperity of the inhabitants of the territory.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 386YE, several covens of Navarr came together to shroud Thornsong House. This paused [[#The Studies of Apothecaries|research]], stopped the Thornsinger from being able to purchase herbs and potions, and protected it from being destroyed by the [[Druj]] for as long as the shroud persists.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Thornsinger had a responsibility to oversee and guide the research. In addition, if Thornsong House or those who train, rest, or study there were to be threatened in any way, it would have been the responsibility of the Thornsinger to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Guide the Apothecaries===&lt;br /&gt;
The Thornsinger could guide the herb masters of the Empire in expanding their mastery of herb lore. The Thornsinger was presented with three potential avenues of investigation that could be pursued over the coming year. The Thornsinger had the power to [[Senate announcement|announce]] which one to focus on in the Imperial Senate. The Navarr would work with their allies to pursue this research, and it would take at least a year. Magic was not able to speed this process up.&lt;br /&gt;
&lt;br /&gt;
===Wealth of the Bayou===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right; margin-left: 10px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:400px; float: right; margin-left:10px;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Gardens of Song&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 each of doses of [[true vervain]] and [[marrowort]], and 8 doses of random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8 each of doses of true vervain and marrowort, and 17 doses of random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12 each of doses of true vervain and marrowort, and 26 doses of random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;46 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16 each of doses of true vervain and marrowort, and 35 doses of random herbs&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;65 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20 each of doses of true vervain and marrowort, and 44 doses of random herbs &amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:400px; float: right; margin-left:10px;&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: LightBlue;&amp;quot;&amp;gt;&#039;&#039;&#039;The Hand of the Healer&#039;&#039;&#039;&amp;lt;/th&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 [[Master_Medicinal#The_Sovereign_Specific|Sovereign Specific]], 1 [[Master_Medicinal#Maledict.27s_Medicament|Maledict&#039;s Medicament]], 1 [[Master_Medicinal#Tranquil_Nostrum|Tranquil Nostrum]], 1 [[Apothecary_Potions#Anodyne_Analgesic|Anodyne Analgesic]], 2 [[Apothecary_Potions#Elixir_Vitae|Elixir Vitae]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;17 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 Sovereign Specific, 2 Maledict&#039;s Medicament, 2 Tranquil Nostrum, 2 Anodyne Analgesic, 2 Elixir Vitae&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;30 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 Sovereign Specific, 3 Maledict&#039;s Medicament, 3 Tranquil Nostrum, 2 Anodyne Analgesic, 3 Elixir Vitae, 2 Ossean Solution&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;46 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 Sovereign Specific, 4 Maledict&#039;s Medicament, 4 Tranquil Nostrum, 3 Anodyne Analgesic, 4 Elixir Vitae, 2 Ossean Solution&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;65 crowns&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5 Sovereign Specific, 5 Maledict&#039;s Medicament, 5 Tranquil Nostrum, 3 Anodyne Analgesic, 5 Elixir Vitae, 3 Ossean Solution&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Thornsong House also functioned as a [[ministry]] - the Thornsinger had access to two different purchase tracks, allowing them to purchase healing herbs and medicinal potions from those who made the hospital their home. The Thornsinger made their decision on how much money to spend during downtime from their character page. Money was removed from, and resources were placed into, the character&#039;s inventory when the downtime was processed.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
This title was appointed during the Autumn Equinox each year. The Thornsinger was appointed by citizens of Navarr who control the [[herb garden|herb garden]] [[Resource#Personal_Resource|personal resources]] through the [[Tally of the Votes]]. The more improved a herb garden an individual controls, the more votes they could allocate in support of a candidate. The voting was handled by the civil servants in the Bourse. &lt;br /&gt;
&lt;br /&gt;
Only a citizen of Navarr could hold the title. They did not receive a seat on the Bourse. As a title appointed through the Bourse they cannot be [[revocation|revoked]] by the [[Synod]].&lt;br /&gt;
{{CaptionedImage|file=Orinn Embracing Fold.jpg|caption=&#039;&#039;&#039;Orinn Embracing Fold&#039;&#039;&#039;, the last Thornsinger|align=left|width=300}}&lt;br /&gt;
{{RecentElections|Thornsinger}}&lt;br /&gt;
==Thornsong House==&lt;br /&gt;
Thornsong House is composed of a collection of interconnected tree houses built surrounding the heart of the college; a grand weirwood hall built around one of the largest of the great trees and supported by several attendant herb gardens, The tree houses are an eclectic blend of original structures and numerous added extensions, giving the buildings a ramshackle appearance that makes it difficult to discern their true size and shape.&lt;br /&gt;
&lt;br /&gt;
The tree houses connect to the weirwood hall by a network of rope bridges, allowing researchers and students to move from one area of study to another. Hanging baskets brimming with a variety of herbs and plants can often be seen being lowered into streams that meander around the tree trunks, allowing the plants to be watered naturally, and then raised up when the herbs are needed for experiments. At times when complex experiments are underway or during particularly lively lectures, the college becomes a spectacle of enticing and intriguing scents.&lt;br /&gt;
&lt;br /&gt;
In Winter 386YE, with the [[Druj]] invading [[Therunin]], Imperial magicians wove a bespoke shroud of [[Night magic]] about the college to protect it. This had the side effect that the college was protected from &#039;&#039;everyone&#039;&#039; - meaning it was impossible to guide the scholars who chose to remain behind. The magic came just in the nick of time as the Druj [[To hold death&#039;s hand in mine|swept west out of East Ashes]], conquering [[Therunin#Peakedge Song|Peakedge Song]]. While the [[eternal]] [[Ossegrahn]] stepped in to protect the hospital and the [[Hand_of_the_Healers#Houses_of_Healing|Houses of Healing]], he was unable to protect Thornsong House. As 387YE began, the ward continued to protect the apothecary college... but in the end it proved to be a valiant but fruitless battle. The ward failed after the Autumn Equinox 877YE, and the Druj were waiting.&lt;br /&gt;
&lt;br /&gt;
Thornsong House [[Crimson_and_green#Songs_of_Fire|burned]], as had [[THerunin#Peakedge Song|Peakedge Song]] before it. Yet even the Druj were not wholly victorious. The apothecaries and herb masters of Thornsong House had not been idle during their exile from the world, safe within the wards of Night. The moment the ward failed, they made their move. They fled west  toward the border with [[Reikos]] and the safety of High Chalcis. They were aided on their way by half a dozen blue-skinned heralds of [[Ossegrahn|Lord Rain]] who shared their durance with them. &lt;br /&gt;
&lt;br /&gt;
Their escape did not go unnoticed - the Druj pursued with bloodthirsty fury. Fortunately Imperial heroes were able to [[Crimson_and_green#Under_an_Oak_(Therunin)|intervene]] via the [[Sentinel Gate]] to save the fleeing apothecaries.&lt;br /&gt;
&lt;br /&gt;
==The Studies of Apothecaries==&lt;br /&gt;
Due to the nature of Thornsong House, it is not feasible to conceal the nature of the work being done here from the people of Navarr or, by extension, the Empire.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Autumn Equinox 386YE:&#039;&#039;&#039; &#039;&#039;&#039;Wren Dappledgrove&#039;&#039;&#039; [[386YE_Autumn_Equinox_Senate_sessions#Thornsong_Research|announced]] research into a tonic could be developed that provides protection from the vallorn miasma by building on some of the principles involved in the [[Tonics of the Open Sky]]. This research was paused at the Winter Solstice 386YE, due to the shroud placed on Thornsong House.&lt;br /&gt;
{{Responsibilities Expectation}}&lt;br /&gt;
[[Category:Title]][[Category:Bourse]][[Category:Navarr]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gates_of_Holmauer_Park&amp;diff=143556</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=143556"/>
		<updated>2026-08-15T13:34:59Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The League]][[Category:Great Work]]&lt;br /&gt;
==Overview==&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=Holmauer 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;
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, Kleist’s Winter Gardens, 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 [[Construct the Gates of Holmauer Park|commissioned]] by &#039;&#039;&#039;Elsha Bertolf&#039;&#039;&#039; in their role as [[Chair of the Wolf]] 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;
===Adelaarsgate===&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>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gardens_of_High_Chalcis&amp;diff=143552</id>
		<title>Gardens of High Chalcis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gardens_of_High_Chalcis&amp;diff=143552"/>
		<updated>2026-08-15T13:21:35Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: Redirected page to Benefactor of High Chalcis#Gardens of High Chalcis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gardens_of_High_Chalcis&amp;diff=143551</id>
		<title>Gardens of High Chalcis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Gardens_of_High_Chalcis&amp;diff=143551"/>
		<updated>2026-08-15T13:21:22Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: Replaced content with &amp;quot;edit #REDIRECT Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;edit&lt;br /&gt;
#REDIRECT [[Benefactor_of_High_Chalcis#Gardens_of_High_Chalcis]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Benefactor_of_High_Chalcis&amp;diff=143550</id>
		<title>Benefactor of High Chalcis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Benefactor_of_High_Chalcis&amp;diff=143550"/>
		<updated>2026-08-15T13:20:10Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* History= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]]&lt;br /&gt;
[[Category: Synod]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Highborn.png|caption=This title is appointed by the Highborn Assembly|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Benefactor of High Chalcis is an [[Imperial title]] [[Construct Reikos Counting House|commissioned]] by the Imperial Senate in Winter 385YE in the wake of [[Forwards_and_Rewards#High_Benefits|proposals]] by the architect &#039;&#039;Dialogos of Urizen&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Benefactor is responsible for using the bounty of the [[#Gardens of High Chalcis|Gardens of High Chalcis]] to heal the virtuous throughout the Empire. If the Gardens were to be threatened in any way, it would be the responsibility of the Benefactor to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of Herbs===&lt;br /&gt;
The Benefactor receives donations from the people of Reikos, received from the bounty of the Gardens of High Chalcis. Each season they receive 8 drams each of [[True Vervain|true vervain]], [[Cerulean Mazzarine|cerulean mazzarine]], [[Imperial Roseweald|Imperial roseweald]], [[marrowort]] and [[bladeroot]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Redirect the Bounty===&lt;br /&gt;
If an appropriate [[opportunity]] has been identified by the Civil Service, the Benefactor may redirect the bounty of the Gardens of High Chalcis towards a specific situation in which the herbs would be of use. To use this power, the Benefactor provides an [[Senate_announcement|announcement]] to the Civil Service, who present the decision to the [[Senate]]. No voting is possible by the Senate at this point, as the power has been vested in the Benefactor. The [[Synod]] may, however, choose to exercise their [[veto]] over the Benefactor&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
If the bounty of the Gardens is redirected, then they will provide no benefit to the herb gardens of Reikos, nor will the Benefactor receive donations from the people of Reikos for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Benefactor is a national position which is [[Appointment|appointed]] by [[judgement]] of the [[Assembly#The_National_Assemblies|Highborn assembly]]. &lt;br /&gt;
&lt;br /&gt;
The Benefactor is appointed during the Summer Solstice each year. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Highborn Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Benefactor_of_High_Chalcis}}&lt;br /&gt;
==Gardens of High Chalcis==&lt;br /&gt;
The Gardens of High Chalcis are a wonder to behold - a great open park that spreads across the hills of [[Reikos#Chalcis Mount|Chalcis Mount]] where once the settlement of High Chalcis stood. While much of the land is given over to the cultivation of [[herb|herbs]], there are also three beautiful gardens of remembrance dedicated to those who died in the Druj invasion, during the occupation, and during the liberation. &lt;br /&gt;
&lt;br /&gt;
While all five of the powerful magical herbs are grown here, the crop of [[Imperial roseweald]] is expected to be particularly fine - perhaps appropriately so given its usefulness in treating the effects of venom and poisons. There are also areas given over to the propagation of more mundane herbs, as well as a young orchard and several small gardens exclusively given over to the cultivation of flowering plants.&lt;br /&gt;
&lt;br /&gt;
In addition, a large number of [[Highguard|Highborn]] tending the gardens, there is a significant population of [[Navarr]] herbalists and physicks mostly from the [[steading]] of [[Therunin#Peakedge Song|Peakedge Song]] in [[Therunin]]. Some people are already half-seriously referring to &amp;quot;&#039;&#039;the steading of High Chalcis&#039;&#039;&amp;quot;. This combination of Highborn and Navarr expertise has made great leaps in translating some of the [[Druj]] herb lore captured during the liberation of Reikos.&lt;br /&gt;
&lt;br /&gt;
The beauty of the gardens is a balm for the spirit, but there are also facilities for tending to the bodies of those who suffered at the hands of the [[orc|orcs]]. While the majority of the patients are survivors of the occupation or soldiers injured during the liberation, the hospitals of High Chalcis are open to anyone who needs the expertise of the healers gathering there.&lt;br /&gt;
&lt;br /&gt;
Coupled with the [[Iron_and_wine|coronation message]] of [[Empress Lisabetta]] (and in the wake of the [[Spring magic]] that washed over the territory in early 380YE), the establishment of the gardens has been seen as a &amp;quot;call to arms&amp;quot; for many of the Empire&#039;s healers. A number of physicians, chirurgeons, herbalists, and apothecaries, both from Highguard and across the wider Empire, have relocated to Reikos to help in the rebuilding - and in establishing the territory as the centre for the healing arts in the Empire.&lt;br /&gt;
Next to the Gardens stands the Reikos Counting House, a structure [[Forwards_and_Rewards#High_Benefits|proposed]] by Jemimah of Chalcis Ford in the wake of designs for similar counting houses across various territories, the idea of Dialogos of Urizen. Within the Counting House, larger than the others commissioned by the Senate, sit the offices of the Benefactor of High Chalcis. In addition to receiving donations of herbs from the citizens of Reikos, the Benefactor has the power to redirect the bounty of herbs the Gardens provides towards a worthy cause - where suitably identified as an [[opportunity]] by the Civil Service.&lt;br /&gt;
===History===&lt;br /&gt;
Said to contain every kind of flower, fruit and herb in the known world, this walled sanctuary was once a haven of tranquillity and the study of the healing arts. While much of the gardens were given over to the study of healing herbs, it was also maintained as a conservatory where examples of plants brought from all over the world were cultivated and studied. When [[#High Chalcis|High Chalcis]] fell to the Druj in 367YE, the gardens were been gutted and enslaved Highborn forced to toil to produce herbs and poisons for use by the barbarian invaders.&lt;br /&gt;
&lt;br /&gt;
The Stone Toad [[orc|orcs]] built a great [[Fortifications|fortification]] out of the town which they called &#039;&#039;Urith Barath&#039;&#039;. When the liberation began in earnest in 379YE, the orcs withdrew into their citadel and sealed the gates, fighting a slow war of attrition against Imperial forces. The citadel finally fell in Autumn 379YE, and shortly after the remaining Stone Toad forces were routed. The fortification was largely destroyed in the process, but the gardens survived - albeit in a form unrecognizable to the former gardeners. The subsequent [[A_season_of_mushrooms|rejuvenating magic]], and the [[The_prime_colour_of_the_world|powerful enchantment]] placed on the Empire at the same time served to both remove the remaining ruins and encourage the growth and spread of the herb gardens. The herb gardens the Druj had built swiftly burst from their enclosures and claimed much of the area that had once been High Chalcis. &lt;br /&gt;
&lt;br /&gt;
Distasteful as it is to admit, the Empire was able to learn several lessons from the study of Druj herb lore. Indeed, investigation of the Stone Toad gardens has already led directly to the development of [[Wiki_Updates#Ritual_Potions|new potions]] such as [[Magnum Opus#Black Star|Black Star]] and [[Decoctions of Hoarfrost#Sorrow&#039;s Mask|Sorrow&#039;s Mask]]. The people of [[Therunin#Peakedge Song|Peakedge Stead]] in [[Therunin]] expressed a particular interest in making Chalcis Mount flower again. As well as Highborn exiles eager to return home, the move was supported by [[Navarr]] who wished to express their gratitude to the Highborn following their role in the defence of the [[steading]] when the Druj attempted to invade the territory from Reikos.&lt;br /&gt;
&lt;br /&gt;
In Summer 380YE,  &#039;&#039;&#039;Rhesa&#039;&#039;&#039; of the [[Highguard groups#Scions_of_Ravensfell|Scions of Ravensfell]], then acting as Highguard&#039;s [[Civilian Commissioner]], oversaw the process of &amp;quot;taming&amp;quot; the wild Druj gardens and restoring them to some semblance of their original splendour. Work was finally completed shortly before the Winter Solstice 380YE.&lt;br /&gt;
&lt;br /&gt;
In 381YE, the Imperial Senate voted to [[amend the use of the Gardens of High Chalcis]] to allow the herbs to be redistributed to the [[orc|orcs]] of the Great Forest resident in [[Therunin]]. For a year, the Gardens provided no benefit to the herb gardens of Reikos but provided the orcs with a great bounty of herbs more than sufficient to [[The_place_you_called_home#The_Bounty_of_Reikos|meet their needs]].&lt;br /&gt;
[[Category:Highguard]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Benefactor_of_High_Chalcis&amp;diff=143549</id>
		<title>Benefactor of High Chalcis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Benefactor_of_High_Chalcis&amp;diff=143549"/>
		<updated>2026-08-15T13:20:01Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]]&lt;br /&gt;
[[Category: Synod]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Highborn.png|caption=This title is appointed by the Highborn Assembly|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Benefactor of High Chalcis is an [[Imperial title]] [[Construct Reikos Counting House|commissioned]] by the Imperial Senate in Winter 385YE in the wake of [[Forwards_and_Rewards#High_Benefits|proposals]] by the architect &#039;&#039;Dialogos of Urizen&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Benefactor is responsible for using the bounty of the [[#Gardens of High Chalcis|Gardens of High Chalcis]] to heal the virtuous throughout the Empire. If the Gardens were to be threatened in any way, it would be the responsibility of the Benefactor to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of Herbs===&lt;br /&gt;
The Benefactor receives donations from the people of Reikos, received from the bounty of the Gardens of High Chalcis. Each season they receive 8 drams each of [[True Vervain|true vervain]], [[Cerulean Mazzarine|cerulean mazzarine]], [[Imperial Roseweald|Imperial roseweald]], [[marrowort]] and [[bladeroot]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Redirect the Bounty===&lt;br /&gt;
If an appropriate [[opportunity]] has been identified by the Civil Service, the Benefactor may redirect the bounty of the Gardens of High Chalcis towards a specific situation in which the herbs would be of use. To use this power, the Benefactor provides an [[Senate_announcement|announcement]] to the Civil Service, who present the decision to the [[Senate]]. No voting is possible by the Senate at this point, as the power has been vested in the Benefactor. The [[Synod]] may, however, choose to exercise their [[veto]] over the Benefactor&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
If the bounty of the Gardens is redirected, then they will provide no benefit to the herb gardens of Reikos, nor will the Benefactor receive donations from the people of Reikos for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Benefactor is a national position which is [[Appointment|appointed]] by [[judgement]] of the [[Assembly#The_National_Assemblies|Highborn assembly]]. &lt;br /&gt;
&lt;br /&gt;
The Benefactor is appointed during the Summer Solstice each year. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Highborn Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Benefactor_of_High_Chalcis}}&lt;br /&gt;
==Gardens of High Chalcis==&lt;br /&gt;
The Gardens of High Chalcis are a wonder to behold - a great open park that spreads across the hills of [[Reikos#Chalcis Mount|Chalcis Mount]] where once the settlement of High Chalcis stood. While much of the land is given over to the cultivation of [[herb|herbs]], there are also three beautiful gardens of remembrance dedicated to those who died in the Druj invasion, during the occupation, and during the liberation. &lt;br /&gt;
&lt;br /&gt;
While all five of the powerful magical herbs are grown here, the crop of [[Imperial roseweald]] is expected to be particularly fine - perhaps appropriately so given its usefulness in treating the effects of venom and poisons. There are also areas given over to the propagation of more mundane herbs, as well as a young orchard and several small gardens exclusively given over to the cultivation of flowering plants.&lt;br /&gt;
&lt;br /&gt;
In addition, a large number of [[Highguard|Highborn]] tending the gardens, there is a significant population of [[Navarr]] herbalists and physicks mostly from the [[steading]] of [[Therunin#Peakedge Song|Peakedge Song]] in [[Therunin]]. Some people are already half-seriously referring to &amp;quot;&#039;&#039;the steading of High Chalcis&#039;&#039;&amp;quot;. This combination of Highborn and Navarr expertise has made great leaps in translating some of the [[Druj]] herb lore captured during the liberation of Reikos.&lt;br /&gt;
&lt;br /&gt;
The beauty of the gardens is a balm for the spirit, but there are also facilities for tending to the bodies of those who suffered at the hands of the [[orc|orcs]]. While the majority of the patients are survivors of the occupation or soldiers injured during the liberation, the hospitals of High Chalcis are open to anyone who needs the expertise of the healers gathering there.&lt;br /&gt;
&lt;br /&gt;
Coupled with the [[Iron_and_wine|coronation message]] of [[Empress Lisabetta]] (and in the wake of the [[Spring magic]] that washed over the territory in early 380YE), the establishment of the gardens has been seen as a &amp;quot;call to arms&amp;quot; for many of the Empire&#039;s healers. A number of physicians, chirurgeons, herbalists, and apothecaries, both from Highguard and across the wider Empire, have relocated to Reikos to help in the rebuilding - and in establishing the territory as the centre for the healing arts in the Empire.&lt;br /&gt;
Next to the Gardens stands the Reikos Counting House, a structure [[Forwards_and_Rewards#High_Benefits|proposed]] by Jemimah of Chalcis Ford in the wake of designs for similar counting houses across various territories, the idea of Dialogos of Urizen. Within the Counting House, larger than the others commissioned by the Senate, sit the offices of the Benefactor of High Chalcis. In addition to receiving donations of herbs from the citizens of Reikos, the Benefactor has the power to redirect the bounty of herbs the Gardens provides towards a worthy cause - where suitably identified as an [[opportunity]] by the Civil Service.&lt;br /&gt;
==History===&lt;br /&gt;
Said to contain every kind of flower, fruit and herb in the known world, this walled sanctuary was once a haven of tranquillity and the study of the healing arts. While much of the gardens were given over to the study of healing herbs, it was also maintained as a conservatory where examples of plants brought from all over the world were cultivated and studied. When [[#High Chalcis|High Chalcis]] fell to the Druj in 367YE, the gardens were been gutted and enslaved Highborn forced to toil to produce herbs and poisons for use by the barbarian invaders.&lt;br /&gt;
&lt;br /&gt;
The Stone Toad [[orc|orcs]] built a great [[Fortifications|fortification]] out of the town which they called &#039;&#039;Urith Barath&#039;&#039;. When the liberation began in earnest in 379YE, the orcs withdrew into their citadel and sealed the gates, fighting a slow war of attrition against Imperial forces. The citadel finally fell in Autumn 379YE, and shortly after the remaining Stone Toad forces were routed. The fortification was largely destroyed in the process, but the gardens survived - albeit in a form unrecognizable to the former gardeners. The subsequent [[A_season_of_mushrooms|rejuvenating magic]], and the [[The_prime_colour_of_the_world|powerful enchantment]] placed on the Empire at the same time served to both remove the remaining ruins and encourage the growth and spread of the herb gardens. The herb gardens the Druj had built swiftly burst from their enclosures and claimed much of the area that had once been High Chalcis. &lt;br /&gt;
&lt;br /&gt;
Distasteful as it is to admit, the Empire was able to learn several lessons from the study of Druj herb lore. Indeed, investigation of the Stone Toad gardens has already led directly to the development of [[Wiki_Updates#Ritual_Potions|new potions]] such as [[Magnum Opus#Black Star|Black Star]] and [[Decoctions of Hoarfrost#Sorrow&#039;s Mask|Sorrow&#039;s Mask]]. The people of [[Therunin#Peakedge Song|Peakedge Stead]] in [[Therunin]] expressed a particular interest in making Chalcis Mount flower again. As well as Highborn exiles eager to return home, the move was supported by [[Navarr]] who wished to express their gratitude to the Highborn following their role in the defence of the [[steading]] when the Druj attempted to invade the territory from Reikos.&lt;br /&gt;
&lt;br /&gt;
In Summer 380YE,  &#039;&#039;&#039;Rhesa&#039;&#039;&#039; of the [[Highguard groups#Scions_of_Ravensfell|Scions of Ravensfell]], then acting as Highguard&#039;s [[Civilian Commissioner]], oversaw the process of &amp;quot;taming&amp;quot; the wild Druj gardens and restoring them to some semblance of their original splendour. Work was finally completed shortly before the Winter Solstice 380YE.&lt;br /&gt;
&lt;br /&gt;
In 381YE, the Imperial Senate voted to [[amend the use of the Gardens of High Chalcis]] to allow the herbs to be redistributed to the [[orc|orcs]] of the Great Forest resident in [[Therunin]]. For a year, the Gardens provided no benefit to the herb gardens of Reikos but provided the orcs with a great bounty of herbs more than sufficient to [[The_place_you_called_home#The_Bounty_of_Reikos|meet their needs]].&lt;br /&gt;
[[Category:Highguard]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Benefactor_of_High_Chalcis&amp;diff=143548</id>
		<title>Benefactor of High Chalcis</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Benefactor_of_High_Chalcis&amp;diff=143548"/>
		<updated>2026-08-15T13:18:45Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Responsibilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 250px;&amp;quot;&amp;gt;{{CaptionedImage|file=Assembly Highborn.png|caption=This title is appointed by the Highborn Assembly|width=250px}}&amp;lt;/div&amp;gt;&lt;br /&gt;
The Benefactor of High Chalcis is an [[Imperial title]] [[Construct Reikos Counting House|commissioned]] by the Imperial Senate in Winter 385YE in the wake of [[Forwards_and_Rewards#High_Benefits|proposals]] by the architect &#039;&#039;Dialogos of Urizen&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Benefactor is responsible for using the bounty of the [[#Gardens of High Chalcis|Gardens of High Chalcis]] to heal the virtuous throughout the Empire. If the Gardens were to be threatened in any way, it would be the responsibility of the Benefactor to deal with those threats.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of Herbs===&lt;br /&gt;
The Benefactor receives donations from the people of Reikos, received from the bounty of the Gardens of High Chalcis. Each season they receive 8 drams each of [[True Vervain|true vervain]], [[Cerulean Mazzarine|cerulean mazzarine]], [[Imperial Roseweald|Imperial roseweald]], [[marrowort]] and [[bladeroot]].&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Redirect the Bounty===&lt;br /&gt;
If an appropriate [[opportunity]] has been identified by the Civil Service, the Benefactor may redirect the bounty of the Gardens of High Chalcis towards a specific situation in which the herbs would be of use. To use this power, the Benefactor provides an [[Senate_announcement|announcement]] to the Civil Service, who present the decision to the [[Senate]]. No voting is possible by the Senate at this point, as the power has been vested in the Benefactor. The [[Synod]] may, however, choose to exercise their [[veto]] over the Benefactor&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
If the bounty of the Gardens is redirected, then they will provide no benefit to the herb gardens of Reikos, nor will the Benefactor receive donations from the people of Reikos for as long as the redirection is in place.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Benefactor is a national position which is [[Appointment|appointed]] by [[judgement]] of the [[Assembly#The_National_Assemblies|Highborn assembly]]. &lt;br /&gt;
&lt;br /&gt;
The Benefactor is appointed during the Summer Solstice each year. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Highborn Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&lt;br /&gt;
{{RecentElections|Benefactor_of_High_Chalcis}}&lt;br /&gt;
[[Category: Title]]&lt;br /&gt;
[[Category: Synod]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_work&amp;diff=143547</id>
		<title>Great work</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_work&amp;diff=143547"/>
		<updated>2026-08-15T13:15:48Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Current Great Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Cesare Sanguineo Rezia Di Tassato, Senator for Tassato&amp;quot;&amp;gt;...long term economic investment into the infrastructure of the Empire&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A great work is any major economic investment which is sufficiently large in scope that it provides a benefit to the inhabitants of an entire territory. The return can take the form of money, herbs, [[Game_items#Materials|materials for crafting items]] or mana crystals.&lt;br /&gt;
&lt;br /&gt;
Great works do not automatically result in the creation of an Imperial title, as most great works do not require anyone to oversee them. The Senate may choose to create a [[New_Imperial_titles#Custodian|custodian]] for a great work - an Imperial title with the responsibility to look after the great work. &lt;br /&gt;
&lt;br /&gt;
There are a number of important rules that impact great works, setting the costs, restricting the benefits, and imposing limitations any of which may be superseded by an appropriate [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
==Senate Commissions==&lt;br /&gt;
The [[Senate]] may pass a motion for the construction of infrastructure capable of improving the wealth generated by resources in a territory.&lt;br /&gt;
&lt;br /&gt;
It is not possible for the Senate to pass a motion to upgrade a great work, but they can construct additional great works that further the level of investment in the territory.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Each great work is linked to a specific type of personal resource in a specific territory. Every member of that nation who attended the last event and who owns the appropriate personal resource in the territory gains the benefit. A starting character will not receive the benefit of a great work in their first pack.&lt;br /&gt;
&lt;br /&gt;
Each great work lifts the level of investment in a territory, providing a small fixed benefit to everyone from that nation in the territory. The higher the final level of investment, the greater the benefits. Every personal resource gains from the level of investment in a territory, regardless of who owns them.&lt;br /&gt;
&lt;br /&gt;
The type of benefit received is restricted to the normal production of a resource. Raising the level of investment in [[farm|farms]] or [[business|businesses]] provides additional money while raising the level of investment for [[mana site|mana sites]] provides additional mana crystals.&lt;br /&gt;
&lt;br /&gt;
Great works that raise the level of investment of mines of forests, work for all mines in a territory regardless of type or for all forests. Every affected [[mine]] or [[forest]] gains the appropriate ingots or measures. Great works that benefits [[herb garden|herb gardens]] may specify which bonus herbs they provide.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 500px; float: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Type&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Resource&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Type&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Resource&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Business]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;White Granite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Herb garden]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwood&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Farm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mana site]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mithril&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;White Granite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mithril&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Congregation]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;White Granite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fleet]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwood&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
* Materials: Variable (minimum 50 wains)&lt;br /&gt;
* Time: 3 months to construct per 50 wains of materials used&lt;br /&gt;
* Labour: 3 crowns per wain&lt;br /&gt;
* Upkeep: None&lt;br /&gt;
&lt;br /&gt;
To raise the level of investment to one costs 50 wains. Each subsequent level of investment costs 25 additional wains. So to take the level of investment from one to two costs 75 more wains, from two to three costs 100 more wains and so on. Each level of investment provides the same benefits. It is possible for a single vast great work to raise the level of investment by any number of levels provided it is sufficiently large, but it does not produce any benefits for anyone until it is complete.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the material required will be the one associated with upgrading an equivalent personal resource. For example, 50 wains of mithril is required to create a great work that raises the level of investment for [[mana site|mana sites]] to one. The table shows the &#039;&#039;total&#039;&#039; costs in wains for the first four levels of investment, with the &#039;&#039;total&#039;&#039; benefits, but there is no limit to how high the level of investment can be lifted in a territory. The costs and benefits continue to rise at the rates shown for subsequent levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Level of Investment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total Wains&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total Money&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total  Ingots&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total  Herbs&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total  Mana Crystals&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total  Liao&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Fleet Ranks&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&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;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&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;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;225&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;108 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&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;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;350&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;144 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Great works can never provide additional votes in the Synod&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Great works supporting fleets can only be built in coastal regions and can only boost trade with a foreign nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units cannot benefit from a standard great work&#039;&#039;&#039;&lt;br /&gt;
Great works that raise the level of investment for congregations only provide additional liao - it is not possible for a great work to provide additional votes in the Synod.&lt;br /&gt;
&lt;br /&gt;
Great works that benefit fleets can only be built in a region with the coastal [[Region qualities|quality]]. A great work that benefits fleets raises the effective level of the fleet when trading with a foreign nation. It is not possible to use a great work to raise the level of a fleet for other downtime options without an appropriate [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
It is not possible to create a great work which is linked to military units without an appropriate opportunity.&lt;br /&gt;
&lt;br /&gt;
Great works cannot be upgraded, but the Imperial Senate may create a new commission that acts to further raise the level of investment in a territory for a specific type of resource.&lt;br /&gt;
&lt;br /&gt;
==Responsibility==&lt;br /&gt;
Great works can be threatened by barbarians on campaign, in a battle, or on a skirmish. In rare cases where someone must take responsibility for a great work, the Senator for a territory is expected to do so, if no Imperial title is associated with the commission.&lt;br /&gt;
&lt;br /&gt;
==Multiple Great Works==&lt;br /&gt;
Great works cannot be upgraded, but the Imperial Senate may create a new commission to build a subsequent great work in a territory that acts to further raise the level of investment for a specific type of resource there. For instance, the shipyards at Madruga raise the level of investment in Madruga to one for all businesses providing them 36 additional rings. The Senate could authorise the creation of a vast rope works in Siroc in Madruga that would lift the level of investment to two, costing 75 wains and providing an additional 36 rings.&lt;br /&gt;
&lt;br /&gt;
The level of investment in a territory is separate for each type of personal resource that is affected, so if the Empire built a series of canals in Madruga that raised the level of investment for farms that would cost 50 wains and provide 36 rings to every farm.&lt;br /&gt;
&lt;br /&gt;
It is not possible to commission a new great work that increases investment in a given resource while another great work increasing investment in the same resource is in progress in the same territory. The original great work commission would need to be completed, abrogated, or lapse before the new great work could be commissioned. This does not prevent the commissioning of a new great work that targets a different resource to an existing commission that is currently underway.&lt;br /&gt;
&lt;br /&gt;
==Opportunities==&lt;br /&gt;
A wind of fortune may present an [[opportunity]] to construct a great work which exceeds some of the normal rules presented here. It may raise the level of investment in more than one territory at once, or for more than one type of personal resource at once. &lt;br /&gt;
&lt;br /&gt;
An opportunity will always state how many levels of investment it represents (usually one) but it may provide non-standard benefits, for example a wind of fortune might present plans for a seed bank, a great work that could be built in Miaren that would increase the level of investment by one for herb gardens but provide all herb gardens with 30 rings. Additional great works built in the territory treat the seed bank as if it were a standard great work that had already raised the level of investment by one for herb gardens in Miaren.&lt;br /&gt;
==Great Lighthouses==&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;great lighthouse&#039;&#039; would be a great work benefitting fleets&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard costs would be 40 wains of weirwood or white granite and 10 wains of mithril, to provide the first level of investment in a territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A lighthouse that supports fleets must be built in a region with the coastal quality&#039;&#039;&#039;&lt;br /&gt;
Following the Summer 387YE [[For_those_in_peril_on_the_sea#A_Welcoming_Beacon|symposium on lighthouses]] called by [[Appraisal#Eilian_Sweetwater|Eilian Sweetwater]], Imperial architects pooled their knowledge on the construction of lighthouses. A &#039;&#039;great lighthouse&#039;&#039; would be a massive structure of white granite or weirwood with mithril mirrors at the top, and may incorporate a boat station operated by volunteers who seek to preserve life in the case of a disaster. This kind of lighthouse is a specific [[great work]] that benefits [[fleet|fleets]]. It is effectively an [[opportunity]] available to anyone who can commission a great work. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;great lighthouse&#039;&#039; must be built in a region with the [[Region_qualities#Coastal|coastal]] quality. The lighthouse represents a level of investment in [[fleet|fleets]] based in the territory. A lighthouse uses a combination of either weirwood and white granite, and an amount of mithril for the mirrors. Adding the first level of investment takes 40 wains of weirwood or white granite, and 10 wains of mithril. Lighthouses adding higher levels of investment need proportionally more mithril and either white granite or weirwood.&lt;br /&gt;
&lt;br /&gt;
This kind of lighthouse receives a paragraph on the appropriate territory page, as well as adding an entire rank to the effectiveness of any fleet based in the territory that takes a [[Fleet#Trading|trading]] action during downtime. The weakness of such a great work is that it is relatively easy to damage if the region where it is built is captured by an enemy. The practical nature of the [[Grendel]] means they are broadly unlikely to do such a thing - Governor Rahab&#039;s anger and greed making him an exception - but the Children of Wrecks actively enjoy destroying lighthouses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; A &#039;&#039;great lighthouse&#039;&#039; is a specific example of a great work that can be built with non-standard materials, and can only be constructed in a region with a specific quality. Anyone who can commission a great work could specify that they are building a great lighthouse. The amounts given here are for the first level of investment in fleets in a territory; higher levels of investment will require proportionally more materials.&lt;br /&gt;
&lt;br /&gt;
==Current Great Works==&lt;br /&gt;
This table includes all great works which are active at the present. This list was last updated following the Summer Solstice 388YE. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;width: 15%;&amp;quot;&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 15%;&amp;quot;&amp;gt;Territory&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 10%;&amp;quot;&amp;gt;Resource&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 15%;&amp;quot;&amp;gt;Great Works&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 15%;&amp;quot;&amp;gt;Total Level of Investment&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 20%;&amp;quot;&amp;gt;Benefit&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;5&#039;&amp;gt;[[The Brass Coast]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Roads of Kahraman&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Madruga]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunset Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunset Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Segura]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Anduz&amp;lt;br&amp;gt;Sunset Roads  &amp;lt;sup&amp;gt;[[#2|(2)]]&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunset Roads  &amp;lt;sup&amp;gt;[[#2|(2)]]&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Dawn]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Astolat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Military Unit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tournament Grounds of Laroc&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings if taking a questing or raiding [[venture]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Harps of Astolat&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Weirwater]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Giritane&#039;s Gaze&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;br&amp;gt;1 [[Farewell_wanderlust#Treasures_of_the_Earth|deepstone]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Congregation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bardic Academy&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 [[Philtre of Strength]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Highguard]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Casinea]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Prosperity&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Reikos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Congregation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grand Ossuary of Reikos&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gardens of High Chalcis&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of true vervain, 2 drams of cerulean mazzarine, 1 dram of bladeroot, 1 dram of Imperial roseweald, and 1 dose of realmsroot&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seminary of the Swan&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Imperial Orcs]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Skarsind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Red Blade Memorial&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 drams of true vervain&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;11&#039;&amp;gt;[[The League]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Holberg]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gates of Holmaeur Park&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloody Great Sausage&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Courage &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Sarvos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;College of the Liberated&amp;lt;br&amp;gt;Colossus of Sarvos&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sweetwater Springs&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 drams of true vervain, 1 dram of cerulean mazzarine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Pride &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Spiral]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;br&amp;gt;Curstag&#039;s Way&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Tassato]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Ambition &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Temeschwar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Great Game&amp;lt;br&amp;gt;Drovers&#039; Guild Timbermill and Sorting Yard&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;br&amp;gt;2 random measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Loyalty &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;8&#039;&amp;gt;[[The Marches]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Breadbasket&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Breadbasket&amp;lt;br&amp;gt;Black Canal&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black Canal&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Mournwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black Canal&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Congregation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebellion&#039;s Ridge&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 doses of liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Breadbasket&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black Canal&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Upwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Breadbasket&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Navarr]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Brocéliande]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defence of the Broch&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of bladeroot&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Hercynia]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blade of Thorn&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Miaren]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;First Voice Glade&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of herbs&amp;lt;sup&amp;gt;[[#5|(5)]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;10&#039;&amp;gt;[[Urizen]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Morrow]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;br&amp;gt;House of Illumination&amp;lt;sup&amp;gt;[[#3|(3)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Bleak Tower&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 drams of random herbs, 1 dram of bladeroot&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Redoubt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;br&amp;gt;House of Illumination&amp;lt;sup&amp;gt;[[#3|(3)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fleet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Great Harbour of Elos&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 drams of random herbs and 12 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Zenith]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Golden Cascade&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Golden Cascade&amp;lt;br&amp;gt;Garden of Pallas&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings and 3 drams of random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Garden of Pallas&amp;lt;br&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal and 3 drams of random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;9&#039;&amp;gt;[[Varushka]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Karov]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Karsk]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crow Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crow Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Miekarova]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;br&amp;gt;Light Market&amp;lt;sup&amp;gt;[[#4|(4)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Ossium]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Ossium#The_Iron_Roads|Iron Roads]]&amp;lt;br&amp;gt;[[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]]&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Volodmartz]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;br&amp;gt;Light Market&amp;lt;sup&amp;gt;[[#4|(4)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;6&#039;&amp;gt;[[Wintermark]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Hahnmark]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brenna&#039;s Gift&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Vigilance&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Kallavesa]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Congregation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pilgrims Trail&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 doses of liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fleet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trencher&#039;s Shining Ambition&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Additional rank when engaging in [[Fleet#Trading|trade]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Healing House of Wittal Grove&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of cerulean mazzarine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sermersuaq]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Smokehouse of Atalaq &amp;lt;sup&amp;gt;[[#6|(6)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#{{anchor|1}} These great works provide no additional mana crystals following a senate motion to [[385YE_Winter_Solstice_Senate_sessions#League_Crystal_Mana_to_Spiral|divert production to Spiral]] &lt;br /&gt;
#{{anchor|2}} The Sunset Roads produce no additional income for the farms and businesses in Segura until the bridges of the Scorrero are repaired as per &#039;&#039;&#039;[[Where_the_river_rises#Crossing|Where the river rises]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
#{{anchor|3}} The season they are appointed, the [[Architect of Illumination]] can announce whether the great work will produce an extra 36 rings or two random [[Materials#Metals|ingots]]&lt;br /&gt;
#{{anchor|4}} The season they are appointed, the [[Merchant Boyar of the Light Market]] can announce whether the great work will produce an extra two [[Materials#Metals|ingots]] or 36 rings&lt;br /&gt;
#{{anchor|5}} First Voice Glade produces Imperial roseweald at the Spring Equinox, cerulean mazzarine at the Summer Solstice, marrowort at the Autumn Equinox, and bladeroot at the Winter Solstice&lt;br /&gt;
#{{anchor|6}} The Smokehouse of Atalaq has been set to support the expedition into Tsirku following a [[388YE_Spring_Equinox_Synod_judgements#Judgement_126|mandate]] enacted by &#039;&#039;&#039;Hildelith Kaukosdottir&#039;&#039;&#039;&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Commission]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_work&amp;diff=143546</id>
		<title>Great work</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Great_work&amp;diff=143546"/>
		<updated>2026-08-15T13:15:09Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Current Great Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;quote by=&amp;quot;Cesare Sanguineo Rezia Di Tassato, Senator for Tassato&amp;quot;&amp;gt;...long term economic investment into the infrastructure of the Empire&amp;lt;/quote&amp;gt;&lt;br /&gt;
==Overview==&lt;br /&gt;
A great work is any major economic investment which is sufficiently large in scope that it provides a benefit to the inhabitants of an entire territory. The return can take the form of money, herbs, [[Game_items#Materials|materials for crafting items]] or mana crystals.&lt;br /&gt;
&lt;br /&gt;
Great works do not automatically result in the creation of an Imperial title, as most great works do not require anyone to oversee them. The Senate may choose to create a [[New_Imperial_titles#Custodian|custodian]] for a great work - an Imperial title with the responsibility to look after the great work. &lt;br /&gt;
&lt;br /&gt;
There are a number of important rules that impact great works, setting the costs, restricting the benefits, and imposing limitations any of which may be superseded by an appropriate [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
==Senate Commissions==&lt;br /&gt;
The [[Senate]] may pass a motion for the construction of infrastructure capable of improving the wealth generated by resources in a territory.&lt;br /&gt;
&lt;br /&gt;
It is not possible for the Senate to pass a motion to upgrade a great work, but they can construct additional great works that further the level of investment in the territory.&lt;br /&gt;
&lt;br /&gt;
===Benefits===&lt;br /&gt;
Each great work is linked to a specific type of personal resource in a specific territory. Every member of that nation who attended the last event and who owns the appropriate personal resource in the territory gains the benefit. A starting character will not receive the benefit of a great work in their first pack.&lt;br /&gt;
&lt;br /&gt;
Each great work lifts the level of investment in a territory, providing a small fixed benefit to everyone from that nation in the territory. The higher the final level of investment, the greater the benefits. Every personal resource gains from the level of investment in a territory, regardless of who owns them.&lt;br /&gt;
&lt;br /&gt;
The type of benefit received is restricted to the normal production of a resource. Raising the level of investment in [[farm|farms]] or [[business|businesses]] provides additional money while raising the level of investment for [[mana site|mana sites]] provides additional mana crystals.&lt;br /&gt;
&lt;br /&gt;
Great works that raise the level of investment of mines of forests, work for all mines in a territory regardless of type or for all forests. Every affected [[mine]] or [[forest]] gains the appropriate ingots or measures. Great works that benefits [[herb garden|herb gardens]] may specify which bonus herbs they provide.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 500px; float: right;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Type&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Resource&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Type&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Resource&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Business]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;White Granite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Herb garden]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwood&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Farm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwood&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mana site]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mithril&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Forest]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;White Granite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Mine]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mithril&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Congregation]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;White Granite&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Fleet]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Weirwood&amp;lt;/td&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
* Materials: Variable (minimum 50 wains)&lt;br /&gt;
* Time: 3 months to construct per 50 wains of materials used&lt;br /&gt;
* Labour: 3 crowns per wain&lt;br /&gt;
* Upkeep: None&lt;br /&gt;
&lt;br /&gt;
To raise the level of investment to one costs 50 wains. Each subsequent level of investment costs 25 additional wains. So to take the level of investment from one to two costs 75 more wains, from two to three costs 100 more wains and so on. Each level of investment provides the same benefits. It is possible for a single vast great work to raise the level of investment by any number of levels provided it is sufficiently large, but it does not produce any benefits for anyone until it is complete.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, the material required will be the one associated with upgrading an equivalent personal resource. For example, 50 wains of mithril is required to create a great work that raises the level of investment for [[mana site|mana sites]] to one. The table shows the &#039;&#039;total&#039;&#039; costs in wains for the first four levels of investment, with the &#039;&#039;total&#039;&#039; benefits, but there is no limit to how high the level of investment can be lifted in a territory. The costs and benefits continue to rise at the rates shown for subsequent levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Level of Investment&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total Wains&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total Money&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total  Ingots&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total  Herbs&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total  Mana Crystals&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Total  Liao&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Fleet Ranks&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&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;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&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;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;225&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;108 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&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;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;350&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;144 rings&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Great works can never provide additional votes in the Synod&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Great works supporting fleets can only be built in coastal regions and can only boost trade with a foreign nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Military units cannot benefit from a standard great work&#039;&#039;&#039;&lt;br /&gt;
Great works that raise the level of investment for congregations only provide additional liao - it is not possible for a great work to provide additional votes in the Synod.&lt;br /&gt;
&lt;br /&gt;
Great works that benefit fleets can only be built in a region with the coastal [[Region qualities|quality]]. A great work that benefits fleets raises the effective level of the fleet when trading with a foreign nation. It is not possible to use a great work to raise the level of a fleet for other downtime options without an appropriate [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
It is not possible to create a great work which is linked to military units without an appropriate opportunity.&lt;br /&gt;
&lt;br /&gt;
Great works cannot be upgraded, but the Imperial Senate may create a new commission that acts to further raise the level of investment in a territory for a specific type of resource.&lt;br /&gt;
&lt;br /&gt;
==Responsibility==&lt;br /&gt;
Great works can be threatened by barbarians on campaign, in a battle, or on a skirmish. In rare cases where someone must take responsibility for a great work, the Senator for a territory is expected to do so, if no Imperial title is associated with the commission.&lt;br /&gt;
&lt;br /&gt;
==Multiple Great Works==&lt;br /&gt;
Great works cannot be upgraded, but the Imperial Senate may create a new commission to build a subsequent great work in a territory that acts to further raise the level of investment for a specific type of resource there. For instance, the shipyards at Madruga raise the level of investment in Madruga to one for all businesses providing them 36 additional rings. The Senate could authorise the creation of a vast rope works in Siroc in Madruga that would lift the level of investment to two, costing 75 wains and providing an additional 36 rings.&lt;br /&gt;
&lt;br /&gt;
The level of investment in a territory is separate for each type of personal resource that is affected, so if the Empire built a series of canals in Madruga that raised the level of investment for farms that would cost 50 wains and provide 36 rings to every farm.&lt;br /&gt;
&lt;br /&gt;
It is not possible to commission a new great work that increases investment in a given resource while another great work increasing investment in the same resource is in progress in the same territory. The original great work commission would need to be completed, abrogated, or lapse before the new great work could be commissioned. This does not prevent the commissioning of a new great work that targets a different resource to an existing commission that is currently underway.&lt;br /&gt;
&lt;br /&gt;
==Opportunities==&lt;br /&gt;
A wind of fortune may present an [[opportunity]] to construct a great work which exceeds some of the normal rules presented here. It may raise the level of investment in more than one territory at once, or for more than one type of personal resource at once. &lt;br /&gt;
&lt;br /&gt;
An opportunity will always state how many levels of investment it represents (usually one) but it may provide non-standard benefits, for example a wind of fortune might present plans for a seed bank, a great work that could be built in Miaren that would increase the level of investment by one for herb gardens but provide all herb gardens with 30 rings. Additional great works built in the territory treat the seed bank as if it were a standard great work that had already raised the level of investment by one for herb gardens in Miaren.&lt;br /&gt;
==Great Lighthouses==&lt;br /&gt;
* &#039;&#039;&#039;A &#039;&#039;great lighthouse&#039;&#039; would be a great work benefitting fleets&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Standard costs would be 40 wains of weirwood or white granite and 10 wains of mithril, to provide the first level of investment in a territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;A lighthouse that supports fleets must be built in a region with the coastal quality&#039;&#039;&#039;&lt;br /&gt;
Following the Summer 387YE [[For_those_in_peril_on_the_sea#A_Welcoming_Beacon|symposium on lighthouses]] called by [[Appraisal#Eilian_Sweetwater|Eilian Sweetwater]], Imperial architects pooled their knowledge on the construction of lighthouses. A &#039;&#039;great lighthouse&#039;&#039; would be a massive structure of white granite or weirwood with mithril mirrors at the top, and may incorporate a boat station operated by volunteers who seek to preserve life in the case of a disaster. This kind of lighthouse is a specific [[great work]] that benefits [[fleet|fleets]]. It is effectively an [[opportunity]] available to anyone who can commission a great work. &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;great lighthouse&#039;&#039; must be built in a region with the [[Region_qualities#Coastal|coastal]] quality. The lighthouse represents a level of investment in [[fleet|fleets]] based in the territory. A lighthouse uses a combination of either weirwood and white granite, and an amount of mithril for the mirrors. Adding the first level of investment takes 40 wains of weirwood or white granite, and 10 wains of mithril. Lighthouses adding higher levels of investment need proportionally more mithril and either white granite or weirwood.&lt;br /&gt;
&lt;br /&gt;
This kind of lighthouse receives a paragraph on the appropriate territory page, as well as adding an entire rank to the effectiveness of any fleet based in the territory that takes a [[Fleet#Trading|trading]] action during downtime. The weakness of such a great work is that it is relatively easy to damage if the region where it is built is captured by an enemy. The practical nature of the [[Grendel]] means they are broadly unlikely to do such a thing - Governor Rahab&#039;s anger and greed making him an exception - but the Children of Wrecks actively enjoy destroying lighthouses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; A &#039;&#039;great lighthouse&#039;&#039; is a specific example of a great work that can be built with non-standard materials, and can only be constructed in a region with a specific quality. Anyone who can commission a great work could specify that they are building a great lighthouse. The amounts given here are for the first level of investment in fleets in a territory; higher levels of investment will require proportionally more materials.&lt;br /&gt;
&lt;br /&gt;
==Current Great Works==&lt;br /&gt;
This table includes all great works which are active at the present. This list was last updated following the Summer Solstice 388YE. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th style=&amp;quot;width: 15%;&amp;quot;&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 15%;&amp;quot;&amp;gt;Territory&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 10%;&amp;quot;&amp;gt;Resource&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 15%;&amp;quot;&amp;gt;Great Works&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 15%;&amp;quot;&amp;gt;Total Level of Investment&amp;lt;/th&amp;gt;&amp;lt;th style=&amp;quot;width: 20%;&amp;quot;&amp;gt;Benefit&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;5&#039;&amp;gt;[[The Brass Coast]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Roads of Kahraman&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Madruga]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunset Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunset Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Segura]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Towers of Anduz&amp;lt;br&amp;gt;Sunset Roads  &amp;lt;sup&amp;gt;[[#2|(2)]]&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sunset Roads  &amp;lt;sup&amp;gt;[[#2|(2)]]&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Dawn]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Astolat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Military Unit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Tournament Grounds of Laroc&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings if taking a questing or raiding [[venture]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Harps of Astolat&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Weirwater]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Giritane&#039;s Gaze&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;br&amp;gt;1 [[Farewell_wanderlust#Treasures_of_the_Earth|deepstone]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Congregation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bardic Academy&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 [[Philtre of Strength]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Highguard]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Casinea]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Prosperity&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Reikos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Congregation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Grand Ossuary of Reikos&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gardens of High Chalcis&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of true vervain, 2 drams of cerulean mazzarine, 1 dram of bladeroot, 1 dram of Imperial roseweald, and 1 dose of realmsroot&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Seminary of the Swan&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Imperial Orcs]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Skarsind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Red Blade Memorial&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 drams of true vervain&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;11&#039;&amp;gt;[[The League]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Holberg]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gates of Holmaeur Park&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bloody Great Sausage&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Courage &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Sarvos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;College of the Liberated&amp;lt;br&amp;gt;Colossus of Sarvos&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sweetwater Springs&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 drams of true vervain, 1 dram of cerulean mazzarine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Pride &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Spiral]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;br&amp;gt;Curstag&#039;s Way&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Tassato]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Ambition &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Temeschwar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Great Game&amp;lt;br&amp;gt;Drovers&#039; Guild Timbermill and Sorting Yard&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;br&amp;gt;2 random measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Loyalty &amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;8&#039;&amp;gt;[[The Marches]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Breadbasket&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Breadbasket&amp;lt;br&amp;gt;Black Canal&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;72 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black Canal&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Mournwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black Canal&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Congregation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rebellion&#039;s Ridge&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 doses of liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Breadbasket&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Black Canal&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Upwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Imperial Breadbasket&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Navarr]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Brocéliande]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Defence of the Broch&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of bladeroot&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Hercynia]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Blade of Thorn&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Miaren]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;First Voice Glade&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of herbs&amp;lt;sup&amp;gt;[[#5|(5)]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;10&#039;&amp;gt;[[Urizen]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Morrow]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;br&amp;gt;House of Illumination&amp;lt;sup&amp;gt;[[#3|(3)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The Bleak Tower&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 drams of random herbs, 1 dram of bladeroot&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Redoubt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;br&amp;gt;House of Illumination&amp;lt;sup&amp;gt;[[#3|(3)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fleet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Great Harbour of Elos&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 drams of random herbs and 12 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Zenith]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Business&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Golden Cascade&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Golden Cascade&amp;lt;br&amp;gt;Garden of Pallas&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings and 3 drams of random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Garden of Pallas&amp;lt;br&amp;gt;Bridge of the Air&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal and 3 drams of random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;9&#039;&amp;gt;[[Varushka]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Karov]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Karsk]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crow Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Crow Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Miekarova]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;br&amp;gt;Light Market&amp;lt;sup&amp;gt;[[#4|(4)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Ossium]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;br&amp;gt;[[Ossium#Kurstrozi&#039;s_Lumbermill|Krustrozi&#039;s Lumbermill]]&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Volodmartz]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Forest&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mine&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Iron Roads&amp;lt;br&amp;gt;Light Market&amp;lt;sup&amp;gt;[[#4|(4)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2 additional ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;6&#039;&amp;gt;[[Wintermark]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Hahnmark]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Brenna&#039;s Gift&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Mana Site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Lorenzo&#039;s Legacy of Vigilance&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1 mana crystal&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Kallavesa]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Congregation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Pilgrims Trail&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4 doses of liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Fleet&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Trencher&#039;s Shining Ambition&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Additional rank when engaging in [[Fleet#Trading|trade]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Herb Garden&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Healing House of Wittal Grove&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3 drams of cerulean mazzarine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Sermersuaq]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Farm&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Smokehouse of Atalaq &amp;lt;sup&amp;gt;[[#6|(6)]]&amp;lt;/sup&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0 rings&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#{{anchor|1}} These great works provide no additional mana crystals following a senate motion to [[385YE_Winter_Solstice_Senate_sessions#League_Crystal_Mana_to_Spiral|divert production to Spiral]] &lt;br /&gt;
#{{anchor|2}} The Sunset Roads produce no additional income for the farms and businesses in Segura until the bridges of the Scorrero are repaired as per &#039;&#039;&#039;[[Where_the_river_rises#Crossing|Where the river rises]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
#{{anchor|3}} The season they are appointed, the [[Architect of Illumination]] can announce whether the great work will produce an extra 36 rings or two random [[Materials#Metals|ingots]]&lt;br /&gt;
#{{anchor|4}} The season they are appointed, the [[Merchant Boyar of the Light Market]] can announce whether the great work will produce an extra two [[Materials#Metals|ingots]] or 36 rings&lt;br /&gt;
#{{anchor|5}} First Voice Glade produces Imperial roseweald at the Spring Equinox, cerulean mazzarine at the Summer Solstice, marrowort at the Autumn Equinox, and bladeroot at the Winter Solstice&lt;br /&gt;
#{{anchor|6}} The Smokehouse of Atalaq has been set to support the expedition into Tsirku following a [[388YE_Spring_Equinox_Synod_judgements#Judgement_126|mandate]] enacted by &#039;&#039;&#039;Hildelith Kaukosdottir&#039;&#039;&#039;&lt;br /&gt;
[[Category:Senate]]&lt;br /&gt;
[[Category:Commission]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143545</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143545"/>
		<updated>2026-08-15T13:14:21Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Kostjyas Respite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
&lt;br /&gt;
The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
&lt;br /&gt;
Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
&lt;br /&gt;
Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
&lt;br /&gt;
A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
&lt;br /&gt;
The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
===Kostjyas Respite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 400px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Kostjya6881.png|caption=Kostjya commissioned the Respite with an [[Bearer of an Imperial Wayleave|Imperial Wayleave]], and served as the first [[Merchant Boyar of the Bittershore]].|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Built on the [[#Bittershore|Bittershore]], the port of [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] was [[384YE_Autumn_Equinox_Senate_sessions#Kostjyas_Respite|built]] in late 384YE, by the eponymous [[stzena]], Kostjya of Cabal Lyktan and the Wulfen Reavers. The Civil Service initially [[Thousands_or_more#A_New_Port|confirmed speculation]] that the area would make an excellent location for a town with access to [[the Semmerlak]] and the ports of [[Dawn]], [[the League]], and [[Karsk]]. &lt;br /&gt;
&lt;br /&gt;
The town surrounding the docks is typically Varushkan. The quays are [[Varushka_hearth_magic#Wards|warded]]; each support post has a Varushkan shield nailed to it, lacquered and painted with a labyrinth design intended to make monsters become lost and confused if they try to approach. A thin silver chain runs the length of the entire shoreline within the town, each post carved to represent a glowering bearded face - modelled on Kostijya himself - that peer out across the waters. In the middle of the docks stands the hall of the Merchant Boyar of the Bittershore, which serves as a small armoury as well.&lt;br /&gt;
&lt;br /&gt;
Around the town is a white-granite wall with two gates, one to the north-east and one to the north-west. Beside each gate is a spacious road-inn, designed specifically for drovers and traders, with expansive stables for their ox-carts. At the heart of Kostjyas Respite is a spacious market square, connected to the docks and both gates by paved roads; it is here that traders come to bid for the materials imported from the other ports of the Semmerlak, ready for resale to the new vales of Ossium.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, around the same time the port was completed the [[Varushkan_Monster#Sovereigns|sovereign]] [[Dho&#039;uala]] [[Underwater sunshine|awoke in the Semmerlak]]. So far, Kostjyas Respite has not been significantly molested by the underwater horror, but the influence of the creature cannot be denied. The [[Watcher of the Semmerlak]] and their companions have taken pains to ensure this remains the case.&lt;br /&gt;
&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
&lt;br /&gt;
===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
===Kurstrozi&#039;s Lumbermill===&lt;br /&gt;
Built on the edge of the marshes of the [[#Drownbark Forest|Drownbark Forest]], Kurstrozi&#039;s Lumbermill was [[Construct Kurstrozi&#039;s Lumbermill|established]] in 385YE. Built by the [[Master of the Koboldi]], the lumbermill is a massive structure of [[white granite]] and stone that is a hive of industry long into the night. As well as preparing trees from the forests of Ossium for sale, there is a workshop here dedicated to crafting fine quality saw blades from metals imported via [[#Kostjyas_Respite|Kostjyas_Respite]] and overland through [[#Lormaa|Lormaa]]. These blades are favoured by lumberjacks, treecurrers, and sawmills across Ossium and beyond, famed for their sharpness and durability.&lt;br /&gt;
&lt;br /&gt;
===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
&lt;br /&gt;
===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
&lt;br /&gt;
===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
&lt;br /&gt;
The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
&lt;br /&gt;
===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is rather unusually overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. Unlike the [[The_Barrens#Last_Battle_Wayhouse#Last Battle Wayhouse]] in [[the Barrens]], the building of Awstin&#039;s Rest does not appear to have caused any friction with the local [[orc]] sept, the Menrothat.&lt;br /&gt;
&lt;br /&gt;
The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
&lt;br /&gt;
===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
&lt;br /&gt;
===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
&lt;br /&gt;
Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
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===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
&lt;br /&gt;
There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
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When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here. Still, Drownbark &#039;&#039;is&#039;&#039; a forest and presents opportunities for work Varushkans are very familiar with. [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]] is built here, on the edge of the marshes, providing significant benefits to the citizens of the territory who oversee their own [[forest]] concerns.&lt;br /&gt;
&lt;br /&gt;
In the depths of Drownbark Forest is the formerly Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
&lt;br /&gt;
===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
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===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
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===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
&lt;br /&gt;
A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
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This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
&lt;br /&gt;
===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]], and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
&lt;br /&gt;
==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
&lt;br /&gt;
===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
&lt;br /&gt;
===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
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The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
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===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143544</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143544"/>
		<updated>2026-08-15T13:14:12Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Kostjyas Respite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
&lt;br /&gt;
The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
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Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
&lt;br /&gt;
Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
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Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
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At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
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Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
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==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
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A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
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===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
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The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
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(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
===Kostjyas Respite===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Kostjya6881.png|caption=Kostjya commissioned the Respite with an [[Bearer of an Imperial Wayleave|Imperial Wayleave]], and served as the first [[Merchant Boyar of the Bittershore]].|align=right|width=400}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Built on the [[#Bittershore|Bittershore]], the port of [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] was [[384YE_Autumn_Equinox_Senate_sessions#Kostjyas_Respite|built]] in late 384YE, by the eponymous [[stzena]], Kostjya of Cabal Lyktan and the Wulfen Reavers. The Civil Service initially [[Thousands_or_more#A_New_Port|confirmed speculation]] that the area would make an excellent location for a town with access to [[the Semmerlak]] and the ports of [[Dawn]], [[the League]], and [[Karsk]]. &lt;br /&gt;
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The town surrounding the docks is typically Varushkan. The quays are [[Varushka_hearth_magic#Wards|warded]]; each support post has a Varushkan shield nailed to it, lacquered and painted with a labyrinth design intended to make monsters become lost and confused if they try to approach. A thin silver chain runs the length of the entire shoreline within the town, each post carved to represent a glowering bearded face - modelled on Kostijya himself - that peer out across the waters. In the middle of the docks stands the hall of the Merchant Boyar of the Bittershore, which serves as a small armoury as well.&lt;br /&gt;
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Around the town is a white-granite wall with two gates, one to the north-east and one to the north-west. Beside each gate is a spacious road-inn, designed specifically for drovers and traders, with expansive stables for their ox-carts. At the heart of Kostjyas Respite is a spacious market square, connected to the docks and both gates by paved roads; it is here that traders come to bid for the materials imported from the other ports of the Semmerlak, ready for resale to the new vales of Ossium.&lt;br /&gt;
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Unfortunately, around the same time the port was completed the [[Varushkan_Monster#Sovereigns|sovereign]] [[Dho&#039;uala]] [[Underwater sunshine|awoke in the Semmerlak]]. So far, Kostjyas Respite has not been significantly molested by the underwater horror, but the influence of the creature cannot be denied. The [[Watcher of the Semmerlak]] and their companions have taken pains to ensure this remains the case.&lt;br /&gt;
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===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
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===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
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===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
===Kurstrozi&#039;s Lumbermill===&lt;br /&gt;
Built on the edge of the marshes of the [[#Drownbark Forest|Drownbark Forest]], Kurstrozi&#039;s Lumbermill was [[Construct Kurstrozi&#039;s Lumbermill|established]] in 385YE. Built by the [[Master of the Koboldi]], the lumbermill is a massive structure of [[white granite]] and stone that is a hive of industry long into the night. As well as preparing trees from the forests of Ossium for sale, there is a workshop here dedicated to crafting fine quality saw blades from metals imported via [[#Kostjyas_Respite|Kostjyas_Respite]] and overland through [[#Lormaa|Lormaa]]. These blades are favoured by lumberjacks, treecurrers, and sawmills across Ossium and beyond, famed for their sharpness and durability.&lt;br /&gt;
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===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
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===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
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During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
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===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
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The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
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===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is rather unusually overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. Unlike the [[The_Barrens#Last_Battle_Wayhouse#Last Battle Wayhouse]] in [[the Barrens]], the building of Awstin&#039;s Rest does not appear to have caused any friction with the local [[orc]] sept, the Menrothat.&lt;br /&gt;
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The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
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===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
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===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
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===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
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==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
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Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
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===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
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There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
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It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
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When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here. Still, Drownbark &#039;&#039;is&#039;&#039; a forest and presents opportunities for work Varushkans are very familiar with. [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]] is built here, on the edge of the marshes, providing significant benefits to the citizens of the territory who oversee their own [[forest]] concerns.&lt;br /&gt;
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In the depths of Drownbark Forest is the formerly Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
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In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
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===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
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===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
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===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
&lt;br /&gt;
A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
&lt;br /&gt;
This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
&lt;br /&gt;
===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]], and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
&lt;br /&gt;
==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
&lt;br /&gt;
===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
&lt;br /&gt;
===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
&lt;br /&gt;
===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143543</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143543"/>
		<updated>2026-08-15T13:12:47Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Points of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
&lt;br /&gt;
The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
&lt;br /&gt;
Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
&lt;br /&gt;
Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
&lt;br /&gt;
A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
&lt;br /&gt;
The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
===Kostjyas Respite===&lt;br /&gt;
Built on the [[#Bittershore|Bittershore]], the port of [[Merchant_Boyar_of_the_Bittershore#Kostjyas_Respite|Kostjyas Respite]] was [[384YE_Autumn_Equinox_Senate_sessions#Kostjyas_Respite|built]] in late 384YE, by the eponymous [[stena]], Kostjya of Cabal Lyktan and the Wulfen Reavers. The Civil Service initially [[Thousands_or_more#A_New_Port|confirmed speculation]] that the area would make an excellent location for a town with access to [[the Semmerlak]] and the ports of [[Dawn]], [[the League]], and [[Karsk]]. &lt;br /&gt;
&lt;br /&gt;
The town surrounding the docks is typically Varushkan. The quays are [[Varushka_hearth_magic#Wards|warded]]; each support post has a Varushkan shield nailed to it, lacquered and painted with a labyrinth design intended to make monsters become lost and confused if they try to approach. A thin silver chain runs the length of the entire shoreline within the town, each post carved to represent a glowering bearded face - modelled on Kostijya himself - that peer out across the waters. In the middle of the docks stands the hall of the Merchant Boyar of the Bittershore, which serves as a small armoury as well.&lt;br /&gt;
&lt;br /&gt;
Around the town is a white-granite wall with two gates, one to the north-east and one to the north-west. Beside each gate is a spacious road-inn, designed specifically for drovers and traders, with expansive stables for their ox-carts. At the heart of Kostjyas Respite is a spacious market square, connected to the docks and both gates by paved roads; it is here that traders come to bid for the materials imported from the other ports of the Semmerlak, ready for resale to the new vales of Ossium.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, around the same time the port was completed the [[Varushkan_Monster#Sovereigns|sovereign]] [[Dho&#039;uala]] [[Underwater sunshine|awoke in the Semmerlak]]. So far, Kostjyas Respite has not been significantly molested by the underwater horror, but the influence of the creature cannot be denied. The [[Watcher of the Semmerlak]] and their companions have taken pains to ensure this remains the case.&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
&lt;br /&gt;
===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
===Kurstrozi&#039;s Lumbermill===&lt;br /&gt;
Built on the edge of the marshes of the [[#Drownbark Forest|Drownbark Forest]], Kurstrozi&#039;s Lumbermill was [[Construct Kurstrozi&#039;s Lumbermill|established]] in 385YE. Built by the [[Master of the Koboldi]], the lumbermill is a massive structure of [[white granite]] and stone that is a hive of industry long into the night. As well as preparing trees from the forests of Ossium for sale, there is a workshop here dedicated to crafting fine quality saw blades from metals imported via [[#Kostjyas_Respite|Kostjyas_Respite]] and overland through [[#Lormaa|Lormaa]]. These blades are favoured by lumberjacks, treecurrers, and sawmills across Ossium and beyond, famed for their sharpness and durability.&lt;br /&gt;
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===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
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===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
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During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
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===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
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The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
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===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is rather unusually overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. Unlike the [[The_Barrens#Last_Battle_Wayhouse#Last Battle Wayhouse]] in [[the Barrens]], the building of Awstin&#039;s Rest does not appear to have caused any friction with the local [[orc]] sept, the Menrothat.&lt;br /&gt;
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The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
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===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
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===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
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===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
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==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
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Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
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===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
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There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
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It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
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When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here. Still, Drownbark &#039;&#039;is&#039;&#039; a forest and presents opportunities for work Varushkans are very familiar with. [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]] is built here, on the edge of the marshes, providing significant benefits to the citizens of the territory who oversee their own [[forest]] concerns.&lt;br /&gt;
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In the depths of Drownbark Forest is the formerly Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
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In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
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===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
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===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
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===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
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A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
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Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
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This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
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===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
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The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
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During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
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==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]], and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
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==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
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===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
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Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
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===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
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The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
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===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143542</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143542"/>
		<updated>2026-08-15T13:07:39Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* OOC Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
&lt;br /&gt;
The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
&lt;br /&gt;
Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
&lt;br /&gt;
Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
&lt;br /&gt;
A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
&lt;br /&gt;
The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
&lt;br /&gt;
===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
===Kurstrozi&#039;s Lumbermill===&lt;br /&gt;
Built on the edge of the marshes of the [[#Drownbark Forest|Drownbark Forest]], Kurstrozi&#039;s Lumbermill was [[Construct Kurstrozi&#039;s Lumbermill|established]] in 385YE. Built by the [[Master of the Koboldi]], the lumbermill is a massive structure of [[white granite]] and stone that is a hive of industry long into the night. As well as preparing trees from the forests of Ossium for sale, there is a workshop here dedicated to crafting fine quality saw blades from metals imported via [[#Kostjyas_Respite|Kostjyas_Respite]] and overland through [[#Lormaa|Lormaa]]. These blades are favoured by lumberjacks, treecurrers, and sawmills across Ossium and beyond, famed for their sharpness and durability.&lt;br /&gt;
&lt;br /&gt;
===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
&lt;br /&gt;
===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
&lt;br /&gt;
===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
&lt;br /&gt;
The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
&lt;br /&gt;
===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is rather unusually overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. Unlike the [[The_Barrens#Last_Battle_Wayhouse#Last Battle Wayhouse]] in [[the Barrens]], the building of Awstin&#039;s Rest does not appear to have caused any friction with the local [[orc]] sept, the Menrothat.&lt;br /&gt;
&lt;br /&gt;
The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
&lt;br /&gt;
===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
&lt;br /&gt;
===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
&lt;br /&gt;
Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
&lt;br /&gt;
===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
&lt;br /&gt;
There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
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It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
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When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here. Still, Drownbark &#039;&#039;is&#039;&#039; a forest and presents opportunities for work Varushkans are very familiar with. [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]] is built here, on the edge of the marshes, providing significant benefits to the citizens of the territory who oversee their own [[forest]] concerns.&lt;br /&gt;
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In the depths of Drownbark Forest is the formerly Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
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In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
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===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
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===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
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===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
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A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
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Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
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This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
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===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
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The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
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During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
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==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]], and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
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==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
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===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
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Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
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===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
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The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
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===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
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==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143541</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143541"/>
		<updated>2026-08-15T13:07:18Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* The Palace of Orieb */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
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The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
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Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
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Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
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In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
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==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
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Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
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==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
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During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
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Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
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At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
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Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
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==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
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A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
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===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
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The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
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(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
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===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
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===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
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===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
===Kurstrozi&#039;s Lumbermill===&lt;br /&gt;
Built on the edge of the marshes of the [[#Drownbark Forest|Drownbark Forest]], Kurstrozi&#039;s Lumbermill was [[Construct Kurstrozi&#039;s Lumbermill|established]] in 385YE. Built by the [[Master of the Koboldi]], the lumbermill is a massive structure of [[white granite]] and stone that is a hive of industry long into the night. As well as preparing trees from the forests of Ossium for sale, there is a workshop here dedicated to crafting fine quality saw blades from metals imported via [[#Kostjyas_Respite|Kostjyas_Respite]] and overland through [[#Lormaa|Lormaa]]. These blades are favoured by lumberjacks, treecurrers, and sawmills across Ossium and beyond, famed for their sharpness and durability.&lt;br /&gt;
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===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
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===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
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During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
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===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
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The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
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===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is rather unusually overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. Unlike the [[The_Barrens#Last_Battle_Wayhouse#Last Battle Wayhouse]] in [[the Barrens]], the building of Awstin&#039;s Rest does not appear to have caused any friction with the local [[orc]] sept, the Menrothat.&lt;br /&gt;
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The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
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===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
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===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
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===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
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==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
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Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
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===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
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There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
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It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
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When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here. Still, Drownbark &#039;&#039;is&#039;&#039; a forest and presents opportunities for work Varushkans are very familiar with. [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]] is built here, on the edge of the marshes, providing significant benefits to the citizens of the territory who oversee their own [[forest]] concerns.&lt;br /&gt;
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In the depths of Drownbark Forest is the formerly Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
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In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
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===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
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===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
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===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
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A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
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Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
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This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
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===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
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The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
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During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
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==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], Kurstrozi&#039;s Lumbermill, and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
&lt;br /&gt;
==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
&lt;br /&gt;
===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
&lt;br /&gt;
===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
&lt;br /&gt;
===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143540</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143540"/>
		<updated>2026-08-15T13:02:41Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Drownbark Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
&lt;br /&gt;
The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
&lt;br /&gt;
Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
&lt;br /&gt;
Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
&lt;br /&gt;
A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
&lt;br /&gt;
The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
&lt;br /&gt;
===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
&lt;br /&gt;
===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
&lt;br /&gt;
===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
&lt;br /&gt;
===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
&lt;br /&gt;
The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
&lt;br /&gt;
===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is rather unusually overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. Unlike the [[The_Barrens#Last_Battle_Wayhouse#Last Battle Wayhouse]] in [[the Barrens]], the building of Awstin&#039;s Rest does not appear to have caused any friction with the local [[orc]] sept, the Menrothat.&lt;br /&gt;
&lt;br /&gt;
The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
&lt;br /&gt;
===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
&lt;br /&gt;
===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
&lt;br /&gt;
Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
&lt;br /&gt;
===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
&lt;br /&gt;
There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
&lt;br /&gt;
When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here. Still, Drownbark &#039;&#039;is&#039;&#039; a forest and presents opportunities for work Varushkans are very familiar with. [[#Kurstrozi&#039;s Lumbermill|Kurstrozi&#039;s Lumbermill]] is built here, on the edge of the marshes, providing significant benefits to the citizens of the territory who oversee their own [[forest]] concerns.&lt;br /&gt;
&lt;br /&gt;
In the depths of Drownbark Forest is the formerly Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
&lt;br /&gt;
===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
&lt;br /&gt;
===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
&lt;br /&gt;
===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
&lt;br /&gt;
A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
&lt;br /&gt;
This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
&lt;br /&gt;
===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], Kurstrozi&#039;s Lumbermill, and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
&lt;br /&gt;
==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
&lt;br /&gt;
===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
&lt;br /&gt;
===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
&lt;br /&gt;
===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Holberg&amp;diff=143538</id>
		<title>Holberg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Holberg&amp;diff=143538"/>
		<updated>2026-08-15T12:22:54Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Adelaarskade */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=HolbergRegions.png|caption=The land may have fallen but the city endures|title=Regions of Holberg|align=left|width=450}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The League history#Origins of the League|Settled]] at the same time as [[Dawn]], the town remained free of any outside control until well after the founding of the Empire. Proud of its independence, Holberg eventually joined [[the League]] in 136YE under a riot of political strife in the [[Senate]]. The lands that surrounded the city were under the control of barbarian orcs until they were driven back in an epic five year war of conquest by Dawnish nobles and forces loyal to them. But Holberg itself was never conquered; the city was protected by a dozen high walls and the Dawnish armies had little taste for a lengthy siege. When the city was convinced to side with the Empire by League diplomats, it also successfully requested the Senate assign the territory to the League. Dawnish senators were incandescent with fury but there was nothing they could do and Holberg became the prosperous fourth city of the League.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed Holberg grew rich and prosperous. The lands around the city possessed a rich agricultural heritage, well known for their fine vineyards. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Build strong city walls and the world must come to you - and it &#039;&#039;will&#039;&#039; come to you, if only to marvel at your walls.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Recent History==&lt;br /&gt;
In 346YE, however, barbarians attacked the territory, sacked the vineyards, burnt the hardwood groves so precious to the city&#039;s crossbow makers, and laid siege to the walled city. The Senate remained paralysed throughout this time, unable to secure funding and forces to raise the siege and in the end the territory was lost to the orcs and remained under Orc rule for over thirty years.&lt;br /&gt;
&lt;br /&gt;
By early 377YE, the [[fortifications|walls of Holberg]] were in a sorry state. The [[Senate]] [[Build Holberg defences|passed a motion]] to supply emergency aid to the citizens of the city, following a plan suggested by the master engineer Rhiner Van Hesselman. Money and resources supplied to the city allowed for emergency repairs to be made to the walls, while herbs and medical supplies helped to counter the insidious effects of [[Druj]] poisons. Despite the fact that the city was under siege, heroic action meant that the defences were restored to full strength.&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE, the defenders had been [[378YE_Summer_Solstice_winds_of_war#The_Siege_of_Holmauer|forced back to defensive positions]] within the upper city. The Druj, made overconfident by earlier victories, pressed their advantage in Autumn ... with [[378YE_Autumn_Equinox_winds_of_war#The_Walls_of_Holfried|disastrous consequences for the barbarians]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Is Holberg cursed?&#039;&#039;&#039;&amp;lt;br&amp;gt;[[Empress Giselle]] met her end here and [[Emperor Hugh]] spent much of his reign trying to get support to retake the city. Some claim that when [[Empress Britta]] decided to concentrate her efforts on the western Empire it was as much due to her belief in the curse as it was about any amount of residual nationalism. According to the scandalous [[Sarvos|Sarvosian]] novel &#039;&#039;The Waters of Rebeshof&#039;&#039;, the curse was the work of a [[Weirwater]] [[weaver cabal]] seeking vengeance for the humiliation of the Dawnish. No evidence to support these scurrilous claims has ever come to light.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Over Winter 378YE, Holberg was liberated by a massive force of Imperial troops. The Druj fortress of Rebeshof was devastated, and the barbarian invaders driven back to the northern forests. At the same time, however, their magicians unleashed a [[Thunderous Tread of the Trees|dreadful curse]] on Holberg, causing malignant spirits to animate aggressive trees throughout the area.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, with Temeschwar as a major hub. They provided merchants and traders from across the Empire with easy access to the markets of Holberg, 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 Spring 383YE, the Imperial Senate decided to encourage the Sand Fisher orcs of Ossium to move to Misericorde. They have since settled in, building several villages along the shore, and begun to explore the marshes of Ennerlund, Rebeshof, and the Morass. Their presence has brought with it [[A_dream_that_can_last|a number of benefits and opportunities]].&lt;br /&gt;
&lt;br /&gt;
The [[Light upon the water#Sodden Ground|torrential magical rains]] of 384YE were not kind to Holberg. [[#Utterlund|Utterlund]] is now a marsh as well as a forest. The rains caused some of the worst flooding seen at the [[Great Pits of Ennerlund]] since [[#Ennerlund|Ennerlund]] first reverted to being part of [[#The Morass|the Morass]], but the Bourse seat weathered the worst of it without permanent damage. Unexpected aid came in the shape of the Sand Fisher orcs. Once it became clear what was happening, they enthusiastically pitched in, working hard under directions from their neighbours to shore up flood defences and dig channels for the water to drain away, helping to ensure that any flooding of the city itself, or any of the smaller estates scattered around the territory, was minimised. &lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 100%;&amp;quot;&amp;gt;[[File:GreatestCity5.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Major Features ==&lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=The walls of Holberg will not fall.|caption=The League has never abandoned Holberg.|align=right|width=250}}&lt;br /&gt;
===The City of Holberg===&lt;br /&gt;
Holberg itself has never fallen - even the Empire was only able to &amp;quot;conquer&amp;quot; it because the burghers of the city opened the gates to them. Famous for its engineers, builders and architects, the city is immensely fortified and defenders held out against barbarian attack for over thirty years. The only approach to the city that remained viable during the extended siege was through a narrow pass that leads over the mountains and into Dawn. Now Holberg is back in Imperial hands the people look forward to their newly appointed Senator rebuilding the city to its former glory. &lt;br /&gt;
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Holberg has always been a vital part of the League. The city is notorious for its inventive brilliance, its ability to think of ingenious solutions to problems. Holberg invented the crossbow, but it is not inventions it is known for, so much as the ability of the inhabitants to use what they have to find solutions never before seen. Many Holberghians see life as a complex puzzle, one for which they are seeking the solution. They do not respect flights of fancy - but these people have found ways to build a city on a mountainside. They are utterly pragmatic but ingenious with it.&lt;br /&gt;
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There is also an emphasis on learning and study that is found nowhere else in the Empire outside Urizen. Holberg already had its own university when it joined the League, something the other cities soon copied. It does not have great libraries to rival [[Urizen]] or [[Highguard]] - although it has more than its fair share of specialists such as the bookbinders of [[Holberg spoils of war#Ledger Domain|Ledger Domain]] - but it is a centre of excellence for tutelage, particularly in practical skills like engineering and surgery. There have been several free companies from Holberg whose reputation as siege engineers was unrivalled throughout the Empire. Holberg gives the League a scholarly excellence that allows it to hold its own with rival nations like Urizen - they may not have been able to retake the lowlands without help from the Empire, but they ensured that the city did not fall to the Druj.&lt;br /&gt;
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One of the finest engineering guilds in Holberg is [[Holberg spoils of war#Wunderkind|&#039;&#039;Wunderkind&#039;&#039;]]. With a legacy that reaches back to the time before Holberg was part of the Empire, the engineers of Wunderkind were known for centuries for the creation and design of everything from toys to fountains to siege engines and crossbows - and everything in between. The Grand Clocktower - a unique wonder in the Empire, a mechanical time-keeping device on a massive scale, was built by the founders of the guild.&lt;br /&gt;
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Holberg is also known for its doctors - many of whom gave their lives fighting on the front lines. The warrior-healer of Holberg is already becoming a popular mythopoetic figure and characters such as the late physick and apothecary [[Holberg spoils of war#Doctor Ventner&#039;s Greenhouse|Doctor Ventner]] are appearing in plays and pamphlets as far south as [[Sarvos]].&lt;br /&gt;
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=== The [[Great Pits of Ennerlund]]===&lt;br /&gt;
The Great Pits of Ennerlund are a Bourse resource located (unsurprisingly) in [[#Ennerlund|Ennerlund]]. Custodianship of the Pits is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 27 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox. The Pits were severely damaged by the Druj during the last months of their occupation, and repaired at great expense to the Empire. The lower levels are in constant danger of flooding due to the spread of marshland into Ennerlund, placing an increased demand on the Imperial treasury.&lt;br /&gt;
{{CaptionedImage|file=Holberg Great Park.png|caption=An artist&#039;s Impression of part of Holmauer Park|align=right|width=500}}&lt;br /&gt;
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=== The [[Flaxen Pillars]]===&lt;br /&gt;
The Flaxen Pillars are a Bourse resource in [[#Misericorde|Misericorde]]; a stand of [[weirwood]] trees that were discovered by the Sand Fishers shortly before the [[The_greatest_city_in_the_world#Flaxen_Pillars|Winter Solstice 385YE]]. &lt;br /&gt;
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The Flaxen Pillars are a national [[Bourse|Bourse position]] which produces weirwood. Control of the Pillars is assigned by national auction at the Winter Solstice each year. This Bourse position produces 22 Imperial wains of [[weirwood]] every season.&lt;br /&gt;
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===Holmauer Park===&lt;br /&gt;
During the Druj occupation, the suburbs of [[#Holmauer|Holmauer]] were reduced to rubble choked with [[vermin]] - both the four-legged and two-legged kind. In Spring 380YE Katarzyna Von Carstein - a [[Principalities of Jarm|Jarmish]] immigrant now a citizen of [[the League]] - presented a bold proposal to [[Reclaimers|reclaim]] the ruins. The [[Senate]] agreed with her ambitious plan, although the [[Construct_the_Park_of_Holberg|construction]] took at least twice as long as first estimated. Over time the shattered wasteland was cleared and the [[territory#region|region]] laid out as broad parkland. In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer became a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble.&lt;br /&gt;
&amp;lt;!--In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer is now a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble. The extensive landscaping of the park has led to pleasant paths snaking through flower gardens, grassy banks and natural forest areas. There are row boats for hire on the lakes and river and a new folly on the island for visitors to enjoy. The park includes a beautiful open-air venue for concerts and plays, a public bath house built by the finest [[Highguard|Highborn]] artisans, and the wonderful [[Keeper_of_the_Imperial_Menagerie#Imperial_Menagerie|Imperial Menagerie]]. At the North-East corner is the Sculpture Garden, a meandering series of paths through a rose garden scattered with statues of recent citizens of Holberg. All in all, the park is a [[great work]] that transforms Holmauer into one of the richest, most beautiful, and most desirable areas to live in in the entire League. --&amp;gt;&lt;br /&gt;
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This changed catastrophically in Summer 378YE when the park was cursed by agents acting on behalf of [[The_Thrice-cursed_Court#Skathe|the Hag Queen]]. Over the course of less than a week almost every plant, flower and tree suffered under the blight becoming defiled and withered, a corruption of what they were before. Well, [[In_the_garden_of_defiance#Trees_and_Flowers|&#039;&#039;almost&#039;&#039; every plant, flower and tree]] - but that is a separate issue. The Wunderkind Woods at the heart of the park are believed to have been the starting point for the blight - a belief reinforced by the fact there is now a strong [[Winter magic|Winter]] [[regio]] located in the centre surrounded by barren land. Only the memorial grove and the [[Keeper_of_the_Imperial_Menagerie#Imperial_Menagerie|Imperial Menagerie]] survived untouched.&lt;br /&gt;
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Steps were taken to recover from the curse. The waters were cleansed by donations from [[Highguard|Highborn]] [[business|businesses]], and the Pavilion on Looking Glass Lake became a powerful focal point for League defiance - supported by the [[Patron of the Pavilion]]. Most of the park continues to show signs of defilement, however, as detailed in the &#039;&#039;&#039;[[In the garden of defiance]]&#039;&#039;&#039; Wind of Fortune.&lt;br /&gt;
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Close to the entrance from the city of Holberg is placed a plaque bearing the names of all the citizens who contributed funds to pay for the creation of the park. That, at least, remains untouched by the malignancy spread across the once-beautiful gardens.&lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; [[#Holmauer Park|Holmauer Park]] was originally a [[great work]] that provided additional income to [[business|businesses]], but this income was lost when the park was [[In_the_garden_of_defiance|ravaged by curses]] during the Summer Solstice 383YE.&lt;br /&gt;
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===Walls of Holberg===&lt;br /&gt;
The [[Walls of Holberg]] are undoubtedly one of the wonders of the known world; more commanding than the Star-fort of the [[Commonwealth]], more beautiful than the Palace of the Electrum Prince in [[Jarm]]. The fortification is utterly peerless and without any rival. Within extended walls, gantries, portcullis and more, the engineering genius of Holberg can be felt. A generation under siege has led to efficiencies everywhere, from the routes the troops take to food and weapon storage. &lt;br /&gt;
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Along the walls, the guilds, cartas, and individuals who gave the most to this construction are engraved. Images of the Printers Guild, the Holberg Haudagen and the House of Seven Mirrors overlook the walkways and a full list of all those who contributed to the walls is etched under each engraving. There is at least one &amp;quot;&#039;&#039;official&#039;&#039;&amp;quot; gift shop not far from each of the covered entrances to the walls; each of them promoting a slightly different version of who was responsible for this project.&lt;br /&gt;
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===Lorenzo&#039;s Legacy of Courage===&lt;br /&gt;
Spread across the entire territory, even in the wild woodlands of [[#Misericorde|Misericorde]] and the sodden marshes of [[#The Morass|the Morass]] are a sequence of red stone [https://en.wikipedia.org/wiki/Stele stelae]. Adorned with axes and roses, and surmounted with a pair of butcher&#039;s cleavers, their bases are engraved with phrases celebrating [[Pride]], [[Loyalty]], and [[Courage]] around the base. The keystone for this [[great work]] stands outside &#039;&#039;Wunderkind&#039;&#039; in the city proper. [[Construct Lorenzo&#039;s Legacy of Courage |Commissioned]] in Autumn 381YE with the use of an [[Bearer_of_an_Imperial_Wayleave|Imperial Wayleave]]  by Lorenzo “La Volpe” Macelliao von Temeschwar, these [[Lorenzo&#039;s_Legacy#The_Legacy_of_Courage|crimson monoliths]] help to harness the flows of mana through Holberg.&lt;br /&gt;
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===Bloody Great Sausages===&lt;br /&gt;
Following an [[opportunity]] presented in the lead-up to the Spring Equinox 382YE by the &#039;&#039;Right Virtuous Company of Provisioners and Victuallers&#039;&#039;, and with the investment of Lorenzo “La Volpe” Macelliao von Temeschwar, the sausage production and distribution networks of Holberg have been greatly enhanced. Holberg sausage is now readily available everywhere the [[Lorenzo&#039;s Legacy#Blood Red Roads|Blood Red Roads]] reach, and the Senate has appointed a [[Custodian of the Bloody Great Sausage]] to ensure Holberg victuals remain at a high standard.&lt;br /&gt;
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===Adelaarskade===&lt;br /&gt;
Completed shortly before the Spring Equinox 388YE, the design for the Adelaarskade were originally [[380YE_Autumn_Equinox_winds_of_fortune#The_Creeping_Morass|presented]] by the civil service, and later improved upon by &#039;&#039;Professor Immanuel Gelberg&#039;&#039;, as part of the Commonwealth professor&#039;s investigation into how [[Threats_that_are_to_come#Land_and_Ditches|to secure and bolster Holberg&#039;s food and water supplies]]. Adelaarskade, affectionately known as the &#039;&#039;Seven Dykes&#039;&#039; by some citizens of the territory, is an extensive series of groundworks reinforced with [[weirwood]] timbers to hold the dykes in place at key locations towards the Nameless River. As a result, the wetlands of [[#Rebeshof|Rebeshof]] and [[#Utterlund|Utterlund]] will be slowly drained, and, assuming nothing else changes, the regions will lose [[Region_qualities#Marsh|marsh]] quality by the start of the Spring Equinox 389YE.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Splintered House===&lt;br /&gt;
Built in [[#Utterlund|Utterlund]], the [[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]] is a [[Navarr wayhouse]] named for the Splintered Oaks [[striding]]. A hub for Navarr travellers, and those who have settled in Holberg, it was founded on ideals of standing together to build something greater and welcomes travellers from across the Empire. The Splintered House brims with the energy of hustle; [[broker|brokers]] bring their goods and services through to the &amp;quot;Greatest City of the League&amp;quot; and it has become a common destination for [[Varushka|Varushkan]] traders out of [[Ossium]] heading for Holberg. Built as a trading market to showcase Navarr talent, it is often surrounded by sprawling tents, stalls, and ox carts, with the maze-like routes managed by residents of the wayhouse, who work to ensure [[Prosperity]] for all who frequent the ever-changing traders.&lt;br /&gt;
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==Regions==&lt;br /&gt;
===Holfried===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; City&lt;br /&gt;
This is where the great fortified city of &#039;&#039;&#039;Holberg&#039;&#039;&#039; stands. It is one of the greatest fortifications in the Empire and was the only reason that the defenders managed to withstand the siege of hostile barbarians for a little over thirty years.(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The walls of Holberg are a rank 6 [[Fortifications|fortification]]).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Spring 378YE, the Imperial Senate arranged the creation of a cemetery at the foot of the southern wall. Marcher soil and apple trees were imported and watered with waters taken from streams in [[Mitwold]], [[Upwold]] and [[Bregasland]].&amp;lt;br&amp;gt;&lt;br /&gt;
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===Holmauer===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Parkland, Uplifting&lt;br /&gt;
The sprawling suburbs of Holmauer are a region unto themselves. Outside the walls of Holberg proper, they were devastated by decades of war, cannibalised by the barbarians and citizens of Holberg alike to shore up their [[fortification|fortifications]]. Makeshift barricades gave way to increasingly sophisticated fortresses, and then to rubble. The walls of Holmauer finally ceased to be a consideration in the Autumn of 378YE - a shattered casualty of the ebb and flow of battle against the Druj.&lt;br /&gt;
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After the liberation, a few refugees sought to regain their homes in Holmauer, but in most cases literally nothing remained. The priests of [[Holberg spoils of war#The Eastern Front|the &#039;&#039;Eastern Front&#039;&#039;]] did what they can to help these homeless unfortunates - and ministered likewise to the few survivors who, like them, stayed behind even as the outer city collapsed around their ears. Rebuilding the suburbs of Holberg represented an immense undertaking, especially in the absence of the walls that once protected them. During the Spring Equinox 380YE, the [[Senate]] [[commission|commissioned]] a project to [[Construct_the_Park_of_Holberg|restore Holmauer]], turning the region into a [[#Holmauer Park|great park]] as per the [[Reclaimers#The_Park|ambitious plans]] of architect Katarzyna Von Carstein. Following a long delay, work finally began on the park shortly after the Autumn Equinox 380YE, but stalled over Winter. For a long time, the only part of the park open to the public was the [[Keeper of the Imperial Menagerie|Imperial menagerie]], but work was finally completed shortly before the Winter Solstice 381YE.&lt;br /&gt;
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Holmauer is no longer a broken ruin, but rather a beautiful stretch of parkland dotted with clusters of aesthetically pleasing buildings, homes, and businesses. It presents a highly desirable alternative to the cramped conditions in the city proper, and real estate here in Holmauer is very much in demand.&lt;br /&gt;
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===Misericorde===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Sand Fishers&lt;br /&gt;
The northernmost region of Holberg, these dark forests were once a haunt of bandits and brigands – the bandit “warlord” Graffler made his base of operations here – and have a poor reputation as a result. After Graffler&#039;s death, some of the bandits were forced by necessity to fight for their survival against the Druj - the most committed of whom have since sought [[clemency]] and formed a [[Holberg spoils of war#The Revelry|military company in service of the League]]. Misericorde touches the shores of [[the Semmerlak]], but there has never been much fishing here - the banks of that great lake just across the river are part of [[the Mallum]] (claimed by the [[Druj]], and to the west by the folk of [[Semmerholm]]. Still, it is not impossible that a small port could be constructed here - especially if the Mallum were freed from Druj domination.&amp;lt;br&amp;gt;&lt;br /&gt;
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Since the retreat of the Druj, there have been stories of [[Reclaimers#The_Twisted_Briars_of_Misericorde|odd activity]] in Misericorde and neighbouring [[#Utterlund|Utterlund]].&lt;br /&gt;
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In Spring 383YE, the Imperial Senate voted to encourage the Sand Fisher [[orc|orcs]] of [[Ossium]] to move to Misericorde. With the aid of the civil service, they swiftly made the journey and established several new villages along the shores of [[the Semmerlak]]. They are now an uncommon but unremarkable sight across the marshes of Rebeshof, Ennerlund, and the Morass; their fishing boats now ply the waters north-west of Misericorde and they have made some inroads into the forest here.&lt;br /&gt;
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===Utterlund===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The forests of Utterlund are tamer than those of Misericorde. At one time they served as a hunting preserve and they were the site of several cultivated [[Forest|woodland preserves]] such as the beautiful [[Holberg spoils of war#Sorensdromen|Sorensdromen]] that in addition to being places of natural wonder produced valuable [[Materials#Natural_Materials|raw materials]] for use in several industries. Owned and worked by local people, many forest workers were enslaved by the barbarians during the Druj invasion and suffered greatly at the hands of the [[orc|orcs]]. During the [[Light upon the water#Sodden Ground|terrible magical storms]] of 384YE, Utterlund finally surrendered to the spreading waters of [[#The Morass|the Morass]], meaning the region is now marshy. The powerful [[Spring magic]] [[enchantment]], [[Hallow of the Green World]], performed [[Children in bloom|after the Winter Solstice 384YE]] actually helped the trees of Utterlund weather the change better than might have been expected. Subtle changes mean that the [[forest]] groves here continue to be productive.&lt;br /&gt;
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Utterlund enjoys additional prosperity due to the presence of the [[#Splintered House Wayhouse|Splintered House]], a [[Navarr wayhouse]].&lt;br /&gt;
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===Ennerlund===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
The [[#Great Pits of Ennerlund|Great Pits]] can be found here. Most of the region as dotted with light woodland, although great swathes of it have been clear-cut by loggers and by labourers associated with the mithril mine - indeed the area directly surrounding the mine works was entirely stripped of trees long ago and is sometimes referred to as the &amp;quot;Ennerlund Wastes&amp;quot;. With the Druj now gone, the area slowly recovered - new mines such as [[Holberg spoils of war#Uitgang|Uitgang]] have been opened, for example.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the malice of the eastern orcs saw extensive damage to the dykes and barriers of [[#the Morass|the Morass]], leading to the slow spread of the marsh northwards. Following an [[The_prime_colour_of_the_world#Problems_with_the_Morass|Empire-wide influx]] of [[Spring magic]], the entire region was reclaimed by bogs. The Great Pits were preserved thanks to powerful new pumps that keep them operational, but it also marked the loss of the last bits of good quality farmland in the territory.&lt;br /&gt;
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===Rebeshof===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
A wide plain, once dominated by an unsightly fortification built over the several decades by the orc invaders with looted stone. Human slaves were used to work the remaining farms here, providing food to their conquerors. In Winter 378YE the fortress was destroyed by Imperial armies during the liberation of Holberg.&lt;br /&gt;
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Rebeshof was originally marshland. It was drained at great expense by the people of Holberg between 18YE 20YE. During their occupation, the Druj destroyed many of the dikes and dams that held back [[#the Morass|the Morass]], and in the time since the farmland here has slowly been reclaimed by the waters of the southern marshes. The situation was exacerbated by the sheer amount of Spring magic laid over the territory during the war with the Druj. Following the Spring Equinox 380YE, in combination with the effects of [[The prime colour of the world|Empire-wide Spring magic]], the marshes finally reclaimed Rebeshof.&amp;lt;br&amp;gt;&lt;br /&gt;
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===The Morass===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
In the past, the Morass has been partially drained. Since the territory of Holberg fell the waters have risen and the swampy land expanded, turning most of the region back into boggy marsh and drowning a great many [[farm|farms]] that once exploited the naturally fertile soil of the reclaimed land, such as the old pear orchards of [[Holberg_spoils_of_war#Kröger Steading|Kröger Steading]]. There have been several reports of [[marshwalkers]] in the last decade although whether these were natural creatures or part of the Druj forces is unclear -but the Druj took every opportunity to exploit their presence during the occupation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In an act of spite, the Druj also destroyed the old dykes and river-barriers that kept the Morass in check; by the Spring of 382YE, it had spread to encompass the entirety of [[#Rebeshof|Rebeshof]] and [[#Ennerlund|Ennerlund]], devastating the former farmlands that had been reclaimed over decades of hard work by the people of Holberg.&lt;br /&gt;
{{CaptionedImage|file=Holberg Holder.jpg|caption=&#039;&#039;&#039;Kaspar Yakovich von Holberg&#039;&#039;&#039;, Senator for Holberg|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Holberg|Territory=Holberg|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE, the Sand Fishers control Misericorde. The League, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The Walls of Holberg in [[#Holfried|Holfried]] are a level six [[fortification]].&lt;br /&gt;
* [[business|Businesses]] in the territory benefit from the [[Gates of Holmauer Park]] and produce an extra 72 rings each season.&lt;br /&gt;
* [[farm|Farms]] in the territory benefit from the [[#Adelaarskade|Adelaarskade]], the Bloody Great Sausage, and [[A_dream_that_can_last#Green_Shoots|trade with the Sand Fishers]], meaning they produce an extra 36 rings and 2 drams of random herbs each season.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory no longer benefit from the [[##Lorenzo&#039;s_Legacy_of_Courage|Lorenzo&#039;s Legacy of Courage]]  following a senate motion to [[385YE_Winter_Solstice_Senate_sessions#League_Crystal_Mana_to_Spiral|divert production to Spiral]].&lt;br /&gt;
* [[#Holmauer Park|Holmauer Park]] was a great work that provided additional income to businesses in Holberg, but it was effectively [[In_the_garden_of_defiance|destroyed]] during the Summer Solstice 383YE&lt;br /&gt;
* Attempting to build a permanent [[fortification]] in one of the regions with the marsh quality is likely to encounter additional difficulties.&lt;br /&gt;
* A list of the [[spoils of war]] that were allocated by the [[Military Council]] at the Summer Solstice 379YE, can be found [[Holberg spoils of war|here]].&lt;br /&gt;
{{anchor|Frieze of Flowers}}&lt;br /&gt;
&amp;lt;ic&amp;gt;&#039;&#039;&#039;The Frieze of Flowers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Constructed during the [[Iron and wine|legendary celebrations]] following the coronation of [[Empress Lisabetta]], the Frieze of Flowers is a breathtaking work of art that covers an entire wall of the Casequo Gallery in the heart of [[#Holfried|Holfried]]. Painstakingly crafted from the finest materials, inlaid with dragonbone, orichalcum, and tempest jade, it is a true wonder that combines modern artistic techniques with traditional sensibilities. It is a delight of autumnal colours, invoking [[Prosperity]] and [[Ambition]]. The frieze was created by an affiliation of Holberg artists and citizens, partially commissioned by Aureliana Saverio di Sarvos and Othello von Holberg, and created with permission from Benedict Parelli of the Empress&#039;s household and the consent of the Senator of Holberg.&lt;br /&gt;
&lt;br /&gt;
The central part of the frieze depicts the Empress with a backdrop showing the rebuilt walls of Holberg, and surrounded by symbols associated with her early life (the image of the Seven Mirrors for example), and coronation (fields of white and gold flowers). She rests one hand on the mane of a mighty lion, its head bowed but its strength undiminished by its expression of respect. Whatever the , relating to the past and future not only of Holberg, but of the League and the Empire itself. In one part, depicting the armies of the League taking back Holberg, is an image of the late General Giovanni Saverio di Sarvos. By contrast, around the borders of the frieze are images of the present and the future - the four Senators of the League in the corners, and the Cardinals of Prosperity, Ambition, and Vigilance; the Imperial Inquisitor; the Ambassadors to Asavea and Faraden; the Imperial Consul; and the Grandmaster of the Golden Pyramid along the top and bottom edges.&lt;br /&gt;
 &lt;br /&gt;
Since her [[Crowned in rose and heather|disappearance]], the Frieze has changed and become the focus of what some believe is a minor miracle. Previously the image clearly depicted the Imperatrix smiling down at the viewer benignly, raising their spirits and encouraging them to virtue. Since Summer 383YE, it is rare to find two people who agree on her countenance. Others are adamant that the frieze now depicts the Empress frowning or dismayed, as if troubled by something, causing them to doubt themselves. A few people even say that the Empress&#039;s expression seems to change depending on what they are thinking at the time. At first people were excited to imagine that the Frieze somehow reflects the Empress&#039;s state of mind, but it seems the truth is more complicated than that. It is common for two different people who view the frieze to see a different expression portrayed there, even when both are looking at the image &#039;&#039;&#039;at the same time&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unscrupulous mountebanks quickly began suggesting that the Empress&#039;s expression was an indication whether a person who views it is fated for weal or woe. For a pair of rings they invite visitors to tell them their troubles, so that they can advise them on how to best interpret the Empress&#039;s expression. While nobody approves of such charlatanry, the Frieze still draws crowds of eager visitors, keen to witness this little miracle and ponder what it might portend.&lt;br /&gt;
&lt;br /&gt;
Nor is the Empress alone. They claim that there is a new figure visible on the battlements of Holberg - a horned man in a familiar heavy robe leaning on a staff. Some who have studied the frieze believe this figure to be none other than Juha the Cave Spider, Imperial Magus and husband of the Imperatrix. It is difficult to make the figure out - and even more difficult to prove that they were not always part of the frieze - but the belief that this is somehow representative of Juha watching over and supporting his beloved wife is gaining traction.&amp;lt;/ic&amp;gt;&lt;br /&gt;
[[Category:The League]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skarsind&amp;diff=143537</id>
		<title>Skarsind</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Skarsind&amp;diff=143537"/>
		<updated>2026-08-15T12:22:43Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* The Red Blade Memorial */&lt;/p&gt;
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&lt;div&gt;{{CaptionedImage|file=Skarsindregions2.png|title=A place of alpine slopes and valleys|caption=Regions of Skarsind|align=left|width=485}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Skarsind is a place of alpine slopes and valleys, pine forests and rising mists, set in what&#039;s known as the Great Vale, a bowl of mountains that holds both Skarsind and the forest of [[Hercynia]]. Summer is short, but Winter is long, and haunted by [[Sermersuaq#Northern lights|eerie lights]] in the sky. Gildenheim in the east was once the second largest settlement in Wintermark. The territory was once an important part of Wintermark; the folk of Skarsind were particularly noted for their fine rune work and many of the best [[Crafting skills#Artisan|artisans]] and [[Wintermark magical traditions#Runesmiths|runesmiths]] travelled here to study their craft.&lt;br /&gt;
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Now, the people of Skarsind are the Imperial Orcs. There are still some Winterfolk here, but since the [[Falcon_in_winter|rise]] and [[381YE_Spring_Equinox_winds_of_war#Wolf_in_the_Fold_.28Skarsind.29|fall]] of the Wintermark rebel Dogri Thulebane, the number of humans living in the hills and forests of Skarsind has tailed away to little more than a [[381YE_Spring_Equinox_winds_of_war#Skarsind_Game_Information|scattered handful]]. The Imperial Orcs do nothing to make them unwelcome, but for many there is simply nothing left for them in Skarsind. Regretfully in many cases, they leave to start new lives in [[Hahnmark]], [[Kallavesa]], and [[Sermersuaq]].&lt;br /&gt;
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The land has an ancient history - one that long predates the Empire or even humankind - and the remnants of older powers are everywhere. The largest settlement - [[#Gildenheim|Gildenheim]] - stands over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are widely believed to be the source of the [[Runes|magical runes]] used throughout Wintermark. There are occasional troubles with yeti that live in the valleys above Skarsind, and the entire territory curves around the forests of [[Hercynia]] where an ancient [[vallorn]] still lurks. For many folk though the pressing danger remains the [[Thule]] that dwell on the far side of the mountains in [[Otkodov]] and who have long desired to possess this land.&lt;br /&gt;
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Skarsind has always been riven by conflict; a saga called [[Lament for Skarsind]] is popular in some parts of Wintermark.&lt;br /&gt;
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==Recent History==&lt;br /&gt;
In 373YE a savage blizzard swept down out of the mountains. The blizzard served as magical cover for an army of [[Thule]] barbarians who marched beneath it, using powerful Winter rituals to reinforce their armies with hordes of walking corpses created from battlefield dead. They attacked [[#Gildenheim|Gildenheim]] with the assistance of a dozen enslaved [[Wintermark Magical Traditions#Artok|Artok]], smashing great holes in the defences. Some small pockets of resistance remained - mostly based around the mines and halls to the north-east - but the situation looked increasingly desperate until 377YE, when Imperial forces were able to push into Skarsind and drive the Thule forces out of the territory and reclaim it for the Empire.&lt;br /&gt;
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At the beginning of 379YE, the Wintermark people took the historic decision to bequeath the land to the Imperial Orcs. A [[Relinquish_Skarsind|motion]] was brought before the [[Senate]] to relinquish Skarsind so that it could be reassigned to the Imperial Orcs. The motion passed the Senate but could not be put into force without [[The_Throne#Ratification|ratification]] by [[The Throne]]. This hurdle too was crossed when the Imperial Orcs acquired the [[The_Throne#Imperial_Favour|Imperial favour]] of [[Empress Britta]] which granted the holder the ability to ratify a decision of the Imperial Senate. At that point Skarsind became an Imperial Orc territory.&lt;br /&gt;
{{CaptionedImage|file=Homeland to defend.jpg|align=right|title=Skywise and Irontide ready to fight for the Empire|caption=Orcs fight, and fight well; now they have a homeland of their own to fight for.|width=500}}&lt;br /&gt;
The move was not without its critics however; not only would the [[Brilliant Shore]] cease to be a Wintermark [[Bourse|Bourse seat]], but the Winterfolk residents of Skarsind would almost certainly need to relocate to [[Hahnmark]], [[Kallavesa]], or [[Sermersuaq]]. There were even some Orcs who disagreed with the decision (perhaps unwilling to see the people of Skarsind made homeless on their behalf).&lt;br /&gt;
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Many existing residents of the [[territory]] resisted the urge to give up their ancestral homeland. Their protest found leadership under the influence of a charismatic Thane, Dogri Thulebane, a Wintermark hero who had fought the Thule all his life. Dogri [[Falcon_in_winter|claimed]] the old, isolated fort of Crow&#039;s Keep in [[Skarsind#Crow.E2.80.99s_Ridge|the north]], an ideal position from which to watch both [[Otkodov]] and the Thule-dominated mountains of [[Sermersuaq#Silver_Peaks|Silver Peaks]] in [[Sermersuaq]]. After a year of arguments, the Empire were forced to act on news that Dogri [[The_widening_gyre|planned to raise an army]] to take the fight to the Thule in breach of the existing [[Accept_Thule_peace_treaty|peace treaty]]. Shortly before the Spring Equinox 381YE the [[Army_qualities#Cruel|cruel]] [[Varushka|Varushkan]] army, the Iron Helms, [[381YE_Spring_Equinox_winds_of_war#Wolf_in_the_Fold_.28Skarsind.29|conquered]] Crows Keep and captured Dogri. The Thulebane was taken to Anvil where he was tried and ultimately executed. His death broke the spirit of those Wintermarkers who had hoped to hang on in Skarsind and most left soon after.&lt;br /&gt;
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Not all is doom and gloom, however. Skarsind has seen a wave of rebuilding and improvements since the Imperial Orcs took custody in 379YE. New settlements and structures have been [[commission|commissioned]] and constructed including the [[#Legion.27s_Rookery|Legion&#039;s Rookery]], the [[#The_Red_Blade_Memorial|Red Blade Memorial]], the [[Preceptor_of_the_Skarsind_College_of_Warcasting#Skarsind_College_of_Warcasting|Skarsind College of Warcasting]], the new settlement at [[Storm_Shaman#Whitelake_and_the_Storm_Pass|Whitelake]], the [[Shepherd_of_the_Great_Herd#The Great Herd|Great Herd]], the [[Weigher_of_Worth#The_Halls_of_Worth|Halls of Worth]] overlooking Gildenheim, and even the peculiar [[#Krampushall|Krampushall]] near [[Skarsind#Pakaanan.27s_Pass|Pakaanan&#039;s Pass]]. The [[Northern trade network]] has been established, centred in the prosperous town of [[#Southpine|Torfast]], while the valuable mineral wealth of the mountains and hills is harvested under the watchful eye of the [[Steward of the Mines of Gulhule]]. Skarsind has seen more development over the last few years than perhaps any other territory in the Empire.&lt;br /&gt;
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==Major Features==&lt;br /&gt;
===Gildenheim===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;&lt;br /&gt;
{{CaptionedImage|file=Snows of Skarsind.jpg|caption=Much of Skarsind is still an alpine wilderness.|align=right|width=300}}&amp;lt;/div&amp;gt;&lt;br /&gt;
At its height, Gildenheim was the second largest settlement in Wintermark. Founded by Gilda Heimssdottir, it stands over the entrance to a frozen underworld cavern into the walls of which are carvings in a mysterious alphabet that are said to be the source of the magical runes used throughout Wintermark and the wider Empire. It fell to the barbarians in 373YE after a long siege. Inge Suvvisdottir, most recent of the bearers of the [[Wintermark_history|crown of Wintermark]], fell with it; the crown was lost when she fell and would not be recovered for many years. Despite the demands of Wintermark senators for resolute and overwhelming response, [[Emperor Walter]] dithered and did nothing to support the defence.&lt;br /&gt;
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The Imperial Orcs have largely completed the work begun by the Winterfolk after the liberation, and the town again serves as a focal point for the territory. A number of civil servants are permanently posted here explicitly to help immigrant orcs settle into their new homes and emigrant Winterfolk to transition peacefully to the west, and there are extensive barracks and training grounds for use by the Imperial Orcs armies.&lt;br /&gt;
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In the Autumn of 379YE, a [[the Marches|Marcher]] by the name of Peter of Hintown [[Forge_of_sorrows|discovered by chance]] what appears to be an ancient, collapsed [[Runeforge]] under Gildenheim. The ruins appear to hold particular interest for the [[Thule]] who have [[Spear_of_the_stars#Ambassador_to_the_Thule|expressed an interest]] in purchasing the ruins from the Imperial Orcs. A [[historical research]] project was commissioned in Autumn 379YE to explore the so-called [[Gildenheim runeforge]], revealing several intriguing mysteries. Ultimately, in 383YE, the remnants were painstakingly [[Conduit_to_destiny#The_Runed_Ruins|dismantled and transported to Runegrott]] in [[Hahnmark]] to be used as the basis for the creation of a new runeforge there.&lt;br /&gt;
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The [[Ethengraw]] &#039;&#039;Black Forge&#039;&#039; stands in the hills near Gildenheim. The city is also home to significant numbers of [[Tamazi]] - much of the sept prefers the familiarity of a built-up area after generations in the citadels of [[Axos]].&lt;br /&gt;
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The walls of Gildenheim were reinforced and embellished with runic wards as part of a greater effort to [[386YE_Summer_Solstice_Senate_sessions#Fortify_Gildenheim|fortify the city]]. Now, the walls serve as a [[fortification]], with the cunning mithril wards of the Tamazi protecting the [[Fortification#Bastion|bastion]] against certain kinds of malign magic, such as [[Thunderous Tread of the Trees]].&lt;br /&gt;
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===Legion&#039;s Rookery===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 300px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=Thrace Line.jpg|width=300|caption=Thrace, Exemplar of Ambition.|align=right}}&amp;lt;/div&amp;gt;&lt;br /&gt;
One of the few structures left standing in Gildenheim after the Thule invasion was the Hall of the White Ravens. Many survivors saw this white granite hall as a symbol that Gildenheim could rise from the ashes, and reach even greater heights than before, but those dreams were abandoned when Skarsind was passed to the Imperial Orcs. In 381YE the Imperial Synod recognised the [[The_Doctrines_of_the_Faith|Doctrines]] of [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Howling_Abyss|the Howling Abyss]] and [[The_Doctrines_of_the_Faith#The_Doctrine_of_the_Ancestors|the Ancestors]] which clarified and strengthened the place of those orc pilgrims who embraced the Way. As the implications of the changes to doctrine became clear, several well respected [[preachers]] called for a permanent site to serve as a focus for the faithful and to celebrate their newly defined status. &lt;br /&gt;
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The Hall of White Ravens - by then the [[congregation]] of [[Cardinal]] Atla of the Assembly of the Way - was the obvious candidate to provide such a focus. The Hall was [[Construct_The_Legion&#039;s_Rookery|converted]] into the Legion&#039;s Rookery, a great hall that could serve as a spiritual centre for the Imperial Orcs to explore their understanding of The Way. Work on the Rookery was completed shortly before the Summer Solstice 381YE, taking advantage of the [[opportunity]] that [[Seize_the_fire#A_home_for_the_faithful_.28Opportunity.29|presented]] itself to redesign and expanded the hall to serve as a school both to increase the understanding of the Way among the Imperial Orcs and as a place where new preachers could be trained.&lt;br /&gt;
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As much as possible of the original structure was preserved - the [[worth]] of a building that had weathered two centuries and more without crumbling and even survived an occupation by the [[Thule]] was clear. Several of the white granite ravens that once adorned the front of the original structure were recovered and restored, and complemented by several new birds carved in an orcish style. The main structure is a great, simply decorated hall with a recessed [[Pit-fights|fighting pit]] in the centre surrounded by several newer buildings, including a library for works relating to orc spirituality and one for housing items of worth related to the Imperial orc legions. One late addition is a subterranean chamber where no light is permitted - the chamber of the Abyss. Completely silent, profoundly dark and cold, some preachers meditate here to seek a greater understanding of the [[Imperial_Orcs_religious_beliefs#The_Howling_Abyss|Howling Abyss]] - and some have reported that once all external distractions are removed it can sometimes be a little easier to hear the voices of the ancestors.&lt;br /&gt;
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Following the Spring Equinox 386YE, the Legion&#039;s Rookery has been [[Consecration|consecrated]] with [[liao#True Liao|true liao]] by [[Cardinal of Ambition]] &#039;&#039;Viviane Barossa de Coeurdefer&#039;&#039; of [[the League]] as the Imperial Synod recognised the [[The Ambition of Thrace|ambition of Thrace]]. Following the consecration, the nation was inspired to [[The_Ambition_of_Thrace#Building_a_Nation_(Skarsind)|build their nation]], which came in remarkably useful with regards to their work to build homes in distant [[Mareave]]. The Senate voted to [[387YE_Winter_Solstice_Senate_sessions#Amend_Legion_Rookery|amend]] the Rookery during the Winter Solstice 387YE, so that the liao produced would instead go towards the [[#Sorrowful Tunnels|Sorrowful Tunnels]]. This changed the great work into an [[edifice]], removing the benefit to congregations in the territory, but significantly reducing the cost to purchase [[mithril]] for the custodian of the [[Sorrowful Tunnels]].&lt;br /&gt;
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===The [[Brilliant Shore]]===&lt;br /&gt;
The Brilliant Shore is a Bourse resource located near [[#Gildenheim|Gildenheim]]. Custodianship of the Shore is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 26 Imperial wains of white granite every season. Custodianship of the Brilliant Shore is an Imperial position. Control is allocated during the Summer Solstice.&lt;br /&gt;
{{anchor|The Will of the Wintermark (&amp;quot;Hengesthal&amp;quot;)}}&lt;br /&gt;
===Sorrowful Tunnels===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
During Spring 386YE, the [[Golden Pyramid]] [[Conclave order]] worked with the Imperial Orcs to explore opportunities to increase the prosperity of Skarsind. In the process they [[Long_shadows#The_Sorrowful_Tunnels|rediscovered]] the Sorrowful Tunnels. A group of prospectors, guided by Golden Pyramid dowsers found a network of unusually large tunnels and caves in the mountains of [[#Gildermark|Gildermark]]. The &amp;quot;Sorrowful Tunnels&amp;quot; already had a poor reputation due to the dolorous aura that plagued anyone who tried to explore them. Causing powerful feelings of melancholy and sadness to descend on any who spent time in them, one that quickly becoming overpowering, meant that sensible people (both Winterfolk and Imperial Orcs) avoided the tunnels. A group of [[Varushka|Varushkan]] miners from [[Volodmartz]] theorised that the aura might be an omen of something valuable hidden in the depths of the mountains, and were prepared to take the risk of delving deep into the darkness under Gildermark. Their tenacity was ultimately rewarded by the discovery that the old passages contained not one but two treasures. &lt;br /&gt;
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The first was the discovery of [[runes]] carved into the walls of the tunnels, suggesting that someone, or something, once dwelt here. All the signs pointed to a [[troll]], or perhaps more than one, once having been in residence - perhaps even the creature that oversaw the [[Gildenheim runeforge]]. In addition to the archaeological significance of the Tunnels, however, the Varushkan miners quickly located rich seams of glistering [[mithril]]. More than enough to create a lucrative seat on the [[Bourse]], once the immiserating aura that suffused the tunnels was dealt with. &lt;br /&gt;
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During the Equinox, the [[Minister of Historical Research]] &#039;&#039;Vaclav Mladenovich Kosti&#039;&#039;, asked   [[Historical_research#Snowstorm_Henk|Snowstorm Henk]] of the [[Historical research#Department of Historical Research|Department of Historical Research]] to [[386YE_Spring_Equinox_Senate_sessions#Research_Sorrowful_Tunnels|investigate]] the newly uncovered Tunnels. They eventually compiled and delivered a report, which was eventually published as &#039;&#039;[[Snowstorm Henk and the Sorrowful Tunnels]]&#039;&#039;.&lt;br /&gt;
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The Senate voted to [[Construct Sorrowful Tunnels|establish]] mining tunnels in the upper levels during the Autumn Equinox 387YE. During the Winter Solstice 387YE, the Senate voted to [[387YE_Winter_Solstice_Senate_sessions#Allocate_the_Sorrowful_Tunnels|allocate]] the [[Sorrowful Tunnels]] as an Imperial Orc national position.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
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===The Will===&lt;br /&gt;
&#039;&#039;The Will of the Wintermark&#039;&#039; is a [[fortification]] constructed in [[#Skogei Glens|Skogei Glens]] to protect Skarsind from further Thule aggression. Built on a low hill surrounded by a fence of sharpened stakes, the sturdy walls of the Will of Wintermark are reinforced by white granite. The tall central keep is flanked by two shorter towers and topped with a great beacon to warn of invaders.&lt;br /&gt;
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Work actually began on the castle during the campaign to drive the barbarians out, and was completed in early Autumn 378YE. The name is already being shortened to The Will in some places, and the local people have dubbed it &#039;&#039;Hengesthal&#039;&#039; or &#039;&#039;Hengest&#039;s House&#039;&#039; in praise of the Senator for Hahnmark who is widely regarded to have been the driving force behind the [[Fortify Skogei|project]]. The Imperial Orcs who now garrison the fortification have adopted these names, and few people in Skarsind now refer to the castle as anything other than &amp;quot;The Will&amp;quot;.&lt;br /&gt;
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===The Red Blade Memorial===&lt;br /&gt;
The [[Imperial_Orcs_economic_interests#Bonesetters|bonesetters]] of the Imperial Orcs have a lot of experience with desperate last-minute medicine on the battlefield, and know that they can never have enough herbs. In the past the Orc master physicks have been scattered across the Empire. Now they are together in one place, and working to adapt their strategies for cultivating herbs to the cold north. Yet there are many Orcs who will never see Skarsind. They died, often in battle, fighting for a homeland that they will never enter. Many have been laid to rest in far distant fields, the same fields they shed their blood to conquer or defend.&lt;br /&gt;
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Taking inspiration from the [[Navarr]], and their [[Keeper_of_the_Memorial_Gardens_of_Treji|Memorial Gardens at Treji]], a group of older bonesetters called the &#039;&#039;Fellowship of the Red Blade&#039;&#039; [[The worth of a life|proposed]] that the Red Blade Memorial be built in [[#Gildermark|Gildermark]] in memory of all those Imperial Orcs who will never see it. They volunteered to oversee and maintain the memorial - and share the lore they have gathered from the masters of herb lore across the Empire. This is not simply a memorial to the dead, but honours their names by spreading the healing arts of the [[Surgical skills#Chirurgeon|chirurgeon]], [[Surgical skills#Physick|physick]], and [[Surgical skills#Apothecary|apothecary]] far and wide to help as many other prevent as many premature deaths as possible.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Ashen Tears Wayhouse===&lt;br /&gt;
In central [[#Skogei Glens|Skogei Glens]] stands the fortified compound of the [[Keeper_of_the_Ashen_Tears#Ashen_Tears_Wayhouse|Ashen Tears Wayhouse]]. Built by the [[Legion Engineer]] with aid from Navarr architects, it is a haven of warmth and welcome in the cold northern forests. It serves as a central hub for the Navarr who live in Skarsind, and as well as the blazing fire of its hearth is known as a place where Imperial Orcs and Navarr gather at the solstices and equinox to share stories and songs with one another.&lt;br /&gt;
{{Anchor|Krampushall}}&lt;br /&gt;
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===Krampushall (ruined)===&lt;br /&gt;
Until its [[384YE_Spring_Equinox_winds_of_war#In_the_West|destruction by the Jotun]] following the Winter Solstice 383YE, the Krampushall stood in [[#Pakaanan&#039;s Pass|Pakaanan&#039;s Pass]] at the head of the [[Skarsind_spoils_of_war#The_Clattering_Gulley|Clattering Gulley]]. Technically an [[edifice]], it was an impressive yet foreboding construction built during the Winter of 380YE, using materials from [[Wintermark]] and with permission of Irontide Vio the Imperial Orc [[senator]]. It was supposedly the permanent residence of the Krampus - the Wintermark spirit associated with their [[Egregores|egregore]], built on the request of that creature following some uncharacteristic behaviour over the course of the year 380. &lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
It was triskaidecagonal in shape, with thirteen walls of pure white granite covered in intricate carvings in the Steinr style. There were numerous designs, and the runesmiths involved reported feeling uniquely inspired during the construction. Some common elements in the artwork are symbols of [[the Wanderer]], images of the Krampus itself, [[Gralm]], [[Ull]], and the unnamed rune. Another piece of imagery that figures heavily is broken chains and shackles, although it is unclear whether this is in reference to its new Imperial Orc neighbours, or something related to its own nature. The structure is capped by a domed roof made entirely from great mammoth bones, which The Krampus apparently provided through its own means.--&amp;gt;&lt;br /&gt;
According to gossip, the plans were described by the Krampus itself, and it claimed that the site was the location of an identical building in pre-imperial times, which had subsequently fallen into ruin. The actual construction was carried out by [[Steinr]] [[Wintermark_magical_traditions#Runesmiths|runesmiths]] under the creature&#039;s direction. Some believed that the Krampus would accord some version of traditional Wintermark [[Wintermark_culture_and_customs#Hospitality|hospitality]] to visitors at its hall. Others warned that it was not wise to call in uninvited. It remains to be seen what its destruction portends for future relations with the peculiar wintertime spirit.&lt;br /&gt;
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===The Mountain Passes===&lt;br /&gt;
[[Army|Armies]] cannot pass freely through the mountains that surround Skarsind on three sides. There are only two passes large enough to permit free movement of troops between Skarsind and [[Sermersuaq]], for example. The first - &#039;&#039;&#039;Crow&#039;s Path&#039;&#039;&#039; - is in the north, and connects [[#Crow&#039;s Ridge|Crow&#039;s Ridge]] with the [[Sermersuaq#Silver Peaks|Silver Peaks]] in Sermersuaq. Both [[Territory#regions|regions]] are controlled by the [[Thule]] (and indeed, secured by Thule fortifications), so for an Imperial army to use the Path would require dealing with the northern orcs. &lt;br /&gt;
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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 [[#Pakaanan&#039;s Pass|Pakaanan&#039;s Pass]]. At the Winter Solstice 386YE, the Conclave upheld a [[386YE_Winter_Solstice_Conclave_sessions#Alignment:_House_of_Fire_and_Flame,_Acceptance|declaration]] raised by &#039;&#039;&#039;Ashborn Trosk&#039;&#039;&#039; to accept the [[Hammers_and_boxes#Clearing_the_Pass|offer]] made by agents of the [[Estavus|Architects of Iron and Stone]]. The Pass was cleared over the following season, and Imperial armies can once again journey into Sermersuaq without having to rely on the Thule.&lt;br /&gt;
&lt;br /&gt;
In the north-east, the mountains also make it difficult for armies to move between Skarsind and [[Varushka]], but here travel is significantly easier. The high peaks that overlook [[#Estermark|Estermark]] prevent armies moving through them into [[Miekarova]] (and vice versa). There is a single pass between the [[#Skogei Glens|Skogei Glens]] and [[Miekarova#Miechernya|Miechernya]], called &#039;&#039;&#039;Wulfric&#039;s Fall&#039;&#039;&#039; by the Winterfolk and &#039;&#039;&#039;Ustyma&#039;s Gate&#039;&#039;&#039; by the [[Varushka|Varushkans]]. As of the [[Ratify_treaty_with_Thule_Winter_383YE|treaty]] of Winter 383YE, the eastern end of the pass is controlled by the Thule. There is no such concern in the south - where the mountains are less vertiginous there are multiple routes between [[#Gildermark|Gildermark]] and [[#Southpine|Southpine]] and [[Karov]].&lt;br /&gt;
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In the north there are two passes between Skarsind and [[Otkodov]]; both the &#039;&#039;&#039;Gate of Sorrows&#039;&#039;&#039; in Crow&#039;s Ridge and the &#039;&#039;&#039;Ice Road&#039;&#039;&#039; in Skogei Glens connect with the Thule region of Neeyukir in [[Otkodov#Urdur|Urdur]]. The western pass is obviously controlled by the Thule; the eastern is under Imperial Orc control (at least the southern end is). These passes see a fair amount of caravans through the six months or so of the year that they are easy to traverse; from late Autumn to early Spring they are often blocked by heavy snowfall, avalanches, and in the Winter of 352YE, an actual wall of ice.&lt;br /&gt;
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All of these strategic considerations are only a matter for large armies; [[military unit|smaller groups of soldiers]] can still use the less-accessible paths across the borders of Skarsind, such as [[Storm_Shaman#Whitelake_and_the_Storm_Pass|White Lake]] which lies high in the mountains above Pakaanan&#039;s Pass.&lt;br /&gt;
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==Regions==&lt;br /&gt;
{{CaptionedImage|file=Skywise Orcs.jpg|align=right|caption=For the first time, the Imperial Orcs have a home to call their own.|width=500}}&lt;br /&gt;
===Crow’s Ridge===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Hills, [[Otkodov]]&lt;br /&gt;
The hills of Crow Ridge are desolate and cold. Following the [[Ratify Thule peace treaty|ratification]] of the Summer 382YE peace treaty with the Thule, the region has been ceded to the orcs of [[Otkodov]]. Imperial orcs are still welcome to visit, but the region is very much in control of the Thule. &lt;br /&gt;
&lt;br /&gt;
Passes allow travellers to go north to [[Otkodov]], or west to the [[Sermersuaq#Silver Peaks|Silver Peaks]], and with the establishment of the [[Northern trade network]] growing numbers of cautious Imperial merchants and Thule traders are passing through this region. High in the hills stands the craggy stronghold of &#039;&#039;&#039;Crow&#039;s Keep&#039;&#039;&#039;, a lookout tower and beacon built centuries ago by Wintermark siege engineers. Isolated, well-fortified, with a deep well and a single vertiginous approach, the keep weathered the Thule invasion and served as a base of operation for some of the Wintermark resistance. For a time after the Thule were defeated, Crow&#039;s Ridge was under the effective control of [[Falcon_in_winter|Dogri Thulebane]] and his Winterfolk supporters rather than the Imperial Orcs. The [[Varushka_military_concerns#The_Army_of_the_Iron_Helms|Iron Helms army]] [[381YE_Spring_Equinox_winds_of_war#Wolf_in_the_Fold_.28Skarsind.29|arrested Dogri]] shortly after the Winter Solstice 380YE. Almost immediately after they [[In_the_end_everything_collides#Crow.27s_Ridge|took control]], the Thule began rebuilding Crow&#039;s Keep into a full [[fortification]] to secure their presence here.&lt;br /&gt;
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===Estermark===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Hills&lt;br /&gt;
The forested hills of Estermark are the site of two (formerly) wealthy settlements - Krysse and Gulhule. During the Thule occupation, Krysse became a bastion for the barbarians protecting their eastern flank. In happier days it had close ties with nearby [[Miekarova#Mormyk|Mormyk]] in the [[Varushka|Varushkan]] territory of [[Miekarova]] and was a local centre of trade between the two nations, hosting a [[Skarsind spoils of war#Four-Seasons Market|market]] at each turning of the seasons. With the liberation of Skarsind, the markets were restarted but one of the most prominent - the Four-Seasons Market - was destroyed in a catastrophic fire shortly after the Winter Solstice 380YE. A little less than a year later, the [[Four_Seasons&#039;_Boneweaver#The_Weavers.27_Market|Weavers&#039; Market]] was built on the ruins. Overseen by the [[Four Seasons&#039; Boneweaver]], thanks to a spelling mistake the market is shared by two very distinct groups of people - [[Imperial_Orcs_economic_interests#Reavers|reavers]] with crystal mana to sell, and weavers trading in high quality clothing.&lt;br /&gt;
&lt;br /&gt;
Gulhule is a valley settlement known for its runesmiths and well-crafted weaponry taken by the barbarians in 372YE. [[Empress Britta]] was instrumental in securing time for the people of Gulhule to escape the barbarian advance; many of the smiths escaped and founded forges elsewhere, scattered across the Halls of Wintermark. Others took refuge in mineworkings, such as the extensive [[Skarsind spoils of war#The Wells of Janon|Wells of Janon]] or the tunnels operated by the [[Skarsind spoils of war#Crimson Peak Mining|Crimson Peak miners]]. The [[Thule#Warriors_of_the_Thule|black maggots]] of the Thule stripped the area and many captured Winterfolk runesmiths were taken as slaves by the barbarians.&lt;br /&gt;
&lt;br /&gt;
Today Estermark has a growing population of Imperial Orc lumberjacks and [[forest]] owners. The Imperial Orcs traditional distaste for mining means that while the orcs are eager for the ore beneath the hills, they have little interest in digging it out themselves. Consequently the region has a surprisingly large population of human miners, based in several bustling mining camps, operating under the watchful eyes of the [[Foreman of the Mines of Gulhule]].&lt;br /&gt;
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===Gildermark===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; City, Ethengraw, Tamazi&lt;br /&gt;
This region is the site of the town of [[#Gildenheim|Gildenheim]], once the primary Winterfolk settlement in Skarsind. The town has been largely rebuilt by the Imperial Orcs, and serves as an administrative centre - a number of civil servants are permanently posted here explicitly to help immigrant orcs settle into their new homes and emigrant Winterfolk to transition peacefully to the west. &lt;br /&gt;
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One of the more fertile regions of Skarsind, Gildermark has also seen the establishment of new Imperial Orcs farmsteads and farming villages, and along with [[#Solvihill|Solvihill]] and [[#Southpine|Southpine]] the region is one of the most populous in the new Orc homeland. The [[Ethengraw]] &#039;&#039;Black Forge&#039;&#039; was [[Construct_Ethengraw_Armoury|built]] near Gildermark, a series of massive smithies that provide the warrior sept with weapons and armour. &lt;br /&gt;
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During the occupation, Gildermark was the central base of operation for the Thule. Their interest in the area was possibly fired by the presence of [[#The Brilliant Shore|the Brilliant Shore]] (one of the largest quarries of white granite in the Empire) but their shamans and warlocks seemed fascinated by the icy caverns beneath the town. The region has been almost entirely denuded of trees - first by the Winterfolk, and then by the rapacious Thule. &lt;br /&gt;
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Gildermark is also the site of [[#The Red Blade Memorial|Red Blade Memorial]], which serves as a base of operations for the &#039;&#039;Fellowship of the Red Blade&#039;&#039;, a group of older bonesetters dedicated to spreading medical knowledge among, and preserving the lives of, Imperial Orcs. In the mountains overlooking Gildenheim, one also finds the [[Weigher of Worth#The Halls of Worth|Halls of Worth]] where Imperial Orc [[Imperial_Orcs_magical_traditions#Oathwrights|oathwrights]] explore their [[Imperial_Orcs_magical_traditions|magical traditions]], and offer aid to those seeking objects of [[worth]].&lt;br /&gt;
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The [[#Sorrowful_Tunnels|Sorrowful Tunnels]] are found in the mountains above Gildermark; a deep delve that predates the foundation of Wintermark which by all accounts was, or is, home to an ancient troll.&lt;br /&gt;
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===Pakaanan&#039;s Pass===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
Pakaanan&#039;s Pass marks the easiest routes into northern [[Hahnmark]] and south-eastern [[Sermersuaq]]. Caravans once passed regularly in both directions, and with the rebuilding of Skarsind the passes are once again seeing merchants and traders keen to sell to their neighbours. This has done little to dispel the reputation for oddness that the hills here have, and settlements are scattered and generally built close to the roads and travellers are advised not to wander too far into the wilderness.&lt;br /&gt;
&lt;br /&gt;
This reputation was only enhanced by the presence of Pakaanan&#039;s tower, an enigmatic tower of [[Mundane beasts#Mammoths|mammoth]] bone that was said to be impossible to enter. During the occupation, the Thule magicians made several apparently unsuccessful attempts to breach its walls. Given it allegedly contained the notes, paraphernalia and failed experiments of the legendary [[Varushka magical traditions#Volhov|volhov]], it is unsurprising attempts to get inside proved so popular. No-one ever managed to enter it - or discover why Pakaanan spent so much time here in virtual exile from the forests of [[Miekarova]] where he was born. At some point shortly after the liberation, however, the entire tower vanished leaving behind a circular garden of dark purple heather that flourishes to this day, yet never expands beyond the area that was once encircled by the tower&#039;s walls.&lt;br /&gt;
&lt;br /&gt;
The Pass used to provide access through the mountains to [[Wintermark]] in the west. While the southern route to Hahnmark is still accessible, 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 the pass. 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. The collapse also destroyed both the [[Skarsind spoils of war#The Clattering Gulley|Clattering Gulley]] - a winding rock crevasse used for generations by [[Steinr]] [[Wintermark_magical_traditions#Runesmiths|Runesmiths]] to collect mana crystals - and the peculiar [[#Krampushall|Krampushall]] that squatted balefully near the gulley.&lt;br /&gt;
&lt;br /&gt;
=== Skogei Glens===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The forests of Skogei Glens are the site of the settlement of &#039;&#039;&#039;Skogei&#039;&#039;&#039;. This region was the last to be brought into Empire, in 154YE, and its halls were first to fall during the invasion of Skarsind. In 371YE its wooden walls were burnt, and few can now be found who once lived there. Recaptured by the Empire relatively early during the big push of 377YE, it was quickly [[Fortify_Skogei|reinforced]] with makeshift defences. In early Autumn 378YE, work was completed on [[#The Will of the Wintermark (&amp;quot;Hengesthal&amp;quot;)|The Will of the Wintermark]], a solid [[fortification]] capable of defending the whole of Skarsind.&lt;br /&gt;
&lt;br /&gt;
In the heart of Skogei Glens stands the [[#Ashen Tears Wayhouse|Ashen Tears Wayhouse]], reached by a [[trods|trod]] that winds up from [[Hercynia]] and curves east towards [[Miekarova]]. It has become a popular destination for both Navarr and Unshackled storytellers and musicians.&lt;br /&gt;
&lt;br /&gt;
With the liberation of Skarsind, the Empire regained control of the [[Skarsind spoils of war#Goeki Expanses|Goeki Expanses]], a large and previously very prosperous area rich in [[Materials#Dragonbone|dragonbone]]. During Autumn 378YE, construction began on [[Guardian of the Cairn#Sylvihrafn|Sylvihrafn]], a stone circle on the eastern border with Miekarova. Built near the Hold of Hrafnar, this magical site provides crystal mana to the Winterfolk [[Guardian of the Cairn]] each season.&lt;br /&gt;
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===Solvihill===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Yerende&lt;br /&gt;
Forested Solvihill grows in prosperity as more Imperial Orcs settle here. Trade has invigorated the region - the Northern trade route from Kalpaheim passes through Solvihill for example - and as one of the easiest to reach part of Skarsind it is also one of the most populous. The soil is not particularly rich here, but the forests are full of valuable hard and soft woods, herbs, and game animals. A number of new Imperial Orcs villages have begun to grow up scattered around the region, and the slow process of connecting them by roads has begun&lt;br /&gt;
&lt;br /&gt;
During the occupation of the Thule the well-defended foresting town of &#039;&#039;&#039;Solvi&#039;&#039;&#039; served as a base of operations for the Imperial campaigns to drive the barbarians out. Once a foresting town providing Wintermark with wood, charcoal and beggarwood from the extensive [[Skarsind spoils of war#Solvihill Beggarwood Barrens|barrens]] above the town, it was adopted as the base of campaign for the Imperial forces led by General Dunstan Irontongue. The settlement was hard pressed, and he led an aggressive series of sorties to relieve the pressure. He fell on one of these raids early in 376YE alongside [[Empress Britta]]. His body was never recovered. &lt;br /&gt;
&lt;br /&gt;
A memorial to Dunstan, and to all those who fell alongside the Empress, is maintained by the orcs of the [[Broken_Shield_Guardian#House_of_the_Broken_Shield|House of the Broken Shield]], which stands near the outskirts of Solvi and serves as the home of a disparate band of orcs no longer physically able to fight the enemies of the Empire who serve in different ways.&lt;br /&gt;
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This region holds the &#039;&#039;Palace of Flowers&#039;&#039; of the [[Yerende]], [[Construct Palace of Flowers|built]] in early 385YE, and many of the sept still live in the vicinity.&lt;br /&gt;
&lt;br /&gt;
=== Southpine ===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Illarawm&lt;br /&gt;
There are forests here though they are not extensive, nor are there many hills, meaning Southpine is reasonably open - which is a rarity in the uneven terrain of Skarsind. Along with [[#Solvihill|Solvihill]] and [[#Gildermark|Gildermark]], it is one of the most settled regions of Skarsind and has seen the establishment of many of the new Imperial Orcs family-run [[farm|farmsteads]] that have begun to appear.&lt;br /&gt;
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The settlement of &#039;&#039;&#039;Torfast&#039;&#039;&#039;, in the heart of Southpine, represented the high watermark of the barbarian advance in 373YE. It was retaken by Wintermark, [[The League|League]] and Varushkan forces in 375YE, the first of the Skarsind settlements to be returned to the Empire. The town is now reasonably fortified, and bears the scars of many battles. It guards a major trade route from Skarsind’s forges down to the League city of [[Temeschwar]], which helped caravans operated by businesses such as [[Skarsind spoils of war#Southpine Southbound|Southpine Southbound]] to get valuable supplies to the resistance forces throughout the occupation. It is also the heart of the [[Northern trade network]], serving as a hub overseen by the [[Bonesetter of Torfast Trading Post]].&lt;br /&gt;
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The [[Construct_Ossuary_Temple|Ossuary temple]] of the Illarawm is found here, and many of the sept make their homes in the vicinity.&lt;br /&gt;
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==Special Qualities==&lt;br /&gt;
* &#039;&#039;&#039;Part of Skarsind is controlled by the Thule rather than the Imperial Orcs&#039;&#039;&#039;&lt;br /&gt;
Crow&#039;s Ridge has the &#039;&#039;Otkodov&#039;&#039; quality because it is controlled by the Thule.&lt;br /&gt;
&lt;br /&gt;
==Strategic Considerations==&lt;br /&gt;
{{Strategic Considerations|Skarsind}} There are two passes large enough to allow a campaign army to move between Skarsind and Sermersuaq: [[#Pakaanan&#039;s Pass|Pakaanan&#039;s Pass]] opens into [[Sermersuaq#East_Floes|East Floes]]; whilst the other is between [[#Crow&#039;s Ridge|Crow&#039;s Ridge]] and the [[Sermersuaq#Silver Peaks|Silver Peaks]], with both regions are controlled by the [[Thule]] orcs rather than the Empire. The [[#The Mountain Passes|other passes]] likewise control how armies can move between Skarsind and Varushka to the east, or Otkodov to the north.&lt;br /&gt;
{{CaptionedImage|file=Bloodcrow_Rasp.png|caption=&#039;&#039;&#039;Bloodcrow Rasp&#039;&#039;&#039;, Senator Skarsind|align=left|width=250}}&lt;br /&gt;
{{Senate Elections|Senator_for_Skarsind|Territory=Skarsind|Season=Winter}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* [[#Crow.E2.80.99s_Ridge|Crow&#039;s Ridge]] has been ceded to the Thule. The remaining regions of Skarsind are in the hands of the Imperial Orcs (and by extension the Empire), making it an Imperial territory.&lt;br /&gt;
* Crow&#039;s Keep is a level two [[fortification]] in [[#Crow.E2.80.99s_Ridge|Crow&#039;s Ridge]]&lt;br /&gt;
* [[#The Will|The Will]] is a level one fortification in Skogei Glens.&lt;br /&gt;
* [[#Gildenheim|The Walls of Gildenheim]] are a level one fortification in Gildermark. The bastion takes half damage from magical attacks such as [[Thunderous Tread of the Trees]].&lt;br /&gt;
* The [[Keeper of the Ashen Tears|Ashen Tears Wayhouse]] in Skogei Glens allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Skarsind and gain the benefit of any [[great work]] in the territory without suffering the penalty for having a [[Resource#Resources_in_other_Nations|resource in another nation]]. &lt;br /&gt;
&amp;lt;!--* [[congregation|Congregations]] in the territory benefit from the [[#Legion&#039;s Rookery|Legion&#039;s Rookery]] and produce an extra 2 doses of [[liao]] each season.--&amp;gt;&lt;br /&gt;
* [[Herb garden|Herb gardens]] in the territory benefit from [[#The_Red_Blade_Memorial|Red Blade Memorial]] and produce an extra 6 drams of [[True Vervain|true vervain]] each season.&lt;br /&gt;
* Following the conclusion of the [[381YE_Spring_Equinox_winds_of_war#Wolf_in_the_Fold_.28Skarsind.29|Dogri Thulebane]] incident in 381YE, there is no remaining significant population of Winterfolk in Skarsind. There remain some player character halls, but they are isolated and exceptional, and characters can assume that their numbers will slowly dwindle. It is no longer possible for new players to start with their resources in Skarsind unless they are Imperial Orcs.&lt;br /&gt;
* A list of the [[spoils of war]], allocated by the [[Military Council]] at the Winter Solstice 377YE can be found [[Skarsind spoils of war|here]].&lt;br /&gt;
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{{Imperial Orcs Links}}&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143536</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143536"/>
		<updated>2026-08-15T12:22:31Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
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The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
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Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
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Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
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In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
&lt;br /&gt;
Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
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During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
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==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
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A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
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===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
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The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
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(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
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===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
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===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
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===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
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===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
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During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
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===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
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The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
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===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is rather unusually overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. Unlike the [[The_Barrens#Last_Battle_Wayhouse#Last Battle Wayhouse]] in [[the Barrens]], the building of Awstin&#039;s Rest does not appear to have caused any friction with the local [[orc]] sept, the Menrothat.&lt;br /&gt;
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The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
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===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
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===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
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===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
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==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
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Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
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===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
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There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
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It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
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When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here.&lt;br /&gt;
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In the depths of Drownbark Forest is the Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
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In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
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===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
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===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
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===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
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A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
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Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
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This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
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===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
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The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
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During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
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==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], Kurstrozi&#039;s Lumbermill, and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
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==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
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===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
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Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
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===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
&lt;br /&gt;
===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143535</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143535"/>
		<updated>2026-08-15T12:22:14Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Awstin&amp;#039;s Rest Wayhouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
&lt;br /&gt;
The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
&lt;br /&gt;
Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
&lt;br /&gt;
Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
&lt;br /&gt;
A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
&lt;br /&gt;
The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
&lt;br /&gt;
===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
&lt;br /&gt;
===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
&lt;br /&gt;
===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
&lt;br /&gt;
===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
&lt;br /&gt;
===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
&lt;br /&gt;
The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
&lt;br /&gt;
===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is rather unusually overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. Unlike the [[The_Barrens#Last_Battle_Wayhouse#Last Battle Wayhouse]] in [[the Barrens]], the building of Awstin&#039;s Rest does not appear to have caused any friction with the local [[orc]] sept, the Menrothat.&lt;br /&gt;
&lt;br /&gt;
The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
&lt;br /&gt;
===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
&lt;br /&gt;
===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
&lt;br /&gt;
Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
&lt;br /&gt;
===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
&lt;br /&gt;
There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
&lt;br /&gt;
When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here.&lt;br /&gt;
&lt;br /&gt;
In the depths of Drownbark Forest is the Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
&lt;br /&gt;
In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
&lt;br /&gt;
===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
&lt;br /&gt;
===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
&lt;br /&gt;
===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
&lt;br /&gt;
A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
&lt;br /&gt;
This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
&lt;br /&gt;
===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], Kurstrozi&#039;s Lumbermill, and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
&lt;br /&gt;
==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
&lt;br /&gt;
===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
&lt;br /&gt;
===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
&lt;br /&gt;
===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143534</id>
		<title>Ossium</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Ossium&amp;diff=143534"/>
		<updated>2026-08-15T12:20:52Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Awstin&amp;#039;s Rest Wayhouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Varushka]] [[Category:Gazetteer]]&lt;br /&gt;
{{CaptionedImage|file=Region of Ossium.png|caption=Even with a map, there are parts of Ossium that remain unknown to the Empire.|align=left|width=400}}&lt;br /&gt;
==Overview==&lt;br /&gt;
Ossium is the north-western territory of [[the Mallum]], which borders [[Karsk]], [[Holberg]], and the [[Forest of Ulnak]], and lies across [[the Semmerlak]] from [[Weirwater]] and [[Semmerholm]]. It is a land of dense, twisted forests and dripping marsh, rich in both natural resources and threats. Only a small portion of the territory is open - the majority of Ossium is shrouded in old, moss-bearded trees, pools of stagnant water, and narrow, fast-flowing streams. The majority of the population are [[orc|orcs]] - primarily subjects dominated by the [[Druj]], the former masters of the [[territory]]. There are also scattered small groups of humans, primarily former slaves of the Druj or privileged enclaves such as the [[#Ketsov|Ketsov]].&lt;br /&gt;
&lt;br /&gt;
The Empire has made some progress in encouraging the orcs to see them as liberators rather than simply more tyrants. Preachers from several Imperial nations have visited the civilian population and introduced them to the idea of the virtues, and invitations have been given to any orcs who wish to do so to travel to [[Skarsind]] and begin new lives as [[Imperial Orcs]].&lt;br /&gt;
&lt;br /&gt;
Most Imperial trade currently passes west into Karsk. There are very few actual roads in the territory, although thanks to the [[Navarr]] there are a number of newly minted [[trods]]. The Thule have apparently been working to clear a road linking their fortress and the Silent Pines to their own territory - but they have chosen to cut east and west to connect with their holdings in Krevsaty rather than forge north through the depths of the Bonewood into Sküld.&lt;br /&gt;
&lt;br /&gt;
Many Varushkans are a little unhappy that there are not better roads - the lack of a road-building initiative is likely to slow down the exploitation of the rich woodlands. An obvious alternative for increasing the prosperity of the territory would be to construct a port in Bittershore, now that the Sand Fishers have relocated, allowing for trade with Dawn and the western territories of Varushka.&lt;br /&gt;
&lt;br /&gt;
In addition to the [[Sunless Depths]] and the Silent Pines, the territory is actually remarkably rich in raw materials. The forests are full of [[Materials#Beggar&#039;s Lye|beggarwood]] and [[Materials#Ambergelt|ambergelt]], with extensive deposits of [[Materials#Dragonbone|dragonbone]] reported in the Drownbark Forest. The Galath Fields and the inland portions of Bittershore are composed of rich, fertile soil that is already producing fine harvests for Varushkan settlers. There are almost no [[mine|mines]] in the territory, however, and it seems the best locations for establishing mana sites are buried in the depths of the forests in out-of-the-way areas that in some cases are still controlled by orc bandits.&lt;br /&gt;
&lt;br /&gt;
==Economics==&lt;br /&gt;
* &#039;&#039;&#039;All forest personal resources in Ossium produce 2 additional measures&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Any commission intended to increase production of metals in Ossium would be twice the normal cost&#039;&#039;&#039;&lt;br /&gt;
The rich groves and stretches of woodland in Ossium are unusually fertile and suitable for exploitation. As a result, any Varushkan who owns a [[forest]] in Ossium can expect it to produce 2 extra measures of the appropriate material every season. This benefit reflects the natural bounty of the area, coupled with a long history of under-use and should endure for many years to come.&lt;br /&gt;
&lt;br /&gt;
Ossium is &#039;&#039;very&#039;&#039; poor in [[materials#Materials#Metals|valuable metals]]. Any [[sinecure]], [[ministry]], [[great work]], or similar [[commission]] designed to produce [[green iron]], [[weltsilver]], [[tempest jade]], or [[orichalcum]], or which tries to improve the production of such mines, will need twice as much in terms of materials and time.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The invasion was preceded by the construction of the [[Semmerholm#The_Golden_Causeway|Golden Causeway]], a gift from the eternal [[Eleonaris]]. In Autumn 382YE, the causeway allowed the armies of [[Dawn]] to cross the Semmerlak and [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|invade Ossium]], taking the Druj by surprise. Supported by the Golden Axe of [[Varushka]], and by a major [[Thule]] force out of [[Otkodov]], they quickly crushed the Bone Serpent and Amber Scorpion clans. Following initial successes on [[#Bitter Shore|Bitter Shore]] and [[#Galath Plains|Galath Plains]], Winter saw them conquer the [[#Echofell|Echofell]], and culminated in a [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|pitched battle]] at the [[#Tower of the Scorpion|Tower of the Scorpion]]. The Druj attempted to fight back, but they were unable to prevent the allied forces [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|conquering the whole of Ossium]] by the Spring Equinox 383YE.&lt;br /&gt;
&lt;br /&gt;
During the Winter Solstice 382YE the Senate [[Assignment of Ossium|voted]] to [[Powers_of_the_Imperial_Senate#Assignment|assign]] the territory to the nation of [[Varushka]].&lt;br /&gt;
&lt;br /&gt;
Following the Autumn Equinox 383YE, the [[Fire of the South]] [[383YE_Winter_Solstice_winds_of_war#Journeys_End|escorted a great number of Ossium orcs]], through Varushka to [[Skarsind]], to begin new lives far from the threat of the Mallum. Many orcs stayed behind however, refusing to leave their homes due to stubbornness or distrust of the Empire. There are also scattered &#039;&#039;human&#039;&#039; settlements in Ossium - especially in [[#Galath Fields|Galath Fields]] and [[#Bittershore|Bittershore]] - representing former slaves of the Druj as well as people who made an &amp;quot;accommodation&amp;quot; with the orc overlords. Many - but by no means all - of these humans are of Varushkan descent.&lt;br /&gt;
&lt;br /&gt;
At the Winter Solstice 383YE summit, the Imperial Senate [[Ratify_treaty_with_Thule_Winter_383YE|ratified a treaty]] with the Thule that ceded the region of Webwood to the orcs of [[Otkodov]].&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, a sea of sell swords, wagon raiders, wardens, Dawnish knights (both errant and questing), Navarr scouts, and Imperial Orc preachers descended on Ossium. They worked to clear out as many Druj as possible, support new vales, and reach out to the populace of the territory. With the aid of the Hounds of Glory and the Golden Axe, they ensured that the territory was secured and that the people there were part of the Varushkan nation. The original opportunity is described in the [[Beyond the light]] wind of fortune, and its resolution in the [[Blood makes noise]] wind of fortune.&lt;br /&gt;
{{CaptionedImage|file=Ossium.jpg|caption=The forests of Ossium are dark, and full of traps for the unwary.|align=right|width=400}}&lt;br /&gt;
&lt;br /&gt;
==Points of Interest==&lt;br /&gt;
===Lomaa===&lt;br /&gt;
A shambolic town on the Galath Fields, built over the Sunless Depths. The civil service has established an office here to help oversee the development of the territory. Many Varushkan settlers come here first, before dispersing across the territory, giving it a frontier feel. A number of merchants from further east are drawn here, making a quick profit selling vital supplies to the Varushkan, and it is also the site of a thriving market where representatives of the newly established vales come to sell their wares to traders intending to return east.&lt;br /&gt;
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A triumphant stag, the [[Construct Statue Commemorating Conquest of Ossium|Pride of Ossium]], now dominates the central square of Lomaa, marking the site of the first sermon on the Way in Ossium. It is depicted trampling shackles and serpents underhoof, while the closing declaration of &#039;&#039;&#039;Vasili Zoryakovich Zverokaz‘s&#039;&#039;&#039; sermon shines in mithril inlay around the plinth: &amp;quot;&#039;&#039;Together we rise to greatness&#039;&#039;&amp;quot;.&lt;br /&gt;
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===Ketsov===&lt;br /&gt;
Ketsov is home to the [[Burgher of Ketsov#Ketsov|human clan of the same name]], an ambitious family who actually prospered under the Druj to an extent. The inhabitants of the town and the surrounding settlements clearly have Varushkan heritage. Descended from settlers who crossed the border from Karsk many years ago they were the most eager of the Ossium natives to embrace the Varushkan egregore. Symbols of the Bone Scorpion, that once adorned the town have been carefully and meticulously erased. In their place are new banners and paintings mostly most are variants of the stylised double-headed eagle clutching axes that is a traditional symbol of Varushka.&lt;br /&gt;
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The [[Burgher_of_Ketsov|Ketsov Trade Exchange]] was established here shortly before the Summer Solstice 383YE, allowing the Ketsov to trade that same expertise in crafting magic items that made them useful to the Druj to their new Imperial neighbours. Almost all of the sprawling, extended family are now bonded to the Varushkan [[Egregores|egregore]] and the family has clearly embraced the advantages of being Imperial citizens. In Spring 384YE, for example, they petitioned to be allowed to settle a new vale in [[Karsk]] and with the [[384YE_Spring_Equinox_Senate_sessions#Establish_the_Ketsov_Mir_Mozga|permission of the Imperial Senate]] established the [[Karsk#Ketsov Mir Mozga|Ketsov Mir Mozga]] in the woods of [[Karsk#Lestasny|Lestasny]].&lt;br /&gt;
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(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; Further details of the Ketsov family can be found [[Burgher of Ketsov#The Ketsov_Family|here]].)&lt;br /&gt;
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===The Iron Roads===&lt;br /&gt;
During the Autumn Equinox 382YE, the Civil Service presented a proposal for the [[Starting_at_the_end#The_Iron_Roads_of_Varushka|Iron Roads]], a network of Varushkan [[Varushkan Road|highways]] to link together the prominent vales, mines, and forests of the entire nation. With the roads underway, and Varushkan settlers flooding into Ossium, the civil service offices at Lomaa presented proposals for expanding the Iron Roads across Ossium as well. The settlements of [[#Lomaa|Lomaa]], [[#Ketsov|Ketsov]], and Lanit are now all connected by a great road from Karsk, running as far east as the ruins of the [[#Tower_of_the_Scorpion|Tower of the Scorpion]] in the [[#Echofell|Echofell]], and down through Nearweald. Varushkan road builders had little experience working with the extensive marshes of the south, but their confidence that stone bridges could be used to reach the former Druj settlement of Orieb in the [[#Drownbark_Forest|Drownbark Forest]] proved well founded. As well as bringing prosperity to the [[forest]] owners of the territory, and to the [[Vale of the Sunless Depths]], the roads dramatically improved the infrastructure in the territory, removing the final &#039;&#039;under-developed&#039;&#039; quality from Ossium.&lt;br /&gt;
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===The Field of Glory===&lt;br /&gt;
This ironic name is given to the site of one of the first significant engagements between the Imperial forces and the Druj. Some twenty thousand human and orc farmers and fishers who had fled the invading force were corralled by the Druj, given makeshift weapons and driven to engage Imperial forces. The result was a bloodbath, with barely a handful of Imperials injured or slain and thousands of farmers or fisherfolk wounded and killed. The battlefield has since been discovered to be rich in [[marrowort]], although some reports suggest the area is now haunted by the ghosts of terrified and angry orcs and humans caught between the malice of the Druj and the zeal of the Imperial armies. More information about the Field of Glory can be found in the [[Thousands_or_more#The_Field_of_Glory|Thousands or more]] wind of fortune.&lt;br /&gt;
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===The Palace of Orieb===&lt;br /&gt;
The sprawling, partially flooded palace of Orieb is believed to have been home to the [[Druj_lore#Buruk_Tepel|Buruk Tepel]] of the Bone Serpent clan. It has been abandoned, but the maze-like structure has still only been partially mapped. It is a peculiar and somewhat unsettling combination of living area, apothecary workshop, palace, political hub, and herb garden with plants growing inside the structure in internal gardens - some open to the elements and others roofed with glass or cunning wooden shutters that can be adjusted to control the amount of rain and sun that reaches them. Following the Summer Solstice 384YE, the [[Minister of Historical Research]] [[384YE_Summer_Solstice_Senate_sessions#Research_Palace_of_Orieb|dispatched an expedition]], led by seasoned [[Imperial Orcs|Imperial Orc]] adventurer &#039;&#039;Snowstorm Henk&#039;&#039;, to explore the palace and root out some of its secrets. They discovered several interesting facts about the place, as well as multiple hidden rooms, which are recounted in detail in the [[Expedition to Orieb]] briefing.&lt;br /&gt;
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===Marshstand Skerry===&lt;br /&gt;
Standing in the Drownbark Forest, the [[Thousands or more#Marshstand Skerry|Marshstand Skerry]] is a low rock that allegedly used to be tended by a [[Druj_lore#Ghulai|ghulai]] of the Bone Serpent. It has apparently been abandoned since the territory was first invaded - allegedly since before the Webwood fell. The rock is surrounded by decades or perhaps even centuries worth of bones from creatures - some of them clearly humans or orcs - drowned or interred in the marshy waters to rot. The place has a poor reputation - it is both considered to be haunted and also known to be home to especially large, viciously bloodthirsty insects similar to mosquitoes. Marshstand Skerry is now overseen by the [[Cabalist of the Hollow Stone]] who ensures the appropriate sacrifices are made each season to harness its power.&lt;br /&gt;
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===Vale of the [[Sunless Depths]]===&lt;br /&gt;
The Depths are a mithril mine under the settlement of Lomaa. Custodianship of the Depths is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 14 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox.&lt;br /&gt;
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During the Spring Equinox 384YE, the Senate [[Blood_makes_noise#The_Wealth_of_Lomaa|chose to allow]] the new [[boyar|boyars]] of [[Ossium]] to claim those parts of the mine that were not currently being exploited. The mine was upgraded, but the additional production claimed by the vales of Ossium - greatly enhancing the prosperity of the new settlements.&lt;br /&gt;
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===Towers of Zulgan Tash===&lt;br /&gt;
The Towers appeared without warning, overnight, in the [[#Drownbark Forest|Drownbark Forest]] not far from the border with [[the Mallum]]. Composed of three cylindrical towers of dark green stone surrounded by an uneven wall with irregular crenulations, it looks nothing like traditional Varushkan architecture. The stone is smooth to the touch, all of a piece, and unmortared. It is also quite resistant to damage. When the wind blows, the towers emanate a mournful whistling noise that can be either relaxing or unsettling depending entirely on the temperament of the one who hears it. The marshes around the towers are subtly unnatural. Seemingly shallow ponds may prove to be almost bottomless; ribbons of thick fog cling to the stooped trees and drift across the scummy water regardless of other weather. A plethora of odd plants, some of them encountered nowhere else, flourish in the bogs. Sightings of large multi-legged lizards in the area have increased dramatically since the Towers appeared, and there have also been reports of strange entities that clearly do not hail from the mortal world - lantern-waving heron-like creatures, giant pale toads, and even creatures that appear to be ambulatory tree stumps. They do not appear to offer a threat to Varushkan travellers, but there have been a few minor, unfortunate incidents with visitors to the Drownbark Forest - none fatal to date.&lt;br /&gt;
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The Towers are generally believed to be the result of a [[Culling_the_threat#Dripping_Echoes|powerful casting]] of the [[Dripping Echoes of the Fen]], anchored in place with [[ilium]] by the magicians of the Zulgan-Tash coven of [[Miekarova]]. Nobody remembers where they first heard the name of the fortification - but everyone knows it. &lt;br /&gt;
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&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The Towers of Zulgan Tash are a rank one [[fortification]] that requires no upkeep.&lt;br /&gt;
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===The Silent Pines===&lt;br /&gt;
The Silent Pines is a large weirwood grove in central Bonewood. It is controlled by the Thule. The human slaves who were part of the labour force used to maintain and farm the woodlands here were delivered to Karsk shortly after the orcs of Otkodov cemented their hold here. Many of the inhabitants of the Galath Fields and Bittershore claim the Silent Pines are &amp;quot;cursed&amp;quot; in some fashion. Despite this, many structures across Ossium were clearly crafted from weirwood taken from the groves - the timber is very dark and the Druj often polished and varnished it in such a way to call out the patterns hidden in the wood in a way that is both attractive and somewhat unsettling.&lt;br /&gt;
===Awstin&#039;s Rest Wayhouse===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
In [[#Nearwald|Nearwald]] stands the [[Navarr wayhouse]] of [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]. A central hub for Navarr in the territory, it is overseen by the [[Strategos of Navarr]] which gives it an undeniable martial aspect. Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. &lt;br /&gt;
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The large wooden doors are flanked by banners depicting the symbols of the [[Iron Helms]] and [[Isaella&#039;s Dance]] - commemorating the two [[army|armies]] [[Under_eastern_skies|lost]] to the [[Druj]] in [[Therunin]].&lt;br /&gt;
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===Miasma Pillars===&lt;br /&gt;
At one time there were [[Druj_miasma#Miasma_Pillars|miasma pillars]] in each of the seven regions of Ossium, and the entire territory laboured under their oppressive shroud. Efforts by the [[Cardinal]] of [[Vigilance]] identified the locations of some of the stones that anchor the miasma in place, and the scouts pouring into the territory located the rest. As of the end of 383YE, it is believed that there are at most two miasma pillars still standing in Ossium. One most likely still stands at the Fang Tree, in the [[#Webwood|Webwood]], and the other may be somewhere in the depths of Thule-controlled [[#Bonewood|Bonewood]] - although it&#039;s very unlikely the Thule would have left it standing if they knew how to deal with it. With most of the pillars supporting it destroyed by Imperial heroes, the miasma has almost entirely unravelled, but it still lies thick and oppressive over the Webwood.&lt;br /&gt;
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===Trods===&lt;br /&gt;
The [[trods]] of Ossium, established by the [[Navarr]] during a brutal battle that took place in the territory during the Autumn Equinox 382YE, are only partially explored. Many of them run through dangerous, unmapped parts of the territory. It is surmised that the trods here, along with those in [[Karsk]], help to anchor the trods - and the [[vallorn]] - of [[Otkodov#Sk.C3.BCld|Sküld]] to the wider network.&lt;br /&gt;
{{CaptionedImage|file=Ossium Sketch.png|caption=For some time the Empire worked with only a very vague sketch map of the territory.|align=right|width=400}}&lt;br /&gt;
{{anchor|Tower of the Scorpion}}&lt;br /&gt;
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===Tower of the Scorpion (Ruined)===&lt;br /&gt;
This tower of [[white granite]], was built by the [[Druj]]. Surrounded by a wall topped with twisted metal razors, It stood in the centre of a large, open killing field. A network of rope bridges extended from wooden towers that squatted under the shadow of the walls. In the season following the Autumn Equinox 382YE, Imperial armies captured the Tower of the Scorpion from the Amber Scorpion clan, significantly damaging, but still claiming it. The tower remained under Imperial control until it was [[Delirium#Tower_of_the_Scorpion|brought down]] by invading armies out of [[the Mallum]] in Summer 384YE.&lt;br /&gt;
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==Regions==&lt;br /&gt;
The regions of Ossium have three [[#Special Qualities|special qualities]] which represent the challenges facing the [[Varushka|Varushkans]] in securing the territory.&lt;br /&gt;
===Bittershore===&lt;br /&gt;
Bittershore was the first region of Ossium encountered by the Empire, and also the first one to be conquered. It lies along the eastern banks of the Semmerlak, and one end of the Golden Causeway is anchored here. The Causeway is quiescent at the moment, but all it would take is a Dawnish witch to open it and the shimmering bridge would stretch back across the lake to [[Semmerholm#Laroc|Laroc]] in Semmerholm. Prior to the Imperial invasion, Bittershore was home to the Sand Fisher clan of orcs. The Imperial Senate [[Powers_of_the_Imperial_Senate#Concedence|ceded]] the region of [[Holberg#Misericorde|Misericorde]] in [[Holberg]] to the Sand Fishers and the entire nation moved south across the Semmerlak to Holberg. &lt;br /&gt;
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Varushkan settlers have already begun to establish vales on the shores of the lake, taking advantage of the rich fishing opportunities and fertile farmland. As the prosperity of the region increases, the likelihood that Varushka will be able to support another [[Army]] increases.&lt;br /&gt;
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===Bonewood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]]&lt;br /&gt;
The northernmost region of Ossium is the Bonewood, which allegedly takes its name either from the rich profusion of [[Materials#Beggar&#039;s Lye|beggarwood trees]] or from the number of bleached bones that litter the forest, remnants of many historical battles between the Druj and either the Thule or the Varushkans. Even before it was conquered by the Thule, the forest had a dire reputation for being &amp;quot;haunted&amp;quot;. The local orcs tell grim tales of shadowy figures that prey on travellers among the ancient pines, leaving blood-drained corpses in their wake. The Thule have not welcomed Imperial scouts into this area. They have been polite but firm, and made it clear that they are not welcome. The pine forests have been lightly mapped; they extend north to the borders of [[Otkodov#Sk.C3.BCld|Sküld]], and west to the borders of [[Karsk#Krevsaty|Krevsaty]]. There is known to be a large weirwood forest here - the &#039;&#039;&#039;Silent Pines&#039;&#039;&#039; - which is now controlled by the Thule.&lt;br /&gt;
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There is also a castle here - &#039;&#039;&#039;Fljajokep&#039;&#039;&#039; - controlled by the Thule. It overlooks the Silent Pines and was finished in a mere six months, the construction supplemented by powerful [[Autumn magic]]. It stands at one end of a narrow but well-travelled pathway that extends from the Silent Pines south toward Ketsov, and was used by the Druj to transport shipments of weirwood south into more open ground.&lt;br /&gt;
{{Anchor|Ossium characters}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 550px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Ossium Characters&#039;&#039;&#039;&lt;br /&gt;
Ossium is on the list of territories new Varushkan characters can come from. For now however, the only appropriate character backgrounds for Varushkans in Ossium are &amp;quot;Imperial citizen from somewhere else starting a new life as a Varushkan in Ossium&amp;quot; or &amp;quot;freed human slave who has embraced Varushkan culture&amp;quot;. An obvious example of the latter would be someone who was freed from the [[Crawling Depths]] by the armies and introduced to Varushkan ways by the soldiers of the Golden Axe or the miners of Moresvah. It is explicitly not possible to start as a member of the Ketsov family, or similar group of Druj collaborators.&lt;br /&gt;
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It&#039;s also of course also possible to move to Ossium in-character using the normal rules for [[Resource#Changing_Territories|changing territory]].&lt;br /&gt;
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When creating a character from Ossium, you may wish to bear in mind that the wealth of the territory lies in its forests and marshes, rather than in its mines. [[Forest]], [[farm]], and [[herb garden]] personal resources are all excellent choices for characters whose home territory is Ossium, while [[mine|mines]] are particularly poor choices.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Drownbark Forest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The last region of Ossium conquered by the Empire, the Drownbark Forest is a stinking marsh covered with moss-shrouded, dripping forest. Varushkan settlers have comparatively little experience dealing with the marshy terrain of the Drownbark Forest, and there are no vales established here.&lt;br /&gt;
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In the depths of Drownbark Forest is the Druj town of &#039;&#039;&#039;Orieb&#039;&#039;&#039;, a settlement surrounding a sprawling and [[#Palace of Orieb|labyrinthine Druj palace]]. From discussions with the local populace, it appears that Orieb was the seat of one of the Druj clans that dominated Ossium - the Bone Serpent clan - ruled with an iron fist by an ancient [[Druj_lore#Buruk_Tepel|Buruk Tepel]] named &#039;&#039;Bleakbane&#039;&#039;. The Buruk Tepel herself, and her apprentices, have not been accounted for. The town is composed of stinking hovels, populated by a number of freed orc and human slaves, who have thus far cooperated fully with the liberating forces. There only real concentration of Varushkans in the region is centred here - three bands of wagon raiders from Karsk and southern Volodmartz have congregated, creating a small enclave surrounding the Stinking Market where they sell valuables wrenched not only from the depths of the Drownbark Forest but also from daring raids across the border into Farweald and the Forest of Ulnak. More information about the Stinking Market can be found in the [[Thousands_or_more#The_Stinking Market|Thousands or more]] wind of fortune.&lt;br /&gt;
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In Autumn 383YE, scouts reported the presence of something significantly more dangerous than even Druj bandits in the Drownbark Forest. There is at least one group of horrible unliving servants - tormented souls bound into the tormented corpses of Dawnish knights - in the Drownbark Forest. It&#039;s not clear if they are part of a larger force, or whether like the tormented souls of [[Reikos]] they have broken free of the control of their Druj masters. Regardless, the scouts deliver warnings to settlers in the area to give them a wide berth.&lt;br /&gt;
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===Echofell===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Dreamers of the Dark Forest)&lt;br /&gt;
The Echofell was the home of the Amber Scorpion clan of the Druj, and the site of the [[#Tower of the Scorpion|Tower of the Scorpion]]. The first real engagement of the invasion took place here when Imperial forces besieged the tower during torrential rain. The [[fortification]] was ultimately overrun and captured by the Empire and was garrisoned by a small force of Varushkans. A posting to the Tower of the Scorpion was seen as a particularly unpalatable tour of service by most Varushkan soldiers until it was [[Delirium#Tower_of_the_Scorpion|destroyed]] by invading armies out of [[the Mallum]] in Summer 384YE. While most of the Druj have been driven from the area eastward into the [[Forest of Ulnak]], the woods are home to a disturbing number of unpleasant insects and poisonous creatures that seem to enjoy feasting on human blood. During the Summer Solstice 385YE the Imperial Senate, following an [[Culling_the_threat#Securing_Echofell|appraisal]], voted to [[385YE_Summer_Solstice_Senate_sessions#Authorise_supplying_Dreamers_of_the_Dark_Forest|authorise supplying equipment]] to the Dreamers of the Dark Forest - a sept who chose to not relocate to Skarsind. Both the Varushkan and Highborn National Assembly voted to enact mandates to encourage [[military unit|military units]] to train the sept which has seen the Dreamers push the Druj guerrillas from the region.&lt;br /&gt;
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===Galath Fields===&lt;br /&gt;
Along with Bittershore, the Galath Fields represent the only real open ground in Ossium. The soil here is rich, and the damp grasslands are scattered with smaller settlements belonging to native orcs, most of whom are cautiously welcoming of the Imperial presence. There are two larger settlements - the town of [[#Lomaa|Lomaa]] which sits above the [[Crawling Depths]], and [[#Ketsov|Ketsov]], home to the human clan of the same name. As with Bittershore, the Galath Fields have proved popular with Varushkan settlers, especially those from wealthy [[Karov]] looking to start new vales in the comparative safety of the new territory.&lt;br /&gt;
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===Nearweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Menrothat)&lt;br /&gt;
One of the last regions of Ossium conquered, Nearweald borders onto [[The Barrens#Farweald|Farweald]] - the northernmost part of [[the Barrens]]. The woodlands here are dense and broken up by maze-like game trails, and overgrown pathways. Most of the Druj who inhabited this area retreated into the Barrens once it was clear Ossium was lost, but as with the Webwood there are still a few small bands living in the depths of the woods who emerge sporadically to raid Varushkan settlements. These raids are becoming more and more sporadic with the completion of the [[Thousands_or_more#The_Swords_of_Nearweald|fortified barracks]] offering more security to the scattered vales.&lt;br /&gt;
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A particularly bloody-minded band of settlers from [[Volodmartz#Livardz|Livardz]] in [[Volodmartz]] have claimed an extensive section of the forest and despite some opposition from the bandits have established a relatively secure vale here named &#039;&#039;&#039;Karantzy&#039;&#039;&#039; from which they are engaging in extensive logging. The timber from the Nearweald is being sold to other settlers and has proved extremely popular for helping new settlers establish vales across Bittershore and Galath Fields. Boyar &#039;&#039;Irina Karantzy&#039;&#039; and her allies are making money hand over fist. Not only from the trees themselves - Nearweald is particularly rich in precious [[Materials#Ambergelt|ambergelt]] that has a particularly vibrant crimson colouration that is already being touted as &amp;quot;blood amber&amp;quot;.&lt;br /&gt;
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Nearweald is also home to perhaps the largest gathering of [[orc|orcs]] in Varushka. The &#039;&#039;sept&#039;&#039; of the [[Blood_makes_noise#The_Sept_of_the_Menrothat|Menrothat]] live in small settlements across the region, as well as in several neighbouring regions. The &#039;&#039;sept&#039;&#039; includes some of those who tend the [[Thousands_or_more#The_Bone_Hives|Bone Hives]] in [[Ossium#Echofell|Echofell]], as well as members in small settlements in the eastern [[Ossium#Drownbark Forest|Drownbark Forest]], the western [[Forest of Ulnak]], and the northern [[the Barrens|Barrens]]. These orcs are particularly cautious and seem almost supernaturally adept at concealing their true numbers from the Imperials. There has been only limited contact with them since the territory was liberated from the Druj, primarily between them and the [[Imperial Orcs]] and [[Navarr]].&lt;br /&gt;
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This is also the site of [[#Awstin&#039;s Rest Wayhouse|Awstin&#039;s Rest]], a [[Navarr wayhouse|wayhouse]] that serves as a hub for Navarr living in or passing through Ossium. It commemorates the [[Under_eastern_skies|loss]] of two armies - one Navarr and one Varushkan - to the Druj in Therunin.&lt;br /&gt;
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===Webwood===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, [[Otkodov]],  [[Region_qualities#Under_Threat|Under threat]] (Druj)&lt;br /&gt;
The Webwood is a dank, almost impenetrable forest with few trails. As its name implies it is home to large numbers of spiders - many of them either very large or very venomous. There is a well-hidden structure in its depths which apparently serves as a temple or lair for orcs dedicated to the service of the [[eternal]] [[Arhallogen]] dubbed the &#039;&#039;&#039;Temple of Arhallogen&#039;&#039;&#039;. It is not entirely clear if the orcs are really Druj or not, or whether they are an example of a nation that managed to maintain some level of independence despite living in a land oppressed by the Druj. The orcs have kept very much to themselves, but there have nonetheless been disappearances reported in the area which is littered with traps and deadfalls that pose a constant threat to travellers and settlers.&lt;br /&gt;
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The &amp;quot;temple&amp;quot; has been recognised by the [[Conclave]] as being the property of Arhallogen, and Varushkan settlers are discouraged from attempting to establish vales here. This has not stopped the most ambitious or bloody minded from starting to build along the southern and western margins. Webwood is perhaps the most dangerous and least explored region of Ossium, and there are known to be at least two bands of Druj bandits in the depths who periodically emerge to raid Varushkan settlements, reaching as far afield as the north-western Galath Fields and the northern Echofell.&lt;br /&gt;
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During the Winter Solstice 383YE the Imperial Senate ceded the region to the Thule as part of a [[Ratify_treaty_with_Thule_Winter_383YE|treaty]]. Presumably they will take steps to deal with the dangerous orcs here.&lt;br /&gt;
{{CaptionedImage|file=Bronimir Ranedzkah Pinewheel.jpg|caption=&#039;&#039;&#039;Bronimir Ranedzkah Pinewheel&#039;&#039;&#039;, Senator for Ossium|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Ossium|Territory=Ossium|Season=Winter}}&lt;br /&gt;
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==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE the Thule control [[#Bonewood|Bonewood]] and the [[#Webwood|Webwood]]. Varushka, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The [[#Towers of Zulgan Tash|Towers of Zulgan Tash]] in [[#Drownbark Forest|Drownbark Forest]] are a rank one [[fortification]]&lt;br /&gt;
* Fljajokep in [[#Bonewood|Bonewood]] is a rank one fortification controlled by the Thule.&lt;br /&gt;
* Any [[commission]] intended to increase production of [[Materials#Metal|metals]] in Ossium is twice as expensive&lt;br /&gt;
* [[Forest|Forests]] in the territory benefit from the [[#The Iron Roads|Iron Roads]], Kurstrozi&#039;s Lumbermill, and the [[#Economics|naturally rich groves]] and produce an extra 8 measures each season.&lt;br /&gt;
* The [[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest Wayhouse]] in Nearweald allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Ossium and gain the benefit of any [[great work]] in the territory&lt;br /&gt;
&lt;br /&gt;
==Special Qualities==&lt;br /&gt;
Several regions of Ossium originally had special qualities that related to the problems faced by the Varushkans when bringing the former Druj-dominated territory into the Empire. While the qualities were tied to specific regions, their impact covered the entire territory - so the &#039;&#039;under-developed&#039;&#039; quality affected commissions anywhere in Ossium, not only when those commissions were built in the regions with the quality. In some ways, these qualities were similar to the army-movement restricting &#039;&#039;passes&#039;&#039; in territories such as [[Spiral]] and [[Skarsind]] - a way to create plot but do so in a player-facing way that characters can discuss in-character; so the characters can see where the problems were; they can see when they&#039;ve been successful at addressing a problem; and they could see how much work remained to be done. These qualities were intended to be removable through player action - and the winds of fortune offer several ways that could be done.&lt;br /&gt;
&lt;br /&gt;
===Under-developed===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Bittershore&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Galath Fields&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Under the Druj, Ossium was a wild territory with minimal infrastructure. There were towns and villages, but the orcs seemed to take a perverse pleasure in ensuring that their subjects had as few comforts as possible. Roads are sparse, and barely maintained, and there was very little trade between settlements. This causes problems for the Empire - transporting materials where they need to go, and securing local labour to help build new commissions are both very challenging.&lt;br /&gt;
&lt;br /&gt;
Over Winter 383YE, the [[Region_qualities#Under-developed|under-developed quality]] was removed from the region of Nearweald as recounted in the [[Blood makes noise]] wind of fortune. Following the Spring Equinox 384YE, the under-developed quality was removed from Galath Fields as a result of the [[Delirium#Game_Information_:_Isember|answer to the Isember question]].&lt;br /&gt;
&lt;br /&gt;
===Underpopulated===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Nearweald&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
The population of Ossium is made up of two distinct groups. The Varushkan settlers are primarily based around [[#Bittershore|Bittershore]] and the [[#Galath Fields|Galath Fields]], and are busy establishing new vales and exploring the opportunities represented by the territory. The former subjects of the Druj, both human and orc, are mostly keeping to themselves. Many orcs have left the territory to find new lives far from [[the Mallum]]. Most have gone to [[Skarsind]], but a few have settled in the marshes of [[Holberg]].&lt;br /&gt;
&lt;br /&gt;
The original inhabitants who remain are deeply suspicious of the Empire, and afraid that they may be punished when the Druj inevitably return. Great swathes of the territory are almost entirely [[Region_qualities#Underpopulated|underpopulated]]- especially the eastern forests and marshes. While Varushkan territories are often sparsely populated compared to other Imperial nations, the lack of population here is particularly notable.&lt;br /&gt;
&lt;br /&gt;
===Under threat===&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;s&amp;gt;Drownbark Forest&amp;lt;/s&amp;gt;, &amp;lt;s&amp;gt;Echofell&amp;lt;/s&amp;gt;, Webwood&#039;&#039;&#039;&lt;br /&gt;
While the Druj have lost their grip on the territory, they have by no means been entirely driven out. The forests and marshes provide copious hiding places from which the cruel orcs are free to launch raids against both Imperial settlers and former subjects. These guerrilla forces melt away when faced with serious opposition, retreating to their hidden camps, and returning after a respite to attack from another, unexpected direction. While they remain in force, Ossium can never be fully secure. At this time, the Webwood remains [[Region_qualities#Under_Threat|under threat]]&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[382YE_Autumn_Equinox_winds_of_war#In_The_End_.28The_Mallum.29|382YE Autumn Equinox Winds of War]] - the original invasion of Ossium&lt;br /&gt;
* [[Chilled to the bone]] - first Wind of Fortune covering the Crawling Depths, Ketsov, and the Sand Fishers&lt;br /&gt;
* [[382YE_Winter_Solstice_winds_of_war#Stirring_Dull_Roots_With_Spring_Rain|382YE Winter Solstice Winds of War]] - Echofell, Webwood, and the Tower of the Scorpion&lt;br /&gt;
* [[Crafted from torment]] - second Wind of Fortune providing more details of the population and the question of assignment&lt;br /&gt;
* [[383YE_Spring_Equinox_winds_of_war#Carve_Away_the_Stone|383YE Spring Equinox Winds of War]] - Nearweald and the Drownbark Forest&lt;br /&gt;
* [[A strange land]] - third Wind of Fortune providing suggestions for ways to develop the territory more&lt;br /&gt;
* [[Weight of the world]] - fourth Wind of Fortune providing insight into the situation with the orcs of Ossium&lt;br /&gt;
* [[383YE_Autumn_Equinox_winds_of_fortune#Ossium|Autumn Update]] - an update of the situation in Ossium for Autumn 383YE&lt;br /&gt;
* [[383YE_Winter_Solstice_winds_of_war#Journeys End|383 Winter Solstice Winds of War]] - The Fire of the South escort orc refugees to Skarsind&lt;br /&gt;
* [[Beyond the light]] - fifth Wind of Fortune, providing opportunities to secure the territory&lt;br /&gt;
* [[Thousands or more]] - partner to the above, a Wind of Fortune about opportunities and spoils of war in Ossium&lt;br /&gt;
* [[Blood makes noise]] - Spring 384YE detailing the success of &#039;&#039;Beyond the light&#039;&#039; and detailing more opportunities to remove negative qualities&lt;br /&gt;
* [[Culling the threat]] - Summer 385YE Wind of Fortune on how to remove the under threat qualities from Echofell and the Drownbark Forest&lt;br /&gt;
* [[Burgher of Ketsov#The Ketsov Family|The Ketsov Family]] - Notes about the Ketsov of Ossium&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reikos&amp;diff=143533</id>
		<title>Reikos</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Reikos&amp;diff=143533"/>
		<updated>2026-08-15T12:20:27Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=RegionsofReikos.png|caption=A peaceful place, once home to pleasure gardens and country estates, riven by war.|title=Regions of Reikos|align=left|width=540|height=300}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Reikos was once composed of sweeping plains with occasional patches of deciduous woodland or raised elevation. The only major woodlands outside of the [[Great Forest of Peytaht]] were in [[#Broken Ride|Broken Ride]], while only the south-eastern downs around [[#Chalcis Mount|Chalcis Mount]] really counted as being hills.&lt;br /&gt;
&lt;br /&gt;
There have been settlements in [[#Riverwatch|Riverwatch]] and [[#Haros Water|Haros Water]] for over 400 years. While Reikos was only conquered in 56YE, the Highborn had established settlements along its southern borders long before the foundation of the Empire. The chapters along the banks of the Haros were known as some of the hardiest and best-versed in the arts of war; during the civil war they played a major role in helping the Virtuous Assembly plan individual engagements against the forces of the Patricians.&lt;br /&gt;
&lt;br /&gt;
Before the [[Druj]] invaded, this formerly peaceful stretch of the Couros river was home to pleasure gardens, parks, and country estates. A [[Prosperity|prosperous]] [[territory]], the wealth of Reikos traditionally came from four places. Firstly, the [[#The Vigilant Swan|Vigilant Swan]] and the [[#The Great Forest at Reikos|Great Forest at Reikos]] produced quality stone and wood respectively, as well as highly sought after white granite and weirwood. Second, the [[Gardens of High Chalcis]] produced herbs sold all over the Empire. Third, the wide roads helped connect the [[Navarr]] in [[Therunin]] and the [[Urizen]] in [[Morrow]] with the rest of the Empire and several towns grew up to cater to the needs of merchants and pilgrims. Fourth, the beauty of Reikos itself made the territory wealthy - the great gardens, sweeping estates and peaceful surroundings made it a favourite place for Imperial citizens from across the Empire to convalesce after illness, or to spend time away from the cares of everyday life.&lt;br /&gt;
&lt;br /&gt;
For centuries, the only real threat to the peace of Reikos came from the abominable inhabitants of the dark forest of [[Brocéliande]]. All of this changed in 367YE with the arrival of the Druj.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
The downfall of Reikos came from its border with the Great Forest of Peytaht. At its edges, the Great Forest is an abundant source of lumber; but its heart is wild and untamed. The long border with the dark forest was notoriously hard to defend, despite the efforts of [[Vigilance|vigilant]] [[Chapter|chapters]] such as the &#039;&#039;[[Highguard groups#Grey_Watchers_of_Peytaht|Grey Watchers of Peytaht]]&#039;&#039;, but at least the forest was equally hostile to human and orc alike. When the [[Druj]] barbarians launched a surprise attack through the forest in 367YE, the Highborn were woefully unprepared for it. Those chapters on the edge of the forest that did not retreat were overwhelmed in the first few months of the attack. &lt;br /&gt;
&lt;br /&gt;
The Druj quickly spread south, overwhelming the disorganised Imperial defences. The focus of the [[Military Council]] was elsewhere, and by the time the [[general|generals]] could coordinate their [[Army|armies]], the territory had already fallen. [[Emperor Hugh]] is said to have taken the loss of Reikos particularly badly, and campaigned to focus all Imperial resources on recovering it - unsuccessfully. The Military Council and the [[Senate]] had more pressing concerns facing a major mobilization of the [[Thule]] and the [[Jotun]].&lt;br /&gt;
&lt;br /&gt;
Many [[Benefactor|benefactors]] were ruined in the attack, and many more are still struggling to restore their fortunes. The gardens, parks and pleasant villages of Reikos were largely unprepared to face the onslaught of the Druj, and hundreds died in the initial attacks before they were able to take refuge in the fortified [[Chapter|chapter houses]]. The presence of refugees complicated matters severely; several northern chapters fell prey to disease and starvation. The malicious tactics of the Druj served to make the situation even words - they regularly poisoned supplies; publicly tortured and displayed the horribly abused corpses of captured [[Highguard_military_concerns|guardians]] and [[Highguard_religious_beliefs|priests]]; crippled and maimed Highborn refugees then allowed them to flee so that their presence would further damage morale and absorb valuable medical supplies. Slowly but surely they pressed their advantage and drove the Highborn defenders southward.&lt;br /&gt;
&lt;br /&gt;
Finally, in Autumn 377YE the Druj mounted a major offensive against the surviving Highborn chapters in [[#Riverwatch|Riverwatch]], [[#Haros|Haros]] and [[#Tabernacle|Tabernacle]]. The last regions of the territory fell beneath this assault, leaving only a scattered handfuls of fortified chapters as guttering beacons of hope in a sea of dread. it took some time for the Empire to rally after this defeat, but in Winter 378YE a combined Highborn and [[Navarr]] force [[378YE_Winter_Solstice_winds_of_war#The_garden_of_Highguard|crossed back into Reikos]] to begin the liberation. It was here that the Imperial soldiers gained first-hand experience of something that would later be referred to as the &#039;&#039;[[Druj miasma]]&#039;&#039;  or the &#039;&#039; shroud of dread&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a few skirmishes and the [[379YE_Spring_Equinox_winds_of_war#Blood_and_Stone|liberation of the Vigilant Swan]], the Druj forces in the area - represented by a single clan referred to as the Stone Toads, withdrew into the massive fortification they had built in the ruins of [[#High Chalcis|High Chalcis]]. They left guerrillas, traps and ambushers to harry the Imperial troops while they remained secure behind the great white granite walls of Urith Barath.&lt;br /&gt;
{{CaptionedImage|file=ShatteredGuardians.png|caption=Guardians of the Shattered Tower keep a watch on the borders of Highguard.|align=right|width=350}}&lt;br /&gt;
The territory was rejuvenated - and reconfigured - by a [[a season of mushrooms|wave of Spring magic]] that swept Reikos in early 380YE. The magic saw the restoration of great swathes of forest, and the eradication of much of the lingering taint of Druj occupation - but it was not without cost. Drawing on the power of the eternal [[Llofir]], the magic tore apart damaged and ruined structures without concern as to who had built them. The Highborn were able to protect some of their most valuable relics, but a great many damaged buildings were destroyed - including many chapterhouses. As the magic ebbed away, the eternal claimed the region of [[#Tamarbode|Tamarbode]] as its own demesne, until it was ultimately [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|forced to withdraw]] back to its own realm in the Summer of 383YE thanks to the combined efforts of the [[Towerjacks]], the [[Wolves of War]], and the garrison at &#039;&#039;Remember Exile&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The establishment of the [[Gardens of High Chalcis]], coinciding as it did with the [[Iron_and_wine|coronation message]] of [[Empress Lisabetta]], has seen an influx of healers and doctors into the territory - triggering a drive to see Reikos established as the centre for the healing arts in the Empire.&lt;br /&gt;
&lt;br /&gt;
In Summer 384YE a network of roads, tentatively dubbed &amp;quot;the Virtuous Roads&amp;quot; were [[Construct_White_Roads|commissioned]] by the Imperial Senate. Now the White Roads serve to link Reikos with both [[Necropolis]] and [[Reikos]]. They also 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_White_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;
==Major Features==&lt;br /&gt;
{{anchor|Urith Barath (High Chalcis)}}{{anchor|Urith Barath}}{{anchor|High Chalcis}}&lt;br /&gt;
===High Chalcis===&lt;br /&gt;
Prior to the Druj invasion, &#039;&#039;&#039;High Chalcis&#039;&#039;&#039; was one of the largest settlements in Highguard. Built on the hills of [[#Chalcis Mount|Chalcis Mount]], and famous for its beautiful gardens, the town was a centre for healing and the study of the [[Surgical skills#Apothecary|apothecary]] arts where the medical knowledge of the Empire was codified and expanded. The settlement fell to surprise attack in 367YE, the storehouses of knowledge raided, and the great Stone Toad fortress of &#039;&#039;&#039;Urith Barath&#039;&#039;&#039; built among the ruins. The Druj citadel fell to Imperial forces in Autumn 379YE, but little remained of the original town in the wake of the destruction. The [[A season of mushrooms|powerful Spring magic]] that washed away signs of Druj occupation devoured most of the remaining ruin.&lt;br /&gt;
&lt;br /&gt;
In the wake of this destruction, [[Construct_Gardens_of_High_Chalcis|extensive work]] was undertaken to restore the town, and especially the Gardens that once surrounded it. New chapterhouses were established around the one structure still standing - the miraculously restored &#039;&#039;&#039;Shining Towers&#039;&#039;&#039;. These four beautiful towers appeared shortly after the destruction of the Druj citadel on the site of the old chapterhouse of the [[Highguard groups#The_Shattered_Tower|Shattered Tower]]. Returned at last from exile, the Shattered Tower claimed the towers as their new chapterhouse. They report that not only do the towers surround a weak Summer [[regio]], but that they seem to be composed of the legendary magical material [[Stalwart_Stand_on_Solid_Ground#The_Nature_of_Adamant|adamant]]. In some parts of the territory has become a symbol of the unbreakable will of the people of Reikos. In the gardens around the towers stands the [[Keeper of the Cox#Grove of Golden Cox|Grove of Golden Cox]], famed for its unique apple tree that produces [[vis#Golden Apples|Golden Apples]] rich with Summer [[vis]].&lt;br /&gt;
&lt;br /&gt;
In the year since, the settlement has seen a remarkable spate of growth, heavily supported by Highborn exiles returning from [[Therunin#Peakedge_Song|Peakedge Stead]] in neighbouring [[Therunin]] and their [[Navarr]] allies. One of the more important structures is the beautiful [[Claviger_of_the_Basilica_of_Cora_Holdfast#Basilica_of_Cora_Holdfast|Basilica of Cora Holdfast]], completed shortly before the Autumn Equinox 381YE. Given that the [[Cora Holdfast|exemplar]] was of the [[Navarr]], it is perhaps only fitting that the basilica be built in High Chalcis.&lt;br /&gt;
&lt;br /&gt;
While a great deal of work has gone into restoring the town, attention was also focused on restoring the bountiful [[Gardens of High Chalcis]] that once surrounded the settlement. Today, the [[great work]] they represent has been restored, and the Chalcis Hills once again bloom with a great bounty of healing herbs, providing a great boon to the physicks and apothecaries of Reikos.&lt;br /&gt;
&lt;br /&gt;
=== The Sign of Tamar ===&lt;br /&gt;
This vast sigil incised into the plain in northern Reikos predates the first human settlements in Reikos. Created by digging long trenches in the earth, scholars have never been sure who constructed it, what purpose (if any) it served, or when precisely it was built. Scholars have paced out the sigil and drawn it, and declared it a humanoid figure that matches the constellation called [[The Drowned Shepherd]]. There is some evidence that the sign was part of, or contained, a very potent Spring [[regio]], possibly with an affinity for the darker and more destructive uses of [[Spring magic]]. If this is the case, its proximity to [[Brocéliande]] can surely be no coincidence. &lt;br /&gt;
&lt;br /&gt;
Even before the coming of [[Llofir]] to [[#Tamarbode|Tamarbode]] there was no viewpoint nearby where the entire figure could be seen clearly.  There has been a great deal of speculation as to who placed this sigil here, and whether there is any connection with the chalk figures of [[the Marches]]. Historians have also speculated extensively about how Tamar may have been, and why the region as a whole is called Tamarbode - it is assumed they were connected in some way with the original conquest of Reikos during the early Empire, but there are no records to support this or details of exactly who they may have been.&lt;br /&gt;
&lt;br /&gt;
The eternal [[Llofir]] claimed the Sign of Tamar, as it claimed the whole of Tamarbode. The sigil itself disappeared beneath the enchanted forest that now covers the entire region. Even with the liberation of Tamarbode in 383YE, the earthworks that made up the sign continued to be overgrown and there is every chance it will simply be reclaimed by nature. When Llofir was driven back to the Spring realm, whatever powerful Spring magic was focused here disappeared. You can read more about the battle for the Sign of Tamar in the &#039;&#039;[[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|Destroying Angels]]&#039;&#039; wind of war. In the Winter of 383YE, the Imperial Senate instructed the [[Appraisal#The_Prognosticators_Office|Prognosticator&#039;s Office]] to [[appraisal|appraise]] the Sign for potential use now that Llofir&#039;s hold over Tamarbode was broken. The results of that appraisal are detailed in the &#039;&#039;&#039;[[Signs and sigils]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
=== The [[Great Forest at Reikos]] ===&lt;br /&gt;
The Great Forest at Reikos is a Bourse resource that covers the eastern hills of [[#Broken Ride|Broken Ride]]. Custodianship of the weirwood groves is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 25 Imperial wains of weirwood every season; control is allocated to any Imperial citizen by open auction during the Winter Solstice.&lt;br /&gt;
&lt;br /&gt;
=== The [[Vigilant Swan]]===&lt;br /&gt;
The Vigilant Swan is a Bourse resource located in [[#Riverwatch|Riverwatch]]. Custodianship of the Vigilant Swan is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 25 Imperial wains of white granite every season. It is assigned to the [[Highguard|Highborn]] candidate who receives the most support from the Highguard owners of [[congregation]] resources.&lt;br /&gt;
&lt;br /&gt;
During the Summer Solstice 386YE, the Senate [[Fortify Vigilant Swan|voted]] to fortify the Vigilant Swan as a result of an [[Metal_and_stone#Alabaster_and_Onyx_Swans|opportunity]] requested by the [[Archmage of Autumn]], &#039;&#039;&#039;Edmundo of Damakan&#039;s forge&#039;&#039;&#039;, and the [[Conclave]]. The Swans of Alabaster and Onyx, handcrafted by the &#039;&#039;Manse of the Lionsmith&#039;&#039;, are seven warrior-constructs in the shape of swan-like humanoids; one for each of the Virtues. They are armed, armoured, and infused with the spirit of a herald of Estavus, which allows them to think, talk, and wield battlefield magics. They serve as unceasing watchers, protecting the quarry, and prepared to fight to defend it when called upon.&lt;br /&gt;
&lt;br /&gt;
===The Grand Ossuary===&lt;br /&gt;
{{CaptionedImage|file=Long Walk Home.jpg|title=The statue of Brother Gideon that stands in the Grand Ossuary is said by some to be his actual body, preserved forever by potent ritual magic.|caption=Not all those who fought to liberate Reikos lived to see it freed.|width=450|align=right}}&lt;br /&gt;
The Grand Ossuary stands in [[Reikos#Haros Water|Haros Water]], not far from the place where the settlement of Haros once stood. A square, stocky building of white stone, it is surrounded by a quiet park laid out with every attempt made to create a quiet atmosphere of contemplation and reflection. Within the structure itself, the dead of Reikos are interred or memorialised, and many relics of the past history of Reikos are kept here - primarily those from before the Druj invasion, but with at least a few connected to heroic deeds performed during the conquest, the occupation, and the later liberation. In particular, the top floor of the Ossuary contains a library where stories from the occupation are stored. Harrowing tales of despair and courage, they include many journals written by those who fell to the orcs.&lt;br /&gt;
&lt;br /&gt;
Work on the Ossuary was already underway when the [[A season of mushrooms|great wave of Spring magic]] swept over the territory - magic that destroyed the remains of the dead as easily as it expunged the lingering mark of the Druj occupation. Only the desperate action of a dozen independent captains and their [[military unit|retinues]] prevented the Ossuary from being overwhelmed. Their names are all immortalized on a simple white granite plinth that stands just inside the main gates of the park. Without their intervention, the (apparently well-meaning) servants of Llofir would have completely devoured the history of Reikos alongside the lingering Druj taint. &lt;br /&gt;
&lt;br /&gt;
Another monument of particular note stands in the Ossuary, and has become a point of pilgrimage for new settlers in Reikos. A statue of Brother Gideon of the Suns of Couros stands in the entrance hall of the Ossuary building proper. Gideon was instrumental in the creation of the Grand Ossuary of Reikos, but died before the work was completed. His memory will forever be linked to this great work, and to the [[Prosperity]] and [[Pride]] of the people of Reikos.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px;&amp;quot;&amp;gt;&amp;lt;quote by=&amp;quot;Ianthe, Highborn Assembly, Winter 380YE (greater majority)&amp;quot;&amp;gt;Our assembly recognises the benevolent and saving Ambition and Loyalty of our departed Brother Gideon of the Suns of Couros in the creation of the Great Ossuary of Reikos. May his memory be forever linked to this Great Work and to the Prosperity and Pride of Reikos.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Ossuary is a [[great work]]; donations are made by visitors which are distributed to the priests of Reikos to help them with their work guiding the future, and commemorating the past. Every [[Highguard|Highborn]] priest who operates a [[congregation]] in [[Reikos]] receives money from the donations. The ossuary is overseen by the [[Steward of the Ossuary]], especially when situations call for the [[Steward_of_the_Ossuary#Distribution_of_the_Grand_Ossuary|distribution]] of the bounty.&lt;br /&gt;
&lt;br /&gt;
===Seminary of the Swan===&lt;br /&gt;
Raised a short distance from the [[#Vigilant Swan|Vigilant Swan]], this seminary stands on a small island in the middle of a shallow lake. Waters from the lake feed into the washing pools of the great white granite quarry, and were once the main breeding grounds for the swans that gave the Bourse seat its name. Poisoned by the Druj, the waters were slowly purified until they were safe to support life once again. New swans were brought to live in the waters, the previous birds having been butchered by the orc conquerors. &lt;br /&gt;
&lt;br /&gt;
The Seminary of the Swan itself serves as a school for the training of [[magister|magisters]]. Built in a classical Highborn style, a number of smaller white granite buildings surround a single tall tower - Obadiah Spire - which provides the best view of the surrounding countryside. The Seminary ensures that students of a priestly background understand magic, while those of a more magical bent have a sufficiently Orthodox understanding of the Way. &lt;br /&gt;
&lt;br /&gt;
It is an austere place of study, that demands much of its students and provides little in the way of comfort. To remove distractions the students are forbidden to set foot on the mainland while they are engaged in their studies. The most common diversion for bored students is to take shallow boats out onto the lake. Eight boats are moored at a small quay beneath the seminary, each named by one of the &amp;quot;[[benefactor|benefactors]] of Highguard&amp;quot; who helped complete the seminary.&lt;br /&gt;
&lt;br /&gt;
The training of new magicians requires a regular supply of crystal mana, thus creating a steady stream of income for the mana sites of Reikos.&lt;br /&gt;
===Remember Exile===&lt;br /&gt;
Completed just before the Autumn Equinox 381YE through the use of a potent enchantment, this fortification is built in [[#Broken Ride|Broken Ride]]. The massive citadel is positioned so as to keep a close watch on both the Great Forest, and on the threat of [[Brocéliande]] to the north-west - and to guard against any potential danger coming out of [[#Tamarbode|Tamarbode]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
===Micah&#039;s Stand Wayhouse===&lt;br /&gt;
A beautiful [[wayhouse]] built on [[#Chalcis Mount|Chalcis Mount]], this [[Navarr]] stronghold is named for [[Keeper_of_the_Stand|Micah&#039;s Stand]], a Navarr [[steading]] that works closely with the Highborn of Reikos. It is surrounded by gardens where both healing herbs and mundane plants from across the Empire are cultivated. The Navarr who dwell here provide not only the usual benefits of a [[Navarr wayhouse]], but also a place for practitioners of medicine from across the Empire to meet and share their expertise. &lt;br /&gt;
&lt;br /&gt;
Several refugees from the fall of [[Therunin#Peakedge Song|Peakedge Song]] have taken residence here and it is common to see Navarr, Highborn, and [[Great Forest Orcs]] walking the gardens or talking about this or that development in the Empire over a mug of something wholesome.&lt;br /&gt;
===The Unbound Steel Hall (Ruined)===&lt;br /&gt;
Built shortly after Reikos was liberated from the Druj, the Unbound Steel Hall of Lost Chapters stood in [[#Riverwatch|Tabernacle]]. It was a place of pilgrimage, dedicated to the history of [[Chapter|chapters]] who had fallen in service of the Empire and the nation. It was a place of pilgrimage seeking lessons of the past. Unfortunately, it was an early casualty of the war against [[Cold Sun]], [[To_the_last_syllable#In_Bastion_and_Reikos|ruined]] by the [[eternal|eternal&#039;s]] &#039;&#039;[[Cold Sun#Scions|scions]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It was commissioned by &#039;&#039;&#039;Ella, Daughter of Zemira,&#039;&#039;&#039; of Reumah&#039;s Redoubt, using an [[Bearer of an Imperial Wayleave|Imperial Wayleave]] and financed by the Beneficent Order of Steel Chain in conjunction with several Highborn [[benefactor|benefactors]]. The [[opportunity]] to construct the Hall arose as a result of the [[In_brightest_day#The_Power_to_Exalt|inspiration]] following in the wake of powerful magic that washed across the Empire prior to the Winter Solstice 380YE. Built in the newly reborn town of [[#Riverwatch|Tabernacle]], the hall was located on the original high street in Tabernacle, covering multiple lots that were reduced to rubble during the invasion. The Unbound Steel Hall was for a time the largest structure standing on the site of the old settlement, and helped drive the rebuilding of the town.&lt;br /&gt;
&amp;lt;ic&amp;gt;&#039;&#039;&#039;At the Hall of Lost Chapters&#039;&#039;&#039;&amp;lt;br&amp;gt;Pilgrims seeking solace in the lessons of the past first walk through a covered colonnade that winds through a park of a labyrinthine design. In the middle of the park stands a tall granite bell tower. The bells do not tell the time, but instead are sounded the time and day when each chapter had fallen to the Druj. Arriving at the main building, the visitors are greeted by an imposing portico with massive columns, giving weight to what lies beyond. Passing the entrance, the pilgrims enter a cloister dominated by a huge statue of a basilisk - the protector of the place. &lt;br /&gt;
&lt;br /&gt;
On the north side, the cloister lies against a basilica that serves as a place for contemplation and meditation. The vast space inside is filled with large banners of all the chapters&#039; symbols bound into a greater whole by the single endless steel chain that gives the hall its name. On the east side of the cloister, the Wing of Memory preserves the chapter relics and memorabilia that were recovered after Llofir’s season of mushrooms. Very little sound filters through from the outside, as if the building itself demands a quiet respect for the fallen. The wing also houses a large collection of scrolls, cared for by the archivists. The scrolls contain stories of the chapters, both grand and subtle, their culture and teachings, and their legacies. Opposite, in the Chamber of Murmurs, the stewards recite the names of the dead, without pause, day and night, and they do not repeat themselves for many days. The Hall of Lost Chapters safeguards the Pride of the nation; here the fallen chapters forever remain a part of Highguard.&lt;br /&gt;
&amp;lt;small&amp;gt;Original text contributed by Tomáš Zdeněkovič Pilař&amp;lt;/small&amp;gt;&amp;lt;/ic&amp;gt;&lt;br /&gt;
==Regions==&lt;br /&gt;
===Broken Ride===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The rolling woodlands of Broken Ride were regularly used for hunting and for training [[Unconquered]] recruits. Only a few scattered chapters were built here, such as [[Highguard groups#Grey_Watchers_of_Peytaht|Beacons Rock]] which stood on the very northernmost borders of Reikos. These isolated chapters were easy prey for the Druj when they invaded.&lt;br /&gt;
&lt;br /&gt;
In 369YE, the woods were the site of the massacre at &#039;&#039;&#039;Exile&#039;&#039;&#039;. Built round a chapter of Unconquered who trained in the solitude provided by the deep woods, Exile was a hard place, and the Highborn there embraced many trials designed to harden the soul. They held out for three years before they were finally overrun. The Druj desecrated the dead, and used their remains to construct one of their grim shrines of fear and despair, responsible for helping to spread a foul [[Druj miasma|miasma]] over the entire territory. &lt;br /&gt;
&lt;br /&gt;
In the last days of the siege, the choice to hold against overwhelming odds or leave with honour was given to all of the recruits, not a one of whom chose to leave. In battle, the Unconquered used to say: “Remember Exile. We will return” in memorial of fallen friends and mentors. Since the liberation, many have instead begun to say &amp;quot;Remember Exile. We will always return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Today, the region is sparsely populated. The [[Great_Forest_at_Reikos|weirwood groves]] are still worked, and a [[#Remember Exile|fortification]] has recently been completed here. [[Reikos_Spoils_of_War#Broken_Ride_Blooms|Broken Ride Blooms]] still provides a bounty of [[Materials#Ambergelt|ambergelt]] to those brave enough to work the forest. A few scattered chapters have returned, many of them dedicated to keeping a [[Vigilance|Vigilant]] eye not only on the [[Great Forest of Peytaht]] to the north, but also on [[Brocéliande]] and [[#Tamarbode|Tamarbode]] to the west.&lt;br /&gt;
&lt;br /&gt;
Nestled in the heart of the forest, a white granite [[Construct Monument to Silent Bell|pillar]] stands, crested with a bell missing its clapper. Engraved at its base are the words, &amp;quot;&#039;&#039;To the [[Silent Bell (Sodality)|Sodality of the Silent Bell]], for their tireless work defending this Empire and furthering our knowledge of the Way&#039;&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Chalcis Mount===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills&lt;br /&gt;
The gentle hills of Chalcis Mount are the site of [[#High Chalcis|High Chalcis]], and its eponymous [[Gardens of High Chalcis|garden]]. In some poems, they are called the &#039;&#039;Red Downs&#039;&#039; due to the distinctive hue of the [[Imperial Roseweald]] that grew profusely on their slopes - although in the wake of the Druj occupation the name has taken on sadder connotations. The Stone Toad clan built their citadel of Urith Barath here, and it was from that citadel that they ruled Reikos with an iron fist; the citadel is gone now. &lt;br /&gt;
&lt;br /&gt;
Chalcis Mount has a noticeably high population of [[Navarr]] residents. Primarily inhabitants of [[Therunin#Peakedge Song|Peakedge Stead]] in [[Therunin]], the Navarr came to help establish the Gardens to show their gratitude for Highborn support in dealing with a threatened Druj invasion, but many have chosen to stay - at least for the time being. They have established a small settlement on the edge of the region no more than a days march from the border with Therunin. This is also the location of the beautiful [[#Micah&#039;s Stand Wayhouse|Micah&#039;s Stand Wayhouse]].&lt;br /&gt;
&lt;br /&gt;
Outside High Chalcis, the physicks and apothecaries are beginning to return. The [[Reikos_Spoils_of_War#Fields_of_Remembrance|Fields of Remembrance]] in particular stand as a reminder of the [[Courage]] of those who fought to defend, and to free, Reikos. Perhaps just as significantly, the [[mine]] known as the [[Reikos_Spoils_of_War#The_Wound_of_Chalcis|Wound of Chalcis]] is in business once again, drawing up fine quality [[materials#Weltsilver|weltsilver]] from the dark stone cliffs overlooking Therunin.&lt;br /&gt;
&lt;br /&gt;
===Grey Charge===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The wide plains of Grey Charge were avoided by the Druj themselves, but given over to the control of one of their brutal subject nations. The scattered chapterhouses were turned into twisted orc settlements, and the human populace reduced to the status of field slaves. After the liberation, the Spring magic devoured all the ruined chapters, villages, and [[farm|farms]] that once stood here leaving behind untouched forest. New chapters are being established here by the survivors, looking to the trees as a source of [[Prosperity]]. Already, farmland has been liberated from the clutch of the magically inspired woodlands - [[Reikos_Spoils_of_War#Grey_Watch_Grasses|Grey Watch Grasses]] weathered the storm of Spring magic reasonably untouched, and leads the way in providing food to the people of Reikos. The [[congregation]] known as [[Reikos_Spoils_of_War#Never_Again|Never Again]], formed by refugees in Bastion, is based here. They actively support rebuilding efforts across the entire territory.&lt;br /&gt;
&lt;br /&gt;
===Haros Water===&lt;br /&gt;
Haros Water takes its name from the tributary of the Couros that runs through it. Similar to neighbouring [[#Riverwatch|Riverwatch]], Haros Water was made wealthy by a combination of prosperous farms and regular trade passing along the road and the river. The town of &#039;&#039;&#039;Haros&#039;&#039;&#039;, once a major stopping point for trade passing through Reikos, was effectively destroyed during the liberation, and the [[a season of mushrooms|tide]] of [[Spring magic]] that followed after it. Most of the damage had already been done by the time the magic spread over the ruins - following a three day battle in the streets during Winter 378YE, the Druj [[379YE_Spring_Equinox_winds_of_war#Blood_and_Stone|fired the town]], creating a conflagration that lasted through the night and saw the entire settlement reduced to ruins. The beautiful river gates of Haros, which once allowed daring forays by expert boatmen supporting the defenders, were reduced to broken fragments, standing as mute testimony to the loss of the last Imperial foothold in the territory. &lt;br /&gt;
&lt;br /&gt;
Not everything is lost. A brave effort by several chapters managed to protect some remnants of the former town from the voracious appetite of [[Llofir]] and its agents. The ruins of the river gates in particular still stand, providing a memorial to those who died fighting to protect their homes. The only other structure still standing is now the tallest in the new town; the tower of [[Reikos_Spoils_of_War#Echoes_of_Wisdom|Echoes of Wisdom]] bell-makers business survived the fall of Haros, the Druj occupation, and the wave of [[Spring magic]] entirely untouched A new town is beginning to flourish around it, taking advantage of the influx of lumber from the new woodlands of [[#Grey Charge|Grey Charge]] and [[#Longshire|Longshire]]. The [[Highguard groups#The_Suns_of_Couros|Suns of Couros]] in particular have been active in re-establishing Haros. The [[Draughir]] chapter have established a new chapterhouse - a dim reflection of its previous splendour - and are encouraging other Highborn to participate in the rebuilding of Haros as a staging point for the settlement of western Reikos.&lt;br /&gt;
&lt;br /&gt;
===Longshire===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The plains of Longshire were not heavily settled even when Reikos was at its height; now that they are densely wooded this has not noticeably changed. During the occupation, the scattered chapters here were reduced to ruins and claimed by various barbarians. These unruly gangs of orcs squabbled among themselves, occasionally causing the Druj themselves to step in and make an example to restore order. Of particular note is the attack in 370YE when the Druj slaughtered every member of the clan living in the ruins of the old Granite Chain chapterhouse. &lt;br /&gt;
&lt;br /&gt;
An ambitious band of Unconquered soon took residence in the ruins, exploiting the superstitious dread of the local orcs to maintain a hidden chapterhouse that helped coordinate the resistance in the western territory. Today the chapterhouse has been rebuilt by the surviving Unconquered. Working closely with the [[Master_of_the_School_of_Exorcism#The_School_of_Exorcism|School of Exorcism]] in [[#Riverwatch|Riverwatch]], the chapter works to help lay to rest the remaining wraiths that haunt Longshire and to provide support to new chapters establishing themselves amidst the new grown forests.&lt;br /&gt;
&lt;br /&gt;
===Riverwatch===&lt;br /&gt;
The [[Vigilant Swan]] was the source of a great deal of prosperity for Riverwatch, but a significant amount also came from the [[farm|farms]] that sprawled across the wide, fertile plains north of the Haros river. As with [[#Haros Water|Haros Water]], the region was also made wealthy by trade passing along the road between [[Casinea]] and [[Sarvos]] in the east and the [[Navarr]] [[steading|steadings]] of [[Therunin]] to the west. Much of that trade passed through the town of &#039;&#039;&#039;Tabernacle&#039;&#039;&#039;, a well-fortified triple-ringed settlement whose residents sprawled outside its walls in long years of peace. Riverwatch held out against the Druj for a decade, the last site of major resistance to the invaders, with constant skirmishing along its borders that saw the farms devastated and Tabernacle reduced to the status of an armed camp. Riverwatch was the last region of Reikos to fall to the Druj, and even then only after many months of sustained assault. While some chapters survived the fall of Tabernacle, the survivors were forced to retreat across the river to [[Bastion#Sybella_Cross|Sybella Cross]] in [[Bastion]]. A year of occupation saw Tabernacle reduced to mud-choked ruins scattered with lethal traps and deadfalls that would have taken months of careful work to locate and disarm. In the end, the town was swallowed by Llofir&#039;s wave of Spring magic, devoured by the earth itself, ruins and traps and all.&lt;br /&gt;
&lt;br /&gt;
Today a village is slowly spreading around Riverwatch, named Tabernacle in memory of the town that once stood here. With trade caravans returning to the pre-occupation routes, the village is enjoying a little of its former prosperity. The re-establishment [[Reikos_Spoils_of_War#Tabernacle_Legacy_Claret|Tabernacle Legacy Claret]] in particular marked the beginning of the new prosperity; built over the extensive hidden cellars of the old vineyard, the wine produced here is said to have a particularly fine if bitter quality and has proved popular in several places damaged by war with the orcs. Further prosperity has been brought by a small family of respectable [[Faraden]] traders who have set up a small, permanent enclave in Tabernacle, trading herbs and wood with the citizens of Reikos as they serve as a hub for caravans trading into Therunin and [[Urizen]].&lt;br /&gt;
&lt;br /&gt;
===Tamarbode===&lt;br /&gt;
*&#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
The desolate plains of Tamarbode were primarily known as the site of the enigmatic [[#The Sign of Tamar|Sign of Tamar]], and at least one chapter was dedicated to protecting and guarding the eerie earthworks. It was also home to a couple of fortified chapters on the borders of [[Brocéliande]], facing into the forests there and keeping a careful watch on the [[vallorn]] that slumbers fitfully at its heart. Contact with these chapters was lost when the last of them was overrun by Druj in 372YE. During the orc occupation, the region appeared to be under the control of an especially vicious Druj [[Druj#Magic|Ghulai]] nicknamed &amp;quot;&#039;&#039;Greenmask&#039;&#039;&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The region was never fully liberated from the Druj - even after the fall of Urith Barath, scattered orc warbands held out here for several months. In Summer 380YE, the great surge of Spring magic that began the rejuvenation of Reikos apparently began here, and the entire region was claimed by the eternal [[Llofir]]. Tamarbode became a primeval woodland that thrummed with unruly [[Spring magic]], and was largely unknown to Imperial forces. Indeed, there were indications that the woodland might be actively hostile to humans, possibly as a response to an [[380YE_Autumn_Equinox_winds_of_war#Our_Neighbour.27s_Field|abortive attempt]] by the [[Urizen]] [[Citadel Guard]] to drive out the eternal forces here.&lt;br /&gt;
&lt;br /&gt;
In the end, a [[383YE_Summer_Solstice_winds_of_war#Destroying_Angels|combined operation]] by the Wolves of War and the Towerjacks ultimately destroyed the Castle of Ruin, and Llofir&#039;s Garden collapsed and was withdrawn into the Spring realm. While there is still a profusion of mushrooms and toadstools amid the trees here, the forests of Tamarbode now seem to be entirely natural in nature.&lt;br /&gt;
{{Senate Elections|Senator_for_Reikos|Territory=Reikos|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the end of the Summer Solstice 383YE, the Highborn control all the regions of Reikos, meaning it is an Imperial territory.&lt;br /&gt;
* The [[fortification]] of [[#Remember Exile|Remember Exile]] is a rank 2 fortification in [[#Broken Ride|Broken Ride]].&lt;br /&gt;
* The [[#The Vigilant Swan|Swans of Alabaster and Onyx]] are a rank 1 fortification in Riverwatch that only protect that region&lt;br /&gt;
* The [[Keeper of the Stand|Micah&#039;s Stand Wayhouse]] in Chalcis Mount allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in Reikos and gain the benefit of any [[great work]] in the territory without suffering the penalty for having a [[Resource#Resources_in_other_Nations|resource in another nation]]. &lt;br /&gt;
* [[congregation|Congregations]] in the territory benefit from the [[#The Grand Ossuary|Grand Ossuary]] and produce 72 rings each season.&lt;br /&gt;
* [[Herb garden|Herb gardens]] in the territory benefit from the [[Gardens of High Chalcis]] and produce an extra 3 drams of [[True Vervain|true vervain]], 2 drams of [[Cerulean Mazzarine|cerulean mazzarine]], 1 dram of [[bladeroot]], 1 dram of [[Imperial Roseweald|Imperial roseweald]], and 1 dose of [[realmsroot]] each season.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory benefit from the  [[#Seminary of the Swan|Seminary of the Swan]] and produce 36 rings each season.&lt;br /&gt;
* Prior to the [[a season of mushrooms|magic]] of Summer 380YE, several regions devastated by the Druj had the &#039;&#039;ruins&#039;&#039; quality. The powerful magic invoked over the territory removed these qualities as they removed the ruins themselves.&lt;br /&gt;
* While the majority of Reikos has been freed from the [[Druj miasma]] by a combination of hard work by Imperial forces and the powerful rejuvenating Spring magic that swept the territory in Spring and Summer 380YE, there are still some areas that suffer under its influence. They are for the most part isolated, hard-to-reach places immediately surrounding a miasma stone (&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; these remaining areas exist primarily as a source of quests, or as inspiration for an individual player event, rather than as a threat to the territory as a whole).&lt;br /&gt;
&lt;br /&gt;
[[Category:Highguard]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Barrens&amp;diff=143532</id>
		<title>The Barrens</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Barrens&amp;diff=143532"/>
		<updated>2026-08-15T12:17:36Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Last Battle Wayhouse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofTheBarrens.png|caption=Even conquered by the Empire, the Barrens is wild and unknown.|title=Regions of the Barrens|align=left|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Barrens describes an area to the east of Semmerholm that remained unconquered by the Empire until Spring 385YE. Dawn maintains a series of long-established outposts on the western edge that reinforce the border against the barbarians. In general the Barrens is rich and fertile but its natural resources are almost entirely unexploited - enough to make the most jaded [[Varushka|Varushkan]] merchant or wagon-raider salivate at the thought of all the untapped potential. There have been several attempts to settle it more fully, but the presence of several barbarian orcs makes establishing permanent settlements impossible. Nonetheless, the Dawnish refuse to abandon their [[#Dawnguard|foothold]] in the Barrens and it serves as a common proving ground for [[Knight-errant|knights-errant]]. &lt;br /&gt;
&lt;br /&gt;
The Barrens has always been a magnet for the exiled, the disenfranchised and the disgruntled. Between 325YE and 328YE it was also the scene of a short-lived rogue kingdom called Montane, founded by renegades during the events of the [[Freedom Heresy]]. The lonely territory is scattered with ruins, old stone circles, solitary towers and hidden [[regio]], any one of which could prove to be the home of some lost treasure ... or unspeakable horror.&lt;br /&gt;
&lt;br /&gt;
Girdling the Barrens is the Nameless River, a broad, slow-moving waterway that connects [[the Semmerlak]], the Barren Sea, and the [[Therunin#Feverwater|Feverwater]] with the sea to the east.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
By the time [[Empress Britta]] ascended [[the Throne]], the [[Druj]] barbarians had dominated the eastern Barrens for a little over a century. They ruthlessly conquered the disparate barbarian nations who had lived there previously, and installed themselves as overlords. They used the central position of the Barrens to co-ordinate attacks on [[Holberg]] and [[Reikos]]; depleted armies would withdraw to the Barrens, and be replaced by fresh armies. There is also evidence that the Druj used the Barrens to move materials (weirwood, mithril and white granite) between the two conquered territories.&lt;br /&gt;
&lt;br /&gt;
Further information about the long history of the Barrens, and detailed information about its recent history, can be found in &#039;&#039;&#039;[[Conflict in the Barrens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
{{anchor|Spires of Dusk (Ruined)}}{{anchor|Spires of Dusk}}&lt;br /&gt;
===Houndsgate===&lt;br /&gt;
The Druj called this fortress &#039;&#039;The Jaws of Suffering&#039;&#039;; the Dawnish used to refer to it as the &#039;&#039;Spires of Dusk&#039;&#039; or occasionally &#039;&#039;Hounds Gate&#039;&#039;. Built by the [[Druj]], twin spires of [[white granite]] and [[weirwood]] rise along the eastern borders of the Barrens.  This is at least the second castle to stand on the site; an earlier iteration was destroyed in 379YE by a combination of an assault by the combined septs of the Barrens and powerful [[Spring magic]]. When the Imperial forces struck into the Barrens at the beginning of 384YE, however, it quickly became clear that the Druj had not only rebuilt the Towers of Dusk but they had significantly reinforced them and the surrounding lands. They glared across the Barrens toward the Towers of Dawn until the resurgent Druj destroyed that fortification. They became a powerful symbol of the Druj domination of the Barrens.&lt;br /&gt;
&lt;br /&gt;
In Spring 385YE, however, the Empire launched a major offensive into the Barrens that reached the Spires of Dusk. Even forced back to defensive positions, the Druj might have managed to hold the territory if not for the [[Cost#The_Battle_of_Dusk|glorious sacrifice of the Hounds of Glory]]. The army spent its last iota of strength to bring the Spires into Imperial hands, and has now become something of a place of pilgrimage for both Dawnish folk who wish to reflect on their great deed, and Imperial pilgrims dedicated to [[Courage]], [[Pride]], and [[Ambition]].&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 386YE the Imperial Senate voted to [[Amend Spires of Dusk|remodel the fortification]]. Now, pennants of the armies who fought the Barrens campaign fly from the battlements. Intermingled with the pennants are favours that represent other contributions toward the campaign, and above it all stands statues of winged hounds crowned in flowers.&lt;br /&gt;
&lt;br /&gt;
Gone are the fire-hardened spines and gibbets, replaced instead with heraldries of families who lost members to the charge which breached the gates. Proudly fluttering from a long scrolling pennant are the names [[385YE_Spring_Equinox_Synod_judgements#Judgement_148|recognised]] by the National Assembly of Dawn.&lt;br /&gt;
&lt;br /&gt;
Within lies a tomb for &#039;&#039;&#039;Garravaine De Rondell&#039;&#039;&#039;, general of the Gryphon’s Pride, his resting place facing westwards towards [[Holberg]]. Within the grounds a small tree memorialises &#039;&#039;&#039;Brennos Brackensong&#039;&#039;&#039;, general of the Quiet Step who was fatally wounded at the Battle of Dusk. Finally, a memorial stands to &#039;&#039;&#039;Mera De Couerdefer&#039;&#039;&#039;, the war witch who was mortally wounded on the Carmine Fields saving soldiers of the Wolves of War&lt;br /&gt;
&lt;br /&gt;
Everywhere painted flowers spill across walls, columns and doors, the grounds are dotted all over with blooms of black roses, and resplendent over the repaired gate are carved the words that carried much of the campaign “&#039;&#039;Where they have sown fear, we will make flowers grow&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Spires of Dusk are gone, and now the Houndsgate protects the borders of the Barrens against the malice of [[the Mallum]]. The consecration of Houndsgate with [[liao#true liao|true liao]] has had a significant effect in the Barrens, as detailed in the &#039;&#039;&#039;[[Poetry_and_prose#The_Spires_of_Dusk|Poetry and prose]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Eaves of Peytaht===&lt;br /&gt;
On the northern borders of the [[#Heart of Peytaht|Heart of Peytaht]], a massive grove of weirwood trees that has been somewhat cultivated by the inhabitants of the Barrens. Part of the [[Great Forest of Peytaht|Great Forest]], the Eaves of Peytaht are controlled by the [[Great Forest Orcs]]; it is estimated that it might produce 25 wains of weirwood each season in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
===The Fangs===&lt;br /&gt;
Along the [[#Bitter Strand|eastern coast]] of the Barren sea, the Fangs are a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril. Several similar columns protrude from the headlands around this area. There are obvious signs of mine workings, and observation indicates that there is mithril ore to recover. It appears that the mines are quite primitive – the constant threat of flooding and the natural difficulty of mining at sea mean the Rahvin are exploiting only a fraction of the potential of this resource.&lt;br /&gt;
&lt;br /&gt;
Controlled by the Rahvin, it is estimated that the Fangs would produce 16 wains of mithril each season in Imperial hands – or more if work were done to alleviate the problems left by the cruelty of Druj rule. This would require an initial investment of time and resources, as laid out in the &#039;&#039;&#039;[[Start_a_war#The_Disposal_of_the_Fangs|Start a war]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
In Winter 386YE, after a long period of debate and negotiation and an attack by the [[Gryphon&#039;s Pride]], the bourse resource was ceded to the Rahvin as part of a [[Ratify Rahvin Treaty Spring 387YE|greater treaty]].&lt;br /&gt;
===Last Battle Wayhouse===&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 150px; clear: left;&amp;quot;&amp;gt;{{CaptionedImage|file=NBNavarr.jpg|align=left|width=150}}&amp;lt;/div&amp;gt;&lt;br /&gt;
Standing in [[#The Bleaks|the Bleaks]], Last Battle was the first of the grand [[Navarr wayhouse|Navarr wayhouses]] built in the Empire. The opportunity to build it came about in part due to the efforts of &#039;&#039;Last Battle&#039;&#039;, a relatively young [[striding]] made up almost exclusively of [[thorn|thorns]] united in the belief that the final battle against the [[vallorn]] will surely happen in their lifetime. Their desire to confront the vallorn is tempered with the knowledge that it will require linking up all the hearts with [[trods]], which requires the Empire to fulfil its destiny and conquer the intervening lands.&lt;br /&gt;
&lt;br /&gt;
The wayhouse they inspired is built in the eastern [[The Barrens#the Bleaks|Bleaks]], right on the edge of [[the Mallum]]. The striding visit there regularly, and it is rare for there to be no thorns relaxing or training in the vicinity of the little settlement. From there, they engage in reconnaissance and patrols into the lands of the [[Druj]].&lt;br /&gt;
&lt;br /&gt;
Of course the wayhouse also serves as a hub to keep other Navarr steadings and stridings in contact with one another, and it&#039;s common for members of the nation to stop off in the Bleaks when they are travelling the eastern Empire. This has lead to some conflict with the local [[orc]] sept, the [[Not_to_conquer#Karass|Karass]]. The orcs were apparently [[Hard_to_find#Who_Would_Dare_To_Go|furious]] that the wayhouse was built without consulting them, but there has been extensive negotiation with the sept to try and reduce tensions.&lt;br /&gt;
{{anchor|Towers of the Dawn}}&lt;br /&gt;
&lt;br /&gt;
===Towers of the Dawn (ruined)===&lt;br /&gt;
The four massively built white granite tower-keeps collectively known as the Towers of the Dawn once stood along the western borders of the Barrens in [[#Dawnguard|Dawnguard]]. This great [[fortification]] served as a base of operation for Dawnish knights exploring the Barrens, and a reminder to the orcs that while they may dominate the Barrens, they did not do so without opposition. During the [[Freedom Heresy]], the towers were the site of an atrocity as rebellious [[briar|briars]] murdered the yeomen and knights assigned to the First and Second towers. Ever after, the garrisons of the Towers of Dawn were unfriendly towards briars - and woe betide anyone who supported the &#039;virtues&#039; of [[Malign spiritual presences#Anarchy|freedom]] within their earshot! &lt;br /&gt;
&lt;br /&gt;
After several seasons of being attacked by Barrens orcs, the Towers of the Dawn were the subject of a major offensive by the Druj after the Spring Equinox 381YE. The fortification fell, smashed by overwhelming Druj force, and Dawnguard fell with it.&lt;br /&gt;
{{CaptionedImage|file=Aramis11718.jpg|caption=Aramis du Froste (left), first senator for the Barrens|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
Most of this information was gathered by the actions of brave Imperial [[military unit|forces]] working with a [[spy network]] [[Construct_Barrens_Spy_Network|constructed]] by order of the [[Senate]]. It is correct as of Autumn 378YE.&lt;br /&gt;
===Dawnguard===&lt;br /&gt;
Prior to the [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|Druj invasion]] of Summer 381YE Dawnguard was the location of a number of Imperial settlements, the most prominent of which was &#039;&#039;&#039;Drycastle&#039;&#039;&#039;. It held for centuries against the barbarians of the Barrens, and the Druj armies, protecting Semmerholm and northern Brocéliande alike from the depredations of the orcs. Many of the so-called &amp;quot;Barrens houses&amp;quot; can trace their origin back to pre-Imperial Dawn, and several were founded by those fleeing the vicious purges of [[The life of Penni the White|King Penni the White]]. Others were founded by political exiles, and consequently a strong streak of independence runs through the Dawnish of the Barrens.&lt;br /&gt;
&lt;br /&gt;
Often under attack, sometimes defeated, but never truly conquered, the [[Noble house|houses]] of Dawn tended to be more martial than average, and much more prepared for violence than Dawnishfolk in other territories. Much glory awaited the brave knights who volunteered here for dangerous adventure, and it was a popular base of operation for both [[Questing knight|questing knights]] and [[Knight-errant|knights-errant]]. Before the Druj invasion, the [[#Towers of the Dawn|Towers of the Dawn]] watched over the western borders of the Barrens; when Dawnguard fell, the fortification fell with it. This ushered in a period of unmatched tyranny and oppression by the cruel masters of [[the Mallum]]. Those unwilling or unable to flee suffered greatly at the hands of the Druj, but in time were liberated by a major Imperial push to claim the entire territory once and for all.&lt;br /&gt;
&lt;br /&gt;
===Murderdale===&lt;br /&gt;
Battle between orc forces and Imperial forces are common here, giving the region its name. The soil here is particularly fertile, and there are a number of ruined villages that represent previous attempts by Imperials to settle the Barrens.&lt;br /&gt;
&lt;br /&gt;
Through much of 378YE, a steady stream of orcs from [[Brocéliande]] were marked moving from west to east. The presence of the Druj forces in the [[#Carmine Fields|Carmine Fields]], and their superstition of the [[#Heart of Peytaht|forest of Peytaht]] to the south, meant that many of these recent arrivals took up residence in this region – although there has been little conflict between the indigenous orcs and the Brocéliande refugees.&lt;br /&gt;
&lt;br /&gt;
===Heart of Peytaht===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Watchful, Great Forest Orcs&lt;br /&gt;
The [[Great Forest of Peytaht]] stretches across the southern Barrens, and into [[Reikos]] to the south west. Stories from [[Highguard]] that describe the forest as being possessed of some dark spirit - something that partakes of the nature of a [[Varushka|Varushkan]] [[Varushkan_Monster#Sovereigns|sovereign]] - appear to be based on fact. The deeper a force presses into the forest the more uneasy they feel – the more they report being watched, and the more certain they become that they are unwelcome. Imperial forces have not pressed into the deeper forest. There is, however, no hint of discernible [[vallorn]] presence here.&lt;br /&gt;
&lt;br /&gt;
In the past, the forest was said to be equally hostile to human and orc, and attempts by either Imperial or barbarian forces to explore the interior invariably met with tragedy - assuming they were ever heard of again. This seems to have changed in 367YE when the Druj launched a crippling surprise attack through the forest into Reikos; it is unclear what the situation is today, however. .&lt;br /&gt;
&lt;br /&gt;
There appear to be no permanent orc forces in this forest - especially now the Great Forest orcs have left the Barrens. The Druj forces that passed through the forest from Reikos, on their way to Holberg, reportedly suffered significant losses for doing so. Even today, corpses are occasionally found huddled against the boles of the massive trees, or hung by their entrails from thick branches. The orcs appear to have died in agony and great terror.&lt;br /&gt;
&lt;br /&gt;
On the north-eastern borders of the forest is a massive strand of weirwood trees, one that has clearly been cultivated for some time. The [[#Eaves of Peytaht|Eaves of Peytaht]] is the equivalent of a [[Bourse]] seat that produces a bounty of weirwood each season.&lt;br /&gt;
&lt;br /&gt;
===The Carmine Fields===&lt;br /&gt;
The soil on these wide plains has a red colour which the fanciful might say is from blood but is more likely due to a high clay quotient. This region is covered with isolated rice fields, and other crops that prosper on this kind of soil.&lt;br /&gt;
&lt;br /&gt;
The region has clearly been settled by orc farmers and hunters for a very long time. However, as of 378YE there are signs of recent invasion; several settlements have been burnt to the ground and the populace enslaved.&lt;br /&gt;
&lt;br /&gt;
===Farweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
On the northern side of the Barren Sea is a damp forest that rises slowly to the north-east. As of 378YE, it is occupied by what seems to be several large groups of indigenous orcs who have built makeshift fortified camps along the rivers and the eastern borders. It would provide a strategic location from which to strike across the river into [[Holberg]].&lt;br /&gt;
{{CaptionedImage|file=Hugh statue.png|caption=A grand statue of a dead hero, raised by &#039;&#039;koboldi&#039;&#039;|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Hope&#039;s Rest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, [[Region_qualities#Rimebound|Rimebound]]&lt;br /&gt;
The weather in Hope&#039;s Rest is invariably worse than elsewhere in the Barrens. When it rains here, it buckets it down and the wind blows it&#039;s strong enough to knock you off your feet. Gales are common, turning to blizzards in winter that drive the snow into deep drifts and embankments. The vast lake that forms a border where the Barrens meets [[Therunin]] regularly freezes over in winter, that reveal strange figures with long gangly limbs and azure skin swimming beneath the thick ice. &lt;br /&gt;
&lt;br /&gt;
In depth exploration of this region has proved tricky due to the rough terrain. Several times, spies encountered well-hidden traps designed to kill – spiked pits, spring-loaded impaling arms and the like. The high hills surround a well-fortified keep that appears to have only recently been completed. The southern slopes drop towards a large fresh-lake of brackish water on the other side of which are the marshy forests of [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
At one point, there was a small [[fortification]] high in the hills here, named &#039;&#039;&#039;Dourfell Keep&#039;&#039;&#039;. It was not garrisoned by orcs but by humans. Imperial spies were unable to get a very close look at them but they appeared to show signs of very strong [[briar]] lineage, and the castle itself appeared to surround a strong Spring [[regio]]. Scouts reported the remains of dozens of rotted and skeletonised Druj bodies nailed to trees, impaled on spikes and crucified on makeshift “x”s. Popular belief suggested this was a community of briars descended from those who entered the Barrens as part of the [[Freedom Heresy]], and that they were allied with the indigenous orcs - especially those of the Great Forest.&lt;br /&gt;
&lt;br /&gt;
Some time before the Spring Equinox 381YE, however, Dourfell Keep was destroyed. Rumour suggests that the community of briars themselves destroyed the fortification with [[Spring magic]], to prevent it falling into Druj hands, Some exiled survivors of the community crossed into [[Therunin]] along with the Great Forest orcs in later 380YE. In recent months heralds of the [[Golden_magicians_fayre#Frozen_Strength|Thane of the Rimebound Shore]] have been observed sheltering in the ruins of the keep whenever a gale or a blizzard is blowing.&lt;br /&gt;
&lt;br /&gt;
A grand statue of &#039;&#039;Hugh Farrier&#039;&#039;, some thirty feet tall, stands in the region. Built by the &#039;&#039;koboldi&#039;&#039; of [[Adamant]] and facing east towards the Mallum, it serves as a grim reminder of the cost of war against the Druj.&lt;br /&gt;
&lt;br /&gt;
===The Untrod Groves===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
A deep, tangled forest that stretches from the hills of [[#Hopes Rest|Hopes Rest]] to the very edge of the [[#The Plain of Teeth|Plain of Teeth]]. The woods seem largely uninhabited by the orcs, and the only trails appear to be game trails, trackless, it is easy to become lost in the groves – but reports also indicate that the woods are rich with untapped reserves of [[Materials#Iridescent Gloaming|iridescent gloaming]], [[Materials#Beggar&#039;s_Lye|beggarwood]] and [[Materials#Dragonbone|dragonbone]].&lt;br /&gt;
&lt;br /&gt;
===Bitter Strand===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal, Rahvin&lt;br /&gt;
The Barren sea is technically a great lake, but the waters are not drinkable – they are not as salty as the Bay of Catazar but it is obvious that some mineral gives the waters a foul taste. They are home to a vicious species of predatory fish the size of an ox with armoured plates on the head. The northern coast is relatively smooth, but the southern coast is scattered with islands, many of them inhabited. Conquering this region would be made considerably easier by the addition of forces skilled at fighting amphibious assaults, such as the Red Wind Corsairs. Along the eastern coast of the Barren sea, where it narrows as it feeds into the [[#Saltmarsh|Saltmarsh]], are the [[#The Fangs|Fangs]] a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril.&lt;br /&gt;
&lt;br /&gt;
In Winter 386YE, after a long period of debate and negotiation, this region was ceded to the Rahvin sept.&lt;br /&gt;
&lt;br /&gt;
===The Bleaks===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Karass)&lt;br /&gt;
The southern forests become danker and damper as Therunin gets closer. The woods are home to a number of orc clans, many of whom live in the branches of ancient trees. There are heavily wooded marshes in the south; there are occasional sightings of both [[Legendary_beasts#Hydra|hydra]] and small [[marshwalkers]]. The [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle]] wayhouse is in the east of the region, from which Navarri thorns engage in reconnaissance and patrols across the border into Therunin and the Sarangrave. There are scattered settlements all across the Bleaks belonging to the Karass sept: it is hard to be sure exactly of their numbers, as their locations often change without warning. While the Karass can also be found in the Plains of Teeth and in the Untrod Groves, it is in this region that they are found in the greatest number.&lt;br /&gt;
&lt;br /&gt;
===Saltmarsh===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Coastal, &amp;lt;s&amp;gt;Marsh&amp;lt;/s&amp;gt;&lt;br /&gt;
The eastern Barren Sea floods out across a great flat basin that contains the Saltmarsh. It is covered with treacherous rivers and streams that shift their banks regularly and without warning. The place is thick with flies and mosquitoes that leave nasty stinging welts on exposed flesh. The orcs who lived here maintain huts on stilts, and also moved about using long wooden stilts that occasionally gave them the appearance of walking on water. There appeared to be a large number of [[herb garden|herb gardens]] maintained here by the indigenous orcs, no doubt captured from the Druj during the rebellion. With the Druj having largely recaptured the Barrens, it is not clear what the situation of the orcs here might be.&lt;br /&gt;
&lt;br /&gt;
In Summer 384YE, then [[Archmage of Spring]] &#039;&#039;&#039;Ser Fabienne De Miel&#039;&#039;&#039; unleashed a [[Into_the_valley#A_Sudden_Flood_.28Conjunction.29|devastating storm]] in the northern Barrens that battered [[#Bitter Strand|Bitter Strand]] and flooded Saltmarsh. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The region lost the &#039;&#039;Marsh&#039;&#039; quality and gained the &#039;&#039;Coastal&#039;&#039; quality, a situation predicted to continue until such a time as an equally volatile [[Every time it rains|astronomantic conjunction]] occurs and someone takes advantage of it.&lt;br /&gt;
&lt;br /&gt;
===The Plains of Teeth===&lt;br /&gt;
The Druj oversaw their domination of the Barrens from this broken plain, and signs suggest that now they have returned, they are starting to do so again. This area may once have been heavily forested but it was ruthlessly cleared to provide building materials for the [[#Spires of Dusk|Spires of Dusk]]. This [[fortification]] guarded access to the Druj lands to the east. After the Spring Equinox 381YE, it was finally confirmed (after a year or more of rumour) that the towers had been destroyed - allegedly by indigenous orcs working in conjunction with Imperial citizens - although the details are not common knowledge.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lady Gwendoloena de Ordraig.jpg|caption=&#039;&#039;&#039;Lady Gwendoloena de Ordraig&#039;&#039;&#039;, Senator for the Barrens|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_the_Barrens|Territory=the Barrens|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Spring Equinox 387YE the Great Forest Orcs control the Heart of Peytaht and the Rahvin control Bitter Strand. Dawn, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* [[#Houndsgate|Houndsgate]] is a rank two [[fortification]] in the Plains of Teeth.&lt;br /&gt;
* [[Keeper of the Last Battle|Last Battle Wayhouse]] in the Bleaks allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in the Barrens and gain the benefit of any [[great work]] in the territory without suffering the penalty for having a [[Resource#Resources_in_other_Nations|resource in another nation]]. &lt;br /&gt;
* Prior to the [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|Druj invasion]] of Summer 381YE, there were between ten and twenty thousand Dawnish citizens living the Dawnguard. With the chaos following the invasion it is impossible to say how many are still alive. There was no substantial Dawnish population outside of Dawnguard.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Not to conquer]] - 385YE Autumn Wind of Fortune exploring the factions of the Barrens in more detail&lt;br /&gt;
* [[Conflict in the Barrens]] - provides an initial analysis of the history of the territory&lt;br /&gt;
&lt;br /&gt;
[[Category:Dawn]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Barrens&amp;diff=143531</id>
		<title>The Barrens</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Barrens&amp;diff=143531"/>
		<updated>2026-08-15T12:16:37Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* The Fangs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofTheBarrens.png|caption=Even conquered by the Empire, the Barrens is wild and unknown.|title=Regions of the Barrens|align=left|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Barrens describes an area to the east of Semmerholm that remained unconquered by the Empire until Spring 385YE. Dawn maintains a series of long-established outposts on the western edge that reinforce the border against the barbarians. In general the Barrens is rich and fertile but its natural resources are almost entirely unexploited - enough to make the most jaded [[Varushka|Varushkan]] merchant or wagon-raider salivate at the thought of all the untapped potential. There have been several attempts to settle it more fully, but the presence of several barbarian orcs makes establishing permanent settlements impossible. Nonetheless, the Dawnish refuse to abandon their [[#Dawnguard|foothold]] in the Barrens and it serves as a common proving ground for [[Knight-errant|knights-errant]]. &lt;br /&gt;
&lt;br /&gt;
The Barrens has always been a magnet for the exiled, the disenfranchised and the disgruntled. Between 325YE and 328YE it was also the scene of a short-lived rogue kingdom called Montane, founded by renegades during the events of the [[Freedom Heresy]]. The lonely territory is scattered with ruins, old stone circles, solitary towers and hidden [[regio]], any one of which could prove to be the home of some lost treasure ... or unspeakable horror.&lt;br /&gt;
&lt;br /&gt;
Girdling the Barrens is the Nameless River, a broad, slow-moving waterway that connects [[the Semmerlak]], the Barren Sea, and the [[Therunin#Feverwater|Feverwater]] with the sea to the east.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
By the time [[Empress Britta]] ascended [[the Throne]], the [[Druj]] barbarians had dominated the eastern Barrens for a little over a century. They ruthlessly conquered the disparate barbarian nations who had lived there previously, and installed themselves as overlords. They used the central position of the Barrens to co-ordinate attacks on [[Holberg]] and [[Reikos]]; depleted armies would withdraw to the Barrens, and be replaced by fresh armies. There is also evidence that the Druj used the Barrens to move materials (weirwood, mithril and white granite) between the two conquered territories.&lt;br /&gt;
&lt;br /&gt;
Further information about the long history of the Barrens, and detailed information about its recent history, can be found in &#039;&#039;&#039;[[Conflict in the Barrens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
{{anchor|Spires of Dusk (Ruined)}}{{anchor|Spires of Dusk}}&lt;br /&gt;
===Houndsgate===&lt;br /&gt;
The Druj called this fortress &#039;&#039;The Jaws of Suffering&#039;&#039;; the Dawnish used to refer to it as the &#039;&#039;Spires of Dusk&#039;&#039; or occasionally &#039;&#039;Hounds Gate&#039;&#039;. Built by the [[Druj]], twin spires of [[white granite]] and [[weirwood]] rise along the eastern borders of the Barrens.  This is at least the second castle to stand on the site; an earlier iteration was destroyed in 379YE by a combination of an assault by the combined septs of the Barrens and powerful [[Spring magic]]. When the Imperial forces struck into the Barrens at the beginning of 384YE, however, it quickly became clear that the Druj had not only rebuilt the Towers of Dusk but they had significantly reinforced them and the surrounding lands. They glared across the Barrens toward the Towers of Dawn until the resurgent Druj destroyed that fortification. They became a powerful symbol of the Druj domination of the Barrens.&lt;br /&gt;
&lt;br /&gt;
In Spring 385YE, however, the Empire launched a major offensive into the Barrens that reached the Spires of Dusk. Even forced back to defensive positions, the Druj might have managed to hold the territory if not for the [[Cost#The_Battle_of_Dusk|glorious sacrifice of the Hounds of Glory]]. The army spent its last iota of strength to bring the Spires into Imperial hands, and has now become something of a place of pilgrimage for both Dawnish folk who wish to reflect on their great deed, and Imperial pilgrims dedicated to [[Courage]], [[Pride]], and [[Ambition]].&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 386YE the Imperial Senate voted to [[Amend Spires of Dusk|remodel the fortification]]. Now, pennants of the armies who fought the Barrens campaign fly from the battlements. Intermingled with the pennants are favours that represent other contributions toward the campaign, and above it all stands statues of winged hounds crowned in flowers.&lt;br /&gt;
&lt;br /&gt;
Gone are the fire-hardened spines and gibbets, replaced instead with heraldries of families who lost members to the charge which breached the gates. Proudly fluttering from a long scrolling pennant are the names [[385YE_Spring_Equinox_Synod_judgements#Judgement_148|recognised]] by the National Assembly of Dawn.&lt;br /&gt;
&lt;br /&gt;
Within lies a tomb for &#039;&#039;&#039;Garravaine De Rondell&#039;&#039;&#039;, general of the Gryphon’s Pride, his resting place facing westwards towards [[Holberg]]. Within the grounds a small tree memorialises &#039;&#039;&#039;Brennos Brackensong&#039;&#039;&#039;, general of the Quiet Step who was fatally wounded at the Battle of Dusk. Finally, a memorial stands to &#039;&#039;&#039;Mera De Couerdefer&#039;&#039;&#039;, the war witch who was mortally wounded on the Carmine Fields saving soldiers of the Wolves of War&lt;br /&gt;
&lt;br /&gt;
Everywhere painted flowers spill across walls, columns and doors, the grounds are dotted all over with blooms of black roses, and resplendent over the repaired gate are carved the words that carried much of the campaign “&#039;&#039;Where they have sown fear, we will make flowers grow&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Spires of Dusk are gone, and now the Houndsgate protects the borders of the Barrens against the malice of [[the Mallum]]. The consecration of Houndsgate with [[liao#true liao|true liao]] has had a significant effect in the Barrens, as detailed in the &#039;&#039;&#039;[[Poetry_and_prose#The_Spires_of_Dusk|Poetry and prose]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Eaves of Peytaht===&lt;br /&gt;
On the northern borders of the [[#Heart of Peytaht|Heart of Peytaht]], a massive grove of weirwood trees that has been somewhat cultivated by the inhabitants of the Barrens. Part of the [[Great Forest of Peytaht|Great Forest]], the Eaves of Peytaht are controlled by the [[Great Forest Orcs]]; it is estimated that it might produce 25 wains of weirwood each season in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
===The Fangs===&lt;br /&gt;
Along the [[#Bitter Strand|eastern coast]] of the Barren sea, the Fangs are a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril. Several similar columns protrude from the headlands around this area. There are obvious signs of mine workings, and observation indicates that there is mithril ore to recover. It appears that the mines are quite primitive – the constant threat of flooding and the natural difficulty of mining at sea mean the Rahvin are exploiting only a fraction of the potential of this resource.&lt;br /&gt;
&lt;br /&gt;
Controlled by the Rahvin, it is estimated that the Fangs would produce 16 wains of mithril each season in Imperial hands – or more if work were done to alleviate the problems left by the cruelty of Druj rule. This would require an initial investment of time and resources, as laid out in the &#039;&#039;&#039;[[Start_a_war#The_Disposal_of_the_Fangs|Start a war]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
In Winter 386YE, after a long period of debate and negotiation and an attack by the [[Gryphon&#039;s Pride]], the bourse resource was ceded to the Rahvin as part of a [[Ratify Rahvin Treaty Spring 387YE|greater treaty]].&lt;br /&gt;
===Last Battle Wayhouse===&lt;br /&gt;
Standing in [[#The Bleaks|the Bleaks]], Last Battle was the first of the grand [[Navarr wayhouse|Navarr wayhouses]] built in the Empire. The opportunity to build it came about in part due to the efforts of &#039;&#039;Last Battle&#039;&#039;, a relatively young [[striding]] made up almost exclusively of [[thorn|thorns]] united in the belief that the final battle against the [[vallorn]] will surely happen in their lifetime. Their desire to confront the vallorn is tempered with the knowledge that it will require linking up all the hearts with [[trods]], which requires the Empire to fulfil its destiny and conquer the intervening lands.&lt;br /&gt;
&lt;br /&gt;
The wayhouse they inspired is built in the eastern [[The Barrens#the Bleaks|Bleaks]], right on the edge of [[the Mallum]]. The striding visit there regularly, and it is rare for there to be no thorns relaxing or training in the vicinity of the little settlement. From there, they engage in reconnaissance and patrols into the lands of the [[Druj]].&lt;br /&gt;
&lt;br /&gt;
Of course the wayhouse also serves as a hub to keep other Navarr steadings and stridings in contact with one another, and it&#039;s common for members of the nation to stop off in the Bleaks when they are travelling the eastern Empire. This has lead to some conflict with the local [[orc]] sept, the [[Not_to_conquer#Karass|Karass]]. The orcs were apparently [[Hard_to_find#Who_Would_Dare_To_Go|furious]] that the wayhouse was built without consulting them, but there has been extensive negotiation with the sept to try and reduce tensions.&lt;br /&gt;
{{anchor|Towers of the Dawn}}&lt;br /&gt;
&lt;br /&gt;
===Towers of the Dawn (ruined)===&lt;br /&gt;
The four massively built white granite tower-keeps collectively known as the Towers of the Dawn once stood along the western borders of the Barrens in [[#Dawnguard|Dawnguard]]. This great [[fortification]] served as a base of operation for Dawnish knights exploring the Barrens, and a reminder to the orcs that while they may dominate the Barrens, they did not do so without opposition. During the [[Freedom Heresy]], the towers were the site of an atrocity as rebellious [[briar|briars]] murdered the yeomen and knights assigned to the First and Second towers. Ever after, the garrisons of the Towers of Dawn were unfriendly towards briars - and woe betide anyone who supported the &#039;virtues&#039; of [[Malign spiritual presences#Anarchy|freedom]] within their earshot! &lt;br /&gt;
&lt;br /&gt;
After several seasons of being attacked by Barrens orcs, the Towers of the Dawn were the subject of a major offensive by the Druj after the Spring Equinox 381YE. The fortification fell, smashed by overwhelming Druj force, and Dawnguard fell with it.&lt;br /&gt;
{{CaptionedImage|file=Aramis11718.jpg|caption=Aramis du Froste (left), first senator for the Barrens|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
Most of this information was gathered by the actions of brave Imperial [[military unit|forces]] working with a [[spy network]] [[Construct_Barrens_Spy_Network|constructed]] by order of the [[Senate]]. It is correct as of Autumn 378YE.&lt;br /&gt;
===Dawnguard===&lt;br /&gt;
Prior to the [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|Druj invasion]] of Summer 381YE Dawnguard was the location of a number of Imperial settlements, the most prominent of which was &#039;&#039;&#039;Drycastle&#039;&#039;&#039;. It held for centuries against the barbarians of the Barrens, and the Druj armies, protecting Semmerholm and northern Brocéliande alike from the depredations of the orcs. Many of the so-called &amp;quot;Barrens houses&amp;quot; can trace their origin back to pre-Imperial Dawn, and several were founded by those fleeing the vicious purges of [[The life of Penni the White|King Penni the White]]. Others were founded by political exiles, and consequently a strong streak of independence runs through the Dawnish of the Barrens.&lt;br /&gt;
&lt;br /&gt;
Often under attack, sometimes defeated, but never truly conquered, the [[Noble house|houses]] of Dawn tended to be more martial than average, and much more prepared for violence than Dawnishfolk in other territories. Much glory awaited the brave knights who volunteered here for dangerous adventure, and it was a popular base of operation for both [[Questing knight|questing knights]] and [[Knight-errant|knights-errant]]. Before the Druj invasion, the [[#Towers of the Dawn|Towers of the Dawn]] watched over the western borders of the Barrens; when Dawnguard fell, the fortification fell with it. This ushered in a period of unmatched tyranny and oppression by the cruel masters of [[the Mallum]]. Those unwilling or unable to flee suffered greatly at the hands of the Druj, but in time were liberated by a major Imperial push to claim the entire territory once and for all.&lt;br /&gt;
&lt;br /&gt;
===Murderdale===&lt;br /&gt;
Battle between orc forces and Imperial forces are common here, giving the region its name. The soil here is particularly fertile, and there are a number of ruined villages that represent previous attempts by Imperials to settle the Barrens.&lt;br /&gt;
&lt;br /&gt;
Through much of 378YE, a steady stream of orcs from [[Brocéliande]] were marked moving from west to east. The presence of the Druj forces in the [[#Carmine Fields|Carmine Fields]], and their superstition of the [[#Heart of Peytaht|forest of Peytaht]] to the south, meant that many of these recent arrivals took up residence in this region – although there has been little conflict between the indigenous orcs and the Brocéliande refugees.&lt;br /&gt;
&lt;br /&gt;
===Heart of Peytaht===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Watchful, Great Forest Orcs&lt;br /&gt;
The [[Great Forest of Peytaht]] stretches across the southern Barrens, and into [[Reikos]] to the south west. Stories from [[Highguard]] that describe the forest as being possessed of some dark spirit - something that partakes of the nature of a [[Varushka|Varushkan]] [[Varushkan_Monster#Sovereigns|sovereign]] - appear to be based on fact. The deeper a force presses into the forest the more uneasy they feel – the more they report being watched, and the more certain they become that they are unwelcome. Imperial forces have not pressed into the deeper forest. There is, however, no hint of discernible [[vallorn]] presence here.&lt;br /&gt;
&lt;br /&gt;
In the past, the forest was said to be equally hostile to human and orc, and attempts by either Imperial or barbarian forces to explore the interior invariably met with tragedy - assuming they were ever heard of again. This seems to have changed in 367YE when the Druj launched a crippling surprise attack through the forest into Reikos; it is unclear what the situation is today, however. .&lt;br /&gt;
&lt;br /&gt;
There appear to be no permanent orc forces in this forest - especially now the Great Forest orcs have left the Barrens. The Druj forces that passed through the forest from Reikos, on their way to Holberg, reportedly suffered significant losses for doing so. Even today, corpses are occasionally found huddled against the boles of the massive trees, or hung by their entrails from thick branches. The orcs appear to have died in agony and great terror.&lt;br /&gt;
&lt;br /&gt;
On the north-eastern borders of the forest is a massive strand of weirwood trees, one that has clearly been cultivated for some time. The [[#Eaves of Peytaht|Eaves of Peytaht]] is the equivalent of a [[Bourse]] seat that produces a bounty of weirwood each season.&lt;br /&gt;
&lt;br /&gt;
===The Carmine Fields===&lt;br /&gt;
The soil on these wide plains has a red colour which the fanciful might say is from blood but is more likely due to a high clay quotient. This region is covered with isolated rice fields, and other crops that prosper on this kind of soil.&lt;br /&gt;
&lt;br /&gt;
The region has clearly been settled by orc farmers and hunters for a very long time. However, as of 378YE there are signs of recent invasion; several settlements have been burnt to the ground and the populace enslaved.&lt;br /&gt;
&lt;br /&gt;
===Farweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
On the northern side of the Barren Sea is a damp forest that rises slowly to the north-east. As of 378YE, it is occupied by what seems to be several large groups of indigenous orcs who have built makeshift fortified camps along the rivers and the eastern borders. It would provide a strategic location from which to strike across the river into [[Holberg]].&lt;br /&gt;
{{CaptionedImage|file=Hugh statue.png|caption=A grand statue of a dead hero, raised by &#039;&#039;koboldi&#039;&#039;|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Hope&#039;s Rest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, [[Region_qualities#Rimebound|Rimebound]]&lt;br /&gt;
The weather in Hope&#039;s Rest is invariably worse than elsewhere in the Barrens. When it rains here, it buckets it down and the wind blows it&#039;s strong enough to knock you off your feet. Gales are common, turning to blizzards in winter that drive the snow into deep drifts and embankments. The vast lake that forms a border where the Barrens meets [[Therunin]] regularly freezes over in winter, that reveal strange figures with long gangly limbs and azure skin swimming beneath the thick ice. &lt;br /&gt;
&lt;br /&gt;
In depth exploration of this region has proved tricky due to the rough terrain. Several times, spies encountered well-hidden traps designed to kill – spiked pits, spring-loaded impaling arms and the like. The high hills surround a well-fortified keep that appears to have only recently been completed. The southern slopes drop towards a large fresh-lake of brackish water on the other side of which are the marshy forests of [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
At one point, there was a small [[fortification]] high in the hills here, named &#039;&#039;&#039;Dourfell Keep&#039;&#039;&#039;. It was not garrisoned by orcs but by humans. Imperial spies were unable to get a very close look at them but they appeared to show signs of very strong [[briar]] lineage, and the castle itself appeared to surround a strong Spring [[regio]]. Scouts reported the remains of dozens of rotted and skeletonised Druj bodies nailed to trees, impaled on spikes and crucified on makeshift “x”s. Popular belief suggested this was a community of briars descended from those who entered the Barrens as part of the [[Freedom Heresy]], and that they were allied with the indigenous orcs - especially those of the Great Forest.&lt;br /&gt;
&lt;br /&gt;
Some time before the Spring Equinox 381YE, however, Dourfell Keep was destroyed. Rumour suggests that the community of briars themselves destroyed the fortification with [[Spring magic]], to prevent it falling into Druj hands, Some exiled survivors of the community crossed into [[Therunin]] along with the Great Forest orcs in later 380YE. In recent months heralds of the [[Golden_magicians_fayre#Frozen_Strength|Thane of the Rimebound Shore]] have been observed sheltering in the ruins of the keep whenever a gale or a blizzard is blowing.&lt;br /&gt;
&lt;br /&gt;
A grand statue of &#039;&#039;Hugh Farrier&#039;&#039;, some thirty feet tall, stands in the region. Built by the &#039;&#039;koboldi&#039;&#039; of [[Adamant]] and facing east towards the Mallum, it serves as a grim reminder of the cost of war against the Druj.&lt;br /&gt;
&lt;br /&gt;
===The Untrod Groves===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
A deep, tangled forest that stretches from the hills of [[#Hopes Rest|Hopes Rest]] to the very edge of the [[#The Plain of Teeth|Plain of Teeth]]. The woods seem largely uninhabited by the orcs, and the only trails appear to be game trails, trackless, it is easy to become lost in the groves – but reports also indicate that the woods are rich with untapped reserves of [[Materials#Iridescent Gloaming|iridescent gloaming]], [[Materials#Beggar&#039;s_Lye|beggarwood]] and [[Materials#Dragonbone|dragonbone]].&lt;br /&gt;
&lt;br /&gt;
===Bitter Strand===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal, Rahvin&lt;br /&gt;
The Barren sea is technically a great lake, but the waters are not drinkable – they are not as salty as the Bay of Catazar but it is obvious that some mineral gives the waters a foul taste. They are home to a vicious species of predatory fish the size of an ox with armoured plates on the head. The northern coast is relatively smooth, but the southern coast is scattered with islands, many of them inhabited. Conquering this region would be made considerably easier by the addition of forces skilled at fighting amphibious assaults, such as the Red Wind Corsairs. Along the eastern coast of the Barren sea, where it narrows as it feeds into the [[#Saltmarsh|Saltmarsh]], are the [[#The Fangs|Fangs]] a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril.&lt;br /&gt;
&lt;br /&gt;
In Winter 386YE, after a long period of debate and negotiation, this region was ceded to the Rahvin sept.&lt;br /&gt;
&lt;br /&gt;
===The Bleaks===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Karass)&lt;br /&gt;
The southern forests become danker and damper as Therunin gets closer. The woods are home to a number of orc clans, many of whom live in the branches of ancient trees. There are heavily wooded marshes in the south; there are occasional sightings of both [[Legendary_beasts#Hydra|hydra]] and small [[marshwalkers]]. The [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle]] wayhouse is in the east of the region, from which Navarri thorns engage in reconnaissance and patrols across the border into Therunin and the Sarangrave. There are scattered settlements all across the Bleaks belonging to the Karass sept: it is hard to be sure exactly of their numbers, as their locations often change without warning. While the Karass can also be found in the Plains of Teeth and in the Untrod Groves, it is in this region that they are found in the greatest number.&lt;br /&gt;
&lt;br /&gt;
===Saltmarsh===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Coastal, &amp;lt;s&amp;gt;Marsh&amp;lt;/s&amp;gt;&lt;br /&gt;
The eastern Barren Sea floods out across a great flat basin that contains the Saltmarsh. It is covered with treacherous rivers and streams that shift their banks regularly and without warning. The place is thick with flies and mosquitoes that leave nasty stinging welts on exposed flesh. The orcs who lived here maintain huts on stilts, and also moved about using long wooden stilts that occasionally gave them the appearance of walking on water. There appeared to be a large number of [[herb garden|herb gardens]] maintained here by the indigenous orcs, no doubt captured from the Druj during the rebellion. With the Druj having largely recaptured the Barrens, it is not clear what the situation of the orcs here might be.&lt;br /&gt;
&lt;br /&gt;
In Summer 384YE, then [[Archmage of Spring]] &#039;&#039;&#039;Ser Fabienne De Miel&#039;&#039;&#039; unleashed a [[Into_the_valley#A_Sudden_Flood_.28Conjunction.29|devastating storm]] in the northern Barrens that battered [[#Bitter Strand|Bitter Strand]] and flooded Saltmarsh. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The region lost the &#039;&#039;Marsh&#039;&#039; quality and gained the &#039;&#039;Coastal&#039;&#039; quality, a situation predicted to continue until such a time as an equally volatile [[Every time it rains|astronomantic conjunction]] occurs and someone takes advantage of it.&lt;br /&gt;
&lt;br /&gt;
===The Plains of Teeth===&lt;br /&gt;
The Druj oversaw their domination of the Barrens from this broken plain, and signs suggest that now they have returned, they are starting to do so again. This area may once have been heavily forested but it was ruthlessly cleared to provide building materials for the [[#Spires of Dusk|Spires of Dusk]]. This [[fortification]] guarded access to the Druj lands to the east. After the Spring Equinox 381YE, it was finally confirmed (after a year or more of rumour) that the towers had been destroyed - allegedly by indigenous orcs working in conjunction with Imperial citizens - although the details are not common knowledge.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lady Gwendoloena de Ordraig.jpg|caption=&#039;&#039;&#039;Lady Gwendoloena de Ordraig&#039;&#039;&#039;, Senator for the Barrens|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_the_Barrens|Territory=the Barrens|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Spring Equinox 387YE the Great Forest Orcs control the Heart of Peytaht and the Rahvin control Bitter Strand. Dawn, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* [[#Houndsgate|Houndsgate]] is a rank two [[fortification]] in the Plains of Teeth.&lt;br /&gt;
* [[Keeper of the Last Battle|Last Battle Wayhouse]] in the Bleaks allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in the Barrens and gain the benefit of any [[great work]] in the territory without suffering the penalty for having a [[Resource#Resources_in_other_Nations|resource in another nation]]. &lt;br /&gt;
* Prior to the [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|Druj invasion]] of Summer 381YE, there were between ten and twenty thousand Dawnish citizens living the Dawnguard. With the chaos following the invasion it is impossible to say how many are still alive. There was no substantial Dawnish population outside of Dawnguard.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Not to conquer]] - 385YE Autumn Wind of Fortune exploring the factions of the Barrens in more detail&lt;br /&gt;
* [[Conflict in the Barrens]] - provides an initial analysis of the history of the territory&lt;br /&gt;
&lt;br /&gt;
[[Category:Dawn]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_wayhouse&amp;diff=143530</id>
		<title>Navarr wayhouse</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_wayhouse&amp;diff=143530"/>
		<updated>2026-08-15T12:13:58Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Current Wayhouses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Senate]] [[Category:Commission]] [[Category:Navarr Wayhouse]]&lt;br /&gt;
{{Disambiguation|This page covers the [[commission]]; for the [[Group Archetypes|Navarr group archetype]] see [[wayhouse]].}}&lt;br /&gt;
==Overview==&lt;br /&gt;
A Navarr wayhouse is a large well-established [[wayhouse]] that has been built in a territory outside the Navarr nation. A wayhouse supports the stridings, serving as a place to rest and resupply. Its presence makes travel safer, boosting trade in the territory and allowing Navarr who live in that territory to benefit from communication, trade and support from the many stridings passing through.&lt;br /&gt;
&lt;br /&gt;
As a result of the strengthened connections to the nation, Navarr resources in territories with a working wayhouse do not suffer the [[Resource#Resources_in_other_Nations|usual penalty for being located in a foreign territory]]. They benefit from any great works in the territory.&lt;br /&gt;
&lt;br /&gt;
In addition, the Imperial civil service will formally identify the nearest Navarr territory to the wayhouse. Navarr citizens are eligible to [[Navarr_leadership#Leading_a_territory|vote for a senator]] as if their resources were in the linked territory.&lt;br /&gt;
&lt;br /&gt;
==Senate Commissions==&lt;br /&gt;
The [[Senate]] can pass motions to commission a Navarr wayhouse. The territory, and region within that territory are necessary details required before the commission can begin, along with the planned size (in wains) of the wayhouse.&lt;br /&gt;
&lt;br /&gt;
A [[new Imperial titles|new Imperial title]] is automatically created to oversee the operations of the wayhouse and to be responsible for its safety and for the safety of its patrons. All wayhouses generate a small bounty of wealth which forms part of the sinecure income for the position. How the title is appointed forms part of the [[Motion_wording#Necessary_Details|necessary details]] of the motion.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Wayhouses provide a set of benefits once complete.&lt;br /&gt;
&lt;br /&gt;
===Boost Taxation===&lt;br /&gt;
* &#039;&#039;&#039;Boosts taxation by 1 throne&#039;&#039;&#039;&lt;br /&gt;
The first wayhouse built in a territory outside the Navarr increases [[Imperial_treasury#Taxation|Imperial taxation]] in that territory by one throne. Commissioning more than one wayhouse in the same territory does not provide any further increase in taxation.&lt;br /&gt;
&lt;br /&gt;
===Support Navarr Characters===&lt;br /&gt;
* &#039;&#039;&#039;Civil service can find Navarr characters a new resource in a territory with a wayhouse for the standard cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr resources in the territory do not suffer any penalty for being in a foreign nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They gain the regular benefits of any great works in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr based in the territory are assigned a territory whose senator they can vote for&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a wayhouse is complete, it allows Navarr characters based in the territory to remain in regular contact with other members of the Navarr nation making it easier for them to prosper. As a result, it is possible for the civil service to arrange for [[Resource#Changing_Resources|any Navarr character to take a new resource in that territory]] for the usual 2 crown fee, even though the territory is not part of the Navarr nation. That resource does not suffer the [[Resource#Resources_in_other_Nations|usual penalty for being located in a foreign territory]].&lt;br /&gt;
&lt;br /&gt;
Any Navarr resources in a territory with a wayhouse gain the &#039;&#039;regular&#039;&#039; benefits from any [[great work]] that is built there. They do not gain any special or unique benefits from the great work.&lt;br /&gt;
&lt;br /&gt;
Navarr characters have no say over who is the senator for the territory they are in. Instead, they can vote for the senator for the &#039;&#039;nearest&#039;&#039; Navarr territory as if their resource as based there instead. To avoid any doubt or error, the Imperial civil service identify and publicises which territory this is, so that Navarr in the territory with the wayhouse know when their election is happening. The civil service is looking into how this works following the fall of [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
===Sinecure Income===&lt;br /&gt;
* &#039;&#039;&#039;A wayhouse provides a sinecure income for the associated title&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A wayhouse provides a sinecure for the Navarr title associated with it. It is not possible to set the form this income takes, but the size of the benefit is dependent on the size of the wayhouse. The more wains are spent constructing the wayhouse, the larger the income, if it were a [[sinecure]] of [[Sinecure#Costs|equivalent size]]. The form the benefit takes will be determined by the dominant resources available in the territory.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
* Materials: Minimum 16 [[white granite]] and 6 thrones&lt;br /&gt;
* Time: 3 months to construct&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==Current Wayhouses==&lt;br /&gt;
This table includes all wayhouses which are active and have been appointed in recent times. For a full list of title holders, see [[Current Imperial titles|here]]. This list was last updated following the Spring Equinox 388YE.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Location!!Voting location!!Appointment!!Election!!Occupant&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle]]|| [[The_Barrens#The_Bleaks|The Bleaks, The Barrens]]||Miaren||Military Council Appointment||Winter||{{#lst:Archive:All_Election_Results|Keeper_of_the_Last_Battle_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper_of_the_Stand#Micah&#039;s_Stand_Wayhouse|Micah&#039;s Stand]]||[[Reikos#Chalcis_Mount|Chalcis Mount, Reikos]]||Miaren||Senate Appointment||Spring||{{#lst:Archive:All_Election_Results|Keeper_of_the_Stand_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Strategos_of_Navarr#Awstin&#039;s_Rest|Awstin&#039;s Rest]]||[[Ossium#Nearweald|Nearweald, Ossium]]||Hercynia||Military Council Appointment||Winter||{{#lst:Archive:All_Election_Results|Strategos_of_Navarr_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Ashen Tears#Ashen Tears Wayhouse|Ashen Tears]]||[[Skarsind#Skogei_Glens|Skogei Glens, Skarsind]]||Hercynia||Senate Appointment||Autumn||{{#lst:Archive:All_Election_Results|Keeper_of_the_Ashen_Tears_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]]||[[Holberg#Utterlund|Utterlund, Holberg]]||Miaren||Senate Appointment||Tenure||{{#lst:Archive:All_Election_Results|Keeper_of_the_Splintered_House_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Cannot be built in a region with the city quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cannot be built in a Navarr territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Provides no benefits if the territory does not have an active trod network&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is possible for a motion to dictate what form the sinecure income will take, but only from the available options&#039;&#039;&#039;&lt;br /&gt;
A Navarr wayhouse can only be constructed in an Imperial [[territory]] that contains a trod network that is not part of the [[Navarr]] nation. For example, the Senate could commission a Navarr wayhouse in [[Sarvos#Riposi|Riposi]] in [[Sarvos]], which is part of [[the League]] but not in [[Miaren]]. In addition, it is not possible to build a wayhouse in an urban area - they cannot be built in any region with the [[Region_qualities#City|city]] quality. &lt;br /&gt;
&lt;br /&gt;
A wayhouse can be built anywhere, but it provides no benefits of any kind if the territory they are in does not have an active trod network which is connected to the other trods in the Empire.&lt;br /&gt;
&lt;br /&gt;
The possible production provided by a wayhouse is set by the dominant resources available in the territory -  if the production is not stated in the motion, then it will default to the production column. It is not possible for the commission to provide different resources, unless it is part of a specific [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Territory&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Production&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Alternate Production&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[The Brass Coast]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Feroz]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military_unit#Loot|Random resources]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Madruga]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Segura]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Dawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Astolat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cerulean mazzarine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[The Barrens]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Semmerholm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Weirwater]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Highguard]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Bastion]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Casinea]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Necropolis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Reikos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Imperial Orcs]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Skarsind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mareave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;5&#039;&amp;gt;[[The League]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Holberg]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs (if built in Misericorde)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sarvos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Spiral]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Tassato]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Temeschwar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[The Marches]]&amp;lt;/td&amp;gt;&amp;lt;!--&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mournwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Upwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Urizen]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Morrow]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Redoubt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sarangrave]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Zenith]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;5&#039;&amp;gt;[[Varushka]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Karov]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Karsk]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Miekarova]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Ossium]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Volodmartz]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Wintermark]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Hahnmark]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Kallavesa]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sermersuaq]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#{{anchor|1}} This territory does not contain trods, and cannot support a wayhouse&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
{{#lst:Archive:All_Commissions|wayhouse}}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The way home]] - 386YE Summer wind of fortune concerning opportunities to build special wayhouses in non-Navarr Imperial territories&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Holberg&amp;diff=143529</id>
		<title>Holberg</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Holberg&amp;diff=143529"/>
		<updated>2026-08-15T12:11:10Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Utterlund */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CaptionedImage|file=HolbergRegions.png|caption=The land may have fallen but the city endures|title=Regions of Holberg|align=left|width=450}}&lt;br /&gt;
==Overview==&lt;br /&gt;
[[The League history#Origins of the League|Settled]] at the same time as [[Dawn]], the town remained free of any outside control until well after the founding of the Empire. Proud of its independence, Holberg eventually joined [[the League]] in 136YE under a riot of political strife in the [[Senate]]. The lands that surrounded the city were under the control of barbarian orcs until they were driven back in an epic five year war of conquest by Dawnish nobles and forces loyal to them. But Holberg itself was never conquered; the city was protected by a dozen high walls and the Dawnish armies had little taste for a lengthy siege. When the city was convinced to side with the Empire by League diplomats, it also successfully requested the Senate assign the territory to the League. Dawnish senators were incandescent with fury but there was nothing they could do and Holberg became the prosperous fourth city of the League.&lt;br /&gt;
&lt;br /&gt;
In the decades that followed Holberg grew rich and prosperous. The lands around the city possessed a rich agricultural heritage, well known for their fine vineyards. &lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;quote&amp;gt;Build strong city walls and the world must come to you - and it &#039;&#039;will&#039;&#039; come to you, if only to marvel at your walls.&amp;lt;/quote&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Recent History==&lt;br /&gt;
In 346YE, however, barbarians attacked the territory, sacked the vineyards, burnt the hardwood groves so precious to the city&#039;s crossbow makers, and laid siege to the walled city. The Senate remained paralysed throughout this time, unable to secure funding and forces to raise the siege and in the end the territory was lost to the orcs and remained under Orc rule for over thirty years.&lt;br /&gt;
&lt;br /&gt;
By early 377YE, the [[fortifications|walls of Holberg]] were in a sorry state. The [[Senate]] [[Build Holberg defences|passed a motion]] to supply emergency aid to the citizens of the city, following a plan suggested by the master engineer Rhiner Van Hesselman. Money and resources supplied to the city allowed for emergency repairs to be made to the walls, while herbs and medical supplies helped to counter the insidious effects of [[Druj]] poisons. Despite the fact that the city was under siege, heroic action meant that the defences were restored to full strength.&lt;br /&gt;
&lt;br /&gt;
In Summer 378YE, the defenders had been [[378YE_Summer_Solstice_winds_of_war#The_Siege_of_Holmauer|forced back to defensive positions]] within the upper city. The Druj, made overconfident by earlier victories, pressed their advantage in Autumn ... with [[378YE_Autumn_Equinox_winds_of_war#The_Walls_of_Holfried|disastrous consequences for the barbarians]].&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 500px; clear: right;&amp;quot;&amp;gt;&amp;lt;box&amp;gt;&#039;&#039;&#039;Is Holberg cursed?&#039;&#039;&#039;&amp;lt;br&amp;gt;[[Empress Giselle]] met her end here and [[Emperor Hugh]] spent much of his reign trying to get support to retake the city. Some claim that when [[Empress Britta]] decided to concentrate her efforts on the western Empire it was as much due to her belief in the curse as it was about any amount of residual nationalism. According to the scandalous [[Sarvos|Sarvosian]] novel &#039;&#039;The Waters of Rebeshof&#039;&#039;, the curse was the work of a [[Weirwater]] [[weaver cabal]] seeking vengeance for the humiliation of the Dawnish. No evidence to support these scurrilous claims has ever come to light.&amp;lt;/box&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Over Winter 378YE, Holberg was liberated by a massive force of Imperial troops. The Druj fortress of Rebeshof was devastated, and the barbarian invaders driven back to the northern forests. At the same time, however, their magicians unleashed a [[Thunderous Tread of the Trees|dreadful curse]] on Holberg, causing malignant spirits to animate aggressive trees throughout the area.&lt;br /&gt;
&lt;br /&gt;
Shortly before the Winter Solstice 381YE, the [[Lorenzo%27s_Legacy#Blood_Red_Roads|Blood Red Roads]] were completed, with Temeschwar as a major hub. They provided merchants and traders from across the Empire with easy access to the markets of Holberg, 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 Spring 383YE, the Imperial Senate decided to encourage the Sand Fisher orcs of Ossium to move to Misericorde. They have since settled in, building several villages along the shore, and begun to explore the marshes of Ennerlund, Rebeshof, and the Morass. Their presence has brought with it [[A_dream_that_can_last|a number of benefits and opportunities]].&lt;br /&gt;
&lt;br /&gt;
The [[Light upon the water#Sodden Ground|torrential magical rains]] of 384YE were not kind to Holberg. [[#Utterlund|Utterlund]] is now a marsh as well as a forest. The rains caused some of the worst flooding seen at the [[Great Pits of Ennerlund]] since [[#Ennerlund|Ennerlund]] first reverted to being part of [[#The Morass|the Morass]], but the Bourse seat weathered the worst of it without permanent damage. Unexpected aid came in the shape of the Sand Fisher orcs. Once it became clear what was happening, they enthusiastically pitched in, working hard under directions from their neighbours to shore up flood defences and dig channels for the water to drain away, helping to ensure that any flooding of the city itself, or any of the smaller estates scattered around the territory, was minimised. &lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 100%;&amp;quot;&amp;gt;[[File:GreatestCity5.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Major Features ==&lt;br /&gt;
{{CaptionedImage|file=HolbergDefender.jpg|title=The walls of Holberg will not fall.|caption=The League has never abandoned Holberg.|align=right|width=250}}&lt;br /&gt;
===The City of Holberg===&lt;br /&gt;
Holberg itself has never fallen - even the Empire was only able to &amp;quot;conquer&amp;quot; it because the burghers of the city opened the gates to them. Famous for its engineers, builders and architects, the city is immensely fortified and defenders held out against barbarian attack for over thirty years. The only approach to the city that remained viable during the extended siege was through a narrow pass that leads over the mountains and into Dawn. Now Holberg is back in Imperial hands the people look forward to their newly appointed Senator rebuilding the city to its former glory. &lt;br /&gt;
&lt;br /&gt;
Holberg has always been a vital part of the League. The city is notorious for its inventive brilliance, its ability to think of ingenious solutions to problems. Holberg invented the crossbow, but it is not inventions it is known for, so much as the ability of the inhabitants to use what they have to find solutions never before seen. Many Holberghians see life as a complex puzzle, one for which they are seeking the solution. They do not respect flights of fancy - but these people have found ways to build a city on a mountainside. They are utterly pragmatic but ingenious with it.&lt;br /&gt;
&lt;br /&gt;
There is also an emphasis on learning and study that is found nowhere else in the Empire outside Urizen. Holberg already had its own university when it joined the League, something the other cities soon copied. It does not have great libraries to rival [[Urizen]] or [[Highguard]] - although it has more than its fair share of specialists such as the bookbinders of [[Holberg spoils of war#Ledger Domain|Ledger Domain]] - but it is a centre of excellence for tutelage, particularly in practical skills like engineering and surgery. There have been several free companies from Holberg whose reputation as siege engineers was unrivalled throughout the Empire. Holberg gives the League a scholarly excellence that allows it to hold its own with rival nations like Urizen - they may not have been able to retake the lowlands without help from the Empire, but they ensured that the city did not fall to the Druj.&lt;br /&gt;
&lt;br /&gt;
One of the finest engineering guilds in Holberg is [[Holberg spoils of war#Wunderkind|&#039;&#039;Wunderkind&#039;&#039;]]. With a legacy that reaches back to the time before Holberg was part of the Empire, the engineers of Wunderkind were known for centuries for the creation and design of everything from toys to fountains to siege engines and crossbows - and everything in between. The Grand Clocktower - a unique wonder in the Empire, a mechanical time-keeping device on a massive scale, was built by the founders of the guild.&lt;br /&gt;
&lt;br /&gt;
Holberg is also known for its doctors - many of whom gave their lives fighting on the front lines. The warrior-healer of Holberg is already becoming a popular mythopoetic figure and characters such as the late physick and apothecary [[Holberg spoils of war#Doctor Ventner&#039;s Greenhouse|Doctor Ventner]] are appearing in plays and pamphlets as far south as [[Sarvos]].&lt;br /&gt;
&lt;br /&gt;
=== The [[Great Pits of Ennerlund]]===&lt;br /&gt;
The Great Pits of Ennerlund are a Bourse resource located (unsurprisingly) in [[#Ennerlund|Ennerlund]]. Custodianship of the Pits is an [[Imperial Title]] that brings with it a Seat on the [[Bourse]]. It produces 27 Imperial wains of mithril every season. Control is allocated to any Imperial citizen by open auction during the Autumn Equinox. The Pits were severely damaged by the Druj during the last months of their occupation, and repaired at great expense to the Empire. The lower levels are in constant danger of flooding due to the spread of marshland into Ennerlund, placing an increased demand on the Imperial treasury.&lt;br /&gt;
{{CaptionedImage|file=Holberg Great Park.png|caption=An artist&#039;s Impression of part of Holmauer Park|align=right|width=500}}&lt;br /&gt;
&lt;br /&gt;
=== The [[Flaxen Pillars]]===&lt;br /&gt;
The Flaxen Pillars are a Bourse resource in [[#Misericorde|Misericorde]]; a stand of [[weirwood]] trees that were discovered by the Sand Fishers shortly before the [[The_greatest_city_in_the_world#Flaxen_Pillars|Winter Solstice 385YE]]. &lt;br /&gt;
&lt;br /&gt;
The Flaxen Pillars are a national [[Bourse|Bourse position]] which produces weirwood. Control of the Pillars is assigned by national auction at the Winter Solstice each year. This Bourse position produces 22 Imperial wains of [[weirwood]] every season.&lt;br /&gt;
&lt;br /&gt;
===Holmauer Park===&lt;br /&gt;
During the Druj occupation, the suburbs of [[#Holmauer|Holmauer]] were reduced to rubble choked with [[vermin]] - both the four-legged and two-legged kind. In Spring 380YE Katarzyna Von Carstein - a [[Principalities of Jarm|Jarmish]] immigrant now a citizen of [[the League]] - presented a bold proposal to [[Reclaimers|reclaim]] the ruins. The [[Senate]] agreed with her ambitious plan, although the [[Construct_the_Park_of_Holberg|construction]] took at least twice as long as first estimated. Over time the shattered wasteland was cleared and the [[territory#region|region]] laid out as broad parkland. In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer became a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble.&lt;br /&gt;
&amp;lt;!--In contrast to the cramped, bustling, brick-and-stone aesthetic of the city proper, Holmauer is now a gentle, restful area of open parks and well-maintained orchards dotted with buildings of white granite and fine marble. The extensive landscaping of the park has led to pleasant paths snaking through flower gardens, grassy banks and natural forest areas. There are row boats for hire on the lakes and river and a new folly on the island for visitors to enjoy. The park includes a beautiful open-air venue for concerts and plays, a public bath house built by the finest [[Highguard|Highborn]] artisans, and the wonderful [[Keeper_of_the_Imperial_Menagerie#Imperial_Menagerie|Imperial Menagerie]]. At the North-East corner is the Sculpture Garden, a meandering series of paths through a rose garden scattered with statues of recent citizens of Holberg. All in all, the park is a [[great work]] that transforms Holmauer into one of the richest, most beautiful, and most desirable areas to live in in the entire League. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This changed catastrophically in Summer 378YE when the park was cursed by agents acting on behalf of [[The_Thrice-cursed_Court#Skathe|the Hag Queen]]. Over the course of less than a week almost every plant, flower and tree suffered under the blight becoming defiled and withered, a corruption of what they were before. Well, [[In_the_garden_of_defiance#Trees_and_Flowers|&#039;&#039;almost&#039;&#039; every plant, flower and tree]] - but that is a separate issue. The Wunderkind Woods at the heart of the park are believed to have been the starting point for the blight - a belief reinforced by the fact there is now a strong [[Winter magic|Winter]] [[regio]] located in the centre surrounded by barren land. Only the memorial grove and the [[Keeper_of_the_Imperial_Menagerie#Imperial_Menagerie|Imperial Menagerie]] survived untouched.&lt;br /&gt;
&lt;br /&gt;
Steps were taken to recover from the curse. The waters were cleansed by donations from [[Highguard|Highborn]] [[business|businesses]], and the Pavilion on Looking Glass Lake became a powerful focal point for League defiance - supported by the [[Patron of the Pavilion]]. Most of the park continues to show signs of defilement, however, as detailed in the &#039;&#039;&#039;[[In the garden of defiance]]&#039;&#039;&#039; Wind of Fortune.&lt;br /&gt;
&lt;br /&gt;
Close to the entrance from the city of Holberg is placed a plaque bearing the names of all the citizens who contributed funds to pay for the creation of the park. That, at least, remains untouched by the malignancy spread across the once-beautiful gardens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; [[#Holmauer Park|Holmauer Park]] was originally a [[great work]] that provided additional income to [[business|businesses]], but this income was lost when the park was [[In_the_garden_of_defiance|ravaged by curses]] during the Summer Solstice 383YE.&lt;br /&gt;
&lt;br /&gt;
===Walls of Holberg===&lt;br /&gt;
The [[Walls of Holberg]] are undoubtedly one of the wonders of the known world; more commanding than the Star-fort of the [[Commonwealth]], more beautiful than the Palace of the Electrum Prince in [[Jarm]]. The fortification is utterly peerless and without any rival. Within extended walls, gantries, portcullis and more, the engineering genius of Holberg can be felt. A generation under siege has led to efficiencies everywhere, from the routes the troops take to food and weapon storage. &lt;br /&gt;
&lt;br /&gt;
Along the walls, the guilds, cartas, and individuals who gave the most to this construction are engraved. Images of the Printers Guild, the Holberg Haudagen and the House of Seven Mirrors overlook the walkways and a full list of all those who contributed to the walls is etched under each engraving. There is at least one &amp;quot;&#039;&#039;official&#039;&#039;&amp;quot; gift shop not far from each of the covered entrances to the walls; each of them promoting a slightly different version of who was responsible for this project.&lt;br /&gt;
&lt;br /&gt;
===Lorenzo&#039;s Legacy of Courage===&lt;br /&gt;
Spread across the entire territory, even in the wild woodlands of [[#Misericorde|Misericorde]] and the sodden marshes of [[#The Morass|the Morass]] are a sequence of red stone [https://en.wikipedia.org/wiki/Stele stelae]. Adorned with axes and roses, and surmounted with a pair of butcher&#039;s cleavers, their bases are engraved with phrases celebrating [[Pride]], [[Loyalty]], and [[Courage]] around the base. The keystone for this [[great work]] stands outside &#039;&#039;Wunderkind&#039;&#039; in the city proper. [[Construct Lorenzo&#039;s Legacy of Courage |Commissioned]] in Autumn 381YE with the use of an [[Bearer_of_an_Imperial_Wayleave|Imperial Wayleave]]  by Lorenzo “La Volpe” Macelliao von Temeschwar, these [[Lorenzo&#039;s_Legacy#The_Legacy_of_Courage|crimson monoliths]] help to harness the flows of mana through Holberg.&lt;br /&gt;
&lt;br /&gt;
===Bloody Great Sausages===&lt;br /&gt;
Following an [[opportunity]] presented in the lead-up to the Spring Equinox 382YE by the &#039;&#039;Right Virtuous Company of Provisioners and Victuallers&#039;&#039;, and with the investment of Lorenzo “La Volpe” Macelliao von Temeschwar, the sausage production and distribution networks of Holberg have been greatly enhanced. Holberg sausage is now readily available everywhere the [[Lorenzo&#039;s Legacy#Blood Red Roads|Blood Red Roads]] reach, and the Senate has appointed a [[Custodian of the Bloody Great Sausage]] to ensure Holberg victuals remain at a high standard.&lt;br /&gt;
&lt;br /&gt;
===Adelaarskade===&lt;br /&gt;
Completed shortly before the Spring Equinox 388YE, the design for the Adelaarskade were originally [[380YE_Autumn_Equinox_winds_of_fortune#The_Creeping_Morass|presented]] by the civil service, and later improved upon by &#039;&#039;Professor Immanuel Gelberg&#039;&#039;, as part of the Commonwealth professor&#039;s investigation into how [[Threats_that_are_to_come#Land_and_Ditches|to secure and bolster Holberg&#039;s food and water supplies]]. Adelaarskade, affectionately known as the &#039;&#039;Seven Dykes&#039;&#039; by some citizens of the territory, is an extensive series of groundworks reinforced with [[weirwood]] timbers to hold the dykes in place at key locations towards the Nameless River. As a result, the wetlands of [[#Rebeshof|Rebeshof]] and [[#Utterlund|Utterlund]] will be slowly drained, and, assuming nothing else changes, the regions will lose [[Region_qualities#Marsh|marsh]] quality by the start of the Spring Equinox 389YE.&lt;br /&gt;
===Splintered House===&lt;br /&gt;
Built in [[#Utterlund|Utterlund]], the [[Keeper_of_the_Splintered_House#The_Splintered_House|Splintered House]] is a [[Navarr wayhouse]] named for the Splintered Oaks [[striding]]. A hub for Navarr travellers, and those who have settled in Holberg, it was founded on ideals of standing together to build something greater and welcomes travellers from across the Empire. The Splintered House brims with the energy of hustle; [[broker|brokers]] bring their goods and services through to the &amp;quot;Greatest City of the League&amp;quot; and it has become a common destination for [[Varushka|Varushkan]] traders out of [[Ossium]] heading for Holberg. Built as a trading market to showcase Navarr talent, it is often surrounded by sprawling tents, stalls, and ox carts, with the maze-like routes managed by residents of the wayhouse, who work to ensure [[Prosperity]] for all who frequent the ever-changing traders.&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
===Holfried===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; City&lt;br /&gt;
This is where the great fortified city of &#039;&#039;&#039;Holberg&#039;&#039;&#039; stands. It is one of the greatest fortifications in the Empire and was the only reason that the defenders managed to withstand the siege of hostile barbarians for a little over thirty years.(&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The walls of Holberg are a rank 6 [[Fortifications|fortification]]).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In Spring 378YE, the Imperial Senate arranged the creation of a cemetery at the foot of the southern wall. Marcher soil and apple trees were imported and watered with waters taken from streams in [[Mitwold]], [[Upwold]] and [[Bregasland]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Holmauer===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Parkland, Uplifting&lt;br /&gt;
The sprawling suburbs of Holmauer are a region unto themselves. Outside the walls of Holberg proper, they were devastated by decades of war, cannibalised by the barbarians and citizens of Holberg alike to shore up their [[fortification|fortifications]]. Makeshift barricades gave way to increasingly sophisticated fortresses, and then to rubble. The walls of Holmauer finally ceased to be a consideration in the Autumn of 378YE - a shattered casualty of the ebb and flow of battle against the Druj.&lt;br /&gt;
&lt;br /&gt;
After the liberation, a few refugees sought to regain their homes in Holmauer, but in most cases literally nothing remained. The priests of [[Holberg spoils of war#The Eastern Front|the &#039;&#039;Eastern Front&#039;&#039;]] did what they can to help these homeless unfortunates - and ministered likewise to the few survivors who, like them, stayed behind even as the outer city collapsed around their ears. Rebuilding the suburbs of Holberg represented an immense undertaking, especially in the absence of the walls that once protected them. During the Spring Equinox 380YE, the [[Senate]] [[commission|commissioned]] a project to [[Construct_the_Park_of_Holberg|restore Holmauer]], turning the region into a [[#Holmauer Park|great park]] as per the [[Reclaimers#The_Park|ambitious plans]] of architect Katarzyna Von Carstein. Following a long delay, work finally began on the park shortly after the Autumn Equinox 380YE, but stalled over Winter. For a long time, the only part of the park open to the public was the [[Keeper of the Imperial Menagerie|Imperial menagerie]], but work was finally completed shortly before the Winter Solstice 381YE.&lt;br /&gt;
&lt;br /&gt;
Holmauer is no longer a broken ruin, but rather a beautiful stretch of parkland dotted with clusters of aesthetically pleasing buildings, homes, and businesses. It presents a highly desirable alternative to the cramped conditions in the city proper, and real estate here in Holmauer is very much in demand.&lt;br /&gt;
&lt;br /&gt;
===Misericorde===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Sand Fishers&lt;br /&gt;
The northernmost region of Holberg, these dark forests were once a haunt of bandits and brigands – the bandit “warlord” Graffler made his base of operations here – and have a poor reputation as a result. After Graffler&#039;s death, some of the bandits were forced by necessity to fight for their survival against the Druj - the most committed of whom have since sought [[clemency]] and formed a [[Holberg spoils of war#The Revelry|military company in service of the League]]. Misericorde touches the shores of [[the Semmerlak]], but there has never been much fishing here - the banks of that great lake just across the river are part of [[the Mallum]] (claimed by the [[Druj]], and to the west by the folk of [[Semmerholm]]. Still, it is not impossible that a small port could be constructed here - especially if the Mallum were freed from Druj domination.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the retreat of the Druj, there have been stories of [[Reclaimers#The_Twisted_Briars_of_Misericorde|odd activity]] in Misericorde and neighbouring [[#Utterlund|Utterlund]].&lt;br /&gt;
&lt;br /&gt;
In Spring 383YE, the Imperial Senate voted to encourage the Sand Fisher [[orc|orcs]] of [[Ossium]] to move to Misericorde. With the aid of the civil service, they swiftly made the journey and established several new villages along the shores of [[the Semmerlak]]. They are now an uncommon but unremarkable sight across the marshes of Rebeshof, Ennerlund, and the Morass; their fishing boats now ply the waters north-west of Misericorde and they have made some inroads into the forest here.&lt;br /&gt;
&lt;br /&gt;
===Utterlund===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Marsh&lt;br /&gt;
The forests of Utterlund are tamer than those of Misericorde. At one time they served as a hunting preserve and they were the site of several cultivated [[Forest|woodland preserves]] such as the beautiful [[Holberg spoils of war#Sorensdromen|Sorensdromen]] that in addition to being places of natural wonder produced valuable [[Materials#Natural_Materials|raw materials]] for use in several industries. Owned and worked by local people, many forest workers were enslaved by the barbarians during the Druj invasion and suffered greatly at the hands of the [[orc|orcs]]. During the [[Light upon the water#Sodden Ground|terrible magical storms]] of 384YE, Utterlund finally surrendered to the spreading waters of [[#The Morass|the Morass]], meaning the region is now marshy. The powerful [[Spring magic]] [[enchantment]], [[Hallow of the Green World]], performed [[Children in bloom|after the Winter Solstice 384YE]] actually helped the trees of Utterlund weather the change better than might have been expected. Subtle changes mean that the [[forest]] groves here continue to be productive.&lt;br /&gt;
&lt;br /&gt;
Utterlund enjoys additional prosperity due to the presence of the [[#Splintered House Wayhouse|Splintered House]], a [[Navarr wayhouse]].&lt;br /&gt;
&lt;br /&gt;
===Ennerlund===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
The [[#Great Pits of Ennerlund|Great Pits]] can be found here. Most of the region as dotted with light woodland, although great swathes of it have been clear-cut by loggers and by labourers associated with the mithril mine - indeed the area directly surrounding the mine works was entirely stripped of trees long ago and is sometimes referred to as the &amp;quot;Ennerlund Wastes&amp;quot;. With the Druj now gone, the area slowly recovered - new mines such as [[Holberg spoils of war#Uitgang|Uitgang]] have been opened, for example.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Unfortunately, the malice of the eastern orcs saw extensive damage to the dykes and barriers of [[#the Morass|the Morass]], leading to the slow spread of the marsh northwards. Following an [[The_prime_colour_of_the_world#Problems_with_the_Morass|Empire-wide influx]] of [[Spring magic]], the entire region was reclaimed by bogs. The Great Pits were preserved thanks to powerful new pumps that keep them operational, but it also marked the loss of the last bits of good quality farmland in the territory.&lt;br /&gt;
&lt;br /&gt;
===Rebeshof===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
A wide plain, once dominated by an unsightly fortification built over the several decades by the orc invaders with looted stone. Human slaves were used to work the remaining farms here, providing food to their conquerors. In Winter 378YE the fortress was destroyed by Imperial armies during the liberation of Holberg.&lt;br /&gt;
&lt;br /&gt;
Rebeshof was originally marshland. It was drained at great expense by the people of Holberg between 18YE 20YE. During their occupation, the Druj destroyed many of the dikes and dams that held back [[#the Morass|the Morass]], and in the time since the farmland here has slowly been reclaimed by the waters of the southern marshes. The situation was exacerbated by the sheer amount of Spring magic laid over the territory during the war with the Druj. Following the Spring Equinox 380YE, in combination with the effects of [[The prime colour of the world|Empire-wide Spring magic]], the marshes finally reclaimed Rebeshof.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Morass===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Marsh&lt;br /&gt;
In the past, the Morass has been partially drained. Since the territory of Holberg fell the waters have risen and the swampy land expanded, turning most of the region back into boggy marsh and drowning a great many [[farm|farms]] that once exploited the naturally fertile soil of the reclaimed land, such as the old pear orchards of [[Holberg_spoils_of_war#Kröger Steading|Kröger Steading]]. There have been several reports of [[marshwalkers]] in the last decade although whether these were natural creatures or part of the Druj forces is unclear -but the Druj took every opportunity to exploit their presence during the occupation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;In an act of spite, the Druj also destroyed the old dykes and river-barriers that kept the Morass in check; by the Spring of 382YE, it had spread to encompass the entirety of [[#Rebeshof|Rebeshof]] and [[#Ennerlund|Ennerlund]], devastating the former farmlands that had been reclaimed over decades of hard work by the people of Holberg.&lt;br /&gt;
{{CaptionedImage|file=Holberg Holder.jpg|caption=&#039;&#039;&#039;Kaspar Yakovich von Holberg&#039;&#039;&#039;, Senator for Holberg|align=left|width=300}}&lt;br /&gt;
{{Senate Elections|Senator_for_Holberg|Territory=Holberg|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Winter Solstice 385YE, the Sand Fishers control Misericorde. The League, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* The Walls of Holberg in [[#Holfried|Holfried]] are a level six [[fortification]].&lt;br /&gt;
* [[business|Businesses]] in the territory benefit from the [[Gates of Holmauer Park]] and produce an extra 72 rings each season.&lt;br /&gt;
* [[farm|Farms]] in the territory benefit from the [[#Adelaarskade|Adelaarskade]], the Bloody Great Sausage, and [[A_dream_that_can_last#Green_Shoots|trade with the Sand Fishers]], meaning they produce an extra 36 rings and 2 drams of random herbs each season.&lt;br /&gt;
* [[Mana site|Mana sites]] in the territory no longer benefit from the [[##Lorenzo&#039;s_Legacy_of_Courage|Lorenzo&#039;s Legacy of Courage]]  following a senate motion to [[385YE_Winter_Solstice_Senate_sessions#League_Crystal_Mana_to_Spiral|divert production to Spiral]].&lt;br /&gt;
* [[#Holmauer Park|Holmauer Park]] was a great work that provided additional income to businesses in Holberg, but it was effectively [[In_the_garden_of_defiance|destroyed]] during the Summer Solstice 383YE&lt;br /&gt;
* Attempting to build a permanent [[fortification]] in one of the regions with the marsh quality is likely to encounter additional difficulties.&lt;br /&gt;
* A list of the [[spoils of war]] that were allocated by the [[Military Council]] at the Summer Solstice 379YE, can be found [[Holberg spoils of war|here]].&lt;br /&gt;
{{anchor|Frieze of Flowers}}&lt;br /&gt;
&amp;lt;ic&amp;gt;&#039;&#039;&#039;The Frieze of Flowers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Constructed during the [[Iron and wine|legendary celebrations]] following the coronation of [[Empress Lisabetta]], the Frieze of Flowers is a breathtaking work of art that covers an entire wall of the Casequo Gallery in the heart of [[#Holfried|Holfried]]. Painstakingly crafted from the finest materials, inlaid with dragonbone, orichalcum, and tempest jade, it is a true wonder that combines modern artistic techniques with traditional sensibilities. It is a delight of autumnal colours, invoking [[Prosperity]] and [[Ambition]]. The frieze was created by an affiliation of Holberg artists and citizens, partially commissioned by Aureliana Saverio di Sarvos and Othello von Holberg, and created with permission from Benedict Parelli of the Empress&#039;s household and the consent of the Senator of Holberg.&lt;br /&gt;
&lt;br /&gt;
The central part of the frieze depicts the Empress with a backdrop showing the rebuilt walls of Holberg, and surrounded by symbols associated with her early life (the image of the Seven Mirrors for example), and coronation (fields of white and gold flowers). She rests one hand on the mane of a mighty lion, its head bowed but its strength undiminished by its expression of respect. Whatever the , relating to the past and future not only of Holberg, but of the League and the Empire itself. In one part, depicting the armies of the League taking back Holberg, is an image of the late General Giovanni Saverio di Sarvos. By contrast, around the borders of the frieze are images of the present and the future - the four Senators of the League in the corners, and the Cardinals of Prosperity, Ambition, and Vigilance; the Imperial Inquisitor; the Ambassadors to Asavea and Faraden; the Imperial Consul; and the Grandmaster of the Golden Pyramid along the top and bottom edges.&lt;br /&gt;
 &lt;br /&gt;
Since her [[Crowned in rose and heather|disappearance]], the Frieze has changed and become the focus of what some believe is a minor miracle. Previously the image clearly depicted the Imperatrix smiling down at the viewer benignly, raising their spirits and encouraging them to virtue. Since Summer 383YE, it is rare to find two people who agree on her countenance. Others are adamant that the frieze now depicts the Empress frowning or dismayed, as if troubled by something, causing them to doubt themselves. A few people even say that the Empress&#039;s expression seems to change depending on what they are thinking at the time. At first people were excited to imagine that the Frieze somehow reflects the Empress&#039;s state of mind, but it seems the truth is more complicated than that. It is common for two different people who view the frieze to see a different expression portrayed there, even when both are looking at the image &#039;&#039;&#039;at the same time&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unscrupulous mountebanks quickly began suggesting that the Empress&#039;s expression was an indication whether a person who views it is fated for weal or woe. For a pair of rings they invite visitors to tell them their troubles, so that they can advise them on how to best interpret the Empress&#039;s expression. While nobody approves of such charlatanry, the Frieze still draws crowds of eager visitors, keen to witness this little miracle and ponder what it might portend.&lt;br /&gt;
&lt;br /&gt;
Nor is the Empress alone. They claim that there is a new figure visible on the battlements of Holberg - a horned man in a familiar heavy robe leaning on a staff. Some who have studied the frieze believe this figure to be none other than Juha the Cave Spider, Imperial Magus and husband of the Imperatrix. It is difficult to make the figure out - and even more difficult to prove that they were not always part of the frieze - but the belief that this is somehow representative of Juha watching over and supporting his beloved wife is gaining traction.&amp;lt;/ic&amp;gt;&lt;br /&gt;
[[Category:The League]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Barrens&amp;diff=143528</id>
		<title>The Barrens</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=The_Barrens&amp;diff=143528"/>
		<updated>2026-08-15T12:10:36Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* OOC Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{CaptionedImage|file=RegionsofTheBarrens.png|caption=Even conquered by the Empire, the Barrens is wild and unknown.|title=Regions of the Barrens|align=left|width=500}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Barrens describes an area to the east of Semmerholm that remained unconquered by the Empire until Spring 385YE. Dawn maintains a series of long-established outposts on the western edge that reinforce the border against the barbarians. In general the Barrens is rich and fertile but its natural resources are almost entirely unexploited - enough to make the most jaded [[Varushka|Varushkan]] merchant or wagon-raider salivate at the thought of all the untapped potential. There have been several attempts to settle it more fully, but the presence of several barbarian orcs makes establishing permanent settlements impossible. Nonetheless, the Dawnish refuse to abandon their [[#Dawnguard|foothold]] in the Barrens and it serves as a common proving ground for [[Knight-errant|knights-errant]]. &lt;br /&gt;
&lt;br /&gt;
The Barrens has always been a magnet for the exiled, the disenfranchised and the disgruntled. Between 325YE and 328YE it was also the scene of a short-lived rogue kingdom called Montane, founded by renegades during the events of the [[Freedom Heresy]]. The lonely territory is scattered with ruins, old stone circles, solitary towers and hidden [[regio]], any one of which could prove to be the home of some lost treasure ... or unspeakable horror.&lt;br /&gt;
&lt;br /&gt;
Girdling the Barrens is the Nameless River, a broad, slow-moving waterway that connects [[the Semmerlak]], the Barren Sea, and the [[Therunin#Feverwater|Feverwater]] with the sea to the east.&lt;br /&gt;
&lt;br /&gt;
==Recent History==&lt;br /&gt;
By the time [[Empress Britta]] ascended [[the Throne]], the [[Druj]] barbarians had dominated the eastern Barrens for a little over a century. They ruthlessly conquered the disparate barbarian nations who had lived there previously, and installed themselves as overlords. They used the central position of the Barrens to co-ordinate attacks on [[Holberg]] and [[Reikos]]; depleted armies would withdraw to the Barrens, and be replaced by fresh armies. There is also evidence that the Druj used the Barrens to move materials (weirwood, mithril and white granite) between the two conquered territories.&lt;br /&gt;
&lt;br /&gt;
Further information about the long history of the Barrens, and detailed information about its recent history, can be found in &#039;&#039;&#039;[[Conflict in the Barrens]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Major Features==&lt;br /&gt;
{{anchor|Spires of Dusk (Ruined)}}{{anchor|Spires of Dusk}}&lt;br /&gt;
===Houndsgate===&lt;br /&gt;
The Druj called this fortress &#039;&#039;The Jaws of Suffering&#039;&#039;; the Dawnish used to refer to it as the &#039;&#039;Spires of Dusk&#039;&#039; or occasionally &#039;&#039;Hounds Gate&#039;&#039;. Built by the [[Druj]], twin spires of [[white granite]] and [[weirwood]] rise along the eastern borders of the Barrens.  This is at least the second castle to stand on the site; an earlier iteration was destroyed in 379YE by a combination of an assault by the combined septs of the Barrens and powerful [[Spring magic]]. When the Imperial forces struck into the Barrens at the beginning of 384YE, however, it quickly became clear that the Druj had not only rebuilt the Towers of Dusk but they had significantly reinforced them and the surrounding lands. They glared across the Barrens toward the Towers of Dawn until the resurgent Druj destroyed that fortification. They became a powerful symbol of the Druj domination of the Barrens.&lt;br /&gt;
&lt;br /&gt;
In Spring 385YE, however, the Empire launched a major offensive into the Barrens that reached the Spires of Dusk. Even forced back to defensive positions, the Druj might have managed to hold the territory if not for the [[Cost#The_Battle_of_Dusk|glorious sacrifice of the Hounds of Glory]]. The army spent its last iota of strength to bring the Spires into Imperial hands, and has now become something of a place of pilgrimage for both Dawnish folk who wish to reflect on their great deed, and Imperial pilgrims dedicated to [[Courage]], [[Pride]], and [[Ambition]].&lt;br /&gt;
&lt;br /&gt;
During the Spring Equinox 386YE the Imperial Senate voted to [[Amend Spires of Dusk|remodel the fortification]]. Now, pennants of the armies who fought the Barrens campaign fly from the battlements. Intermingled with the pennants are favours that represent other contributions toward the campaign, and above it all stands statues of winged hounds crowned in flowers.&lt;br /&gt;
&lt;br /&gt;
Gone are the fire-hardened spines and gibbets, replaced instead with heraldries of families who lost members to the charge which breached the gates. Proudly fluttering from a long scrolling pennant are the names [[385YE_Spring_Equinox_Synod_judgements#Judgement_148|recognised]] by the National Assembly of Dawn.&lt;br /&gt;
&lt;br /&gt;
Within lies a tomb for &#039;&#039;&#039;Garravaine De Rondell&#039;&#039;&#039;, general of the Gryphon’s Pride, his resting place facing westwards towards [[Holberg]]. Within the grounds a small tree memorialises &#039;&#039;&#039;Brennos Brackensong&#039;&#039;&#039;, general of the Quiet Step who was fatally wounded at the Battle of Dusk. Finally, a memorial stands to &#039;&#039;&#039;Mera De Couerdefer&#039;&#039;&#039;, the war witch who was mortally wounded on the Carmine Fields saving soldiers of the Wolves of War&lt;br /&gt;
&lt;br /&gt;
Everywhere painted flowers spill across walls, columns and doors, the grounds are dotted all over with blooms of black roses, and resplendent over the repaired gate are carved the words that carried much of the campaign “&#039;&#039;Where they have sown fear, we will make flowers grow&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Spires of Dusk are gone, and now the Houndsgate protects the borders of the Barrens against the malice of [[the Mallum]]. The consecration of Houndsgate with [[liao#true liao|true liao]] has had a significant effect in the Barrens, as detailed in the &#039;&#039;&#039;[[Poetry_and_prose#The_Spires_of_Dusk|Poetry and prose]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
===Eaves of Peytaht===&lt;br /&gt;
On the northern borders of the [[#Heart of Peytaht|Heart of Peytaht]], a massive grove of weirwood trees that has been somewhat cultivated by the inhabitants of the Barrens. Part of the [[Great Forest of Peytaht|Great Forest]], the Eaves of Peytaht are controlled by the [[Great Forest Orcs]]; it is estimated that it might produce 25 wains of weirwood each season in Imperial hands.&lt;br /&gt;
&lt;br /&gt;
===The Fangs===&lt;br /&gt;
Along the [[#Bitter Strand|eastern coast]] of the Barren sea, the Fangs are a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril. Several similar columns protrude from the headlands around this area. There are obvious signs of mine workings, and observation indicates that there is mithril ore to recover. It appears that the mines are quite primitive – the constant threat of flooding and the natural difficulty of mining at sea mean the Rahvin are exploiting only a fraction of the potential of this resource.&lt;br /&gt;
&lt;br /&gt;
Controlled by the Rahvin, it is estimated that the Fangs would produce 16 wains of mithril each season in Imperial hands – or more if work were done to alleviate the problems left by the cruelty of Druj rule. This would require an initial investment of time and resources, as laid out in the &#039;&#039;&#039;[[Start_a_war#The_Disposal_of_the_Fangs|Start a war]]&#039;&#039;&#039; wind of fortune&lt;br /&gt;
&lt;br /&gt;
In Winter 386YE, after a long period of debate and negotiation and an attack by the [[Gryphon&#039;s Pride]], the bourse resource was ceded to the Rahvin as part of a [[Ratify Rahvin Treaty Spring 387YE|greater treaty]].&lt;br /&gt;
&lt;br /&gt;
{{anchor|Towers of the Dawn}}&lt;br /&gt;
===Towers of the Dawn (ruined)===&lt;br /&gt;
The four massively built white granite tower-keeps collectively known as the Towers of the Dawn once stood along the western borders of the Barrens in [[#Dawnguard|Dawnguard]]. This great [[fortification]] served as a base of operation for Dawnish knights exploring the Barrens, and a reminder to the orcs that while they may dominate the Barrens, they did not do so without opposition. During the [[Freedom Heresy]], the towers were the site of an atrocity as rebellious [[briar|briars]] murdered the yeomen and knights assigned to the First and Second towers. Ever after, the garrisons of the Towers of Dawn were unfriendly towards briars - and woe betide anyone who supported the &#039;virtues&#039; of [[Malign spiritual presences#Anarchy|freedom]] within their earshot! &lt;br /&gt;
&lt;br /&gt;
After several seasons of being attacked by Barrens orcs, the Towers of the Dawn were the subject of a major offensive by the Druj after the Spring Equinox 381YE. The fortification fell, smashed by overwhelming Druj force, and Dawnguard fell with it.&lt;br /&gt;
{{CaptionedImage|file=Aramis11718.jpg|caption=Aramis du Froste (left), first senator for the Barrens|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
==Regions==&lt;br /&gt;
Most of this information was gathered by the actions of brave Imperial [[military unit|forces]] working with a [[spy network]] [[Construct_Barrens_Spy_Network|constructed]] by order of the [[Senate]]. It is correct as of Autumn 378YE.&lt;br /&gt;
===Dawnguard===&lt;br /&gt;
Prior to the [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|Druj invasion]] of Summer 381YE Dawnguard was the location of a number of Imperial settlements, the most prominent of which was &#039;&#039;&#039;Drycastle&#039;&#039;&#039;. It held for centuries against the barbarians of the Barrens, and the Druj armies, protecting Semmerholm and northern Brocéliande alike from the depredations of the orcs. Many of the so-called &amp;quot;Barrens houses&amp;quot; can trace their origin back to pre-Imperial Dawn, and several were founded by those fleeing the vicious purges of [[The life of Penni the White|King Penni the White]]. Others were founded by political exiles, and consequently a strong streak of independence runs through the Dawnish of the Barrens.&lt;br /&gt;
&lt;br /&gt;
Often under attack, sometimes defeated, but never truly conquered, the [[Noble house|houses]] of Dawn tended to be more martial than average, and much more prepared for violence than Dawnishfolk in other territories. Much glory awaited the brave knights who volunteered here for dangerous adventure, and it was a popular base of operation for both [[Questing knight|questing knights]] and [[Knight-errant|knights-errant]]. Before the Druj invasion, the [[#Towers of the Dawn|Towers of the Dawn]] watched over the western borders of the Barrens; when Dawnguard fell, the fortification fell with it. This ushered in a period of unmatched tyranny and oppression by the cruel masters of [[the Mallum]]. Those unwilling or unable to flee suffered greatly at the hands of the Druj, but in time were liberated by a major Imperial push to claim the entire territory once and for all.&lt;br /&gt;
&lt;br /&gt;
===Murderdale===&lt;br /&gt;
Battle between orc forces and Imperial forces are common here, giving the region its name. The soil here is particularly fertile, and there are a number of ruined villages that represent previous attempts by Imperials to settle the Barrens.&lt;br /&gt;
&lt;br /&gt;
Through much of 378YE, a steady stream of orcs from [[Brocéliande]] were marked moving from west to east. The presence of the Druj forces in the [[#Carmine Fields|Carmine Fields]], and their superstition of the [[#Heart of Peytaht|forest of Peytaht]] to the south, meant that many of these recent arrivals took up residence in this region – although there has been little conflict between the indigenous orcs and the Brocéliande refugees.&lt;br /&gt;
&lt;br /&gt;
===Heart of Peytaht===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Forest, Watchful, Great Forest Orcs&lt;br /&gt;
The [[Great Forest of Peytaht]] stretches across the southern Barrens, and into [[Reikos]] to the south west. Stories from [[Highguard]] that describe the forest as being possessed of some dark spirit - something that partakes of the nature of a [[Varushka|Varushkan]] [[Varushkan_Monster#Sovereigns|sovereign]] - appear to be based on fact. The deeper a force presses into the forest the more uneasy they feel – the more they report being watched, and the more certain they become that they are unwelcome. Imperial forces have not pressed into the deeper forest. There is, however, no hint of discernible [[vallorn]] presence here.&lt;br /&gt;
&lt;br /&gt;
In the past, the forest was said to be equally hostile to human and orc, and attempts by either Imperial or barbarian forces to explore the interior invariably met with tragedy - assuming they were ever heard of again. This seems to have changed in 367YE when the Druj launched a crippling surprise attack through the forest into Reikos; it is unclear what the situation is today, however. .&lt;br /&gt;
&lt;br /&gt;
There appear to be no permanent orc forces in this forest - especially now the Great Forest orcs have left the Barrens. The Druj forces that passed through the forest from Reikos, on their way to Holberg, reportedly suffered significant losses for doing so. Even today, corpses are occasionally found huddled against the boles of the massive trees, or hung by their entrails from thick branches. The orcs appear to have died in agony and great terror.&lt;br /&gt;
&lt;br /&gt;
On the north-eastern borders of the forest is a massive strand of weirwood trees, one that has clearly been cultivated for some time. The [[#Eaves of Peytaht|Eaves of Peytaht]] is the equivalent of a [[Bourse]] seat that produces a bounty of weirwood each season.&lt;br /&gt;
&lt;br /&gt;
===The Carmine Fields===&lt;br /&gt;
The soil on these wide plains has a red colour which the fanciful might say is from blood but is more likely due to a high clay quotient. This region is covered with isolated rice fields, and other crops that prosper on this kind of soil.&lt;br /&gt;
&lt;br /&gt;
The region has clearly been settled by orc farmers and hunters for a very long time. However, as of 378YE there are signs of recent invasion; several settlements have been burnt to the ground and the populace enslaved.&lt;br /&gt;
&lt;br /&gt;
===Farweald===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
On the northern side of the Barren Sea is a damp forest that rises slowly to the north-east. As of 378YE, it is occupied by what seems to be several large groups of indigenous orcs who have built makeshift fortified camps along the rivers and the eastern borders. It would provide a strategic location from which to strike across the river into [[Holberg]].&lt;br /&gt;
{{CaptionedImage|file=Hugh statue.png|caption=A grand statue of a dead hero, raised by &#039;&#039;koboldi&#039;&#039;|align=right|width=300}}&lt;br /&gt;
&lt;br /&gt;
===Hope&#039;s Rest===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Hills, [[Region_qualities#Rimebound|Rimebound]]&lt;br /&gt;
The weather in Hope&#039;s Rest is invariably worse than elsewhere in the Barrens. When it rains here, it buckets it down and the wind blows it&#039;s strong enough to knock you off your feet. Gales are common, turning to blizzards in winter that drive the snow into deep drifts and embankments. The vast lake that forms a border where the Barrens meets [[Therunin]] regularly freezes over in winter, that reveal strange figures with long gangly limbs and azure skin swimming beneath the thick ice. &lt;br /&gt;
&lt;br /&gt;
In depth exploration of this region has proved tricky due to the rough terrain. Several times, spies encountered well-hidden traps designed to kill – spiked pits, spring-loaded impaling arms and the like. The high hills surround a well-fortified keep that appears to have only recently been completed. The southern slopes drop towards a large fresh-lake of brackish water on the other side of which are the marshy forests of [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
At one point, there was a small [[fortification]] high in the hills here, named &#039;&#039;&#039;Dourfell Keep&#039;&#039;&#039;. It was not garrisoned by orcs but by humans. Imperial spies were unable to get a very close look at them but they appeared to show signs of very strong [[briar]] lineage, and the castle itself appeared to surround a strong Spring [[regio]]. Scouts reported the remains of dozens of rotted and skeletonised Druj bodies nailed to trees, impaled on spikes and crucified on makeshift “x”s. Popular belief suggested this was a community of briars descended from those who entered the Barrens as part of the [[Freedom Heresy]], and that they were allied with the indigenous orcs - especially those of the Great Forest.&lt;br /&gt;
&lt;br /&gt;
Some time before the Spring Equinox 381YE, however, Dourfell Keep was destroyed. Rumour suggests that the community of briars themselves destroyed the fortification with [[Spring magic]], to prevent it falling into Druj hands, Some exiled survivors of the community crossed into [[Therunin]] along with the Great Forest orcs in later 380YE. In recent months heralds of the [[Golden_magicians_fayre#Frozen_Strength|Thane of the Rimebound Shore]] have been observed sheltering in the ruins of the keep whenever a gale or a blizzard is blowing.&lt;br /&gt;
&lt;br /&gt;
A grand statue of &#039;&#039;Hugh Farrier&#039;&#039;, some thirty feet tall, stands in the region. Built by the &#039;&#039;koboldi&#039;&#039; of [[Adamant]] and facing east towards the Mallum, it serves as a grim reminder of the cost of war against the Druj.&lt;br /&gt;
&lt;br /&gt;
===The Untrod Groves===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest&lt;br /&gt;
A deep, tangled forest that stretches from the hills of [[#Hopes Rest|Hopes Rest]] to the very edge of the [[#The Plain of Teeth|Plain of Teeth]]. The woods seem largely uninhabited by the orcs, and the only trails appear to be game trails, trackless, it is easy to become lost in the groves – but reports also indicate that the woods are rich with untapped reserves of [[Materials#Iridescent Gloaming|iridescent gloaming]], [[Materials#Beggar&#039;s_Lye|beggarwood]] and [[Materials#Dragonbone|dragonbone]].&lt;br /&gt;
&lt;br /&gt;
===Bitter Strand===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Coastal, Rahvin&lt;br /&gt;
The Barren sea is technically a great lake, but the waters are not drinkable – they are not as salty as the Bay of Catazar but it is obvious that some mineral gives the waters a foul taste. They are home to a vicious species of predatory fish the size of an ox with armoured plates on the head. The northern coast is relatively smooth, but the southern coast is scattered with islands, many of them inhabited. Conquering this region would be made considerably easier by the addition of forces skilled at fighting amphibious assaults, such as the Red Wind Corsairs. Along the eastern coast of the Barren sea, where it narrows as it feeds into the [[#Saltmarsh|Saltmarsh]], are the [[#The Fangs|Fangs]] a series of perhaps a dozen massive rocky columns that rise out of the water which are mined for mithril.&lt;br /&gt;
&lt;br /&gt;
In Winter 386YE, after a long period of debate and negotiation, this region was ceded to the Rahvin sept.&lt;br /&gt;
&lt;br /&gt;
===The Bleaks===&lt;br /&gt;
* &#039;&#039;&#039;Quality:&#039;&#039;&#039; Forest, Foreigners (Karass)&lt;br /&gt;
The southern forests become danker and damper as Therunin gets closer. The woods are home to a number of orc clans, many of whom live in the branches of ancient trees. There are heavily wooded marshes in the south; there are occasional sightings of both [[Legendary_beasts#Hydra|hydra]] and small [[marshwalkers]]. The [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle]] wayhouse is in the east of the region, from which Navarri thorns engage in reconnaissance and patrols across the border into Therunin and the Sarangrave. There are scattered settlements all across the Bleaks belonging to the Karass sept: it is hard to be sure exactly of their numbers, as their locations often change without warning. While the Karass can also be found in the Plains of Teeth and in the Untrod Groves, it is in this region that they are found in the greatest number.&lt;br /&gt;
&lt;br /&gt;
===Saltmarsh===&lt;br /&gt;
* &#039;&#039;&#039;Qualities:&#039;&#039;&#039; Coastal, &amp;lt;s&amp;gt;Marsh&amp;lt;/s&amp;gt;&lt;br /&gt;
The eastern Barren Sea floods out across a great flat basin that contains the Saltmarsh. It is covered with treacherous rivers and streams that shift their banks regularly and without warning. The place is thick with flies and mosquitoes that leave nasty stinging welts on exposed flesh. The orcs who lived here maintain huts on stilts, and also moved about using long wooden stilts that occasionally gave them the appearance of walking on water. There appeared to be a large number of [[herb garden|herb gardens]] maintained here by the indigenous orcs, no doubt captured from the Druj during the rebellion. With the Druj having largely recaptured the Barrens, it is not clear what the situation of the orcs here might be.&lt;br /&gt;
&lt;br /&gt;
In Summer 384YE, then [[Archmage of Spring]] &#039;&#039;&#039;Ser Fabienne De Miel&#039;&#039;&#039; unleashed a [[Into_the_valley#A_Sudden_Flood_.28Conjunction.29|devastating storm]] in the northern Barrens that battered [[#Bitter Strand|Bitter Strand]] and flooded Saltmarsh. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Note:&#039;&#039;&#039; The region lost the &#039;&#039;Marsh&#039;&#039; quality and gained the &#039;&#039;Coastal&#039;&#039; quality, a situation predicted to continue until such a time as an equally volatile [[Every time it rains|astronomantic conjunction]] occurs and someone takes advantage of it.&lt;br /&gt;
&lt;br /&gt;
===The Plains of Teeth===&lt;br /&gt;
The Druj oversaw their domination of the Barrens from this broken plain, and signs suggest that now they have returned, they are starting to do so again. This area may once have been heavily forested but it was ruthlessly cleared to provide building materials for the [[#Spires of Dusk|Spires of Dusk]]. This [[fortification]] guarded access to the Druj lands to the east. After the Spring Equinox 381YE, it was finally confirmed (after a year or more of rumour) that the towers had been destroyed - allegedly by indigenous orcs working in conjunction with Imperial citizens - although the details are not common knowledge.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:left; width: 300px; clear: right;&amp;quot;&amp;gt;{{CaptionedImage|file=Lady Gwendoloena de Ordraig.jpg|caption=&#039;&#039;&#039;Lady Gwendoloena de Ordraig&#039;&#039;&#039;, Senator for the Barrens|align=left|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Senate Elections|Senator_for_the_Barrens|Territory=the Barrens|Season=Spring}}&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
* As of the Spring Equinox 387YE the Great Forest Orcs control the Heart of Peytaht and the Rahvin control Bitter Strand. Dawn, and by extension the Empire, controls the rest of the territory.&lt;br /&gt;
* [[#Houndsgate|Houndsgate]] is a rank two [[fortification]] in the Plains of Teeth.&lt;br /&gt;
* [[Keeper of the Last Battle|Last Battle Wayhouse]] in the Bleaks allows Navarri characters to establish a [[Resource#Personal_Resource|personal resource]] in the Barrens and gain the benefit of any [[great work]] in the territory without suffering the penalty for having a [[Resource#Resources_in_other_Nations|resource in another nation]]. &lt;br /&gt;
* Prior to the [[381YE_Summer_Solstice_winds_of_war#Occupation_.28Dawnguard.29|Druj invasion]] of Summer 381YE, there were between ten and twenty thousand Dawnish citizens living the Dawnguard. With the chaos following the invasion it is impossible to say how many are still alive. There was no substantial Dawnish population outside of Dawnguard.&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[Not to conquer]] - 385YE Autumn Wind of Fortune exploring the factions of the Barrens in more detail&lt;br /&gt;
* [[Conflict in the Barrens]] - provides an initial analysis of the history of the territory&lt;br /&gt;
&lt;br /&gt;
[[Category:Dawn]]&lt;br /&gt;
[[Category:Gazetteer]]&lt;br /&gt;
[[Category:Imperial Territory]]&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wayhouse&amp;diff=143527</id>
		<title>Wayhouse</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Wayhouse&amp;diff=143527"/>
		<updated>2026-08-15T12:09:32Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Navarr]]&lt;br /&gt;
&amp;lt;div {{floatleft}}&amp;gt;{{CaptionedImage|file=Wayhouse2.jpg|align=left|caption=Wayhouses allow the stridings - and indeed any weary traveller - a chance to rest and resupply.|width=500}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Disambiguation|This page covers the wayhouse [[Navarr]] [[Group Archetypes|group archetype]]; for the [[commission]] see [[Navarr wayhouse]].}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Navarr]] build wayhouses along the trods on the edge of civilisation. These buildings are designed to support the [[striding|stridings]], to give them a place to rest and resupply. Most wayhouses include a chirurgeon or even a physick so that they can provide treatment for Navarr who have been attacked and wounded while travelling. They usually also include a few thorns or warriors who can defend the wayhouse itself, should it be attacked.&lt;br /&gt;
&lt;br /&gt;
Some wayhouses serve as an inn, providing meals and a bed, but most do not specialise in this way. They are more likely to provide grain and salted meat to a Navarr striding that has run out of provisions than to cook and serve the food. The wayhouse provides critical help; it serves to ensure that the Navarr can survive and continue their journey, not to provide an abundance of comforts. Wayhouses are often built where a deep well can be sited; their role is to allow the Navarr to resupply with the essentials, and nothing is more vital than clean water.&lt;br /&gt;
&lt;br /&gt;
Wayhouses often keep messages, supplies and goods for the Navarr; either items that will need collecting later, or else things that need to be passed to other Navarr who are expected to travel to the wayhouse later.&lt;br /&gt;
&lt;br /&gt;
Wayhouses also serve as places of sanctuary - when someone &amp;quot;runs away to join the Navarr&amp;quot; they often run to a wayhouse near their home, and are generally welcomed by the Navarr there. &lt;br /&gt;
&lt;br /&gt;
Some wayhouses require payment for their goods, but many do not, especially when dealing with other Navarr. They often accept donations, which may be coin, but it may be anything that can help the wayhouse prosper. These places can operate quite effectively as businesses - [[The Brass Coast|Freeborn]] caravans find welcome respite here, for example, but this is not their primary purpose&lt;br /&gt;
&lt;br /&gt;
==Creating a Wayhouse Group==&lt;br /&gt;
Wayhouses are a potential concept for any Navarr group more interested in hospitality and roleplaying in the Navarr camp than in fighting, magic or politics. It is possible to run a wayhouse in the Navarr camp simply by creating an open camp where other Navarr can come to be healed. If you can develop a welcoming and reliable reputation, then characters may start to leave messages for other characters with you and your camp can serve as a social hub for other groups.&lt;br /&gt;
&lt;br /&gt;
It is possible to play a wayhouse by offering out-of-character food or drink for in-character money, but this is not essential. Wayhouses offer the essentials that travellers need, healing, a place to rest and resupply, as well as serving as a nexus for the nation. They are not defined as places that sell food or drink, so you can do as much or as little of that as you wish.&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The way home]] - 386YE Summer wind of fortune concerning opportunities to build special wayhouses in non-Navarr Imperial territories&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Navarr_Wayhouse&amp;diff=143526</id>
		<title>Category:Navarr Wayhouse</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Navarr_Wayhouse&amp;diff=143526"/>
		<updated>2026-08-15T12:09:20Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A [[Navarr wayhouse]] is a large well-established [[wayhouse]] that has been built in a territory outside the Navarr nation. A wayhouse supports the stridings, serving as a place to rest and resupply. Its presence makes travel safer, boosting trade in the territory and allowing Navarr who live in that territory to benefit from communication, trade and support from the many stridings passing through.&lt;br /&gt;
&lt;br /&gt;
As a result of the strengthened connections to the nation, Navarr resources in territories with a working wayhouse do not suffer the [[Resource#Resources_in_other_Nations|usual penalty for being located in a foreign territory]]. They benefit from any great works in the territory.&lt;br /&gt;
&lt;br /&gt;
In addition, the Imperial civil service will formally identify the nearest Navarr territory to the wayhouse. Navarr citizens are eligible to [[Navarr_leadership#Leading_a_territory|vote for a senator]] as if their resources were in the linked territory.&lt;br /&gt;
{{:Navarr wayhouse}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Navarr_Wayhouse&amp;diff=143525</id>
		<title>Category:Navarr Wayhouse</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Navarr_Wayhouse&amp;diff=143525"/>
		<updated>2026-08-15T12:09:01Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Overview */&lt;/p&gt;
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&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
{{:Navarr wayhouse}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Navarr_Wayhouse&amp;diff=143524</id>
		<title>Category:Navarr Wayhouse</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Category:Navarr_Wayhouse&amp;diff=143524"/>
		<updated>2026-08-15T12:08:55Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: Created page with &amp;quot;==Overview==  {{:Navarr wayhouse}&amp;quot;&lt;/p&gt;
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&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
{{:Navarr wayhouse}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_wayhouse&amp;diff=143523</id>
		<title>Navarr wayhouse</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_wayhouse&amp;diff=143523"/>
		<updated>2026-08-15T12:08:12Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Senate]] [[Category:Commission]] [[Category:Navarr Wayhouse]]&lt;br /&gt;
{{Disambiguation|This page covers the [[commission]]; for the [[Group Archetypes|Navarr group archetype]] see [[wayhouse]].}}&lt;br /&gt;
==Overview==&lt;br /&gt;
A Navarr wayhouse is a large well-established [[wayhouse]] that has been built in a territory outside the Navarr nation. A wayhouse supports the stridings, serving as a place to rest and resupply. Its presence makes travel safer, boosting trade in the territory and allowing Navarr who live in that territory to benefit from communication, trade and support from the many stridings passing through.&lt;br /&gt;
&lt;br /&gt;
As a result of the strengthened connections to the nation, Navarr resources in territories with a working wayhouse do not suffer the [[Resource#Resources_in_other_Nations|usual penalty for being located in a foreign territory]]. They benefit from any great works in the territory.&lt;br /&gt;
&lt;br /&gt;
In addition, the Imperial civil service will formally identify the nearest Navarr territory to the wayhouse. Navarr citizens are eligible to [[Navarr_leadership#Leading_a_territory|vote for a senator]] as if their resources were in the linked territory.&lt;br /&gt;
&lt;br /&gt;
==Senate Commissions==&lt;br /&gt;
The [[Senate]] can pass motions to commission a Navarr wayhouse. The territory, and region within that territory are necessary details required before the commission can begin, along with the planned size (in wains) of the wayhouse.&lt;br /&gt;
&lt;br /&gt;
A [[new Imperial titles|new Imperial title]] is automatically created to oversee the operations of the wayhouse and to be responsible for its safety and for the safety of its patrons. All wayhouses generate a small bounty of wealth which forms part of the sinecure income for the position. How the title is appointed forms part of the [[Motion_wording#Necessary_Details|necessary details]] of the motion.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Wayhouses provide a set of benefits once complete.&lt;br /&gt;
&lt;br /&gt;
===Boost Taxation===&lt;br /&gt;
* &#039;&#039;&#039;Boosts taxation by 1 throne&#039;&#039;&#039;&lt;br /&gt;
The first wayhouse built in a territory outside the Navarr increases [[Imperial_treasury#Taxation|Imperial taxation]] in that territory by one throne. Commissioning more than one wayhouse in the same territory does not provide any further increase in taxation.&lt;br /&gt;
&lt;br /&gt;
===Support Navarr Characters===&lt;br /&gt;
* &#039;&#039;&#039;Civil service can find Navarr characters a new resource in a territory with a wayhouse for the standard cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr resources in the territory do not suffer any penalty for being in a foreign nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They gain the regular benefits of any great works in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr based in the territory are assigned a territory whose senator they can vote for&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a wayhouse is complete, it allows Navarr characters based in the territory to remain in regular contact with other members of the Navarr nation making it easier for them to prosper. As a result, it is possible for the civil service to arrange for [[Resource#Changing_Resources|any Navarr character to take a new resource in that territory]] for the usual 2 crown fee, even though the territory is not part of the Navarr nation. That resource does not suffer the [[Resource#Resources_in_other_Nations|usual penalty for being located in a foreign territory]].&lt;br /&gt;
&lt;br /&gt;
Any Navarr resources in a territory with a wayhouse gain the &#039;&#039;regular&#039;&#039; benefits from any [[great work]] that is built there. They do not gain any special or unique benefits from the great work.&lt;br /&gt;
&lt;br /&gt;
Navarr characters have no say over who is the senator for the territory they are in. Instead, they can vote for the senator for the &#039;&#039;nearest&#039;&#039; Navarr territory as if their resource as based there instead. To avoid any doubt or error, the Imperial civil service identify and publicises which territory this is, so that Navarr in the territory with the wayhouse know when their election is happening. The civil service is looking into how this works following the fall of [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
===Sinecure Income===&lt;br /&gt;
* &#039;&#039;&#039;A wayhouse provides a sinecure income for the associated title&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A wayhouse provides a sinecure for the Navarr title associated with it. It is not possible to set the form this income takes, but the size of the benefit is dependent on the size of the wayhouse. The more wains are spent constructing the wayhouse, the larger the income, if it were a [[sinecure]] of [[Sinecure#Costs|equivalent size]]. The form the benefit takes will be determined by the dominant resources available in the territory.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
* Materials: Minimum 16 [[white granite]] and 6 thrones&lt;br /&gt;
* Time: 3 months to construct&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==Current Wayhouses==&lt;br /&gt;
This table includes all wayhouses which are active and have been appointed in recent times. For a full list of title holders, see [[Current Imperial titles|here]]. This list was last updated following the Spring Equinox 388YE.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Location!!Voting location!!Appointment!!Election!!Occupant&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Last Battle|Last Battle]]|| [[The_Barrens#The_Bleaks|The Bleaks, The Barrens]]||Miaren||Military Council Appointment||Winter||{{#lst:Archive:All_Election_Results|Keeper_of_the_Last_Battle_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Stand|Micah&#039;s Stand]]||[[Reikos#Chalcis_Mount|Chalcis Mount, Reikos]]||Miaren||Senate Appointment||Spring||{{#lst:Archive:All_Election_Results|Keeper_of_the_Stand_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Strategos of Navarr#Awstin&#039;s Rest|Awstin&#039;s Rest]]||[[Ossium#Nearweald|Nearweald, Ossium]]||Hercynia||Military Council Appointment||Winter||{{#lst:Archive:All_Election_Results|Strategos_of_Navarr_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Ashen Tears|Ashen Tears]]||[[Skarsind#Skogei_Glens|Skogei Glens, Skarsind]]||Hercynia||Senate Appointment||Autumn||{{#lst:Archive:All_Election_Results|Keeper_of_the_Ashen_Tears_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Splintered House|Splintered House]]||[[Holberg#Utterlund|Utterlund, Holberg]]||Miaren||Senate Appointment||Tenure||{{#lst:Archive:All_Election_Results|Keeper_of_the_Splintered_House_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Cannot be built in a region with the city quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cannot be built in a Navarr territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Provides no benefits if the territory does not have an active trod network&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is possible for a motion to dictate what form the sinecure income will take, but only from the available options&#039;&#039;&#039;&lt;br /&gt;
A Navarr wayhouse can only be constructed in an Imperial [[territory]] that contains a trod network that is not part of the [[Navarr]] nation. For example, the Senate could commission a Navarr wayhouse in [[Sarvos#Riposi|Riposi]] in [[Sarvos]], which is part of [[the League]] but not in [[Miaren]]. In addition, it is not possible to build a wayhouse in an urban area - they cannot be built in any region with the [[Region_qualities#City|city]] quality. &lt;br /&gt;
&lt;br /&gt;
A wayhouse can be built anywhere, but it provides no benefits of any kind if the territory they are in does not have an active trod network which is connected to the other trods in the Empire.&lt;br /&gt;
&lt;br /&gt;
The possible production provided by a wayhouse is set by the dominant resources available in the territory -  if the production is not stated in the motion, then it will default to the production column. It is not possible for the commission to provide different resources, unless it is part of a specific [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Territory&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Production&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Alternate Production&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[The Brass Coast]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Feroz]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military_unit#Loot|Random resources]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Madruga]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Segura]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Dawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Astolat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cerulean mazzarine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[The Barrens]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Semmerholm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Weirwater]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Highguard]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Bastion]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Casinea]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Necropolis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Reikos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Imperial Orcs]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Skarsind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mareave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;5&#039;&amp;gt;[[The League]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Holberg]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs (if built in Misericorde)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sarvos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Spiral]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Tassato]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Temeschwar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[The Marches]]&amp;lt;/td&amp;gt;&amp;lt;!--&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mournwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Upwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Urizen]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Morrow]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Redoubt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sarangrave]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Zenith]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;5&#039;&amp;gt;[[Varushka]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Karov]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Karsk]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Miekarova]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Ossium]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Volodmartz]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Wintermark]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Hahnmark]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Kallavesa]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sermersuaq]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#{{anchor|1}} This territory does not contain trods, and cannot support a wayhouse&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
{{#lst:Archive:All_Commissions|wayhouse}}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The way home]] - 386YE Summer wind of fortune concerning opportunities to build special wayhouses in non-Navarr Imperial territories&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_wayhouse&amp;diff=143522</id>
		<title>Navarr wayhouse</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Navarr_wayhouse&amp;diff=143522"/>
		<updated>2026-08-15T12:07:56Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: /* Current Wayhouses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Senate]] [[Category:Commission]] [[Category:Navarr Wayhouse]]&lt;br /&gt;
{{Disambiguation|This page covers the [[commission]]; for the [[Group Archetypes|Navarr group archetype]] see [[wayhouse]].}}&lt;br /&gt;
==Overview==&lt;br /&gt;
A Navarr wayhouse is a large well-established [[wayhouse]] that has been built in a territory outside the Navarr nation. A wayhouse supports the stridings, serving as a place to rest and resupply. Its presence makes travel safer, boosting trade in the territory and allowing Navarr who live in that territory to benefit from communication, trade and support from the many stridings passing through.&lt;br /&gt;
&lt;br /&gt;
As a result of the strengthened connections to the nation, Navarr resources in territories with a working wayhouse do not suffer the [[Resource#Resources_in_other_Nations|usual penalty for being located in a foreign territory]]. They benefit from any great works in the territory.&lt;br /&gt;
&lt;br /&gt;
In addition, the Imperial civil service will formally identify the nearest Navarr territory to the wayhouse. Navarr citizens are eligible to [[Navarr_leadership#Leading_a_territory|vote for a senator]] as if their resources were in the linked territory.&lt;br /&gt;
&lt;br /&gt;
==Senate Commissions==&lt;br /&gt;
The [[Senate]] can pass motions to commission a Navarr wayhouse. The territory, and region within that territory are necessary details required before the commission can begin, along with the planned size (in wains) of the wayhouse.&lt;br /&gt;
&lt;br /&gt;
A [[new Imperial titles|new Imperial title]] is automatically created to oversee the operations of the wayhouse and to be responsible for its safety and for the safety of its patrons. All wayhouses generate a small bounty of wealth which forms part of the sinecure income for the position. How the title is appointed forms part of the [[Motion_wording#Necessary_Details|necessary details]] of the motion.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Wayhouses provide a set of benefits once complete.&lt;br /&gt;
&lt;br /&gt;
===Boost Taxation===&lt;br /&gt;
* &#039;&#039;&#039;Boosts taxation by 1 throne&#039;&#039;&#039;&lt;br /&gt;
The first wayhouse built in a territory outside the Navarr increases [[Imperial_treasury#Taxation|Imperial taxation]] in that territory by one throne. Commissioning more than one wayhouse in the same territory does not provide any further increase in taxation.&lt;br /&gt;
&lt;br /&gt;
===Support Navarr Characters===&lt;br /&gt;
* &#039;&#039;&#039;Civil service can find Navarr characters a new resource in a territory with a wayhouse for the standard cost&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr resources in the territory do not suffer any penalty for being in a foreign nation&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;They gain the regular benefits of any great works in the territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Navarr based in the territory are assigned a territory whose senator they can vote for&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once a wayhouse is complete, it allows Navarr characters based in the territory to remain in regular contact with other members of the Navarr nation making it easier for them to prosper. As a result, it is possible for the civil service to arrange for [[Resource#Changing_Resources|any Navarr character to take a new resource in that territory]] for the usual 2 crown fee, even though the territory is not part of the Navarr nation. That resource does not suffer the [[Resource#Resources_in_other_Nations|usual penalty for being located in a foreign territory]].&lt;br /&gt;
&lt;br /&gt;
Any Navarr resources in a territory with a wayhouse gain the &#039;&#039;regular&#039;&#039; benefits from any [[great work]] that is built there. They do not gain any special or unique benefits from the great work.&lt;br /&gt;
&lt;br /&gt;
Navarr characters have no say over who is the senator for the territory they are in. Instead, they can vote for the senator for the &#039;&#039;nearest&#039;&#039; Navarr territory as if their resource as based there instead. To avoid any doubt or error, the Imperial civil service identify and publicises which territory this is, so that Navarr in the territory with the wayhouse know when their election is happening. The civil service is looking into how this works following the fall of [[Therunin]].&lt;br /&gt;
&lt;br /&gt;
===Sinecure Income===&lt;br /&gt;
* &#039;&#039;&#039;A wayhouse provides a sinecure income for the associated title&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A wayhouse provides a sinecure for the Navarr title associated with it. It is not possible to set the form this income takes, but the size of the benefit is dependent on the size of the wayhouse. The more wains are spent constructing the wayhouse, the larger the income, if it were a [[sinecure]] of [[Sinecure#Costs|equivalent size]]. The form the benefit takes will be determined by the dominant resources available in the territory.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
* Materials: Minimum 16 [[white granite]] and 6 thrones&lt;br /&gt;
* Time: 3 months to construct&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==Current Wayhouses==&lt;br /&gt;
This table includes all wayhouses which are active and have been appointed in recent times. For a full list of title holders, see [[Current Imperial titles|here]]. This list was last updated following the Spring Equinox 388YE.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; float: left; margin: 10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name!!Location!!Voting location!!Appointment!!Election!!Occupant&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Last Battle|Last Battle]]|| [[The_Barrens#The_Bleaks|The Bleaks, The Barrens]]||Miaren||Military Council Appointment||Winter||{{#lst:Archive:All_Election_Results|Keeper_of_the_Last_Battle_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Stand|Micah&#039;s Stand]]||[[Reikos#Chalcis_Mount|Chalcis Mount, Reikos]]||Miaren||Senate Appointment||Spring||{{#lst:Archive:All_Election_Results|Keeper_of_the_Stand_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Strategos of Navarr#Awstin&#039;s Rest|Awstin&#039;s Rest]]||[[Ossium#Nearweald|Nearweald, Ossium]]||Hercynia||Military Council Appointment||Winter||{{#lst:Archive:All_Election_Results|Strategos_of_Navarr_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Ashen Tears|Ashen Tears]]||[[Skarsind#Skogei_Glens|Skogei Glens, Skarsind]]||Hercynia||Senate Appointment||Autumn||{{#lst:Archive:All_Election_Results|Keeper_of_the_Ashen_Tears_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of the Splintered House|Splintered House]]||[[Holberg#Utterlund|Utterlund, Holberg]]||Miaren||Senate Appointment||Tenure||{{#lst:Archive:All_Election_Results|Keeper_of_the_Splintered_House_occupant}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
* &#039;&#039;&#039;Cannot be built in a region with the city quality&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Cannot be built in a Navarr territory&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Provides no benefits if the territory does not have an active trod network&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;It is possible for a motion to dictate what form the sinecure income will take, but only from the available options&#039;&#039;&#039;&lt;br /&gt;
A Navarr wayhouse can only be constructed in an Imperial [[territory]] that contains a trod network that is not part of the [[Navarr]] nation. For example, the Senate could commission a Navarr wayhouse in [[Sarvos#Riposi|Riposi]] in [[Sarvos]], which is part of [[the League]] but not in [[Miaren]]. In addition, it is not possible to build a wayhouse in an urban area - they cannot be built in any region with the [[Region_qualities#City|city]] quality. &lt;br /&gt;
&lt;br /&gt;
A wayhouse can be built anywhere, but it provides no benefits of any kind if the territory they are in does not have an active trod network which is connected to the other trods in the Empire.&lt;br /&gt;
&lt;br /&gt;
The possible production provided by a wayhouse is set by the dominant resources available in the territory -  if the production is not stated in the motion, then it will default to the production column. It is not possible for the commission to provide different resources, unless it is part of a specific [[opportunity]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table class=&amp;quot;mw-collapsible mw-collapsed wikitable sortable&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Nation&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Territory&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Production&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Alternate Production&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[The Brass Coast]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Feroz]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Military_unit#Loot|Random resources]]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Kahraman]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Madruga]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Segura]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Dawn]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;[[Astolat]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Cerulean mazzarine&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[The Barrens]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Semmerholm]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Weirwater]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Highguard]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Bastion]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Casinea]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Necropolis]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Reikos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;2&#039;&amp;gt;[[Imperial Orcs]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Skarsind]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mareave]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;5&#039;&amp;gt;[[The League]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Holberg]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs (if built in Misericorde)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sarvos]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Spiral]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Tassato]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Temeschwar]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[The Marches]]&amp;lt;/td&amp;gt;&amp;lt;!--&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Bregasland]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;--&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mitwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Mournwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Upwold]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;4&#039;&amp;gt;[[Urizen]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Morrow]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Redoubt]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sarangrave]]&amp;lt;sup&amp;gt;[[#1|(1)]]&amp;lt;/sup&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Zenith]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Mana crystals&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;5&#039;&amp;gt;[[Varushka]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Karov]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Karsk]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Miekarova]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Ossium]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Volodmartz]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Measures&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;3&#039;&amp;gt;[[Wintermark]]&amp;lt;/td&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Hahnmark]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ingots&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Kallavesa]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Random herbs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Liao&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td rowspan=&#039;1&#039;&amp;gt;[[Sermersuaq]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Money&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
#{{anchor|1}} This territory does not contain trods, and cannot support a wayhouse&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
{{#lst:Archive:All_Commissions|wayhouse}}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
* [[The way home]] - 386YE Summer wind of fortune concerning opportunities to build special wayhouses in non-Navarr Imperial territories&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Splintered_House&amp;diff=143521</id>
		<title>Keeper of the Splintered House</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Splintered_House&amp;diff=143521"/>
		<updated>2026-08-15T12:07:18Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Splintered House is an [[Imperial title]] awarded to a citizen of [[Navarr]]. Construction of the Splintered House was [[Construct Wayhouse in Holberg|announced]] by &#039;&#039;&#039;Ciapek Splintered Oak&#039;&#039;&#039;, as [[Bearer of an Imperial Wayleave]], during the Winter Solstice 387YE and construction was completed shortly before the Spring Equinox 388YE. The [[Navarr wayhouse]] stands in [[Holberg#Utterlund|Utterlund]] in [[Holberg]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navarr Wayhouse Benefits|Splintered House|Holberg}}&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Keeper of the Splintered House is responsible for protecting the wayhouse. If the wayhouse, or travellers using the wayhouse, were to be threatened in any way it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Profitable Dealings===&lt;br /&gt;
The Keeper of the Splintered House has custodianship of a [[sinecure]]. They receive an income of one throne, six crowns, and eight rings each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Keeper of the Splintered House.png|caption=&#039;&#039;&#039;Holder&#039;&#039;&#039;, Keeper of the Splintered House|align=left|width=300}}--&amp;gt;&lt;br /&gt;
The Keeper of the Splintered House is a [[Imperial_title#National_Position|national position]] appointed by unanimous decision of the senators of Navarr.&lt;br /&gt;
&lt;br /&gt;
The Keeper has [[tenure]] and serves until they die or step down. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Navarr Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]]&lt;br /&gt;
{{RecentElections|Keeper_of_the_Splintered_House}}&lt;br /&gt;
==The Splintered House==&lt;br /&gt;
Named for the Splintered Oaks striding, the Splintered House was constructed with the ideals of standing together to build something greater in mind. The wayhouse welcomes all, be they crafter,  broker, or simply a Navarri without a striding seeking a place to stay&lt;br /&gt;
&lt;br /&gt;
Built in Utterlund, a forest that at one time served as a hunting preserve that has been marked by change and Spring magic, the Splintered House brims with the energy of hustle. Brokers bring their goods and services through to the &amp;quot;&#039;&#039;Greatest City of the League&#039;&#039;&amp;quot;. Built as a trading market to showcase Navarr talent, it is often surrounded by sprawling tents, stalls, and ox carts, with the maze-like routes managed by residents of the wayhouse, who work to ensure Prosperity for all who frequent the ever-changing traders.&lt;br /&gt;
&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Splintered_House&amp;diff=143520</id>
		<title>Keeper of the Splintered House</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Splintered_House&amp;diff=143520"/>
		<updated>2026-08-15T12:07:10Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Splintered House is an [[Imperial title]] awarded to a citizen of [[Navarr]]. Construction of the Splintered House was [[Construct Wayhouse in Holberg|announced]] by &#039;&#039;&#039;Ciapek Splintered Oak&#039;&#039;&#039;, as [[Bearer of an Imperial Wayleave]], during the Winter Solstice 387YE and construction was completed shortly before the Spring Equinox 388YE. The [[Navarr wayhouse]] stands in [[Holberg#Utterlund|Utterlund]] in [[Holberg]]. &lt;br /&gt;
&lt;br /&gt;
{{Navarr Wayhouse Benefits|Splintered House|Holberg}}&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Keeper of the Splintered House is responsible for protecting the wayhouse. If the wayhouse, or travellers using the wayhouse, were to be threatened in any way it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Profitable Dealings===&lt;br /&gt;
The Keeper of the Splintered House has custodianship of a [[sinecure]]. They receive an income of one throne, six crowns, and eight rings each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=Keeper of the Splintered House.png|caption=&#039;&#039;&#039;Holder&#039;&#039;&#039;, Keeper of the Splintered House|align=left|width=300}}--&amp;gt;&lt;br /&gt;
The Keeper of the Splintered House is a [[Imperial_title#National_Position|national position]] appointed by unanimous decision of the senators of Navarr.&lt;br /&gt;
&lt;br /&gt;
The Keeper has [[tenure]] and serves until they die or step down. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Navarr Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]]&lt;br /&gt;
{{RecentElections|Keeper_of_the_Splintered_House}}&lt;br /&gt;
==The Splintered House==&lt;br /&gt;
Named for the Splintered Oaks striding, the Splintered House was constructed with the ideals of standing together to build something greater in mind. The wayhouse welcomes all, be they crafter,  broker, or simply a Navarri without a striding seeking a place to stay&lt;br /&gt;
&lt;br /&gt;
Built in Utterlund, a forest that at one time served as a hunting preserve that has been marked by change and Spring magic, the Splintered House brims with the energy of hustle. Brokers bring their goods and services through to the &amp;quot;&#039;&#039;Greatest City of the League&#039;&#039;&amp;quot;. Built as a trading market to showcase Navarr talent, it is often surrounded by sprawling tents, stalls, and ox carts, with the maze-like routes managed by residents of the wayhouse, who work to ensure Prosperity for all who frequent the ever-changing traders.&lt;br /&gt;
&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Ashen_Tears&amp;diff=143519</id>
		<title>Keeper of the Ashen Tears</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Ashen_Tears&amp;diff=143519"/>
		<updated>2026-08-15T12:06:16Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Ashen Tears is an [[Imperial title]] awarded to a citizen of [[Navarr]]. Construction of the Ashen Tears Wayhouse was [[Construct Ashen Tears Wayhouse|announced]] by &#039;&#039;&#039;Firesong Arachas&#039;&#039;&#039;, the [[Legion Engineer]], during the Summer Solstice 387YE, and construction was completed shortly before the Autumn Equinox 387YE. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navarr Wayhouse Benefits|Ashen Tears|Skarsind}}&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Keeper of the Ashen Tears is responsible for protecting the wayhouse and the Navarr who live in [[Skarsind]]. If the wayhouse, travellers using the wayhouse, or the Navarr of the territory were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Wealth of the Wilds===&lt;br /&gt;
The Keeper of the Ashen Tears has custodianship of a [[sinecure]]. They receive one throne, six crowns, and eight rings each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Keeper of the Ashen Tears is appointed during the Autumn Equinox each year. As a [[New_Imperial_titles#The_Imperial_Synod|national position]], it is elected by unanimous decision of the [[Navarr]] senators. &lt;br /&gt;
&lt;br /&gt;
The title can only be held by a citizen of Navarr. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Navarr Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=PHOTO.png|caption=&#039;&#039;&#039;Holder&#039;&#039;&#039;, Keeper of the Ashen Tears|align=left|width=300}}--&amp;gt;&lt;br /&gt;
{{RecentElections|Keeper_of_the_Ashen_Tears}}&lt;br /&gt;
==Ashen Tears Wayhouse==&lt;br /&gt;
Ashen Tears wayhouse lies deep within the alpine forests of [[Skarsind#Skogei Glens|Skogei Glens]]. It is reached by a winding trod that runs north out of the [[Hercynia#Glen of Shadows|Glen of Shadows]] in [[Hercynia]] and eventually curves east into [[Miekarova#Miechernya|Miechernya]] in [[Miekarova]]. Unlike many Navarr wayhouses, the Ashen Tears has a distinctly martial aspect - it was designed and construction overseen by the [[Imperial Orcs|Unshackled]] under the guidance of the [[Legion Engineer]], meaning that it is more a fortified compound than a more traditional inn. It is no less welcoming for all that, with the first thing most people see on entering the wayhouse being a massive central hearth that quickly banishes the chill of the cold northern forests.&lt;br /&gt;
&lt;br /&gt;
As well as its blazing hearth. Ashen Tears attracts storytellers and musicians from both the Unshackled and the Navarr. Every Solstice and Equinox, entertainers and lorekeepers from both nations travel here to share their tales as part of an unofficial two-day festival. Along with the obvious benefits, this has helped foster bonds between the Navarr and the Unshackled, built in part on a shared history of nomadic travel without homelands of their own.&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Ashen_Tears&amp;diff=143518</id>
		<title>Keeper of the Ashen Tears</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Ashen_Tears&amp;diff=143518"/>
		<updated>2026-08-15T12:06:03Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]] [[Category: Navarr Wayhouse]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Ashen Tears is an [[Imperial title]] awarded to a citizen of [[Navarr]]. Construction of the Ashen Tears Wayhouse was [[Construct Ashen Tears Wayhouse|announced]] by &#039;&#039;&#039;Firesong Arachas&#039;&#039;&#039;, the [[Legion Engineer]], during the Summer Solstice 387YE, and construction was completed shortly before the Autumn Equinox 387YE. &lt;br /&gt;
&lt;br /&gt;
{{Navarr Wayhouse Benefits|Ashen Tears|Skarsind}}&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Keeper of the Ashen Tears is responsible for protecting the wayhouse and the Navarr who live in [[Skarsind]]. If the wayhouse, travellers using the wayhouse, or the Navarr of the territory were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Wealth of the Wilds===&lt;br /&gt;
The Keeper of the Ashen Tears has custodianship of a [[sinecure]]. They receive one throne, six crowns, and eight rings each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Keeper of the Ashen Tears is appointed during the Autumn Equinox each year. As a [[New_Imperial_titles#The_Imperial_Synod|national position]], it is elected by unanimous decision of the [[Navarr]] senators. &lt;br /&gt;
&lt;br /&gt;
The title can only be held by a citizen of Navarr. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Navarr Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
&amp;lt;!--{{CaptionedImage|file=PHOTO.png|caption=&#039;&#039;&#039;Holder&#039;&#039;&#039;, Keeper of the Ashen Tears|align=left|width=300}}--&amp;gt;&lt;br /&gt;
{{RecentElections|Keeper_of_the_Ashen_Tears}}&lt;br /&gt;
==Ashen Tears Wayhouse==&lt;br /&gt;
Ashen Tears wayhouse lies deep within the alpine forests of [[Skarsind#Skogei Glens|Skogei Glens]]. It is reached by a winding trod that runs north out of the [[Hercynia#Glen of Shadows|Glen of Shadows]] in [[Hercynia]] and eventually curves east into [[Miekarova#Miechernya|Miechernya]] in [[Miekarova]]. Unlike many Navarr wayhouses, the Ashen Tears has a distinctly martial aspect - it was designed and construction overseen by the [[Imperial Orcs|Unshackled]] under the guidance of the [[Legion Engineer]], meaning that it is more a fortified compound than a more traditional inn. It is no less welcoming for all that, with the first thing most people see on entering the wayhouse being a massive central hearth that quickly banishes the chill of the cold northern forests.&lt;br /&gt;
&lt;br /&gt;
As well as its blazing hearth. Ashen Tears attracts storytellers and musicians from both the Unshackled and the Navarr. Every Solstice and Equinox, entertainers and lorekeepers from both nations travel here to share their tales as part of an unofficial two-day festival. Along with the obvious benefits, this has helped foster bonds between the Navarr and the Unshackled, built in part on a shared history of nomadic travel without homelands of their own.&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Stand&amp;diff=143517</id>
		<title>Keeper of the Stand</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Stand&amp;diff=143517"/>
		<updated>2026-08-15T12:05:43Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Stand is an [[Imperial title]] awarded to a citizen of [[Navarr]]. Construction of Micah&#039;s Stand Wayhouse was [[Construct Micah&#039;s Stand|commissioned]] by the Imperial Senate during the Winter Solstice 386YE, and construction was completed shortly before the Spring Equinox 387YE. More information on the [[opportunity]] can be found in the &#039;&#039;&#039;[[Wasp_nest#Stand_for_a_Dream|Wasp nest]]&#039;&#039;&#039; wind of fortune.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navarr Wayhouse Benefits|Micah&#039;s Stand|Reikos}}&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Keeper of the Stand is responsible for working towards the reclamation of [[Brocéliande#Vale&#039;s_Lament|Vale&#039;s Lament]] from the vallorn. In addition, they are charged with protecting the wayhouse and the Navarr who live in [[Reikos]]. If the wayhouse, travellers using the wayhouse, or the Navarr of the territory were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of the Gardens===&lt;br /&gt;
The Keeper of the Stand has custodianship of a [[sinecure]]. They receive 10 drams of random herbs and 10 doses of liao each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Keeper of the Stand is appointed during the Spring Equinox each year. As a [[New_Imperial_titles#The_Imperial_Synod|national position]], it is elected by unanimous decision of the [[Navarr]] senators. &lt;br /&gt;
&lt;br /&gt;
The title can only be held by a citizen of Navarr. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Navarr Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{CaptionedImage|file=Sorcha Ashwood.jpg|caption=&#039;&#039;&#039;Sorcha Ashwood&#039;&#039;&#039;, Keeper of the Stand|align=left|width=300}}&lt;br /&gt;
{{RecentElections|Keeper_of_the_Stand}}&lt;br /&gt;
==Micah&#039;s Stand Wayhouse==&lt;br /&gt;
When [[Reikos]] was freed from the [[Druj]], and the vile citadel of &#039;&#039;Urith Barath&#039;&#039; was torn down, the Navarr and Highborn worked together to translate the herbals claimed from the Stone Toad sept. Since then, there have been Navarr living around, and caring for, the [[Gardens of High Chalcis]]. When the [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle Wayhouse]] was built in [[the Barrens]], the [[steading]] of &#039;&#039;Micah&#039;s Stand&#039;&#039; - a small group devoted to the memory of the Highborn who welcomed them in – suggested that a [[Navarr wayhouse|wayhouse]] be built in eastern Reikos. Among other things this would allow the Navarr of Therunin to live close to their home whilst still being relatively safe from the Druj.&lt;br /&gt;
&lt;br /&gt;
Several of the larger [[chapter|chapters]] of [[Reikos#Chalcis Mount|Chalcis Mount]] supported the plan. Micah&#039;s Stand, and others like it, had proved excellent neighbours, and they well remember the suffering of knowing that your home is under the terror of the Druj. The proposed building cost a little more than usual, but attracted skilled Navarr herbalists. The exchange of skills with the citizens who tend the Gardens of High Chalcis benefits the Empire directly, increasing the bounty of herbs delivered to the [[Benefactor of High Chalcis]].&lt;br /&gt;
&lt;br /&gt;
The Wayhouse itself is an open and welcoming building surrounded by beautiful gardens dedicated both to the cultivation of herbs and to presenting plants from all corners of the Empire. Wherever a Navarr striding passes, they bring back cuttings and seeds to Micah&#039;s Stand and the gardeners find a way to help the plants prosper. Walking through the gardens provides a sense of just how grand and diverse the Empire is, and how wide the world has become. Visitors of all nations speak of this as a sobering, inspirational experience.&lt;br /&gt;
&lt;br /&gt;
As well as providing the usual benefits of a wayhouse, Micah&#039;s Stand also serves as a place for [[surgical skills#Physick|physicks]], [[Surgical skills#Apothecary|apothecaries]], herbalists, and adepts of healing magic - especially magicians of the [[Silver Chalice[[ - to meet and share their expertise with one another. A number of the healers who escaped the fall of [[Therunin#Peakedge Song|Peakedge Song]] - Highborn, Navarr, and [[Great Forest Orcs]] alike, have taken up permanent residence here to suport the business of the wayhouse.&lt;br /&gt;
&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Strategos_of_Navarr&amp;diff=143516</id>
		<title>Strategos of Navarr</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Strategos_of_Navarr&amp;diff=143516"/>
		<updated>2026-08-15T12:05:31Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]][[Category: Military Council]][[Category:Navarr]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The [[Strategos]] of Navarr was established by [[385YE_Autumn_Equinox_Senate_sessions#Create_titles_of_National_Strategos|a vote]] of the [[Senate]] during the Autumn Equinox 385YE. There are ten strategos in total - one for each of the Imperial nations. The Navarr strategos, unlike the others, has additional responsibilities - they are also the custodian of the [[#Astwin&#039;s Rest|Awstin&#039;s Rest Wayhouse]] in [[Ossium]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navarr Wayhouse Benefits|Awstin&#039;s Rest|Ossium}}&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Strategos of Navarr is responsible for protecting the legal rights of the citizens within Navarr who have been recognised by the Civil Service as being responsible for conjunctions through the Sentinel Gate; to work within the nation of Navarr, and nominated citizens, and with the other strategos to maximise the odds of the Empire&#039;s success beyond the Sentinel Gate; to provide tactical, logistical, and personnel support to nominated citizens; to coordinate and provide material support in the form of [[herb|herbs]], [[Game_items#Mana_Crystals|mana crystals]], [[potion|potions]], equipment, or other specialist items; and to serve as a point of contact for the fighters of their nation intending to take the battlefield. Whilst the strategos has a responsibility to coordinate and support those venturing through the Sentinel Gate there is no expectation that they themselves would need to.&lt;br /&gt;
&lt;br /&gt;
In addition, they are charged with protecting the wayhouse and the Navarr who live in [[Ossium]]. If the wayhouse, travellers using the wayhouse, or the Navarr of the territory were to be threatened in any way, it would be the responsibility of the Strategos to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Strategos would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of Mana===&lt;br /&gt;
The Strategos of Navarr has custodianship of the [[#Awstin&#039;s Rest|Awstin&#039;s Rest]] wayhouse. They receive an income of 12 crystal mana each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Strategos of Navarr is appointed during the Winter Solstice each year. It is selected by unanimous decision of [[Navarr]] [[general|generals]]. If a unanimous decision cannot be reached, the title may be appointed by the [[Military Council]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any citizen of Navarr. The Strategos serves until the next scheduled election. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Navarr [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{CaptionedImage|file=Mouse Ddawnswraig.jpg|caption=&#039;&#039;&#039;Mouse Ddawnswraig&#039;&#039;&#039;, Strategos of Navarr|align=left|width=300}}&lt;br /&gt;
{{RecentElections|Strategos_of_Navarr}}&lt;br /&gt;
==Awstin&#039;s Rest==&lt;br /&gt;
Built in Nearweald, the wayhouse marks the losses suffered by Varushka and Navarr against the Druj in [[Therunin]] after the Autumn Equinox 386YE. It takes its name from Awstin Embercast, A Navarr who lost their life during the charge of [[Isaella&#039;s Dance]] that lead the Imperial armies out of the [[[[Under_eastern_skies|Druj trap]] in [[Therunin]] in Winter 386YE. The construction of the wayhouse was funded by &#039;&#039;&#039;Gryiff Embercast&#039;&#039;&#039;, &#039;&#039;&#039;Eurion Firekeeper&#039;&#039;&#039;, and &#039;&#039;&#039;Corwyn Heartsbane&#039;&#039;&#039;, so as to provide hearth and home for any schlacta and thorn that might need it. Every season, mana crystals are gathered from the mithril bowls scattered across the grounds of the wayhouse and sent to the Strategos of Navarr.&lt;br /&gt;
&lt;br /&gt;
Humble in trappings, the wayhouse stands amidst the woods tended by the Pinewheels Mercenary Company. The large wooden doors are flanked by banners depicting the symbols of Isaella&#039;s Dance alongside those of the [[Iron Helms]] - the Varushkan army that fell alongside the Navarr in the desperate flight from Therunin.&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Stand&amp;diff=143515</id>
		<title>Keeper of the Stand</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Stand&amp;diff=143515"/>
		<updated>2026-08-15T12:04:58Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]] [[Category: Navarr Wayhouse]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Stand is an [[Imperial title]] awarded to a citizen of [[Navarr]]. Construction of Micah&#039;s Stand Wayhouse was [[Construct Micah&#039;s Stand|commissioned]] by the Imperial Senate during the Winter Solstice 386YE, and construction was completed shortly before the Spring Equinox 387YE. More information on the [[opportunity]] can be found in the &#039;&#039;&#039;[[Wasp_nest#Stand_for_a_Dream|Wasp nest]]&#039;&#039;&#039; wind of fortune.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navarr Wayhouse Benefits|Micah&#039;s Stand|Reikos}}&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Keeper of the Stand is responsible for working towards the reclamation of [[Brocéliande#Vale&#039;s_Lament|Vale&#039;s Lament]] from the vallorn. In addition, they are charged with protecting the wayhouse and the Navarr who live in [[Reikos]]. If the wayhouse, travellers using the wayhouse, or the Navarr of the territory were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of the Gardens===&lt;br /&gt;
The Keeper of the Stand has custodianship of a [[sinecure]]. They receive 10 drams of random herbs and 10 doses of liao each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Keeper of the Stand is appointed during the Spring Equinox each year. As a [[New_Imperial_titles#The_Imperial_Synod|national position]], it is elected by unanimous decision of the [[Navarr]] senators. &lt;br /&gt;
&lt;br /&gt;
The title can only be held by a citizen of Navarr. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Navarr Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{CaptionedImage|file=Sorcha Ashwood.jpg|caption=&#039;&#039;&#039;Sorcha Ashwood&#039;&#039;&#039;, Keeper of the Stand|align=left|width=300}}&lt;br /&gt;
{{RecentElections|Keeper_of_the_Stand}}&lt;br /&gt;
==Micah&#039;s Stand Wayhouse==&lt;br /&gt;
When [[Reikos]] was freed from the [[Druj]], and the vile citadel of &#039;&#039;Urith Barath&#039;&#039; was torn down, the Navarr and Highborn worked together to translate the herbals claimed from the Stone Toad sept. Since then, there have been Navarr living around, and caring for, the [[Gardens of High Chalcis]]. When the [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle Wayhouse]] was built in [[the Barrens]], the [[steading]] of &#039;&#039;Micah&#039;s Stand&#039;&#039; - a small group devoted to the memory of the Highborn who welcomed them in – suggested that a [[Navarr wayhouse|wayhouse]] be built in eastern Reikos. Among other things this would allow the Navarr of Therunin to live close to their home whilst still being relatively safe from the Druj.&lt;br /&gt;
&lt;br /&gt;
Several of the larger [[chapter|chapters]] of [[Reikos#Chalcis Mount|Chalcis Mount]] supported the plan. Micah&#039;s Stand, and others like it, had proved excellent neighbours, and they well remember the suffering of knowing that your home is under the terror of the Druj. The proposed building cost a little more than usual, but attracted skilled Navarr herbalists. The exchange of skills with the citizens who tend the Gardens of High Chalcis benefits the Empire directly, increasing the bounty of herbs delivered to the [[Benefactor of High Chalcis]].&lt;br /&gt;
&lt;br /&gt;
The Wayhouse itself is an open and welcoming building surrounded by beautiful gardens dedicated both to the cultivation of herbs and to presenting plants from all corners of the Empire. Wherever a Navarr striding passes, they bring back cuttings and seeds to Micah&#039;s Stand and the gardeners find a way to help the plants prosper. Walking through the gardens provides a sense of just how grand and diverse the Empire is, and how wide the world has become. Visitors of all nations speak of this as a sobering, inspirational experience.&lt;br /&gt;
&lt;br /&gt;
As well as providing the usual benefits of a wayhouse, Micah&#039;s Stand also serves as a place for [[surgical skills#Physick|physicks]], [[Surgical skills#Apothecary|apothecaries]], herbalists, and adepts of healing magic - especially magicians of the [[Silver Chalice[[ - to meet and share their expertise with one another. A number of the healers who escaped the fall of [[Therunin#Peakedge Song|Peakedge Song]] - Highborn, Navarr, and [[Great Forest Orcs]] alike, have taken up permanent residence here to suport the business of the wayhouse.&lt;br /&gt;
&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Stand&amp;diff=143514</id>
		<title>Keeper of the Stand</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Stand&amp;diff=143514"/>
		<updated>2026-08-15T12:04:48Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]] [[Category: Navarr Wayhouse]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Stand is an [[Imperial title]] awarded to a citizen of [[Navarr]]. Construction of Micah&#039;s Stand Wayhouse was [[Construct Micah&#039;s Stand|commissioned]] by the Imperial Senate during the Winter Solstice 386YE, and construction was completed shortly before the Spring Equinox 387YE. More information on the [[opportunity]] can be found in the &#039;&#039;&#039;[[Wasp_nest#Stand_for_a_Dream|Wasp nest]]&#039;&#039;&#039; wind of fortune.&lt;br /&gt;
&lt;br /&gt;
{{Navarr Wayhouse Benefits|Micah&#039;s Stand|Reikos}}&lt;br /&gt;
&lt;br /&gt;
==Responsibilities==&lt;br /&gt;
The Keeper of the Stand is responsible for working towards the reclamation of [[Brocéliande#Vale&#039;s_Lament|Vale&#039;s Lament]] from the vallorn. In addition, they are charged with protecting the wayhouse and the Navarr who live in [[Reikos]]. If the wayhouse, travellers using the wayhouse, or the Navarr of the territory were to be threatened in any way, it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===Bounty of the Gardens===&lt;br /&gt;
The Keeper of the Stand has custodianship of a [[sinecure]]. They receive 10 drams of random herbs and 10 doses of liao each season.&lt;br /&gt;
&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Keeper of the Stand is appointed during the Spring Equinox each year. As a [[New_Imperial_titles#The_Imperial_Synod|national position]], it is elected by unanimous decision of the [[Navarr]] senators. &lt;br /&gt;
&lt;br /&gt;
The title can only be held by a citizen of Navarr. They can be revoked by the [[Assembly#General_Assembly|General Assembly]], the Navarr Assembly, and the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{CaptionedImage|file=Sorcha Ashwood.jpg|caption=&#039;&#039;&#039;Sorcha Ashwood&#039;&#039;&#039;, Keeper of the Stand|align=left|width=300}}&lt;br /&gt;
{{RecentElections|Keeper_of_the_Stand}}&lt;br /&gt;
==Micah&#039;s Stand Wayhouse==&lt;br /&gt;
When [[Reikos]] was freed from the [[Druj]], and the vile citadel of &#039;&#039;Urith Barath&#039;&#039; was torn down, the Navarr and Highborn worked together to translate the herbals claimed from the Stone Toad sept. Since then, there have been Navarr living around, and caring for, the [[Gardens of High Chalcis]]. When the [[Keeper_of_the_Last_Battle#Last_Battle_Wayhouse|Last Battle Wayhouse]] was built in [[the Barrens]], the [[steading]] of &#039;&#039;Micah&#039;s Stand&#039;&#039; - a small group devoted to the memory of the Highborn who welcomed them in – suggested that a [[Navarr wayhouse|wayhouse]] be built in eastern Reikos. Among other things this would allow the Navarr of Therunin to live close to their home whilst still being relatively safe from the Druj.&lt;br /&gt;
&lt;br /&gt;
Several of the larger [[chapter|chapters]] of [[Reikos#Chalcis Mount|Chalcis Mount]] supported the plan. Micah&#039;s Stand, and others like it, had proved excellent neighbours, and they well remember the suffering of knowing that your home is under the terror of the Druj. The proposed building cost a little more than usual, but attracted skilled Navarr herbalists. The exchange of skills with the citizens who tend the Gardens of High Chalcis benefits the Empire directly, increasing the bounty of herbs delivered to the [[Benefactor of High Chalcis]].&lt;br /&gt;
&lt;br /&gt;
The Wayhouse itself is an open and welcoming building surrounded by beautiful gardens dedicated both to the cultivation of herbs and to presenting plants from all corners of the Empire. Wherever a Navarr striding passes, they bring back cuttings and seeds to Micah&#039;s Stand and the gardeners find a way to help the plants prosper. Walking through the gardens provides a sense of just how grand and diverse the Empire is, and how wide the world has become. Visitors of all nations speak of this as a sobering, inspirational experience.&lt;br /&gt;
&lt;br /&gt;
As well as providing the usual benefits of a wayhouse, Micah&#039;s Stand also serves as a place for [[surgical skills#Physick|physicks]], [[Surgical skills#Apothecary|apothecaries]], herbalists, and adepts of healing magic - especially magicians of the [[Silver Chalice[[ - to meet and share their expertise with one another. A number of the healers who escaped the fall of [[Therunin#Peakedge Song|Peakedge Song]] - Highborn, Navarr, and [[Great Forest Orcs]] alike, have taken up permanent residence here to suport the business of the wayhouse.&lt;br /&gt;
&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
	<entry>
		<id>https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Last_Battle&amp;diff=143513</id>
		<title>Keeper of the Last Battle</title>
		<link rel="alternate" type="text/html" href="https://www.profounddecisions.co.uk/mediawiki-public/index.php?title=Keeper_of_the_Last_Battle&amp;diff=143513"/>
		<updated>2026-08-15T12:03:58Z</updated>

		<summary type="html">&lt;p&gt;Rafferty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Title]] [[Category: Navarr]]&lt;br /&gt;
==Overview==&lt;br /&gt;
The Keeper of the Last Battle is an [[Imperial title]] awarded to a citizen of [[Navarr]]. Construction of the Last Battle Wayhouse was [[Construct Last Battle Wayhouse|commissioned]] by the Imperial Senate during the Autumn Equinox 386YE and construction was completed shortly before the Winter Solstice 386YE. More information on the [[opportunity]] can be found in the &#039;&#039;&#039;[[The_way_home#The_Last_Battle|The way home]]&#039;&#039;&#039; wind of fortune.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Navarr Wayhouse Benefits|Last Battle|the Barrens}}&lt;br /&gt;
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==Responsibilities==&lt;br /&gt;
The Keeper of the Last Battle is responsible for protecting the wayhouse and encouraging the expansion of the Empire&#039;s borders to trigger the last battle against the vallorn. If the wayhouse, or travellers using the wayhouse, were to be threatened in any way it would be the responsibility of the Keeper to deal with those threats. Likewise, if any particular [[opportunity]] were to arise related to the wayhouse, the Keeper would expect to be consulted as to how that opportunity might be resolved.&lt;br /&gt;
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==Powers==&lt;br /&gt;
===Bounty of Herbs===&lt;br /&gt;
The Keeper of the Last Battle has custodianship of a [[sinecure]]. They receive an income of 24 random herbs each season.&lt;br /&gt;
{{RecentElections|Keeper_of_the_Last_Battle}}&lt;br /&gt;
==Appointment==&lt;br /&gt;
The Keeper of the Last Battle is appointed during the Winter Solstice each year. It is selected by unanimous decision of the [[Navarr]] [[general|generals]]. If a unanimous decision cannot be reached, the title may be appointed by the [[Military Council]] instead.&lt;br /&gt;
&lt;br /&gt;
The title can be held by any Navarr citizen. The Keeper serves until the next scheduled election. They can be [[revocation|revoked]] by the [[Assembly#General_Assembly|General Assembly]], the Navarr [[Assembly#The_National_Assemblies|National Assembly]], and by the [[Assembly#Assembly_of_the_Nine|Assembly of the Nine]].&lt;br /&gt;
{{UnconstitutionalTitle|sodality=Vallornguard}}&lt;br /&gt;
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==Last Battle Wayhouse==&lt;br /&gt;
The opportunity to build the Last Battle Wayhouse came about in part due to the efforts of Last Battle Striding, a relatively young [[striding]] made up almost exclusively of [[thorn|thorns]] united in the belief that the final battle against the [[vallorn]] will surely happen in their lifetime. Their desire to confront the vallorn is tempered with the knowledge that it will require linking up all the hearts with [[trods]]. This will require the Empire to fulfil its destiny and conquer the intervening lands.&lt;br /&gt;
&lt;br /&gt;
The wayhouse they inspired is built in the eastern [[The Barrens#the Bleaks|Bleaks]], in [[the Barrens]], on the edge of [[the Mallum]]. The striding visit there regularly, and it is rare for there to be no thorns relaxing or training in the vicinity of the little settlement. From there, they engage in reconnaissance and patrols into the lands of the Druj.&lt;br /&gt;
&lt;br /&gt;
Of course the wayhouse also serves as a hub to keep other Navarr steadings and stridings in contact with one another, and it&#039;s common for members of the nation to stop off in the Bleaks when they are travelling the eastern Empire. This has lead to some conflict with the local [[orc]] sept, the [[Not_to_conquer#Karass|Karass]]. The orcs are apparently [[Hard_to_find#Who_Would_Dare_To_Go|furious]] that the wayhouse was built without consulting them. When questioned about this, the Karass are evasive and unconvincing. The best explanation they can give is that they believe that the existence of the Last Battle will hasten the return of the Druj. They can&#039;t explain how that is going to happen, but they seem quite genuine about the threat. The Keeper would be well-advised to reach out to Anka Karass as soon as possible to ensure that this problem does not get any worse.&lt;br /&gt;
{{Responsibilities Expectation}}&lt;/div&gt;</summary>
		<author><name>Rafferty</name></author>
	</entry>
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